docs: update ROADMAP for Phase 6 progress
- Marked Phase 6 as IN PROGRESS - Updated RenderTexture overhaul (#6) as PARTIALLY COMPLETE - Marked Grid background colors (#50) as COMPLETED - Added technical notes from implementation experience - Identified viewport rendering (#8) as next priority
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ROADMAP.md
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ROADMAP.md
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- OOP Scene support with lifecycle methods (#61)
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- Window resize events (#1)
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- Scene transitions with animations (#105)
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- 🚧 **Phase 6 Started** - Rendering Revolution in progress!
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- Grid background colors (#50) ✅
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- RenderTexture base infrastructure ✅
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- UIFrame clipping support ✅
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### Active Development:
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- **Branch**: alpha_streamline_2
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- **Current Phase**: Phase 6 - Rendering Revolution (preparing to start)
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- **Current Phase**: Phase 6 - Rendering Revolution (IN PROGRESS)
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- **Timeline**: 3-4 weeks for Phase 6 implementation
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- **Strategic Vision**: See STRATEGIC_VISION.md for platform roadmap
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- **Latest**: RenderTexture base infrastructure complete, UIFrame clipping working!
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### 🏗️ Architectural Dependencies Map
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@ -223,27 +228,27 @@ Rendering Layer:
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```
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*Result*: Entire window/scene system modernized with OOP design!
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### Phase 6: Rendering Revolution (3-4 weeks) 🚀 NEXT!
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### Phase 6: Rendering Revolution (3-4 weeks) 🚧 IN PROGRESS!
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**Goal**: Professional rendering capabilities
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```
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1. #6 - RenderTexture overhaul [CORE PRIORITY]
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- All UIDrawables render to RenderTexture
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- Enables clipping to parent bounds
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- Off-screen rendering for effects
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- Technical challenges:
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* Scene transition system now uses RenderTextures
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* Need to preserve compatibility
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* Performance implications for nested rendering
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1. ✅ #50 - Grid background colors [COMPLETED]
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grid.background_color = mcrfpy.Color(50, 50, 50)
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- Added background_color property with animation support
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- Default dark gray background (8, 8, 8, 255)
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2. #8 - Viewport-based rendering
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2. 🚧 #6 - RenderTexture overhaul [PARTIALLY COMPLETE]
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✅ Base infrastructure in UIDrawable
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✅ UIFrame clip_children property
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✅ Dirty flag optimization system
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✅ Nested clipping support
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⏳ Extend to other UI classes
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⏳ Effects (blur, glow, etc.)
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3. #8 - Viewport-based rendering [NEXT PRIORITY]
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- RenderTexture matches viewport
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- Proper scaling/letterboxing
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- Coordinate system transformations
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3. #50 - Grid background colors [QUICK WIN]
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grid.background_color = mcrfpy.Color(50, 50, 50)
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grid.background_texture = texture # stretch/tile options
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4. #106 - Shader support [STRETCH GOAL]
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sprite.shader = mcrfpy.Shader.load("glow.frag")
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frame.shader_params = {"intensity": 0.5}
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@ -257,10 +262,13 @@ Rendering Layer:
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**Phase 6 Technical Notes**:
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- RenderTexture is the foundation - everything else depends on it
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- Grid backgrounds (#50) can be done quickly as a warm-up
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- Shader/Particle systems might be deferred to Phase 7 or Gamma
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- Must maintain performance with nested RenderTextures
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- Grid backgrounds (#50) ✅ completed as warm-up task
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- RenderTexture implementation uses opt-in architecture to preserve backward compatibility
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- Dirty flag system crucial for performance - only re-render when properties change
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- Nested clipping works correctly with proper coordinate transformations
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- Scene transitions already use RenderTextures - good integration test
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- Next: Viewport rendering (#8) will build on RenderTexture foundation
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- Shader/Particle systems might be deferred to Phase 7 or Gamma
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*Rationale*: This unlocks professional visual effects but is complex.
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