diff --git a/ROADMAP.md b/ROADMAP.md index 040686a..363b670 100644 --- a/ROADMAP.md +++ b/ROADMAP.md @@ -61,16 +61,16 @@ - OOP Scene support with lifecycle methods (#61) - Window resize events (#1) - Scene transitions with animations (#105) -- 🚧 **Phase 6 Started** - Rendering Revolution in progress! +- ✅ **Phase 6 Complete** - Rendering Revolution achieved! - Grid background colors (#50) ✅ - - RenderTexture base infrastructure ✅ + - RenderTexture overhaul (#6) ✅ - UIFrame clipping support ✅ - Viewport-based rendering (#8) ✅ ### Active Development: - **Branch**: alpha_streamline_2 -- **Current Phase**: Phase 6 - Rendering Revolution (IN PROGRESS) -- **Timeline**: 3-4 weeks for Phase 6 implementation +- **Current Phase**: Phase 6 Complete - Ready for Phase 7! +- **Achievement**: Rendering Revolution completed ahead of schedule - **Strategic Vision**: See STRATEGIC_VISION.md for platform roadmap - **Latest**: RenderTexture base infrastructure complete, UIFrame clipping working! @@ -229,7 +229,7 @@ Rendering Layer: ``` *Result*: Entire window/scene system modernized with OOP design! -### Phase 6: Rendering Revolution (3-4 weeks) 🚧 IN PROGRESS! +### Phase 6: Rendering Revolution (3-4 weeks) ✅ COMPLETE! **Goal**: Professional rendering capabilities ``` 1. ✅ #50 - Grid background colors [COMPLETED] @@ -237,13 +237,13 @@ Rendering Layer: - Added background_color property with animation support - Default dark gray background (8, 8, 8, 255) -2. 🚧 #6 - RenderTexture overhaul [PARTIALLY COMPLETE] +2. ✅ #6 - RenderTexture overhaul [COMPLETED] ✅ Base infrastructure in UIDrawable ✅ UIFrame clip_children property ✅ Dirty flag optimization system ✅ Nested clipping support - ⏳ Extend to other UI classes - ⏳ Effects (blur, glow, etc.) + ✅ UIGrid already has appropriate RenderTexture implementation + ❌ UICaption/UISprite clipping not needed (no children) 3. ✅ #8 - Viewport-based rendering [COMPLETED] - Fixed game resolution (window.game_resolution) @@ -253,27 +253,26 @@ Rendering Layer: - Python API fully integrated - Tests: test_viewport_simple.py, test_viewport_visual.py, test_viewport_scaling.py -4. #106 - Shader support [STRETCH GOAL] +4. #106 - Shader support [DEFERRED TO POST-PHASE 7] sprite.shader = mcrfpy.Shader.load("glow.frag") frame.shader_params = {"intensity": 0.5} -5. #107 - Particle system [STRETCH GOAL] +5. #107 - Particle system [DEFERRED TO POST-PHASE 7] emitter = mcrfpy.ParticleEmitter() emitter.texture = spark_texture emitter.emission_rate = 100 emitter.lifetime = (0.5, 2.0) ``` -**Phase 6 Technical Notes**: -- RenderTexture is the foundation - everything else depends on it -- 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 -- Viewport rendering (#8) ✅ complete with three scaling modes and coordinate transformation -- Next: Extend RenderTexture support to remaining UI classes (Caption, Sprite, Grid) -- Shader/Particle systems might be deferred to Phase 7 or Gamma +**Phase 6 Achievement Summary**: +- Grid backgrounds (#50) ✅ - Customizable background colors with animation +- RenderTexture overhaul (#6) ✅ - UIFrame clipping with opt-in architecture +- Viewport rendering (#8) ✅ - Three scaling modes with coordinate transformation +- UIGrid already had optimal RenderTexture implementation for its use case +- UICaption/UISprite clipping unnecessary (no children to clip) +- Performance optimized with dirty flag system +- Backward compatibility preserved throughout +- Effects/Shader/Particle systems deferred for focused delivery *Rationale*: This unlocks professional visual effects but is complex.