Show each camera only its layers and lay overlay cameras on top (#302)
A camera could only show the whole scene, so a HUD drawn in the world would run through a camera shader (#299) with everything else. Render layers say which cameras see an object, and overlay cameras draw their own picture over the main one. - The project has a list of up to 16 render layers, edited in Project settings next to the collision layers. It is a list of its own, read by the same rules (`layerNamesOf`). - Sprites, texts, tilemaps, particle sources and containers carry a row `Render layer` under their switches. Its default `Inherit` takes the parent's layer, at the top the first one. - A camera has `Sees` (all layers by default) and `Overlay`. The main camera is the first one switched on without Overlay, so two plain cameras still draw through the first one only. - Every view through a camera keeps only what that camera sees and lays one see-through view per overlay camera over itself. That view is a `WorldViewport` of its own, handed its view and frame from below. - An overlay is fitted into the main camera's whole picture without distortion. One of the same size and zoom covers it exactly. - `z` sorts within one camera only. The pictures lie on top of each other as a whole, which is what a shader per camera (#299) needs. - The Game tab's preview now collects the scene once per redraw. Before it collected it twice, with the cameras it would have been five times. - `SetCollisionLayersCommand` became `SetLayerNamesCommand`, which takes the list it sets. Follow-ups: #304 (the mouse through a chosen camera) and #305 (change the render layer at run time). Tests: - Gate: 226 files, 3487 tests (3480 + 7) - e2e 63 (new): 4 checks. A green overlay sprite at z -10 covers a red main sprite at z 1000, in the preview and in the running game. A `UI` sprite in front of the main camera and a `Default` one in front of the overlay stay away. Without Overlay the second camera draws nothing. The settings dialog adds a render layer at the end. - Counter-checks: inheriting from parents switched off fails 1 unit test. Overlays never drawn fails the two overlay checks in e2e 63. - e2e total 1720 (1716 + 4), computed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -48,6 +48,11 @@ export interface Project {
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* which is also what every collider starts on, so nothing collides differently than it did.
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*/
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collisionLayers: string[];
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/**
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* The named render layers (#302), read the same way: which cameras see an object. A project
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* written before there were any has just "Default", which every camera sees.
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*/
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renderLayers: string[];
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/**
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* Size of the scene view's symbol icons as a factor, 0.1 to 4 (see `symbolScale.ts`). A project
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* written before there was one reads as 1, the size the icons always had.
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@@ -75,6 +80,7 @@ export function createEmptyProject(id: string, name: string): Project {
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startSceneId: '',
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plugins: [],
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collisionLayers: [DEFAULT_LAYER_NAME],
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renderLayers: [DEFAULT_LAYER_NAME],
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symbolScale: DEFAULT_SYMBOL_SCALE,
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playFrom: DEFAULT_PLAY_FROM,
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whilePlaying: DEFAULT_WHILE_PLAYING,
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@@ -33,7 +33,11 @@ export interface CollisionFilter {
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* is dropped. A project written before there were layers has exactly one, "Default".
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*/
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export function collisionLayersOf(raw: unknown): string[] {
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const list = (raw as { collisionLayers?: unknown } | null)?.collisionLayers;
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return layerNamesOf((raw as { collisionLayers?: unknown } | null)?.collisionLayers);
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}
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/** A list of layer names read off untrusted JSON, by the rules of `collisionLayersOf`. */
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export function layerNamesOf(list: unknown): string[] {
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const names = (Array.isArray(list) ? list : []).slice(0, MAX_COLLISION_LAYERS);
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const read = names.map((name, i) => (typeof name === 'string' && name !== '' ? name : layerFallback(i)));
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return read.length > 0 ? read : [DEFAULT_LAYER_NAME];
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@@ -0,0 +1,52 @@
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/**
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* Render layers (#302): which cameras see an object. A drawn object sits on one layer – its own
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* choice, else its parent's, at the top `Default` – and a camera shows only the layers it `Sees`.
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* They are a list of their own beside the collision layers (#152): what meets and what is seen are
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* two questions. The names and masks follow the same rules, 16 at most, so the helpers are shared.
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*/
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import type { PropertyBag } from './Properties';
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import { layerMaskOf, layerNamesOf, MAX_COLLISION_LAYERS, maskHas } from './collisionLayers';
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export const RENDER_LAYER_KEY = 'renderLayer';
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export const SEES_KEY = 'sees';
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export const OVERLAY_KEY = 'overlay';
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/** The value of an object that made no choice of its own: it is on its parent's layer. */
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export const INHERIT_LAYER = -1;
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export const INHERIT_LABEL = 'Inherit';
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/** The names as stored; a project written before there were render layers has one, "Default". */
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export function renderLayersOf(raw: unknown): string[] {
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return layerNamesOf((raw as { renderLayers?: unknown } | null)?.renderLayers);
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}
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/** An object's own choice: a layer number, or `INHERIT_LAYER` for none – and for anything unreadable. */
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export function ownRenderLayer(value: unknown): number {
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if (typeof value !== 'number' && !(typeof value === 'string' && value.trim() !== '')) return INHERIT_LAYER;
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const n = Math.trunc(Number(value));
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return Number.isFinite(n) && n >= 0 && n < MAX_COLLISION_LAYERS ? n : INHERIT_LAYER;
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}
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/** The layer an object is on: the first own choice going up its parents, layer 0 when none has one. */
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export function renderLayerAlong<T>(
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item: T,
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props: (at: T) => PropertyBag,
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parentOf: (at: T) => T | null,
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): number {
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for (let at: T | null = item; at; at = parentOf(at)) {
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const own = ownRenderLayer(props(at)[RENDER_LAYER_KEY]);
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if (own !== INHERIT_LAYER) return own;
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}
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return 0;
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}
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/** Whether a camera with these properties shows that layer; a camera without `Sees` shows them all. */
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export function cameraSees(props: PropertyBag, layer: number): boolean {
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return maskHas(layerMaskOf(props[SEES_KEY]), layer);
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}
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/** Whether a camera draws over the main one instead of being a candidate for it. */
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export function isOverlayCamera(props: PropertyBag): boolean {
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return props[OVERLAY_KEY] === true;
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}
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