popertots
fc47e719d7
fix: cross-fade tiles to sky tile using alpha instead of color tint
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Replace df_fade_color (multiplicative tint that preserves texture hue)
with tile_for_depth which cross-fades between real tile and sky tile:
- z_diff <= 0: real tile at full opacity (no fade)
- z_diff in (0, threshold): real tile fades out via alpha
- z_diff past threshold: sky tile (index 0) fades in
- invisible tiles: solid sky colour
Also fix tile_id_to_tileset_index to include sky (id=0) as index 0,
so sky tiles render correctly as the fade target.
2026-03-20 14:27:24 +00:00
popertots
f9a74ed432
feat: migrate quilter rendering to Bevy TilemapChunk
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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)
2026-03-20 14:02:04 +00:00