Files
galaxy-game/client/world/renderer_draw.go
T
2026-03-08 23:30:11 +02:00

231 lines
5.2 KiB
Go

package world
import (
"sort"
)
// drawKind is used only for stable tie-breaking when priorities are equal.
type drawKind int
const (
drawKindLine drawKind = iota
drawKindCircle
drawKindPoint
)
type drawItem struct {
kind drawKind
priority int
id PrimitiveID
styleID StyleID
// Exactly one of these is set.
p Point
c Circle
l Line
}
// drawPlanSinglePass renders a plan using a single ordered pass per tile.
// Items in each tile are sorted by (Priority asc, Kind asc, ID asc) for determinism.
//
// allowWrap controls torus behavior:
// - true: circles/points produce wrap copies, lines use torus-shortest segments
// - false: no copies, lines drawn directly as stored
// tileClipEnabled controls whether per-tile ClipRect is applied.
// When an outer clip is already set (e.g. dirty rect), disable tile clips for speed.
func (w *World) drawPlanSinglePass(drawer PrimitiveDrawer, plan RenderPlan, allowWrap bool, tileClipEnabled bool, isDirtyPass bool) {
var lastStyleID StyleID = StyleIDInvalid
var lastStyle Style
applyStyle := func(styleID StyleID) {
if styleID == lastStyleID {
return
}
s, ok := w.styles.Get(styleID)
if !ok {
panic("render: unknown style ID")
}
if s.FillColor != nil {
drawer.SetFillColor(s.FillColor)
}
if s.StrokeColor != nil {
drawer.SetStrokeColor(s.StrokeColor)
}
drawer.SetLineWidth(s.StrokeWidthPx)
if len(s.StrokeDashes) > 0 {
drawer.SetDash(s.StrokeDashes...)
} else {
drawer.SetDash()
}
drawer.SetDashOffset(s.StrokeDashOffset)
lastStyleID = styleID
lastStyle = s
}
for _, td := range plan.Tiles {
if td.ClipW <= 0 || td.ClipH <= 0 {
continue
}
// Per-tile clip is optional. When outer-clip is used (dirty rect),
// tileClipEnabled must be false to avoid resetting the outer clip.
if tileClipEnabled {
drawer.Save()
drawer.ResetClip()
drawer.ClipRect(float64(td.ClipX), float64(td.ClipY), float64(td.ClipW), float64(td.ClipH))
}
items := w.scratchDrawItems[:0]
if cap(items) < len(td.Candidates) {
items = make([]drawItem, 0, len(td.Candidates))
}
for _, it := range td.Candidates {
id := it.ID()
cur, ok := w.objects[id]
if !ok {
continue
}
switch v := cur.(type) {
case Point:
items = append(items, drawItem{
kind: drawKindPoint,
priority: v.Priority,
id: v.Id,
styleID: v.StyleID,
p: v,
})
case Circle:
items = append(items, drawItem{
kind: drawKindCircle,
priority: v.Priority,
id: v.Id,
styleID: v.StyleID,
c: v,
})
case Line:
items = append(items, drawItem{
kind: drawKindLine,
priority: v.Priority,
id: v.Id,
styleID: v.StyleID,
l: v,
})
default:
panic("render: unknown map item type")
}
}
if len(items) == 0 {
if tileClipEnabled {
drawer.Restore()
}
w.scratchDrawItems = items[:0]
continue
}
sort.Slice(items, func(i, j int) bool {
a, b := items[i], items[j]
if a.priority != b.priority {
return a.priority < b.priority
}
if a.kind != b.kind {
return a.kind < b.kind
}
return a.id < b.id
})
// If this is not a dirty pass (full redraw), keep the old behavior for lines:
// stroke per segment. This is usually faster for gg on huge scenes.
if !isDirtyPass {
for i := 0; i < len(items); i++ {
di := items[i]
applyStyle(di.styleID)
switch di.kind {
case drawKindPoint:
w.drawPointInTile(drawer, plan, td, di.p, allowWrap, lastStyle)
case drawKindCircle:
w.drawCircleInTile(drawer, plan, td, di.c, allowWrap, lastStyle)
case drawKindLine:
// Old behavior: drawLineInTile includes Stroke() per segment.
w.drawLineInTile(drawer, plan, td, di.l, allowWrap)
default:
panic("render: unknown draw kind")
}
}
} else {
// Dirty pass: batch lines to reduce overhead while panning.
inLineRun := false
var lineRunStyleID StyleID
lineSegCount := 0
flushLineRun := func() {
if !inLineRun {
return
}
drawer.Stroke()
inLineRun = false
lineSegCount = 0
}
for i := 0; i < len(items); i++ {
di := items[i]
if inLineRun {
if di.kind != drawKindLine || di.styleID != lineRunStyleID {
flushLineRun()
}
}
switch di.kind {
case drawKindLine:
if !inLineRun {
lineRunStyleID = di.styleID
applyStyle(lineRunStyleID)
inLineRun = true
} else {
// style matches by construction; keep style state valid if code changes later
applyStyle(di.styleID)
}
added := w.drawLineInTilePath(drawer, plan, td, di.l, allowWrap)
lineSegCount += added
if lineSegCount >= maxLineSegmentsPerStroke {
drawer.Stroke()
lineSegCount = 0
// keep run active
}
case drawKindPoint:
flushLineRun()
applyStyle(di.styleID)
w.drawPointInTile(drawer, plan, td, di.p, allowWrap, lastStyle)
case drawKindCircle:
flushLineRun()
applyStyle(di.styleID)
w.drawCircleInTile(drawer, plan, td, di.c, allowWrap, lastStyle)
default:
flushLineRun()
panic("render: unknown draw kind")
}
}
flushLineRun()
}
if tileClipEnabled {
drawer.Restore()
}
// Reuse buffer for next tile.
w.scratchDrawItems = items[:0]
}
}