refactor: Optimize rendering with chunk canvas caching and performance improvements

This commit is contained in:
Kacper Kostka (aider) 2025-04-05 15:49:13 +02:00
parent d87105baad
commit bb45c9fba8
3 changed files with 170 additions and 113 deletions

View File

@ -78,18 +78,44 @@ function simulationLoop(timestamp) {
// Update physics with timestamp for rate limiting
updatePhysics(timestamp);
// Force stone layer chunks to be rendered every frame
const visibleChunks = getVisibleChunks();
for (const { chunkX, chunkY, isVisible } of visibleChunks) {
if (isVisible && chunkY === 1) {
// Mark stone layer chunks as dirty to ensure they're always rendered
dirtyChunks.add(getChunkKey(chunkX, chunkY));
}
}
// Render
render();
// Memory management: Clean up chunk cache for chunks that are far away
if (timestamp % 5000 < 16) { // Run every ~5 seconds
cleanupChunkCache();
}
// Continue the loop
requestAnimationFrame(simulationLoop);
}
// Clean up chunk cache to prevent memory leaks
function cleanupChunkCache() {
if (!chunkCanvasCache) return;
const visibleChunks = getVisibleChunks();
const visibleKeys = new Set();
// Get all visible chunk keys
for (const { chunkX, chunkY } of visibleChunks) {
visibleKeys.add(getChunkKey(chunkX, chunkY));
}
// Remove cached canvases for chunks that are far from view
for (const key of chunkCanvasCache.keys()) {
if (!visibleKeys.has(key)) {
// Keep stone layer chunks in cache longer
if (key.split(',')[1] === '1') {
// Only remove if it's really far away
const [chunkX, chunkY] = key.split(',').map(Number);
const centerChunkX = Math.floor(worldOffsetX / CHUNK_SIZE);
if (Math.abs(chunkX - centerChunkX) > 10) {
chunkCanvasCache.delete(key);
}
} else {
chunkCanvasCache.delete(key);
}
}
}
}

View File

@ -1,4 +1,7 @@
// Rendering functions
// Cache for rendered chunks
let chunkCanvasCache = new Map();
function render() {
// Clear the canvas
ctx.clearRect(0, 0, canvas.width, canvas.height);
@ -13,20 +16,27 @@ function render() {
const key = getChunkKey(chunkX, chunkY);
// Always render stone layer (chunkY = 1) chunks, even if they're not dirty
// For other chunks, only render if they're dirty or the world moved
if (chunkY !== 1 && !dirtyChunks.has(key) && !worldMoved) {
continue;
}
if (!chunks.has(key)) continue;
const chunk = chunks.get(key);
// Calculate screen position of chunk
const screenX = (chunkX * CHUNK_SIZE - worldOffsetX) * PIXEL_SIZE;
const screenY = (chunkY * CHUNK_SIZE - worldOffsetY) * PIXEL_SIZE;
// Check if we need to render this chunk
const needsRender = dirtyChunks.has(key) || worldMoved || !chunkCanvasCache.has(key);
// Always render the chunk if it's in the stone layer (for visibility)
// or if it needs rendering
if (needsRender) {
renderChunkToCache(chunkX, chunkY, key);
}
// Draw the cached chunk to the main canvas
const cachedCanvas = chunkCanvasCache.get(key);
if (cachedCanvas) {
ctx.drawImage(cachedCanvas, screenX, screenY);
}
// Draw chunk border in debug mode
if (debugMode) {
ctx.strokeStyle = '#ff0000';
@ -44,100 +54,10 @@ function render() {
ctx.fillText(`${chunkX},${chunkY}`, screenX + 5, screenY + 15);
}
// Render each pixel in the chunk
for (let y = 0; y < CHUNK_SIZE; y++) {
for (let x = 0; x < CHUNK_SIZE; x++) {
const index = y * CHUNK_SIZE + x;
const type = chunk[index];
// Always render stone layer even if it's not directly visible
if (type === EMPTY && chunkY !== 1) continue;
// For the stone layer (chunkY = 1), render a faint background even for empty spaces
if (type === EMPTY && chunkY === 1) {
// Use a very faint gray for empty spaces in the stone layer
ctx.fillStyle = 'rgba(100, 100, 100, 0.2)';
ctx.fillRect(
screenX + x * PIXEL_SIZE,
screenY + y * PIXEL_SIZE,
PIXEL_SIZE,
PIXEL_SIZE
);
continue;
}
// Set color based on type
if (type === SAND) {
ctx.fillStyle = SAND_COLOR;
} else if (type === WATER) {
// Get water color from metadata with variation
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
const colorIndex = metadata && metadata.colorIndex !== undefined ? metadata.colorIndex : 0;
ctx.fillStyle = WATER_COLORS[colorIndex];
} else if (type === WALL) {
ctx.fillStyle = WALL_COLOR;
} else if (type === DIRT) {
// Get dirt color from metadata with variation
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
const colorIndex = metadata && metadata.colorIndex !== undefined ? metadata.colorIndex : 0;
ctx.fillStyle = DIRT_COLORS[colorIndex];
} else if (type === STONE) {
// Get stone color from metadata with variation
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
const colorIndex = metadata && metadata.colorIndex !== undefined ? metadata.colorIndex : 0;
ctx.fillStyle = STONE_COLORS[colorIndex];
} else if (type === GRASS) {
// Get grass color from metadata with variation
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
const colorIndex = metadata && metadata.colorIndex !== undefined ? metadata.colorIndex : 0;
ctx.fillStyle = GRASS_COLORS[colorIndex];
} else if (type === WOOD) {
// Get wood color from metadata with variation
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
const colorIndex = metadata && metadata.colorIndex !== undefined ? metadata.colorIndex : 0;
ctx.fillStyle = WOOD_COLORS[colorIndex];
} else if (type === SEED) {
ctx.fillStyle = SEED_COLOR;
} else if (type === GRASS_BLADE) {
// Use the same color variation as grass
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
const colorIndex = metadata && metadata.colorIndex !== undefined ? metadata.colorIndex : 0;
ctx.fillStyle = GRASS_COLORS[colorIndex];
} else if (type === FLOWER) {
// Get flower color from metadata or use a default
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
ctx.fillStyle = metadata && metadata.color ? metadata.color : FLOWER_COLORS[0];
} else if (type === TREE_SEED) {
ctx.fillStyle = SEED_COLOR;
} else if (type === LEAF) {
// Get leaf color from metadata with variation
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
const colorIndex = metadata && metadata.colorIndex !== undefined ? metadata.colorIndex : 0;
ctx.fillStyle = LEAF_COLORS[colorIndex];
} else if (type === FIRE) {
// Get fire color from metadata
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
const colorIndex = metadata ? metadata.colorIndex : 0;
ctx.fillStyle = FIRE_COLORS[colorIndex];
} else if (type === LAVA) {
// Get lava color from metadata
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
const colorIndex = metadata ? metadata.colorIndex : 0;
ctx.fillStyle = LAVA_COLORS[colorIndex];
}
// Draw the pixel
ctx.fillRect(
screenX + x * PIXEL_SIZE,
screenY + y * PIXEL_SIZE,
PIXEL_SIZE,
PIXEL_SIZE
);
}
}
// Remove this chunk from the dirty list after rendering
dirtyChunks.delete(key);
if (dirtyChunks.has(key)) {
dirtyChunks.delete(key);
}
}
// Reset world moved flag after rendering
@ -175,3 +95,114 @@ function render() {
}
}
}
// Render a chunk to an offscreen canvas and cache it
function renderChunkToCache(chunkX, chunkY, key) {
const chunk = chunks.get(key);
// Create a new canvas for this chunk if it doesn't exist
if (!chunkCanvasCache.has(key)) {
const chunkCanvas = document.createElement('canvas');
chunkCanvas.width = CHUNK_SIZE * PIXEL_SIZE;
chunkCanvas.height = CHUNK_SIZE * PIXEL_SIZE;
chunkCanvasCache.set(key, chunkCanvas);
}
const chunkCanvas = chunkCanvasCache.get(key);
const chunkCtx = chunkCanvas.getContext('2d');
// Clear the chunk canvas
chunkCtx.clearRect(0, 0, chunkCanvas.width, chunkCanvas.height);
// Render each pixel in the chunk
for (let y = 0; y < CHUNK_SIZE; y++) {
for (let x = 0; x < CHUNK_SIZE; x++) {
const index = y * CHUNK_SIZE + x;
const type = chunk[index];
// Always render stone layer even if it's not directly visible
if (type === EMPTY && chunkY !== 1) continue;
// For the stone layer (chunkY = 1), render a faint background even for empty spaces
if (type === EMPTY && chunkY === 1) {
// Use a very faint gray for empty spaces in the stone layer
chunkCtx.fillStyle = 'rgba(100, 100, 100, 0.2)';
chunkCtx.fillRect(
x * PIXEL_SIZE,
y * PIXEL_SIZE,
PIXEL_SIZE,
PIXEL_SIZE
);
continue;
}
// Set color based on type
if (type === SAND) {
chunkCtx.fillStyle = SAND_COLOR;
} else if (type === WATER) {
// Get water color from metadata with variation
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
const colorIndex = metadata && metadata.colorIndex !== undefined ? metadata.colorIndex : 0;
chunkCtx.fillStyle = WATER_COLORS[colorIndex];
} else if (type === WALL) {
chunkCtx.fillStyle = WALL_COLOR;
} else if (type === DIRT) {
// Get dirt color from metadata with variation
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
const colorIndex = metadata && metadata.colorIndex !== undefined ? metadata.colorIndex : 0;
chunkCtx.fillStyle = DIRT_COLORS[colorIndex];
} else if (type === STONE) {
// Get stone color from metadata with variation
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
const colorIndex = metadata && metadata.colorIndex !== undefined ? metadata.colorIndex : 0;
chunkCtx.fillStyle = STONE_COLORS[colorIndex];
} else if (type === GRASS) {
// Get grass color from metadata with variation
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
const colorIndex = metadata && metadata.colorIndex !== undefined ? metadata.colorIndex : 0;
chunkCtx.fillStyle = GRASS_COLORS[colorIndex];
} else if (type === WOOD) {
// Get wood color from metadata with variation
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
const colorIndex = metadata && metadata.colorIndex !== undefined ? metadata.colorIndex : 0;
chunkCtx.fillStyle = WOOD_COLORS[colorIndex];
} else if (type === SEED) {
chunkCtx.fillStyle = SEED_COLOR;
} else if (type === GRASS_BLADE) {
// Use the same color variation as grass
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
const colorIndex = metadata && metadata.colorIndex !== undefined ? metadata.colorIndex : 0;
chunkCtx.fillStyle = GRASS_COLORS[colorIndex];
} else if (type === FLOWER) {
// Get flower color from metadata or use a default
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
chunkCtx.fillStyle = metadata && metadata.color ? metadata.color : FLOWER_COLORS[0];
} else if (type === TREE_SEED) {
chunkCtx.fillStyle = SEED_COLOR;
} else if (type === LEAF) {
// Get leaf color from metadata with variation
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
const colorIndex = metadata && metadata.colorIndex !== undefined ? metadata.colorIndex : 0;
chunkCtx.fillStyle = LEAF_COLORS[colorIndex];
} else if (type === FIRE) {
// Get fire color from metadata
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
const colorIndex = metadata ? metadata.colorIndex : 0;
chunkCtx.fillStyle = FIRE_COLORS[colorIndex];
} else if (type === LAVA) {
// Get lava color from metadata
const metadata = getMetadata(chunkX * CHUNK_SIZE + x, chunkY * CHUNK_SIZE + y);
const colorIndex = metadata ? metadata.colorIndex : 0;
chunkCtx.fillStyle = LAVA_COLORS[colorIndex];
}
// Draw the pixel
chunkCtx.fillRect(
x * PIXEL_SIZE,
y * PIXEL_SIZE,
PIXEL_SIZE,
PIXEL_SIZE
);
}
}
}

View File

@ -528,11 +528,11 @@ function generateChunksAroundPlayer() {
const key = getChunkKey(chunkX, chunkY);
// Always generate stone layer chunks
const isNewChunk = !chunks.has(key);
getOrCreateChunk(chunkX, chunkY);
// Mark as dirty only if it's a new chunk or if it's visible
if (!chunks.has(key) || visibleChunks.some(chunk =>
chunk.chunkX === chunkX && chunk.chunkY === chunkY && chunk.isVisible)) {
// Mark as dirty only if it's a new chunk
if (isNewChunk) {
dirtyChunks.add(key);
}
}