feat: Add manual object renderer for debugging in dungeon editor
- Introduced ManualObjectRenderer class to facilitate manual rendering of dungeon objects for debugging purposes. - Integrated manual renderer initialization in DungeonEditorV2, allowing for testing and debugging of object rendering. - Added methods for rendering simple blocks, test patterns, and debugging graphics sheets. - Updated dungeon_editor_v2.cc and dungeon_editor_v2.h to include the new manual renderer functionality.
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@@ -1,5 +1,19 @@
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#include "dungeon_editor.h"
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/**
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* @file dungeon_editor.cc
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* @deprecated This file is deprecated in favor of dungeon_editor_v2.cc
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*
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* Migration notes:
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* ✅ ManualObjectRenderer - Migrated to V2
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* ✅ ProcessDeferredTextures() - Migrated to V2
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* ✅ Object interaction - Already in DungeonObjectInteraction component
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* ✅ Primitive rendering - Already in DungeonRenderer component
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*
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* All critical features have been migrated. This file should be removed
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* once DungeonEditorV2 is confirmed working in production.
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*/
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#include "absl/strings/str_format.h"
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#include "app/gfx/performance_profiler.h"
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#include "app/core/window.h"
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@@ -56,6 +70,9 @@ void DungeonEditor::Initialize() {
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config.grid_size = 16; // 16x16 tiles
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object_editor_->SetConfig(config);
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}
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// Initialize manual renderer for debugging
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printf("[DungeonEditor] Manual renderer initialized\n");
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}
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absl::Status DungeonEditor::Load() {
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@@ -738,15 +755,35 @@ void DungeonEditor::DrawDungeonCanvas(int room_id) {
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canvas_.DrawBitmap(bg2_bitmap, 0, 0, 1.0f, 200);
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}
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// TEMPORARY: Render all objects as primitives until proper rendering is fixed
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if (current_palette_id_ < current_palette_group_.size()) {
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auto room_palette = current_palette_group_[current_palette_id_];
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// Render regular objects with primitive fallback
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for (const auto& object : room.GetTileObjects()) {
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renderer_.RenderObjectInCanvas(object, room_palette);
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}
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}
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// TEMPORARY: Render all objects as primitives until proper rendering is fixed
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if (current_palette_id_ < current_palette_group_.size()) {
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auto room_palette = current_palette_group_[current_palette_id_];
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// Render regular objects with primitive fallback
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for (const auto& object : room.GetTileObjects()) {
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renderer_.RenderObjectInCanvas(object, room_palette);
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}
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// Test manual rendering for debugging
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if (room.GetTileObjects().size() > 0) {
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const auto& test_object = room.GetTileObjects()[0];
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int canvas_x = test_object.x_ * 8;
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int canvas_y = test_object.y_ * 8;
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printf("[DungeonEditor] Testing manual render for object 0x%04X at (%d,%d)\n",
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test_object.id_, canvas_x, canvas_y);
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printf("[DungeonEditor] Object tiles count: %zu\n", test_object.tiles().size());
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manual_renderer_.RenderSimpleBlock(test_object.id_, canvas_x, canvas_y, room_palette);
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// Debug graphics sheets
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manual_renderer_.DebugGraphicsSheet(0);
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manual_renderer_.DebugGraphicsSheet(1);
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}
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// Test palette rendering
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manual_renderer_.TestPaletteRendering(400, 100);
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}
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// Render sprites as simple 16x16 squares with labels
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// (Sprites are not part of the background buffers)
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