Add "Grid-Rendering-Pipeline"
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# Grid Rendering Pipeline
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## Overview
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The Grid rendering pipeline is McRogueFace's most complex rendering subsystem. It handles viewport culling, zoom, entity rendering, and FOV overlays - all within a single `sf::RenderTexture` for optimal performance.
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**Parent Page:** [[Grid-System]]
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**Related Pages:**
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- [[Performance-and-Profiling]] - ScopedTimer instrumentation points
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- [[Entity-Management]] - Entity rendering within grids
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- [[UI-Component-Hierarchy]] - Where Grid fits in render hierarchy
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**Key Files:**
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- `src/UIGrid.cpp::render()` - Main rendering entry point (lines 97-310)
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- `src/GameEngine.cpp` - ProfilingMetrics struct for tracking render times
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- `src/Profiler.h` - ScopedTimer RAII helper
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**Related Issues:**
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- [#116](../../issues/116) - Dirty flag system (avoid re-rendering static content)
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- [#115](../../issues/115) - SpatialHash for entity culling optimization
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- [#113](../../issues/113) - Batch operations API
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---
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## Render Pipeline Stages
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The pipeline executes in **4 stages** during each frame:
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```
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1. Viewport Calculation (culling bounds)
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↓
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2. Base Layer Rendering (tiles + background colors)
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↓
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3. Entity Layer Rendering (visible entities)
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↓
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4. FOV Overlay Rendering (discovered/visible states)
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```
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All rendering happens into an `sf::RenderTexture`, then the final texture is drawn to the window in a single operation.
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---
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## Stage 1: Viewport Calculation
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### Purpose
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Calculate which cells are visible based on camera position, zoom, and grid size.
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### Implementation
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```cpp
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// Get cell dimensions from texture
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int cell_width = ptex ? ptex->sprite_width : DEFAULT_CELL_WIDTH;
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int cell_height = ptex ? ptex->sprite_height : DEFAULT_CELL_HEIGHT;
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// Camera center in grid coordinates
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float center_x_sq = center_x / cell_width;
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float center_y_sq = center_y / cell_height;
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// Viewport size in cells
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float width_sq = box.getSize().x / (cell_width * zoom);
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float height_sq = box.getSize().y / (cell_height * zoom);
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// Visible cell range
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float left_edge = center_x_sq - (width_sq / 2.0);
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float top_edge = center_y_sq - (height_sq / 2.0);
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int x_limit = left_edge + width_sq + 2; // +2 for margin
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int y_limit = top_edge + height_sq + 2;
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```
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**Key Insight:** The +2 margin ensures partially-visible cells at viewport edges are rendered completely.
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### Camera Properties
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- `center_x`, `center_y` - Camera position in pixel coordinates
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- `zoom` - Scale factor (1.0 = normal, 2.0 = 2x zoom)
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- `box.getSize()` - Viewport dimensions in pixels
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### Python API
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```python
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grid.center_x = player.x * cell_width # Follow player
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grid.center_y = player.y * cell_height
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grid.zoom = 2.0 # Zoom in
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```
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---
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## Stage 2: Base Layer Rendering
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### Purpose
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Render the "ground" layer: background colors and tile sprites.
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### Loop Structure
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```cpp
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// Profile this stage
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ScopedTimer gridTimer(Resources::game->metrics.gridRenderTime);
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int cellsRendered = 0;
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for (int x = left_edge - 1; x < x_limit; x++) {
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for (int y = top_edge - 1; y < y_limit; y++) {
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// Calculate pixel position within renderTexture
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auto pixel_pos = sf::Vector2f(
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(x * cell_width - left_spritepixels) * zoom,
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(y * cell_height - top_spritepixels) * zoom
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);
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auto gridpoint = at(x, y);
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// 1. Draw background color
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r.setPosition(pixel_pos);
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r.setFillColor(gridpoint.color);
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renderTexture.draw(r);
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// 2. Draw tile sprite (if texture exists and tilesprite set)
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if (ptex && gridpoint.tilesprite != -1) {
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sprite = ptex->sprite(gridpoint.tilesprite, pixel_pos,
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sf::Vector2f(zoom, zoom));
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renderTexture.draw(sprite);
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}
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cellsRendered++;
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}
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}
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// Record metrics for profiling overlay
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Resources::game->metrics.gridCellsRendered += cellsRendered;
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```
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### Per-Cell Data
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Each `UIGridPoint` has:
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- `color` - RGBA background color (drawn first)
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- `tilesprite` - Sprite index from texture sheet (-1 = no sprite)
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- `walkable` - Affects pathfinding (not used in rendering)
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### Performance Characteristics
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**Current Performance:**
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- 100x100 grid, ~1000 visible cells
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- Grid render time: 8-12ms (without dirty flags)
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- Target: <2ms after dirty flag optimization (#116)
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**Bottlenecks:**
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- Individual `renderTexture.draw()` calls per cell
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- No caching of static content
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- Python/C++ boundary crossings for `at(x, y)` calls
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---
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## Stage 3: Entity Layer Rendering
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### Purpose
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Render entities that exist on the grid at their interpolated positions.
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### Loop Structure
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```cpp
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{
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ScopedTimer entityTimer(Resources::game->metrics.entityRenderTime);
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int entitiesRendered = 0;
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int totalEntities = entities->size();
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for (auto e : *entities) {
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// Viewport culling: skip out-of-bounds entities
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if (e->position.x < left_edge - 1 ||
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e->position.x >= left_edge + width_sq + 1 ||
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e->position.y < top_edge - 1 ||
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e->position.y >= top_edge + height_sq + 1) {
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continue;
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}
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// Get entity's sprite
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auto& drawent = e->sprite;
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drawent.setScale(sf::Vector2f(zoom, zoom));
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// Calculate pixel position (supports fractional positions)
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auto pixel_pos = sf::Vector2f(
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(e->position.x * cell_width - left_spritepixels) * zoom,
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(e->position.y * cell_height - top_spritepixels) * zoom
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);
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// Render entity sprite
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drawent.render(pixel_pos, renderTexture);
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entitiesRendered++;
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}
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// Record metrics
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Resources::game->metrics.entitiesRendered += entitiesRendered;
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Resources::game->metrics.totalEntities += totalEntities;
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}
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```
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### Entity Positions
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Entities have **floating-point positions** (`entity.position.x`, `entity.position.y`), allowing smooth sub-cell movement:
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```python
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# Entity at fractional position
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entity.x = 10.5 # Halfway between cells 10 and 11
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entity.y = 20.75
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```
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### Performance Considerations
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**Current Performance:**
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- 50 entities: ~2-3ms render time
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- 500 entities: ~20-30ms (all visible)
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- With culling: only visible entities rendered
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**Optimization Opportunities:**
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- **#115**: SpatialHash for O(1) visibility queries
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- **#117**: Memory pool to reduce allocation overhead
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- Sort by Z-order before rendering (not yet implemented)
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---
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## Stage 4: FOV Overlay Rendering
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### Purpose
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If `perspective_enabled` is true, overlay cells based on entity's discovered/visible state.
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### Three Visibility States
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1. **Visible** - Entity can currently see this cell → No overlay
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2. **Discovered but not visible** - Entity has seen this cell before → Dark gray overlay (RGBA: 32, 32, 40, 192)
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3. **Undiscovered** - Entity has never seen this cell → Black overlay (RGBA: 0, 0, 0, 255)
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### Loop Structure
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```cpp
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if (perspective_enabled) {
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ScopedTimer fovTimer(Resources::game->metrics.fovOverlayTime);
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auto entity = perspective_entity.lock(); // weak_ptr to entity
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sf::RectangleShape overlay;
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overlay.setSize(sf::Vector2f(cell_width * zoom, cell_height * zoom));
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if (entity) {
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// Valid entity - use its gridstate
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for (int x = left_edge - 1; x < x_limit; x++) {
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for (int y = top_edge - 1; y < y_limit; y++) {
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int idx = y * grid_x + x;
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const auto& state = entity->gridstate[idx];
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overlay.setPosition(pixel_pos);
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if (!state.discovered) {
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// Black - never seen
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overlay.setFillColor(sf::Color(0, 0, 0, 255));
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renderTexture.draw(overlay);
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} else if (!state.visible) {
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// Dark gray - seen before, not currently visible
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overlay.setFillColor(sf::Color(32, 32, 40, 192));
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renderTexture.draw(overlay);
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}
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// else: visible and discovered - no overlay
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}
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}
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} else {
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// Entity destroyed/invalid - all cells black
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// ... render full black overlays ...
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}
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}
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// else: omniscient view (perspective_enabled = false) - no overlays
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```
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### Perspective System
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See [[Grid-TCOD-Integration]] for details on how `compute_fov()` updates entity gridstate.
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**Python API:**
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```python
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# Enable perspective view from entity's POV
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grid.set_perspective(player_entity)
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# Disable perspective (omniscient view)
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grid.clear_perspective()
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# Check if perspective enabled
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if grid.perspective_enabled:
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print("Using entity perspective")
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```
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---
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## Final Output
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### RenderTexture to Window
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After all 4 stages complete:
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```cpp
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renderTexture.display(); // Finalize texture
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// output sprite uses the renderTexture
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output.setTextureRect(sf::IntRect(0, 0, box.getSize().x, box.getSize().y));
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output.setPosition(box.getPosition() + offset);
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// Single draw call to window
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target.draw(output);
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```
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**Performance Benefit:** Entire grid (1000s of cells + entities + overlays) rendered to window in **one draw call**.
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---
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## Profiling Integration
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The rendering pipeline is instrumented with `ScopedTimer` for F3 overlay:
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```cpp
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void UIGrid::render(sf::Vector2f offset, sf::RenderTarget& target) {
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ScopedTimer gridTimer(Resources::game->metrics.gridRenderTime);
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// Stage 2: Base layer
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// ... rendering ...
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// Stage 3: Entities
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{
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ScopedTimer entityTimer(Resources::game->metrics.entityRenderTime);
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// ... entity rendering ...
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}
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// Stage 4: FOV overlay
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if (perspective_enabled) {
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ScopedTimer fovTimer(Resources::game->metrics.fovOverlayTime);
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// ... overlay rendering ...
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}
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}
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```
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Press **F3** in-game to see:
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- Grid render time
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- Entity render time
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- FOV overlay time
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- Cells/entities rendered
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See [[Performance-and-Profiling]] for details on using the profiler.
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---
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## Performance Optimization Workflow
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### Current Bottlenecks (October 2025)
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1. **Grid re-renders every frame** even if static
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- **Solution**: #116 (Dirty flag system)
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- Expected improvement: 8-12ms → <2ms for static content
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2. **Entity culling is O(n)**
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- **Solution**: #115 (SpatialHash)
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- Expected improvement: 10,000 entities with 50 visible → 1-2ms
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3. **Individual draw calls per cell**
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- **Solution**: Vertex arrays or instanced rendering
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- Expected improvement: 50% reduction in draw call overhead
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### Profiling a Grid Performance Issue
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Example workflow using [[Performance-Optimization-Workflow]]:
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```python
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# 1. Create benchmark scene
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import mcrfpy
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mcrfpy.createScene("test")
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grid = mcrfpy.Grid(grid_size=(100, 100), pos=(0, 0), size=(1024, 768))
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# Fill grid with varied content
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for x in range(100):
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for y in range(100):
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cell = grid.at((x, y))
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cell.tilesprite = (x + y) % 10
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cell.color = (50 + x, 50 + y, 100, 255)
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ui = mcrfpy.sceneUI("test")
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ui.append(grid)
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mcrfpy.setScene("test")
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# 2. Press F3 to see profiler overlay
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# 3. Check metrics:
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# - Grid render time: X ms
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# - Cells rendered: Y
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# - FPS: Z
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```
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**Interpreting Results:**
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- Grid render time > 10ms → Consider dirty flags
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- Entities rendered << total entities → Culling is working
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- FOV overlay time > 5ms → Large visible area or complex state
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---
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## Common Issues
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### Issue: Grid Renders Off-Center
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**Cause:** `center_x`/`center_y` values incorrect relative to camera follow logic.
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**Fix:**
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```python
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# Ensure center is in pixel coordinates, not cell coordinates
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grid.center_x = player.x * cell_width
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grid.center_y = player.y * cell_height
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```
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### Issue: Entities Flicker at Viewport Edge
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**Cause:** Culling margin too small (entities disappear before fully off-screen).
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**Fix:** The -1/+1 margins in culling logic should handle this, but if needed:
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```cpp
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// Increase margin from 1 to 2
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if (e->position.x < left_edge - 2 || e->position.x >= left_edge + width_sq + 2)
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```
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### Issue: Zoom Breaks Entity Positions
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**Cause:** `zoom` not applied consistently to entity pixel positions.
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**Fix:** Ensure both entity position calculation AND sprite scale use zoom:
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```cpp
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auto pixel_pos = sf::Vector2f(
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(e->position.x * cell_width - left_spritepixels) * zoom,
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(e->position.y * cell_height - top_spritepixels) * zoom
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);
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drawent.setScale(sf::Vector2f(zoom, zoom));
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```
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### Issue: FOV Overlay Has Gaps
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**Cause:** `gridstate` not updated after `compute_fov()`.
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**Fix:** See [[Grid-TCOD-Integration]] for proper FOV computation sequence.
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---
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## Future Improvements
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### Dirty Flag System (#116)
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Only re-render cells that changed:
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```cpp
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// Proposed implementation
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bool grid_dirty = true; // Set when cells change
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void UIGrid::render() {
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if (!grid_dirty && cachedTexture.valid()) {
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// Use cached texture
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target.draw(cachedOutput);
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return;
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}
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// Full re-render
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// ... existing pipeline ...
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grid_dirty = false;
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}
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```
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**Benefits:**
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- Static grids: 8-12ms → <1ms (just copy cached texture)
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- Animated grids: Only re-render changed cells
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### Batch Cell Updates (#113)
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Expose NumPy-style batch operations:
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```python
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# Current: O(n) Python/C++ crossings
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for x in range(100):
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for y in range(100):
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grid.at((x, y)).color = (255, 0, 0, 255)
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# Proposed: O(1) crossings
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grid.set_colors(colors_array) # NumPy array or Python list
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```
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### SpatialHash Entity Culling (#115)
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Replace linear entity scan with spatial queries:
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```cpp
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// Current: O(n)
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for (auto e : *entities) {
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if (in_viewport(e)) render(e);
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}
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// Proposed: O(visible)
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auto visible_entities = spatial_hash.query(viewport_bounds);
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for (auto e : visible_entities) {
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render(e);
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}
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```
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---
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## API Reference
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See [`docs/api_reference_dynamic.html`](../../src/branch/master/docs/api_reference_dynamic.html) for complete Grid API.
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**Key Properties:**
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- `grid.center_x`, `grid.center_y` - Camera position (pixels)
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- `grid.zoom` - Zoom level (float, default 1.0)
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- `grid.perspective_enabled` - Read-only, check if FOV overlay active
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**Key Methods:**
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- `grid.set_perspective(entity)` - Enable FOV from entity's POV
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- `grid.clear_perspective()` - Disable FOV overlay
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- `grid.at((x, y))` - Get cell for modification
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---
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**Navigation:**
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- [[Grid-System]] - Parent page
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- [[Grid-TCOD-Integration]] - FOV computation details
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- [[Grid-Entity-Lifecycle]] - How entities interact with rendering
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- [[Performance-and-Profiling]] - Using ScopedTimer and F3 overlay
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- [[Entity-Management]] - Entity rendering specifics
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