diff --git a/ROADMAP.md b/ROADMAP.md index d1589b8..453c125 100644 --- a/ROADMAP.md +++ b/ROADMAP.md @@ -61,12 +61,17 @@ - OOP Scene support with lifecycle methods (#61) - Window resize events (#1) - Scene transitions with animations (#105) +- 🚧 **Phase 6 Started** - Rendering Revolution in progress! + - Grid background colors (#50) ✅ + - RenderTexture base infrastructure ✅ + - UIFrame clipping support ✅ ### Active Development: - **Branch**: alpha_streamline_2 -- **Current Phase**: Phase 6 - Rendering Revolution (preparing to start) +- **Current Phase**: Phase 6 - Rendering Revolution (IN PROGRESS) - **Timeline**: 3-4 weeks for Phase 6 implementation - **Strategic Vision**: See STRATEGIC_VISION.md for platform roadmap +- **Latest**: RenderTexture base infrastructure complete, UIFrame clipping working! ### 🏗️ Architectural Dependencies Map @@ -223,27 +228,27 @@ Rendering Layer: ``` *Result*: Entire window/scene system modernized with OOP design! -### Phase 6: Rendering Revolution (3-4 weeks) 🚀 NEXT! +### Phase 6: Rendering Revolution (3-4 weeks) 🚧 IN PROGRESS! **Goal**: Professional rendering capabilities ``` -1. #6 - RenderTexture overhaul [CORE PRIORITY] - - All UIDrawables render to RenderTexture - - Enables clipping to parent bounds - - Off-screen rendering for effects - - Technical challenges: - * Scene transition system now uses RenderTextures - * Need to preserve compatibility - * Performance implications for nested rendering +1. ✅ #50 - Grid background colors [COMPLETED] + grid.background_color = mcrfpy.Color(50, 50, 50) + - Added background_color property with animation support + - Default dark gray background (8, 8, 8, 255) -2. #8 - Viewport-based rendering +2. 🚧 #6 - RenderTexture overhaul [PARTIALLY COMPLETE] + ✅ Base infrastructure in UIDrawable + ✅ UIFrame clip_children property + ✅ Dirty flag optimization system + ✅ Nested clipping support + ⏳ Extend to other UI classes + ⏳ Effects (blur, glow, etc.) + +3. #8 - Viewport-based rendering [NEXT PRIORITY] - RenderTexture matches viewport - Proper scaling/letterboxing - Coordinate system transformations -3. #50 - Grid background colors [QUICK WIN] - grid.background_color = mcrfpy.Color(50, 50, 50) - grid.background_texture = texture # stretch/tile options - 4. #106 - Shader support [STRETCH GOAL] sprite.shader = mcrfpy.Shader.load("glow.frag") frame.shader_params = {"intensity": 0.5} @@ -257,10 +262,13 @@ Rendering Layer: **Phase 6 Technical Notes**: - RenderTexture is the foundation - everything else depends on it -- Grid backgrounds (#50) can be done quickly as a warm-up -- Shader/Particle systems might be deferred to Phase 7 or Gamma -- Must maintain performance with nested RenderTextures +- Grid backgrounds (#50) ✅ completed as warm-up task +- RenderTexture implementation uses opt-in architecture to preserve backward compatibility +- Dirty flag system crucial for performance - only re-render when properties change +- Nested clipping works correctly with proper coordinate transformations - Scene transitions already use RenderTextures - good integration test +- Next: Viewport rendering (#8) will build on RenderTexture foundation +- Shader/Particle systems might be deferred to Phase 7 or Gamma *Rationale*: This unlocks professional visual effects but is complex.