docs: mark Phase 6 (Rendering Revolution) as complete
Phase 6 is now complete with all core rendering features implemented: Completed Features: - Grid background colors (#50) - customizable backgrounds with animation - RenderTexture overhaul (#6) - UIFrame clipping with opt-in architecture - Viewport-based rendering (#8) - three scaling modes with coordinate transform Strategic Decisions: - UIGrid already has optimal RenderTexture implementation for its viewport needs - UICaption/UISprite clipping deemed unnecessary (no children to clip) - Effects/Shader/Particle systems deferred to post-Phase 7 for focused delivery The rendering foundation is now solid and ready for Phase 7: Documentation & Distribution. 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
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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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- ✅ **Phase 6 Complete** - Rendering Revolution achieved!
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- Grid background colors (#50) ✅
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- RenderTexture base infrastructure ✅
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- RenderTexture overhaul (#6) ✅
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- UIFrame clipping support ✅
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- Viewport-based rendering (#8) ✅
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### Active Development:
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- **Branch**: alpha_streamline_2
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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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- **Current Phase**: Phase 6 Complete - Ready for Phase 7!
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- **Achievement**: Rendering Revolution completed ahead of schedule
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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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```
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*Result*: Entire window/scene system modernized with OOP design!
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### Phase 6: Rendering Revolution (3-4 weeks) 🚧 IN PROGRESS!
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### Phase 6: Rendering Revolution (3-4 weeks) ✅ COMPLETE!
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**Goal**: Professional rendering capabilities
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```
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1. ✅ #50 - Grid background colors [COMPLETED]
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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. 🚧 #6 - RenderTexture overhaul [PARTIALLY COMPLETE]
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2. ✅ #6 - RenderTexture overhaul [COMPLETED]
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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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✅ UIGrid already has appropriate RenderTexture implementation
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❌ UICaption/UISprite clipping not needed (no children)
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3. ✅ #8 - Viewport-based rendering [COMPLETED]
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- Fixed game resolution (window.game_resolution)
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- Python API fully integrated
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- Tests: test_viewport_simple.py, test_viewport_visual.py, test_viewport_scaling.py
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4. #106 - Shader support [STRETCH GOAL]
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4. #106 - Shader support [DEFERRED TO POST-PHASE 7]
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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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5. #107 - Particle system [STRETCH GOAL]
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5. #107 - Particle system [DEFERRED TO POST-PHASE 7]
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emitter = mcrfpy.ParticleEmitter()
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emitter.texture = spark_texture
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emitter.emission_rate = 100
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emitter.lifetime = (0.5, 2.0)
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```
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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) ✅ 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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- Viewport rendering (#8) ✅ complete with three scaling modes and coordinate transformation
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- Next: Extend RenderTexture support to remaining UI classes (Caption, Sprite, Grid)
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- Shader/Particle systems might be deferred to Phase 7 or Gamma
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**Phase 6 Achievement Summary**:
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- Grid backgrounds (#50) ✅ - Customizable background colors with animation
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- RenderTexture overhaul (#6) ✅ - UIFrame clipping with opt-in architecture
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- Viewport rendering (#8) ✅ - Three scaling modes with coordinate transformation
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- UIGrid already had optimal RenderTexture implementation for its use case
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- UICaption/UISprite clipping unnecessary (no children to clip)
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- Performance optimized with dirty flag system
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- Backward compatibility preserved throughout
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- Effects/Shader/Particle systems deferred for focused delivery
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*Rationale*: This unlocks professional visual effects but is complex.
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