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>
This commit is contained in:
John McCardle 2025-07-07 10:58:00 -04:00
parent 5a49cb7b6d
commit e2696e60df
1 changed files with 19 additions and 20 deletions

View File

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