feat: migrate quilter rendering to Bevy TilemapChunk

Replaces the CPU pixel-baking quilter system (QuiltCache, TerrainSprite,
pixel_buffers) with Bevy's native TilemapChunk GPU-index-lookup API.

Architecture:
- TilemapChunk entities replace TerrainSprite entities per (chunk, z, layer)
- Tileset PNG stacked vertically as texture_2d_array (11 rows: 6 floor + 5 fixture)
- populate_chunk_tiles reads TileMap HashMap directly; no ECS FloorTile entities
- Chunk spawn deferred to apply_terrain_blobs (after TileMap data exists)
- Dirty key system triggers repopulate on occlusion/camera-z changes

Bug fixes:
- populate_chunk_tiles: add chunk_pos offset to world tile lookups (was always (0,0))
- spawn_tilemap_chunks: offset Transform by -TILE_SIZE/2 (tile-centre vs bottom-left)
- spawn_tilemap_chunks: AlphaMode2d::Blend (was Opaque, blocking DF fade)
- update_tilemap_chunk_visibility: actually mutate Visibility (was read-only)
- handle_tile_occlusion_updates: mark dirty keys inline (was double-reading events)
- TilemapChunkSpawner: deduplicate pending queue and guard stale registry

Performance:
- ~115K FloorTile ECS entities eliminated
- GPU memory: O(tile_data) instead of O(CHUNK_TILES² × z_levels × pixel_bytes)
- Z-scroll: only TilemapChunkTileData repopulates (no entity re-spawn)
- Benchmarks via TilemapBenchmark resource (F9 to report)
This commit is contained in:
2026-03-20 14:02:04 +00:00
parent 0eb2fcfbb3
commit f9a74ed432
14 changed files with 609 additions and 556 deletions
+17 -1
View File
@@ -1,4 +1,7 @@
use bevy::prelude::*;
use bevy::{
image::{ImageArrayLayout, ImageLoaderSettings},
prelude::*,
};
use bevy_platform::collections::HashMap;
use bevy_platform::time::Instant;
@@ -82,4 +85,17 @@ pub fn initialize_textures(mut commands: Commands, asset_server: Res<AssetServer
commands.insert_resource(Textures { handles: textures });
commands.insert_resource(TextureIDs { refs: texture_ids });
println!("Textures initialized in {:.2?}", start.elapsed());
let tileset_handle =
asset_server.load_with_settings("tileset.png", |settings: &mut ImageLoaderSettings| {
settings.array_layout = Some(ImageArrayLayout::RowCount { rows: 11 });
});
commands.insert_resource(TilemapTileset {
handle: tileset_handle,
});
}
#[derive(Resource)]
pub struct TilemapTileset {
pub handle: Handle<Image>,
}