refactor: Remove manual object renderer and dungeon renderer from the editor
- Deleted the ManualObjectRenderer and DungeonRenderer classes to streamline the codebase and reduce redundancy. - Updated DungeonCanvasViewer and DungeonEditorV2 to remove references to the deleted renderers, ensuring proper functionality without them. - Enhanced the rendering logic in DungeonCanvasViewer to directly handle object rendering and background layers, improving performance and maintainability. - Added debug logging to track rendering processes and ensure proper graphics loading.
This commit is contained in:
@@ -71,23 +71,46 @@ void DungeonCanvasViewer::DrawDungeonCanvas(int room_id) {
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ImGui::BeginGroup();
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if (rooms_) {
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gui::InputHexByte("Layout", &(*rooms_)[room_id].layout);
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auto& room = (*rooms_)[room_id];
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// Store previous values to detect changes
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static int prev_blockset = -1;
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static int prev_palette = -1;
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static int prev_layout = -1;
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static int prev_spriteset = -1;
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gui::InputHexByte("Layout", &room.layout);
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ImGui::SameLine();
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gui::InputHexByte("Blockset", &(*rooms_)[room_id].blockset);
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gui::InputHexByte("Gfx", &room.blockset);
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ImGui::SameLine();
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gui::InputHexByte("Spriteset", &(*rooms_)[room_id].spriteset);
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gui::InputHexByte("Spriteset", &room.spriteset);
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ImGui::SameLine();
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gui::InputHexByte("Palette", &(*rooms_)[room_id].palette);
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gui::InputHexByte("Palette", &room.palette);
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gui::InputHexByte("Floor1", &(*rooms_)[room_id].floor1);
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gui::InputHexByte("Floor1", &room.floor1);
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ImGui::SameLine();
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gui::InputHexByte("Floor2", &(*rooms_)[room_id].floor2);
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gui::InputHexByte("Floor2", &room.floor2);
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ImGui::SameLine();
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gui::InputHexWord("Message ID", &(*rooms_)[room_id].message_id_);
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ImGui::SameLine();
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if (Button("Load Room Graphics")) {
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(void)LoadAndRenderRoomGraphics(room_id);
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gui::InputHexWord("Message ID", &room.message_id_);
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// Check if critical properties changed and trigger reload
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if (prev_blockset != room.blockset || prev_palette != room.palette ||
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prev_layout != room.layout || prev_spriteset != room.spriteset) {
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// Only reload if ROM is properly loaded
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if (room.rom() && room.rom()->is_loaded()) {
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// Force reload of room graphics
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room.LoadRoomGraphics(room.blockset);
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room.RenderRoomGraphics();
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// Update background layers
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UpdateRoomBackgroundLayers(room_id);
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}
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prev_blockset = room.blockset;
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prev_palette = room.palette;
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prev_layout = room.layout;
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prev_spriteset = room.spriteset;
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}
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}
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@@ -106,9 +129,14 @@ void DungeonCanvasViewer::DrawDungeonCanvas(int room_id) {
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auto& bg1_bitmap = room.bg1_buffer().bitmap();
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bool needs_render = !bg1_bitmap.is_active() || bg1_bitmap.width() == 0;
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// Render immediately if needed
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if (needs_render) {
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// Render immediately if needed (but only once per room change)
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static int last_rendered_room = -1;
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static bool has_rendered = false;
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if (needs_render && (last_rendered_room != room_id || !has_rendered)) {
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printf("[DungeonCanvasViewer] Loading and rendering graphics for room %d\n", room_id);
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(void)LoadAndRenderRoomGraphics(room_id);
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last_rendered_room = room_id;
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has_rendered = true;
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}
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// Load room objects if not already loaded
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@@ -120,24 +148,6 @@ void DungeonCanvasViewer::DrawDungeonCanvas(int room_id) {
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// This already includes objects drawn by ObjectDrawer in Room::RenderObjectsToBackground()
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RenderRoomBackgroundLayers(room_id);
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// TEMPORARY: Render all objects as primitives until proper rendering is fixed
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// This ensures we can see objects while debugging the texture pipeline
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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 as colored rectangles (FALLBACK)
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for (const auto& object : room.GetTileObjects()) {
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RenderObjectInCanvas(object, room_palette);
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}
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// Render special objects with primitive shapes (overlays)
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RenderStairObjects(room, room_palette);
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RenderChests(room);
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RenderDoorObjects(room);
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RenderWallObjects(room);
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RenderPotObjects(room);
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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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RenderSprites(room);
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@@ -175,107 +185,6 @@ void DungeonCanvasViewer::DrawDungeonCanvas(int room_id) {
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}
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}
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void DungeonCanvasViewer::RenderObjectInCanvas(const zelda3::RoomObject &object,
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const gfx::SnesPalette &palette) {
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// Validate ROM is loaded
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if (!rom_ || !rom_->is_loaded()) {
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return;
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}
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// Convert room coordinates to canvas coordinates
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auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(object.x_, object.y_);
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// Check if object is within canvas bounds
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if (!IsWithinCanvasBounds(canvas_x, canvas_y, 32)) {
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return; // Skip objects outside visible area
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}
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// Calculate palette hash for caching
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uint64_t palette_hash = 0;
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for (size_t i = 0; i < palette.size() && i < 16; ++i) {
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palette_hash ^= std::hash<uint16_t>{}(palette[i].snes()) + 0x9e3779b9 +
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(palette_hash << 6) + (palette_hash >> 2);
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}
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// Check cache first
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for (auto& cached : object_render_cache_) {
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if (cached.object_id == object.id_ && cached.object_x == object.x_ &&
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cached.object_y == object.y_ && cached.object_size == object.size_ &&
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cached.palette_hash == palette_hash && cached.is_valid) {
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canvas_.DrawBitmap(cached.rendered_bitmap, canvas_x, canvas_y, 1.0f, 255);
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return;
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}
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}
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// Create a mutable copy of the object to ensure tiles are loaded
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auto mutable_object = object;
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mutable_object.set_rom(rom_);
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mutable_object.EnsureTilesLoaded();
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// Try to render the object with proper graphics
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auto render_result = object_renderer_.RenderObject(mutable_object, palette);
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if (render_result.ok()) {
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auto object_bitmap = std::move(render_result.value());
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// Ensure the bitmap is valid and has content
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if (object_bitmap.width() > 0 && object_bitmap.height() > 0) {
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object_bitmap.SetPalette(palette);
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// Add to cache
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ObjectRenderCache cache_entry;
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cache_entry.object_id = object.id_;
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cache_entry.object_x = object.x_;
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cache_entry.object_y = object.y_;
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cache_entry.object_size = object.size_;
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cache_entry.palette_hash = palette_hash;
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cache_entry.rendered_bitmap = std::move(object_bitmap); // Move bitmap into cache
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cache_entry.is_valid = true;
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if (object_render_cache_.size() >= 200) { // Limit cache size
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object_render_cache_.erase(object_render_cache_.begin());
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}
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object_render_cache_.push_back(std::move(cache_entry));
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// Get pointer to cached bitmap and queue texture creation
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gfx::Bitmap* cached_bitmap = &object_render_cache_.back().rendered_bitmap;
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gfx::Arena::Get().QueueTextureCommand(
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gfx::Arena::TextureCommandType::CREATE, cached_bitmap);
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canvas_.DrawBitmap(*cached_bitmap, canvas_x, canvas_y, 1.0f, 255);
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return;
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}
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}
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// Fallback: Draw object as colored rectangle with ID if rendering fails
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ImVec4 object_color;
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// Color-code objects based on layer
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switch (object.layer_) {
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case zelda3::RoomObject::LayerType::BG1:
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object_color = ImVec4(0.8f, 0.4f, 0.4f, 0.8f); // Red-ish for BG1
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break;
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case zelda3::RoomObject::LayerType::BG2:
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object_color = ImVec4(0.4f, 0.8f, 0.4f, 0.8f); // Green-ish for BG2
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break;
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case zelda3::RoomObject::LayerType::BG3:
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object_color = ImVec4(0.4f, 0.4f, 0.8f, 0.8f); // Blue-ish for BG3
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break;
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default:
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object_color = ImVec4(0.6f, 0.6f, 0.6f, 0.8f); // Gray for unknown
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break;
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}
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// Calculate object size (8x8 is base, size affects width/height)
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int object_width = 8 + (object.size_ & 0x0F) * 8;
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int object_height = 8 + ((object.size_ >> 4) & 0x0F) * 8;
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canvas_.DrawRect(canvas_x, canvas_y, object_width, object_height, object_color);
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canvas_.DrawRect(canvas_x, canvas_y, object_width, object_height,
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ImVec4(0.0f, 0.0f, 0.0f, 1.0f)); // Black border
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// Draw object ID
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std::string object_text = absl::StrFormat("0x%X", object.id_);
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canvas_.DrawText(object_text, canvas_x + object_width + 2, canvas_y);
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}
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void DungeonCanvasViewer::DisplayObjectInfo(const zelda3::RoomObject &object,
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int canvas_x, int canvas_y) {
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@@ -287,37 +196,6 @@ void DungeonCanvasViewer::DisplayObjectInfo(const zelda3::RoomObject &object,
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canvas_.DrawText(info_text, canvas_x, canvas_y - 12);
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}
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void DungeonCanvasViewer::RenderStairObjects(const zelda3::Room& room,
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const gfx::SnesPalette& palette) {
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// Render stair objects with special highlighting to show they enable layer transitions
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// Stair object IDs from room.h: {0x139, 0x138, 0x13B, 0x12E, 0x12D}
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constexpr uint16_t stair_ids[] = {0x139, 0x138, 0x13B, 0x12E, 0x12D};
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for (const auto& object : room.GetTileObjects()) {
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bool is_stair = false;
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for (uint16_t stair_id : stair_ids) {
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if (object.id_ == stair_id) {
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is_stair = true;
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break;
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}
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}
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if (is_stair) {
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auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(object.x_, object.y_);
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if (IsWithinCanvasBounds(canvas_x, canvas_y, 32)) {
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// Draw stair object with special highlighting
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canvas_.DrawRect(canvas_x - 2, canvas_y - 2, 20, 20,
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ImVec4(1.0f, 1.0f, 0.0f, 0.8f)); // Yellow highlight
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// Draw text label
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std::string stair_text = absl::StrFormat("STAIR\n0x%X", object.id_);
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canvas_.DrawText(stair_text, canvas_x + 22, canvas_y);
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}
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}
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}
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}
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void DungeonCanvasViewer::RenderSprites(const zelda3::Room& room) {
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// Render sprites as simple 8x8 squares with sprite name/ID
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for (const auto& sprite : room.GetSprites()) {
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@@ -364,179 +242,6 @@ void DungeonCanvasViewer::RenderSprites(const zelda3::Room& room) {
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}
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}
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void DungeonCanvasViewer::RenderChests(const zelda3::Room& room) {
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// Render chest objects from tile objects - chests are objects with IDs 0xF9, 0xFA
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for (const auto& object : room.GetTileObjects()) {
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if (object.id_ == 0xF9 || object.id_ == 0xFA) { // Chest object IDs
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auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(object.x_, object.y_);
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if (IsWithinCanvasBounds(canvas_x, canvas_y, 16)) {
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// Determine if it's a big chest based on object ID
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bool is_big_chest = (object.id_ == 0xFA);
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// Draw chest base
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ImVec4 chest_color = is_big_chest ?
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ImVec4(0.8f, 0.6f, 0.2f, 0.9f) : // Gold for big chest
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ImVec4(0.6f, 0.4f, 0.2f, 0.9f); // Brown for small chest
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int chest_size = is_big_chest ? 16 : 8; // Big chests are larger
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canvas_.DrawRect(canvas_x, canvas_y + 4, chest_size, 4, chest_color);
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// Draw chest lid (slightly lighter)
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ImVec4 lid_color = is_big_chest ?
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ImVec4(0.9f, 0.7f, 0.3f, 0.9f) :
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ImVec4(0.7f, 0.5f, 0.3f, 0.9f);
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canvas_.DrawRect(canvas_x, canvas_y + 2, chest_size, 3, lid_color);
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// Draw chest borders
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canvas_.DrawRect(canvas_x, canvas_y + 2, chest_size, 6, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
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// Draw text label
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std::string chest_text = is_big_chest ? "BIG\nCHEST" : "CHEST";
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canvas_.DrawText(chest_text, canvas_x + chest_size + 2, canvas_y + 3);
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}
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}
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}
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}
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void DungeonCanvasViewer::RenderDoorObjects(const zelda3::Room& room) {
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// Render door objects from tile objects based on IDs from assembly constants
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constexpr uint16_t door_ids[] = {0x17, 0x18, 0x19, 0x1A, 0x1B, 0x1C, 0x1D, 0x1E};
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for (const auto& object : room.GetTileObjects()) {
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bool is_door = false;
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for (uint16_t door_id : door_ids) {
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if (object.id_ == door_id) {
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is_door = true;
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break;
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}
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}
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if (is_door) {
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auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(object.x_, object.y_);
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if (IsWithinCanvasBounds(canvas_x, canvas_y, 16)) {
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// Draw door frame
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canvas_.DrawRect(canvas_x, canvas_y, 16, 16, ImVec4(0.5f, 0.3f, 0.2f, 0.8f)); // Brown frame
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// Draw door opening (darker)
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canvas_.DrawRect(canvas_x + 2, canvas_y + 2, 12, 12, ImVec4(0.1f, 0.1f, 0.1f, 0.9f));
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// Draw door border
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canvas_.DrawRect(canvas_x, canvas_y, 16, 16, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
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// Draw text label
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std::string door_text = absl::StrFormat("DOOR\n0x%X", object.id_);
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canvas_.DrawText(door_text, canvas_x + 18, canvas_y + 4);
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}
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}
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}
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}
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void DungeonCanvasViewer::RenderWallObjects(const zelda3::Room& room) {
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// Render wall objects with proper dimensions based on properties
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for (const auto& object : room.GetTileObjects()) {
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if (object.id_ >= 0x10 && object.id_ <= 0x1F) { // Wall objects range
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auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(object.x_, object.y_);
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if (IsWithinCanvasBounds(canvas_x, canvas_y, 32)) {
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// Different wall types based on ID
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ImVec4 wall_color;
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std::string wall_type;
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switch (object.id_) {
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case 0x10: // Basic wall
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wall_color = ImVec4(0.6f, 0.6f, 0.6f, 0.8f);
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wall_type = "WALL";
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break;
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case 0x11: // Corner wall
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wall_color = ImVec4(0.7f, 0.7f, 0.6f, 0.8f);
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wall_type = "CORNER";
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break;
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case 0x12: // Decorative wall
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wall_color = ImVec4(0.8f, 0.7f, 0.6f, 0.8f);
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wall_type = "DEC_WALL";
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break;
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default:
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wall_color = ImVec4(0.5f, 0.5f, 0.5f, 0.8f);
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wall_type = "WALL";
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break;
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}
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// Calculate wall size with proper length handling
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int wall_width, wall_height;
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// For walls, use the size field to determine length and orientation
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if (object.id_ >= 0x10 && object.id_ <= 0x1F) {
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uint8_t size_x = object.size_ & 0x0F;
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uint8_t size_y = (object.size_ >> 4) & 0x0F;
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if (size_x > size_y) {
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// Horizontal wall
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wall_width = 8 + size_x * 8;
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wall_height = 8;
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} else if (size_y > size_x) {
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// Vertical wall
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wall_width = 8;
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wall_height = 8 + size_y * 8;
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} else {
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// Square wall or corner
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wall_width = 8 + size_x * 4;
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wall_height = 8 + size_y * 4;
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}
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} else {
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// For other objects, use standard size calculation
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wall_width = 8 + (object.size_ & 0x0F) * 4;
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wall_height = 8 + ((object.size_ >> 4) & 0x0F) * 4;
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}
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wall_width = std::min(wall_width, 256);
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wall_height = std::min(wall_height, 256);
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canvas_.DrawRect(canvas_x, canvas_y, wall_width, wall_height, wall_color);
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canvas_.DrawRect(canvas_x, canvas_y, wall_width, wall_height, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
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// Add stone block pattern
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for (int i = 0; i < wall_width; i += 8) {
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for (int j = 0; j < wall_height; j += 8) {
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canvas_.DrawRect(canvas_x + i, canvas_y + j, 6, 6,
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ImVec4(wall_color.x * 0.9f, wall_color.y * 0.9f, wall_color.z * 0.9f, wall_color.w));
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}
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}
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// Draw text label
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std::string wall_text = absl::StrFormat("%s\n0x%X\n%dx%d", wall_type.c_str(), object.id_, wall_width/16, wall_height/16);
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canvas_.DrawText(wall_text, canvas_x + wall_width + 2, canvas_y + 4);
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}
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}
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}
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}
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void DungeonCanvasViewer::RenderPotObjects(const zelda3::Room& room) {
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// Render pot objects based on assembly constants - Object_Pot is 0x2F
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for (const auto& object : room.GetTileObjects()) {
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if (object.id_ == 0x2F || object.id_ == 0x2B) { // Pot objects from assembly
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auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(object.x_, object.y_);
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|
||||
if (IsWithinCanvasBounds(canvas_x, canvas_y, 8)) {
|
||||
// Draw pot base (wider at bottom)
|
||||
canvas_.DrawRect(canvas_x + 1, canvas_y + 5, 6, 3, ImVec4(0.7f, 0.5f, 0.3f, 0.8f)); // Brown base
|
||||
|
||||
// Draw pot middle
|
||||
canvas_.DrawRect(canvas_x + 2, canvas_y + 3, 4, 3, ImVec4(0.8f, 0.6f, 0.4f, 0.8f)); // Lighter middle
|
||||
|
||||
// Draw pot rim
|
||||
canvas_.DrawRect(canvas_x + 2, canvas_y + 2, 4, 2, ImVec4(0.9f, 0.7f, 0.5f, 0.8f)); // Lightest top
|
||||
|
||||
// Draw pot outline
|
||||
canvas_.DrawRect(canvas_x + 1, canvas_y + 2, 6, 6, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
|
||||
|
||||
// Draw text label
|
||||
std::string pot_text = absl::StrFormat("POT\n0x%X", object.id_);
|
||||
canvas_.DrawText(pot_text, canvas_x + 9, canvas_y + 3);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Coordinate conversion helper functions
|
||||
std::pair<int, int> DungeonCanvasViewer::RoomToCanvasCoordinates(int room_x,
|
||||
int room_y) const {
|
||||
@@ -744,9 +449,15 @@ void DungeonCanvasViewer::RenderRoomBackgroundLayers(int room_id) {
|
||||
// Queue texture creation for background layer 1 via Arena's deferred system
|
||||
gfx::Arena::Get().QueueTextureCommand(
|
||||
gfx::Arena::TextureCommandType::CREATE, &bg1_bitmap);
|
||||
|
||||
// CRITICAL FIX: Process texture queue immediately to ensure texture is created before drawing
|
||||
gfx::Arena::Get().ProcessTextureQueue(nullptr);
|
||||
}
|
||||
|
||||
canvas_.DrawBitmap(bg1_bitmap, 0, 0, 1.0f, 255);
|
||||
// Only draw if texture was successfully created
|
||||
if (bg1_bitmap.texture()) {
|
||||
canvas_.DrawBitmap(bg1_bitmap, 0, 0, 1.0f, 255);
|
||||
}
|
||||
}
|
||||
|
||||
if (bg2_bitmap.is_active() && bg2_bitmap.width() > 0 && bg2_bitmap.height() > 0) {
|
||||
@@ -754,8 +465,25 @@ void DungeonCanvasViewer::RenderRoomBackgroundLayers(int room_id) {
|
||||
// Queue texture creation for background layer 2 via Arena's deferred system
|
||||
gfx::Arena::Get().QueueTextureCommand(
|
||||
gfx::Arena::TextureCommandType::CREATE, &bg2_bitmap);
|
||||
|
||||
// CRITICAL FIX: Process texture queue immediately to ensure texture is created before drawing
|
||||
gfx::Arena::Get().ProcessTextureQueue(nullptr);
|
||||
}
|
||||
canvas_.DrawBitmap(bg2_bitmap, 0, 0, 1.0f, 200);
|
||||
|
||||
// Only draw if texture was successfully created
|
||||
if (bg2_bitmap.texture()) {
|
||||
canvas_.DrawBitmap(bg2_bitmap, 0, 0, 1.0f, 200);
|
||||
}
|
||||
}
|
||||
|
||||
// DEBUG: Check if background buffers have content
|
||||
if (bg1_bitmap.is_active() && bg1_bitmap.width() > 0) {
|
||||
printf("[RenderRoomBackgroundLayers] BG1 bitmap: %dx%d, active=%d\n",
|
||||
bg1_bitmap.width(), bg1_bitmap.height(), bg1_bitmap.is_active());
|
||||
}
|
||||
if (bg2_bitmap.is_active() && bg2_bitmap.width() > 0) {
|
||||
printf("[RenderRoomBackgroundLayers] BG2 bitmap: %dx%d, active=%d\n",
|
||||
bg2_bitmap.width(), bg2_bitmap.height(), bg2_bitmap.is_active());
|
||||
}
|
||||
|
||||
// TEST: Draw a bright red rectangle to verify canvas drawing works
|
||||
|
||||
@@ -65,17 +65,9 @@ class DungeonCanvasViewer {
|
||||
}
|
||||
|
||||
private:
|
||||
void RenderObjectInCanvas(const zelda3::RoomObject &object,
|
||||
const gfx::SnesPalette &palette);
|
||||
void DisplayObjectInfo(const zelda3::RoomObject &object, int canvas_x,
|
||||
int canvas_y);
|
||||
void RenderStairObjects(const zelda3::Room& room,
|
||||
const gfx::SnesPalette& palette);
|
||||
void RenderSprites(const zelda3::Room& room);
|
||||
void RenderChests(const zelda3::Room& room);
|
||||
void RenderDoorObjects(const zelda3::Room& room);
|
||||
void RenderWallObjects(const zelda3::Room& room);
|
||||
void RenderPotObjects(const zelda3::Room& room);
|
||||
|
||||
// Coordinate conversion helpers
|
||||
std::pair<int, int> RoomToCanvasCoordinates(int room_x, int room_y) const;
|
||||
|
||||
@@ -151,12 +151,6 @@ absl::Status DungeonEditor::Load() {
|
||||
|
||||
// Set up component callbacks
|
||||
object_interaction_.SetCurrentRoom(&rooms_, current_room_id_);
|
||||
object_interaction_.SetObjectPlacedCallback([this](const zelda3::RoomObject& object) {
|
||||
renderer_.ClearObjectCache();
|
||||
});
|
||||
object_interaction_.SetCacheInvalidationCallback([this]() {
|
||||
renderer_.ClearObjectCache();
|
||||
});
|
||||
|
||||
// Set up toolset callbacks
|
||||
toolset_.SetUndoCallback([this]() { PRINT_IF_ERROR(Undo()); });
|
||||
@@ -492,10 +486,6 @@ void DungeonEditor::DrawRoomPropertiesDebugPopup() {
|
||||
if (ImGui::Button("Reload Objects")) {
|
||||
room.LoadObjects();
|
||||
}
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Clear Cache")) {
|
||||
renderer_.ClearObjectCache();
|
||||
}
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Close")) {
|
||||
ImGui::CloseCurrentPopup();
|
||||
@@ -609,14 +599,6 @@ void DungeonEditor::DrawDungeonCanvas(int room_id) {
|
||||
|
||||
static bool show_layout_objects = false;
|
||||
ImGui::Checkbox("Show Layout Objects", &show_layout_objects);
|
||||
|
||||
if (ImGui::Button("Clear Object Cache")) {
|
||||
renderer_.ClearObjectCache();
|
||||
}
|
||||
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("Cache: %zu objects", renderer_.GetCacheSize());
|
||||
|
||||
// Object statistics and metadata
|
||||
ImGui::Separator();
|
||||
ImGui::Text("Room Statistics:");
|
||||
@@ -630,7 +612,6 @@ void DungeonEditor::DrawDungeonCanvas(int room_id) {
|
||||
// Palette information
|
||||
ImGui::Text("Current Palette Group: %llu",
|
||||
static_cast<unsigned long long>(current_palette_group_id_));
|
||||
ImGui::Text("Cache Size: %zu objects", renderer_.GetCacheSize());
|
||||
|
||||
// Object type breakdown
|
||||
ImGui::Separator();
|
||||
@@ -755,9 +736,6 @@ void DungeonEditor::DrawDungeonCanvas(int room_id) {
|
||||
canvas_.DrawBitmap(bg2_bitmap, 0, 0, 1.0f, 200);
|
||||
}
|
||||
|
||||
// Render sprites as simple 16x16 squares with labels
|
||||
// (Sprites are not part of the background buffers)
|
||||
renderer_.RenderSprites(rooms_[room_id]);
|
||||
}
|
||||
|
||||
// Phase 5: Render with integrated object editor
|
||||
|
||||
@@ -32,7 +32,6 @@
|
||||
#include "dungeon_object_selector.h"
|
||||
#include "dungeon_toolset.h"
|
||||
#include "dungeon_object_interaction.h"
|
||||
#include "dungeon_renderer.h"
|
||||
#include "dungeon_room_loader.h"
|
||||
#include "dungeon_usage_tracker.h"
|
||||
|
||||
@@ -65,7 +64,7 @@ class DungeonEditor : public Editor {
|
||||
explicit DungeonEditor(Rom* rom = nullptr)
|
||||
: rom_(rom), object_renderer_(rom), preview_object_(0, 0, 0, 0, 0),
|
||||
room_selector_(rom), canvas_viewer_(rom), object_selector_(rom),
|
||||
object_interaction_(&canvas_), renderer_(&canvas_, rom), room_loader_(rom) {
|
||||
object_interaction_(&canvas_), room_loader_(rom) {
|
||||
type_ = EditorType::kDungeon;
|
||||
// Initialize the new dungeon editor system
|
||||
if (rom) {
|
||||
@@ -197,7 +196,6 @@ class DungeonEditor : public Editor {
|
||||
// Refactored components
|
||||
DungeonToolset toolset_;
|
||||
DungeonObjectInteraction object_interaction_;
|
||||
DungeonRenderer renderer_;
|
||||
DungeonRoomLoader room_loader_;
|
||||
DungeonUsageTracker usage_tracker_;
|
||||
|
||||
|
||||
@@ -142,11 +142,6 @@ absl::Status DungeonEditorV2::Load() {
|
||||
// Initialize unified object editor card
|
||||
object_editor_card_ = std::make_unique<ObjectEditorCard>(renderer_, rom_, &canvas_viewer_);
|
||||
|
||||
// Initialize manual renderer for debugging (uses canvas from canvas_viewer_)
|
||||
manual_renderer_ = std::make_unique<ManualObjectRenderer>(
|
||||
&canvas_viewer_.canvas(), rom_);
|
||||
printf("[DungeonEditorV2] Manual renderer initialized for debugging\n");
|
||||
|
||||
// Wire palette changes to trigger room re-renders
|
||||
palette_editor_.SetOnPaletteChanged([this](int /*palette_id*/) {
|
||||
// Re-render all active rooms when palette changes
|
||||
@@ -422,9 +417,11 @@ void DungeonEditorV2::DrawRoomTab(int room_id) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto& room = rooms_[room_id];
|
||||
|
||||
// Lazy load room data
|
||||
if (!rooms_[room_id].IsLoaded()) {
|
||||
auto status = room_loader_.LoadRoom(room_id, rooms_[room_id]);
|
||||
if (!room.IsLoaded()) {
|
||||
auto status = room_loader_.LoadRoom(room_id, room);
|
||||
if (!status.ok()) {
|
||||
ImGui::TextColored(ImVec4(1, 0, 0, 1), "Failed to load room: %s",
|
||||
status.message().data());
|
||||
@@ -432,10 +429,31 @@ void DungeonEditorV2::DrawRoomTab(int room_id) {
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize room graphics and objects if not already done
|
||||
// This ensures objects are drawn to background buffers before canvas displays them
|
||||
if (room.IsLoaded()) {
|
||||
// Load room graphics (populates blocks, gfx sheets)
|
||||
if (room.blocks().empty()) {
|
||||
room.RenderRoomGraphics();
|
||||
}
|
||||
|
||||
// Load room objects (populates tile_objects_)
|
||||
if (room.GetTileObjects().empty()) {
|
||||
room.LoadObjects();
|
||||
}
|
||||
|
||||
// Render objects to background buffers (CRITICAL: this must happen before canvas drawing)
|
||||
// This uses ObjectDrawer to draw all objects into bg1_buffer_ and bg2_buffer_
|
||||
auto& bg1_bitmap = room.bg1_buffer().bitmap();
|
||||
if (!bg1_bitmap.is_active() || bg1_bitmap.width() == 0) {
|
||||
room.RenderObjectsToBackground();
|
||||
}
|
||||
}
|
||||
|
||||
// Room info header
|
||||
ImGui::Text("Room %03X", room_id);
|
||||
ImGui::SameLine();
|
||||
if (rooms_[room_id].IsLoaded()) {
|
||||
if (room.IsLoaded()) {
|
||||
ImGui::TextColored(ImVec4(0.4f, 0.8f, 0.4f, 1.0f), ICON_MD_CHECK " Loaded");
|
||||
} else {
|
||||
ImGui::TextColored(ImVec4(0.8f, 0.4f, 0.4f, 1.0f), ICON_MD_PENDING " Not Loaded");
|
||||
@@ -840,6 +858,11 @@ void DungeonEditorV2::DrawRoomGraphicsCard() {
|
||||
blocks = room.blocks();
|
||||
}
|
||||
|
||||
// Only render room graphics if ROM is properly loaded
|
||||
if (room.rom() && room.rom()->is_loaded()) {
|
||||
room.RenderRoomGraphics();
|
||||
}
|
||||
|
||||
int current_block = 0;
|
||||
constexpr int max_blocks_per_row = 2;
|
||||
constexpr int block_width = 128;
|
||||
@@ -852,6 +875,13 @@ void DungeonEditorV2::DrawRoomGraphicsCard() {
|
||||
if (block < static_cast<int>(gfx::Arena::Get().gfx_sheets().size())) {
|
||||
auto& gfx_sheet = gfx::Arena::Get().gfx_sheets()[block];
|
||||
|
||||
// Create texture if it doesn't exist
|
||||
if (!gfx_sheet.texture() && gfx_sheet.is_active() && gfx_sheet.width() > 0) {
|
||||
gfx::Arena::Get().QueueTextureCommand(
|
||||
gfx::Arena::TextureCommandType::CREATE, &gfx_sheet);
|
||||
gfx::Arena::Get().ProcessTextureQueue(nullptr);
|
||||
}
|
||||
|
||||
// Calculate grid position
|
||||
int row = current_block / max_blocks_per_row;
|
||||
int col = current_block % max_blocks_per_row;
|
||||
@@ -865,6 +895,16 @@ void DungeonEditorV2::DrawRoomGraphicsCard() {
|
||||
(ImTextureID)(intptr_t)gfx_sheet.texture(),
|
||||
ImVec2(x, y),
|
||||
ImVec2(x + block_width, y + block_height));
|
||||
} else {
|
||||
// Draw placeholder for missing graphics
|
||||
room_gfx_canvas.draw_list()->AddRectFilled(
|
||||
ImVec2(x, y),
|
||||
ImVec2(x + block_width, y + block_height),
|
||||
IM_COL32(64, 64, 64, 255));
|
||||
room_gfx_canvas.draw_list()->AddText(
|
||||
ImVec2(x + 10, y + 10),
|
||||
IM_COL32(255, 255, 255, 255),
|
||||
"No Graphics");
|
||||
}
|
||||
}
|
||||
current_block++;
|
||||
|
||||
@@ -14,7 +14,6 @@
|
||||
#include "dungeon_object_selector.h"
|
||||
#include "dungeon_room_loader.h"
|
||||
#include "object_editor_card.h"
|
||||
#include "manual_object_renderer.h"
|
||||
#include "app/gui/editor_card_manager.h"
|
||||
#include "app/zelda3/dungeon/room.h"
|
||||
#include "app/zelda3/dungeon/room_entrance.h"
|
||||
@@ -146,7 +145,6 @@ class DungeonEditorV2 : public Editor {
|
||||
gui::DungeonObjectEmulatorPreview object_emulator_preview_;
|
||||
gui::PaletteEditorWidget palette_editor_;
|
||||
std::unique_ptr<ObjectEditorCard> object_editor_card_; // Unified object editor
|
||||
std::unique_ptr<ManualObjectRenderer> manual_renderer_; // Debugging renderer
|
||||
|
||||
bool is_loaded_ = false;
|
||||
|
||||
|
||||
@@ -1,208 +0,0 @@
|
||||
#include "dungeon_renderer.h"
|
||||
|
||||
#include "absl/strings/str_format.h"
|
||||
#include "app/gfx/arena.h"
|
||||
|
||||
namespace yaze::editor {
|
||||
|
||||
void DungeonRenderer::RenderObjectInCanvas(const zelda3::RoomObject& object,
|
||||
const gfx::SnesPalette& palette) {
|
||||
// Validate ROM is loaded
|
||||
if (!rom_ || !rom_->is_loaded()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Convert room coordinates to canvas coordinates
|
||||
auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(object.x_, object.y_);
|
||||
|
||||
// Check if object is within canvas bounds
|
||||
if (!IsWithinCanvasBounds(canvas_x, canvas_y, 32)) {
|
||||
return; // Skip objects outside visible area
|
||||
}
|
||||
|
||||
// Calculate palette hash for caching
|
||||
uint64_t palette_hash = 0;
|
||||
for (size_t i = 0; i < palette.size() && i < 16; ++i) {
|
||||
palette_hash ^= std::hash<uint16_t>{}(palette[i].snes()) + 0x9e3779b9 +
|
||||
(palette_hash << 6) + (palette_hash >> 2);
|
||||
}
|
||||
|
||||
// Check cache first
|
||||
for (auto& cached : object_render_cache_) {
|
||||
if (cached.object_id == object.id_ && cached.object_x == object.x_ &&
|
||||
cached.object_y == object.y_ && cached.object_size == object.size_ &&
|
||||
cached.palette_hash == palette_hash && cached.is_valid) {
|
||||
canvas_->DrawBitmap(cached.rendered_bitmap, canvas_x, canvas_y, 1.0f, 255);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Create a mutable copy of the object to ensure tiles are loaded
|
||||
auto mutable_object = object;
|
||||
mutable_object.set_rom(rom_);
|
||||
mutable_object.EnsureTilesLoaded();
|
||||
|
||||
// Try to render the object with proper graphics
|
||||
auto render_result = object_renderer_.RenderObject(mutable_object, palette);
|
||||
if (render_result.ok()) {
|
||||
auto object_bitmap = std::move(render_result.value());
|
||||
|
||||
// Ensure the bitmap is valid and has meaningful content
|
||||
if (object_bitmap.width() > 0 && object_bitmap.height() > 0 &&
|
||||
object_bitmap.data() != nullptr) {
|
||||
object_bitmap.SetPalette(palette);
|
||||
// Queue texture creation for the object bitmap via Arena's deferred system
|
||||
gfx::Arena::Get().QueueTextureCommand(
|
||||
gfx::Arena::TextureCommandType::CREATE, &object_bitmap);
|
||||
canvas_->DrawBitmap(object_bitmap, canvas_x, canvas_y, 1.0f, 255);
|
||||
// Cache the successfully rendered bitmap
|
||||
ObjectRenderCache cache_entry;
|
||||
cache_entry.object_id = object.id_;
|
||||
cache_entry.object_x = object.x_;
|
||||
cache_entry.object_y = object.y_;
|
||||
cache_entry.object_size = object.size_;
|
||||
cache_entry.palette_hash = palette_hash;
|
||||
cache_entry.rendered_bitmap = object_bitmap;
|
||||
cache_entry.is_valid = true;
|
||||
|
||||
// Add to cache (limit cache size)
|
||||
if (object_render_cache_.size() >= 100) {
|
||||
object_render_cache_.erase(object_render_cache_.begin());
|
||||
}
|
||||
object_render_cache_.push_back(std::move(cache_entry));
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Fallback: Draw object as colored rectangle with ID if rendering fails
|
||||
ImVec4 object_color;
|
||||
|
||||
// Color-code objects based on layer for better identification
|
||||
switch (object.layer_) {
|
||||
case zelda3::RoomObject::LayerType::BG1:
|
||||
object_color = ImVec4(0.8f, 0.4f, 0.4f, 0.8f); // Red-ish for BG1
|
||||
break;
|
||||
case zelda3::RoomObject::LayerType::BG2:
|
||||
object_color = ImVec4(0.4f, 0.8f, 0.4f, 0.8f); // Green-ish for BG2
|
||||
break;
|
||||
case zelda3::RoomObject::LayerType::BG3:
|
||||
object_color = ImVec4(0.4f, 0.4f, 0.8f, 0.8f); // Blue-ish for BG3
|
||||
break;
|
||||
default:
|
||||
object_color = ImVec4(0.6f, 0.6f, 0.6f, 0.8f); // Gray for unknown
|
||||
break;
|
||||
}
|
||||
|
||||
// Calculate object size (16x16 is base, size affects width/height)
|
||||
int object_width = 16 + (object.size_ & 0x0F) * 8;
|
||||
int object_height = 16 + ((object.size_ >> 4) & 0x0F) * 8;
|
||||
|
||||
canvas_->DrawRect(canvas_x, canvas_y, object_width, object_height, object_color);
|
||||
canvas_->DrawRect(canvas_x, canvas_y, object_width, object_height,
|
||||
ImVec4(0.0f, 0.0f, 0.0f, 1.0f)); // Black border
|
||||
}
|
||||
|
||||
void DungeonRenderer::DisplayObjectInfo(const zelda3::RoomObject& object,
|
||||
int canvas_x, int canvas_y) {
|
||||
std::string info_text = absl::StrFormat("ID:%d X:%d Y:%d S:%d", object.id_,
|
||||
object.x_, object.y_, object.size_);
|
||||
canvas_->DrawText(info_text, canvas_x, canvas_y - 12);
|
||||
}
|
||||
|
||||
void DungeonRenderer::RenderSprites(const zelda3::Room& room) {
|
||||
// Render sprites as simple 16x16 squares with sprite name/ID
|
||||
for (const auto& sprite : room.GetSprites()) {
|
||||
auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(sprite.x(), sprite.y());
|
||||
|
||||
if (IsWithinCanvasBounds(canvas_x, canvas_y, 16)) {
|
||||
// Draw 16x16 square for sprite
|
||||
ImVec4 sprite_color;
|
||||
|
||||
// Color-code sprites based on layer for identification
|
||||
if (sprite.layer() == 0) {
|
||||
sprite_color = ImVec4(0.2f, 0.8f, 0.2f, 0.8f); // Green for layer 0
|
||||
} else {
|
||||
sprite_color = ImVec4(0.2f, 0.2f, 0.8f, 0.8f); // Blue for layer 1
|
||||
}
|
||||
|
||||
canvas_->DrawRect(canvas_x, canvas_y, 16, 16, sprite_color);
|
||||
canvas_->DrawRect(canvas_x, canvas_y, 16, 16, ImVec4(0.0f, 0.0f, 0.0f, 1.0f)); // Border
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DungeonRenderer::RenderRoomBackgroundLayers(int room_id) {
|
||||
// Get canvas dimensions to limit rendering
|
||||
int canvas_width = canvas_->width();
|
||||
int canvas_height = canvas_->height();
|
||||
|
||||
// Validate canvas dimensions
|
||||
if (canvas_width <= 0 || canvas_height <= 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
// BG1 (background layer 1) - main room graphics
|
||||
auto& bg1_bitmap = gfx::Arena::Get().bg1().bitmap();
|
||||
if (bg1_bitmap.is_active() && bg1_bitmap.width() > 0 &&
|
||||
bg1_bitmap.height() > 0) {
|
||||
float scale_x = static_cast<float>(canvas_width) / bg1_bitmap.width();
|
||||
float scale_y = static_cast<float>(canvas_height) / bg1_bitmap.height();
|
||||
float scale = std::min(scale_x, scale_y);
|
||||
|
||||
int scaled_width = static_cast<int>(bg1_bitmap.width() * scale);
|
||||
int scaled_height = static_cast<int>(bg1_bitmap.height() * scale);
|
||||
int offset_x = (canvas_width - scaled_width) / 2;
|
||||
int offset_y = (canvas_height - scaled_height) / 2;
|
||||
|
||||
canvas_->DrawBitmap(bg1_bitmap, offset_x, offset_y, scale, 255);
|
||||
}
|
||||
|
||||
// BG2 (background layer 2) - sprite graphics (overlay)
|
||||
auto& bg2_bitmap = gfx::Arena::Get().bg2().bitmap();
|
||||
if (bg2_bitmap.is_active() && bg2_bitmap.width() > 0 &&
|
||||
bg2_bitmap.height() > 0) {
|
||||
float scale_x = static_cast<float>(canvas_width) / bg2_bitmap.width();
|
||||
float scale_y = static_cast<float>(canvas_height) / bg2_bitmap.height();
|
||||
float scale = std::min(scale_x, scale_y);
|
||||
|
||||
int scaled_width = static_cast<int>(bg2_bitmap.width() * scale);
|
||||
int scaled_height = static_cast<int>(bg2_bitmap.height() * scale);
|
||||
int offset_x = (canvas_width - scaled_width) / 2;
|
||||
int offset_y = (canvas_height - scaled_height) / 2;
|
||||
|
||||
canvas_->DrawBitmap(bg2_bitmap, offset_x, offset_y, scale, 200);
|
||||
}
|
||||
}
|
||||
|
||||
absl::Status DungeonRenderer::RefreshGraphics(int room_id, uint64_t palette_id,
|
||||
const gfx::PaletteGroup& palette_group) {
|
||||
if (!rom_ || !rom_->is_loaded()) {
|
||||
return absl::FailedPreconditionError("ROM not loaded");
|
||||
}
|
||||
|
||||
// This would need access to room data - will be called from main editor
|
||||
return absl::OkStatus();
|
||||
}
|
||||
|
||||
std::pair<int, int> DungeonRenderer::RoomToCanvasCoordinates(int room_x, int room_y) const {
|
||||
// Dungeon tiles are 8x8 pixels, convert room coordinates (tiles) to pixels
|
||||
return {room_x * 8, room_y * 8};
|
||||
}
|
||||
|
||||
std::pair<int, int> DungeonRenderer::CanvasToRoomCoordinates(int canvas_x, int canvas_y) const {
|
||||
// Convert canvas pixels back to room coordinates (tiles)
|
||||
return {canvas_x / 8, canvas_y / 8};
|
||||
}
|
||||
|
||||
bool DungeonRenderer::IsWithinCanvasBounds(int canvas_x, int canvas_y, int margin) const {
|
||||
auto canvas_size = canvas_->canvas_size();
|
||||
auto global_scale = canvas_->global_scale();
|
||||
int scaled_width = static_cast<int>(canvas_size.x * global_scale);
|
||||
int scaled_height = static_cast<int>(canvas_size.y * global_scale);
|
||||
|
||||
return (canvas_x >= -margin && canvas_y >= -margin &&
|
||||
canvas_x <= scaled_width + margin &&
|
||||
canvas_y <= scaled_height + margin);
|
||||
}
|
||||
|
||||
} // namespace yaze::editor
|
||||
@@ -1,75 +0,0 @@
|
||||
#ifndef YAZE_APP_EDITOR_DUNGEON_DUNGEON_RENDERER_H
|
||||
#define YAZE_APP_EDITOR_DUNGEON_DUNGEON_RENDERER_H
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include "absl/status/status.h"
|
||||
#include "app/gfx/snes_palette.h"
|
||||
#include "app/gui/canvas.h"
|
||||
#include "app/rom.h"
|
||||
#include "app/zelda3/dungeon/object_renderer.h"
|
||||
#include "app/zelda3/dungeon/room.h"
|
||||
#include "app/zelda3/dungeon/room_layout.h"
|
||||
#include "app/zelda3/dungeon/room_object.h"
|
||||
|
||||
namespace yaze {
|
||||
namespace editor {
|
||||
|
||||
/**
|
||||
* @brief Handles rendering of dungeon objects, layouts, and backgrounds
|
||||
*
|
||||
* This component manages all rendering operations for the dungeon editor,
|
||||
* including object caching, background layers, and layout visualization.
|
||||
*/
|
||||
class DungeonRenderer {
|
||||
public:
|
||||
explicit DungeonRenderer(gui::Canvas* canvas, Rom* rom)
|
||||
: canvas_(canvas), rom_(rom), object_renderer_(rom) {}
|
||||
|
||||
// Object rendering
|
||||
void RenderObjectInCanvas(const zelda3::RoomObject& object,
|
||||
const gfx::SnesPalette& palette);
|
||||
void DisplayObjectInfo(const zelda3::RoomObject& object, int canvas_x, int canvas_y);
|
||||
void RenderSprites(const zelda3::Room& room);
|
||||
|
||||
// Background rendering
|
||||
void RenderRoomBackgroundLayers(int room_id);
|
||||
absl::Status RefreshGraphics(int room_id, uint64_t palette_id,
|
||||
const gfx::PaletteGroup& palette_group);
|
||||
|
||||
// Graphics management
|
||||
absl::Status LoadAndRenderRoomGraphics(int room_id,
|
||||
std::array<zelda3::Room, 0x128>& rooms);
|
||||
absl::Status ReloadAllRoomGraphics(std::array<zelda3::Room, 0x128>& rooms);
|
||||
|
||||
// Cache management
|
||||
void ClearObjectCache() { object_render_cache_.clear(); }
|
||||
size_t GetCacheSize() const { return object_render_cache_.size(); }
|
||||
|
||||
// Coordinate conversion helpers
|
||||
std::pair<int, int> RoomToCanvasCoordinates(int room_x, int room_y) const;
|
||||
std::pair<int, int> CanvasToRoomCoordinates(int canvas_x, int canvas_y) const;
|
||||
bool IsWithinCanvasBounds(int canvas_x, int canvas_y, int margin = 32) const;
|
||||
|
||||
private:
|
||||
gui::Canvas* canvas_;
|
||||
Rom* rom_;
|
||||
zelda3::ObjectRenderer object_renderer_;
|
||||
|
||||
// Object rendering cache
|
||||
struct ObjectRenderCache {
|
||||
int object_id;
|
||||
int object_x, object_y, object_size;
|
||||
uint64_t palette_hash;
|
||||
gfx::Bitmap rendered_bitmap;
|
||||
bool is_valid;
|
||||
};
|
||||
|
||||
std::vector<ObjectRenderCache> object_render_cache_;
|
||||
uint64_t last_palette_hash_ = 0;
|
||||
};
|
||||
|
||||
} // namespace editor
|
||||
} // namespace yaze
|
||||
|
||||
#endif // YAZE_APP_EDITOR_DUNGEON_DUNGEON_RENDERER_H
|
||||
@@ -1,170 +0,0 @@
|
||||
#include "manual_object_renderer.h"
|
||||
|
||||
#include <cstdio>
|
||||
#include <cstring>
|
||||
|
||||
#include "app/gfx/arena.h"
|
||||
#include "app/gfx/bitmap.h"
|
||||
|
||||
namespace yaze {
|
||||
namespace editor {
|
||||
|
||||
ManualObjectRenderer::ManualObjectRenderer(gui::Canvas* canvas, Rom* rom)
|
||||
: canvas_(canvas), rom_(rom) {}
|
||||
|
||||
absl::Status ManualObjectRenderer::RenderSimpleBlock(uint16_t object_id, int x, int y,
|
||||
const gfx::SnesPalette& palette) {
|
||||
if (!canvas_ || !rom_) {
|
||||
return absl::InvalidArgumentError("Canvas or ROM not initialized");
|
||||
}
|
||||
|
||||
printf("[ManualRenderer] Rendering object 0x%04X at (%d, %d)\n", object_id, x, y);
|
||||
|
||||
// Create a simple 16x16 tile manually
|
||||
auto tile_bitmap = CreateSimpleTile(object_id, palette);
|
||||
if (!tile_bitmap) {
|
||||
return absl::InternalError("Failed to create simple tile");
|
||||
}
|
||||
|
||||
// Draw directly to canvas
|
||||
canvas_->DrawBitmap(*tile_bitmap, x, y, 1.0f, 255);
|
||||
|
||||
return absl::OkStatus();
|
||||
}
|
||||
|
||||
void ManualObjectRenderer::RenderTestPattern(int x, int y, int width, int height,
|
||||
uint8_t color_index) {
|
||||
if (!canvas_) return;
|
||||
|
||||
printf("[ManualRenderer] Drawing test pattern: %dx%d at (%d,%d) color=%d\n",
|
||||
width, height, x, y, color_index);
|
||||
|
||||
// Create a simple colored rectangle using ImGui
|
||||
ImVec4 color = ImVec4(
|
||||
(color_index & 0x01) ? 1.0f : 0.0f, // Red bit
|
||||
(color_index & 0x02) ? 1.0f : 0.0f, // Green bit
|
||||
(color_index & 0x04) ? 1.0f : 0.0f, // Blue bit
|
||||
1.0f // Alpha
|
||||
);
|
||||
|
||||
// Draw using ImGui primitives for testing
|
||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
if (draw_list) {
|
||||
ImVec2 p1 = ImVec2(x, y);
|
||||
ImVec2 p2 = ImVec2(x + width, y + height);
|
||||
draw_list->AddRectFilled(p1, p2, ImGui::ColorConvertFloat4ToU32(color));
|
||||
}
|
||||
}
|
||||
|
||||
void ManualObjectRenderer::DebugGraphicsSheet(int sheet_index) {
|
||||
if (!rom_ || sheet_index < 0 || sheet_index >= 223) {
|
||||
printf("[ManualRenderer] Invalid sheet index: %d\n", sheet_index);
|
||||
return;
|
||||
}
|
||||
|
||||
auto& arena = gfx::Arena::Get();
|
||||
const auto& sheet = arena.gfx_sheet(sheet_index);
|
||||
|
||||
printf("[ManualRenderer] Graphics Sheet %d Debug Info:\n", sheet_index);
|
||||
printf(" - Is Active: %s\n", sheet.is_active() ? "YES" : "NO");
|
||||
printf(" - Width: %d\n", sheet.width());
|
||||
printf(" - Height: %d\n", sheet.height());
|
||||
printf(" - Has Surface: %s\n", sheet.surface() ? "YES" : "NO");
|
||||
printf(" - Has Texture: %s\n", sheet.texture() ? "YES" : "NO");
|
||||
|
||||
if (sheet.is_active() && sheet.width() > 0 && sheet.height() > 0) {
|
||||
printf(" - Format: %s\n", sheet.surface() && sheet.surface()->format ?
|
||||
SDL_GetPixelFormatName(sheet.surface()->format->format) : "Unknown");
|
||||
}
|
||||
}
|
||||
|
||||
void ManualObjectRenderer::TestPaletteRendering(int x, int y) {
|
||||
printf("[ManualRenderer] Testing palette rendering at (%d, %d)\n", x, y);
|
||||
|
||||
// Draw test squares with different color indices
|
||||
for (int i = 0; i < 8; i++) {
|
||||
int test_x = x + (i * 20);
|
||||
int test_y = y;
|
||||
RenderTestPattern(test_x, test_y, 16, 16, i);
|
||||
}
|
||||
}
|
||||
|
||||
std::unique_ptr<gfx::Bitmap> ManualObjectRenderer::CreateSimpleTile(uint16_t tile_id,
|
||||
const gfx::SnesPalette& palette) {
|
||||
// Fill with a simple pattern based on tile_id
|
||||
uint8_t base_color = tile_id & 0x07; // Use lower 3 bits for color
|
||||
|
||||
// Create tile data manually
|
||||
auto tile_data = CreateSolidTile(base_color);
|
||||
if (tile_data.empty()) {
|
||||
printf("[ManualRenderer] Failed to create tile data\n");
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Create a 16x16 bitmap with the tile data
|
||||
auto bitmap = std::make_unique<gfx::Bitmap>();
|
||||
bitmap->Create(16, 16, 8, tile_data); // 16x16 pixels, 8-bit depth
|
||||
|
||||
if (!bitmap->is_active()) {
|
||||
printf("[ManualRenderer] Failed to create bitmap\n");
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Apply palette
|
||||
bitmap->SetPalette(palette);
|
||||
|
||||
printf("[ManualRenderer] Created simple tile: ID=0x%04X, color=%d\n", tile_id, base_color);
|
||||
|
||||
return bitmap;
|
||||
}
|
||||
|
||||
std::vector<uint8_t> ManualObjectRenderer::CreateSolidTile(uint8_t color_index) {
|
||||
std::vector<uint8_t> tile_data(16 * 16, color_index);
|
||||
return tile_data;
|
||||
}
|
||||
|
||||
std::vector<uint8_t> ManualObjectRenderer::CreatePatternTile(uint8_t pattern_type,
|
||||
uint8_t color_index) {
|
||||
std::vector<uint8_t> tile_data(16 * 16);
|
||||
|
||||
switch (pattern_type) {
|
||||
case 0: // Solid
|
||||
std::fill(tile_data.begin(), tile_data.end(), color_index);
|
||||
break;
|
||||
|
||||
case 1: // Checkerboard
|
||||
for (int y = 0; y < 16; y++) {
|
||||
for (int x = 0; x < 16; x++) {
|
||||
tile_data[y * 16 + x] = ((x + y) % 2) ? color_index : 0;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case 2: // Horizontal stripes
|
||||
for (int y = 0; y < 16; y++) {
|
||||
uint8_t color = (y % 4 < 2) ? color_index : 0;
|
||||
for (int x = 0; x < 16; x++) {
|
||||
tile_data[y * 16 + x] = color;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case 3: // Vertical stripes
|
||||
for (int x = 0; x < 16; x++) {
|
||||
uint8_t color = (x % 4 < 2) ? color_index : 0;
|
||||
for (int y = 0; y < 16; y++) {
|
||||
tile_data[y * 16 + x] = color;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
std::fill(tile_data.begin(), tile_data.end(), color_index);
|
||||
break;
|
||||
}
|
||||
|
||||
return tile_data;
|
||||
}
|
||||
|
||||
} // namespace editor
|
||||
} // namespace yaze
|
||||
@@ -1,90 +0,0 @@
|
||||
#ifndef YAZE_APP_EDITOR_DUNGEON_MANUAL_OBJECT_RENDERER_H
|
||||
#define YAZE_APP_EDITOR_DUNGEON_MANUAL_OBJECT_RENDERER_H
|
||||
|
||||
#include <vector>
|
||||
#include <memory>
|
||||
|
||||
#include "app/gfx/snes_palette.h"
|
||||
#include "app/gui/canvas.h"
|
||||
#include "app/rom.h"
|
||||
#include "app/zelda3/dungeon/room_object.h"
|
||||
|
||||
namespace yaze {
|
||||
namespace editor {
|
||||
|
||||
/**
|
||||
* @brief Manual object renderer for debugging and testing basic object rendering
|
||||
*
|
||||
* This class provides simple, manual rendering of basic dungeon objects
|
||||
* to help debug the graphics pipeline and understand object data structures.
|
||||
*
|
||||
* Features:
|
||||
* - Manual tile creation for simple objects
|
||||
* - Direct graphics sheet access
|
||||
* - Palette debugging and testing
|
||||
* - Simple pattern rendering (solid blocks, lines, etc.)
|
||||
*/
|
||||
class ManualObjectRenderer {
|
||||
public:
|
||||
explicit ManualObjectRenderer(gui::Canvas* canvas, Rom* rom);
|
||||
|
||||
/**
|
||||
* @brief Render a simple solid block object manually
|
||||
* @param object_id Object ID to render
|
||||
* @param x X position in pixels
|
||||
* @param y Y position in pixels
|
||||
* @param palette Current palette to use
|
||||
* @return Status of the rendering operation
|
||||
*/
|
||||
absl::Status RenderSimpleBlock(uint16_t object_id, int x, int y,
|
||||
const gfx::SnesPalette& palette);
|
||||
|
||||
/**
|
||||
* @brief Render a test pattern to verify graphics pipeline
|
||||
* @param x X position in pixels
|
||||
* @param y Y position in pixels
|
||||
* @param width Width in pixels
|
||||
* @param height Height in pixels
|
||||
* @param color_index Color index to use
|
||||
*/
|
||||
void RenderTestPattern(int x, int y, int width, int height, uint8_t color_index);
|
||||
|
||||
/**
|
||||
* @brief Debug graphics sheet loading and display info
|
||||
* @param sheet_index Graphics sheet index to examine
|
||||
*/
|
||||
void DebugGraphicsSheet(int sheet_index);
|
||||
|
||||
/**
|
||||
* @brief Test palette rendering with different colors
|
||||
* @param x X position in pixels
|
||||
* @param y Y position in pixels
|
||||
*/
|
||||
void TestPaletteRendering(int x, int y);
|
||||
|
||||
/**
|
||||
* @brief Create a simple 16x16 tile manually
|
||||
* @param tile_id Tile ID to create
|
||||
* @param palette Palette to apply
|
||||
* @return Created bitmap
|
||||
*/
|
||||
std::unique_ptr<gfx::Bitmap> CreateSimpleTile(uint16_t tile_id,
|
||||
const gfx::SnesPalette& palette);
|
||||
|
||||
private:
|
||||
gui::Canvas* canvas_;
|
||||
Rom* rom_;
|
||||
|
||||
// Simple tile creation helpers
|
||||
std::vector<uint8_t> CreateSolidTile(uint8_t color_index);
|
||||
std::vector<uint8_t> CreatePatternTile(uint8_t pattern_type, uint8_t color_index);
|
||||
|
||||
// Graphics debugging
|
||||
void LogGraphicsInfo(int sheet_index);
|
||||
void LogPaletteInfo(const gfx::SnesPalette& palette);
|
||||
};
|
||||
|
||||
} // namespace editor
|
||||
} // namespace yaze
|
||||
|
||||
#endif // YAZE_APP_EDITOR_DUNGEON_MANUAL_OBJECT_RENDERER_H
|
||||
@@ -14,7 +14,6 @@ set(
|
||||
app/editor/dungeon/dungeon_object_selector.cc
|
||||
app/editor/dungeon/dungeon_toolset.cc
|
||||
app/editor/dungeon/dungeon_object_interaction.cc
|
||||
app/editor/dungeon/dungeon_renderer.cc
|
||||
app/editor/dungeon/dungeon_room_loader.cc
|
||||
app/editor/dungeon/dungeon_usage_tracker.cc
|
||||
app/editor/dungeon/object_editor_card.cc
|
||||
@@ -43,7 +42,6 @@ set(
|
||||
app/editor/system/popup_manager.cc
|
||||
app/editor/system/proposal_drawer.cc
|
||||
app/editor/agent/agent_chat_history_codec.cc
|
||||
app/editor/dungeon/manual_object_renderer.cc
|
||||
)
|
||||
|
||||
if(YAZE_WITH_GRPC)
|
||||
|
||||
@@ -8,63 +8,56 @@
|
||||
namespace yaze {
|
||||
namespace zelda3 {
|
||||
|
||||
ObjectDrawer::ObjectDrawer(Rom* rom) : rom_(rom) {}
|
||||
ObjectDrawer::ObjectDrawer(Rom* rom) : rom_(rom) {
|
||||
InitializeDrawRoutines();
|
||||
}
|
||||
|
||||
absl::Status ObjectDrawer::DrawObject(const RoomObject& object,
|
||||
gfx::BackgroundBuffer& bg1,
|
||||
gfx::BackgroundBuffer& bg2) {
|
||||
gfx::BackgroundBuffer& bg2,
|
||||
const gfx::PaletteGroup& palette_group) {
|
||||
if (!rom_ || !rom_->is_loaded()) {
|
||||
return absl::FailedPreconditionError("ROM not loaded");
|
||||
}
|
||||
|
||||
if (!routines_initialized_) {
|
||||
return absl::FailedPreconditionError("Draw routines not initialized");
|
||||
}
|
||||
|
||||
// Ensure object has tiles loaded
|
||||
auto mutable_obj = const_cast<RoomObject&>(object);
|
||||
printf("[DrawObject] Setting ROM for object ID=0x%02X\n", object.id_);
|
||||
mutable_obj.set_rom(rom_);
|
||||
printf("[DrawObject] Calling EnsureTilesLoaded for object ID=0x%02X\n", object.id_);
|
||||
mutable_obj.EnsureTilesLoaded();
|
||||
|
||||
// Get tiles - silently skip objects that can't load tiles
|
||||
if (object.tiles().empty()) {
|
||||
// Many objects may not have tiles loaded yet - this is normal
|
||||
// Just skip them rather than failing the whole draw operation
|
||||
return absl::OkStatus();
|
||||
}
|
||||
|
||||
const auto& tile = object.tiles()[0]; // Base tile for object
|
||||
|
||||
// Check if tiles were actually loaded on the mutable object
|
||||
printf("[DrawObject] After EnsureTilesLoaded: mutable object has %zu tiles\n",
|
||||
mutable_obj.tiles().size());
|
||||
|
||||
// Select buffer based on layer
|
||||
auto& target_bg = (object.layer_ == RoomObject::LayerType::BG2) ? bg2 : bg1;
|
||||
|
||||
// Dispatch to pattern-specific drawing based on object ID
|
||||
// This is reverse-engineered from the game's drawing routines
|
||||
// Skip objects that don't have tiles loaded - check mutable object
|
||||
if (mutable_obj.tiles().empty()) {
|
||||
printf("[DrawObject] Object ID=0x%02X has no tiles loaded, skipping\n", object.id_);
|
||||
return absl::OkStatus();
|
||||
}
|
||||
|
||||
printf("[DrawObject] Object ID=0x%02X has %zu tiles, proceeding with drawing\n",
|
||||
object.id_, mutable_obj.tiles().size());
|
||||
|
||||
// Look up draw routine for this object
|
||||
int routine_id = GetDrawRoutineId(object.id_);
|
||||
|
||||
if (object.id_ == 0x34) {
|
||||
// Object 0x34: 1x1 solid block (simplest)
|
||||
Draw1x1Solid(object, target_bg, tile);
|
||||
}
|
||||
else if (object.id_ >= 0x00 && object.id_ <= 0x08) {
|
||||
// Objects 0x00-0x08: Rightward 2x2 patterns
|
||||
DrawRightwards2x2(object, target_bg, tile);
|
||||
}
|
||||
else if (object.id_ >= 0x60 && object.id_ <= 0x68) {
|
||||
// Objects 0x60-0x68: Downward 2x2 patterns
|
||||
DrawDownwards2x2(object, target_bg, tile);
|
||||
}
|
||||
else if (object.id_ >= 0x09 && object.id_ <= 0x14) {
|
||||
// Objects 0x09-0x14: Diagonal acute patterns
|
||||
DrawDiagonalAcute(object, target_bg, tile);
|
||||
}
|
||||
else if (object.id_ >= 0x15 && object.id_ <= 0x20) {
|
||||
// Objects 0x15-0x20: Diagonal grave patterns
|
||||
DrawDiagonalGrave(object, target_bg, tile);
|
||||
}
|
||||
else if (object.id_ == 0x33 || (object.id_ >= 0x70 && object.id_ <= 0x71)) {
|
||||
// 4x4 block objects
|
||||
Draw4x4Block(object, target_bg, tile);
|
||||
}
|
||||
else {
|
||||
// Default: Draw as simple 1x1 at position
|
||||
Draw1x1Solid(object, target_bg, tile);
|
||||
if (routine_id < 0 || routine_id >= static_cast<int>(draw_routines_.size())) {
|
||||
// Fallback to simple 1x1 drawing
|
||||
WriteTile16(target_bg, object.x_, object.y_, mutable_obj.tiles()[0]);
|
||||
return absl::OkStatus();
|
||||
}
|
||||
|
||||
// Execute the appropriate draw routine
|
||||
draw_routines_[routine_id](this, object, target_bg, mutable_obj.tiles());
|
||||
|
||||
return absl::OkStatus();
|
||||
}
|
||||
@@ -72,13 +65,16 @@ absl::Status ObjectDrawer::DrawObject(const RoomObject& object,
|
||||
absl::Status ObjectDrawer::DrawObjectList(
|
||||
const std::vector<RoomObject>& objects,
|
||||
gfx::BackgroundBuffer& bg1,
|
||||
gfx::BackgroundBuffer& bg2) {
|
||||
gfx::BackgroundBuffer& bg2,
|
||||
const gfx::PaletteGroup& palette_group) {
|
||||
|
||||
printf("[DrawObjectList] Drawing %zu objects\n", objects.size());
|
||||
|
||||
int drawn_count = 0;
|
||||
int skipped_count = 0;
|
||||
|
||||
for (const auto& object : objects) {
|
||||
auto status = DrawObject(object, bg1, bg2);
|
||||
auto status = DrawObject(object, bg1, bg2, palette_group);
|
||||
if (status.ok()) {
|
||||
drawn_count++;
|
||||
} else {
|
||||
@@ -90,7 +86,8 @@ absl::Status ObjectDrawer::DrawObjectList(
|
||||
}
|
||||
}
|
||||
|
||||
if (drawn_count > 0 || skipped_count > 0) {
|
||||
// Only log if there are failures
|
||||
if (skipped_count > 0) {
|
||||
printf("[ObjectDrawer] Drew %d objects, skipped %d\n", drawn_count, skipped_count);
|
||||
}
|
||||
|
||||
@@ -98,85 +95,474 @@ absl::Status ObjectDrawer::DrawObjectList(
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Pattern Drawing Implementations
|
||||
// Draw Routine Registry Initialization
|
||||
// ============================================================================
|
||||
|
||||
void ObjectDrawer::Draw1x1Solid(const RoomObject& obj,
|
||||
gfx::BackgroundBuffer& bg,
|
||||
const gfx::Tile16& tile) {
|
||||
// Simple 1x1 tile placement
|
||||
WriteTile16(bg, obj.x_, obj.y_, tile);
|
||||
void ObjectDrawer::InitializeDrawRoutines() {
|
||||
// Initialize draw routine registry based on ZScream's subtype1_routines table
|
||||
// This maps object IDs to draw routine indices (0-24)
|
||||
|
||||
// Routine 0: RoomDraw_Rightwards2x2_1to15or32
|
||||
for (int id = 0x00; id <= 0x00; id++) {
|
||||
object_to_routine_map_[id] = 0;
|
||||
}
|
||||
|
||||
// Routine 1: RoomDraw_Rightwards2x4_1to15or26
|
||||
for (int id = 0x01; id <= 0x02; id++) {
|
||||
object_to_routine_map_[id] = 1;
|
||||
}
|
||||
|
||||
// Routine 2: RoomDraw_Rightwards2x4spaced4_1to16
|
||||
for (int id = 0x03; id <= 0x04; id++) {
|
||||
object_to_routine_map_[id] = 2;
|
||||
}
|
||||
|
||||
// Routine 3: RoomDraw_Rightwards2x4spaced4_1to16_BothBG
|
||||
for (int id = 0x05; id <= 0x06; id++) {
|
||||
object_to_routine_map_[id] = 3;
|
||||
}
|
||||
|
||||
// Routine 4: RoomDraw_Rightwards2x2_1to16
|
||||
for (int id = 0x07; id <= 0x08; id++) {
|
||||
object_to_routine_map_[id] = 4;
|
||||
}
|
||||
|
||||
// Routine 5: RoomDraw_DiagonalAcute_1to16
|
||||
for (int id = 0x09; id <= 0x09; id++) {
|
||||
object_to_routine_map_[id] = 5;
|
||||
}
|
||||
|
||||
// Routine 6: RoomDraw_DiagonalGrave_1to16
|
||||
for (int id = 0x0A; id <= 0x0B; id++) {
|
||||
object_to_routine_map_[id] = 6;
|
||||
}
|
||||
|
||||
// Continue mapping more object IDs...
|
||||
// (This is a simplified version - the full table has 248 entries)
|
||||
|
||||
// Initialize draw routine function array
|
||||
draw_routines_.clear();
|
||||
draw_routines_.reserve(25);
|
||||
|
||||
draw_routines_.push_back([](ObjectDrawer* self, const RoomObject& obj, gfx::BackgroundBuffer& bg, const std::vector<gfx::Tile16>& tiles) {
|
||||
self->DrawRightwards2x2_1to15or32(obj, bg, tiles);
|
||||
});
|
||||
draw_routines_.push_back([](ObjectDrawer* self, const RoomObject& obj, gfx::BackgroundBuffer& bg, const std::vector<gfx::Tile16>& tiles) {
|
||||
self->DrawRightwards2x4_1to15or26(obj, bg, tiles);
|
||||
});
|
||||
draw_routines_.push_back([](ObjectDrawer* self, const RoomObject& obj, gfx::BackgroundBuffer& bg, const std::vector<gfx::Tile16>& tiles) {
|
||||
self->DrawRightwards2x4spaced4_1to16(obj, bg, tiles);
|
||||
});
|
||||
draw_routines_.push_back([](ObjectDrawer* self, const RoomObject& obj, gfx::BackgroundBuffer& bg, const std::vector<gfx::Tile16>& tiles) {
|
||||
self->DrawRightwards2x4spaced4_1to16_BothBG(obj, bg, tiles);
|
||||
});
|
||||
draw_routines_.push_back([](ObjectDrawer* self, const RoomObject& obj, gfx::BackgroundBuffer& bg, const std::vector<gfx::Tile16>& tiles) {
|
||||
self->DrawRightwards2x2_1to16(obj, bg, tiles);
|
||||
});
|
||||
draw_routines_.push_back([](ObjectDrawer* self, const RoomObject& obj, gfx::BackgroundBuffer& bg, const std::vector<gfx::Tile16>& tiles) {
|
||||
self->DrawDiagonalAcute_1to16(obj, bg, tiles);
|
||||
});
|
||||
draw_routines_.push_back([](ObjectDrawer* self, const RoomObject& obj, gfx::BackgroundBuffer& bg, const std::vector<gfx::Tile16>& tiles) {
|
||||
self->DrawDiagonalGrave_1to16(obj, bg, tiles);
|
||||
});
|
||||
draw_routines_.push_back([](ObjectDrawer* self, const RoomObject& obj, gfx::BackgroundBuffer& bg, const std::vector<gfx::Tile16>& tiles) {
|
||||
self->DrawDiagonalAcute_1to16_BothBG(obj, bg, tiles);
|
||||
});
|
||||
draw_routines_.push_back([](ObjectDrawer* self, const RoomObject& obj, gfx::BackgroundBuffer& bg, const std::vector<gfx::Tile16>& tiles) {
|
||||
self->DrawDiagonalGrave_1to16_BothBG(obj, bg, tiles);
|
||||
});
|
||||
draw_routines_.push_back([](ObjectDrawer* self, const RoomObject& obj, gfx::BackgroundBuffer& bg, const std::vector<gfx::Tile16>& tiles) {
|
||||
self->DrawRightwards1x2_1to16_plus2(obj, bg, tiles);
|
||||
});
|
||||
draw_routines_.push_back([](ObjectDrawer* self, const RoomObject& obj, gfx::BackgroundBuffer& bg, const std::vector<gfx::Tile16>& tiles) {
|
||||
self->DrawRightwardsHasEdge1x1_1to16_plus3(obj, bg, tiles);
|
||||
});
|
||||
draw_routines_.push_back([](ObjectDrawer* self, const RoomObject& obj, gfx::BackgroundBuffer& bg, const std::vector<gfx::Tile16>& tiles) {
|
||||
self->DrawRightwardsHasEdge1x1_1to16_plus2(obj, bg, tiles);
|
||||
});
|
||||
draw_routines_.push_back([](ObjectDrawer* self, const RoomObject& obj, gfx::BackgroundBuffer& bg, const std::vector<gfx::Tile16>& tiles) {
|
||||
self->DrawRightwardsTopCorners1x2_1to16_plus13(obj, bg, tiles);
|
||||
});
|
||||
draw_routines_.push_back([](ObjectDrawer* self, const RoomObject& obj, gfx::BackgroundBuffer& bg, const std::vector<gfx::Tile16>& tiles) {
|
||||
self->DrawRightwardsBottomCorners1x2_1to16_plus13(obj, bg, tiles);
|
||||
});
|
||||
draw_routines_.push_back([](ObjectDrawer* self, const RoomObject& obj, gfx::BackgroundBuffer& bg, const std::vector<gfx::Tile16>& tiles) {
|
||||
self->CustomDraw(obj, bg, tiles);
|
||||
});
|
||||
draw_routines_.push_back([](ObjectDrawer* self, const RoomObject& obj, gfx::BackgroundBuffer& bg, const std::vector<gfx::Tile16>& tiles) {
|
||||
self->DrawRightwards4x4_1to16(obj, bg, tiles);
|
||||
});
|
||||
draw_routines_.push_back([](ObjectDrawer* self, const RoomObject& obj, gfx::BackgroundBuffer& bg, const std::vector<gfx::Tile16>& tiles) {
|
||||
self->DrawRightwards1x1Solid_1to16_plus3(obj, bg, tiles);
|
||||
});
|
||||
draw_routines_.push_back([](ObjectDrawer* self, const RoomObject& obj, gfx::BackgroundBuffer& bg, const std::vector<gfx::Tile16>& tiles) {
|
||||
self->DrawDoorSwitcherer(obj, bg, tiles);
|
||||
});
|
||||
draw_routines_.push_back([](ObjectDrawer* self, const RoomObject& obj, gfx::BackgroundBuffer& bg, const std::vector<gfx::Tile16>& tiles) {
|
||||
self->DrawRightwardsDecor4x4spaced2_1to16(obj, bg, tiles);
|
||||
});
|
||||
draw_routines_.push_back([](ObjectDrawer* self, const RoomObject& obj, gfx::BackgroundBuffer& bg, const std::vector<gfx::Tile16>& tiles) {
|
||||
self->DrawRightwardsStatue2x3spaced2_1to16(obj, bg, tiles);
|
||||
});
|
||||
draw_routines_.push_back([](ObjectDrawer* self, const RoomObject& obj, gfx::BackgroundBuffer& bg, const std::vector<gfx::Tile16>& tiles) {
|
||||
self->DrawRightwardsPillar2x4spaced4_1to16(obj, bg, tiles);
|
||||
});
|
||||
draw_routines_.push_back([](ObjectDrawer* self, const RoomObject& obj, gfx::BackgroundBuffer& bg, const std::vector<gfx::Tile16>& tiles) {
|
||||
self->DrawRightwardsDecor4x3spaced4_1to16(obj, bg, tiles);
|
||||
});
|
||||
draw_routines_.push_back([](ObjectDrawer* self, const RoomObject& obj, gfx::BackgroundBuffer& bg, const std::vector<gfx::Tile16>& tiles) {
|
||||
self->DrawRightwardsDoubled2x2spaced2_1to16(obj, bg, tiles);
|
||||
});
|
||||
draw_routines_.push_back([](ObjectDrawer* self, const RoomObject& obj, gfx::BackgroundBuffer& bg, const std::vector<gfx::Tile16>& tiles) {
|
||||
self->DrawRightwardsDecor2x2spaced12_1to16(obj, bg, tiles);
|
||||
});
|
||||
|
||||
routines_initialized_ = true;
|
||||
}
|
||||
|
||||
void ObjectDrawer::DrawRightwards2x2(const RoomObject& obj,
|
||||
gfx::BackgroundBuffer& bg,
|
||||
const gfx::Tile16& tile) {
|
||||
// Pattern: Draws 2x2 tiles rightward
|
||||
// Size byte determines how many times to repeat
|
||||
int repeat_count = (obj.size_ & 0x0F) + 1; // Low nibble = width
|
||||
int ObjectDrawer::GetDrawRoutineId(int16_t object_id) const {
|
||||
auto it = object_to_routine_map_.find(object_id);
|
||||
if (it != object_to_routine_map_.end()) {
|
||||
return it->second;
|
||||
}
|
||||
|
||||
for (int i = 0; i < repeat_count; i++) {
|
||||
// Each iteration draws a 2x2 tile16
|
||||
int tile_x = obj.x_ + (i * 2); // Each tile16 is 2x2 8x8 tiles
|
||||
int tile_y = obj.y_;
|
||||
|
||||
WriteTile16(bg, tile_x, tile_y, tile);
|
||||
// Default to simple 1x1 solid for unmapped objects
|
||||
return -1;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Draw Routine Implementations (Based on ZScream patterns)
|
||||
// ============================================================================
|
||||
|
||||
void ObjectDrawer::DrawRightwards2x2_1to15or32(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles) {
|
||||
// Pattern: Draws 2x2 tiles rightward (object 0x00)
|
||||
// Size byte determines how many times to repeat (1-15 or 32)
|
||||
int size = obj.size_;
|
||||
if (size == 0) size = 32; // Special case for object 0x00
|
||||
|
||||
for (int s = 0; s < size; s++) {
|
||||
if (tiles.size() >= 4) {
|
||||
WriteTile16(bg, obj.x_ + (s * 2), obj.y_, tiles[0]); // Top-left
|
||||
WriteTile16(bg, obj.x_ + (s * 2) + 1, obj.y_, tiles[1]); // Top-right
|
||||
WriteTile16(bg, obj.x_ + (s * 2), obj.y_ + 1, tiles[2]); // Bottom-left
|
||||
WriteTile16(bg, obj.x_ + (s * 2) + 1, obj.y_ + 1, tiles[3]); // Bottom-right
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ObjectDrawer::DrawDownwards2x2(const RoomObject& obj,
|
||||
gfx::BackgroundBuffer& bg,
|
||||
const gfx::Tile16& tile) {
|
||||
// Pattern: Draws 2x2 tiles downward
|
||||
// Size byte determines how many times to repeat
|
||||
int repeat_count = ((obj.size_ >> 4) & 0x0F) + 1; // High nibble = height
|
||||
void ObjectDrawer::DrawRightwards2x4_1to15or26(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles) {
|
||||
// Pattern: Draws 2x4 tiles rightward (objects 0x01-0x02)
|
||||
int size = obj.size_;
|
||||
if (size == 0) size = 26; // Special case
|
||||
|
||||
for (int i = 0; i < repeat_count; i++) {
|
||||
int tile_x = obj.x_;
|
||||
int tile_y = obj.y_ + (i * 2);
|
||||
|
||||
WriteTile16(bg, tile_x, tile_y, tile);
|
||||
for (int s = 0; s < size; s++) {
|
||||
if (tiles.size() >= 8) {
|
||||
// Draw 2x4 pattern
|
||||
for (int y = 0; y < 4; y++) {
|
||||
for (int x = 0; x < 2; x++) {
|
||||
int tile_index = y * 2 + x;
|
||||
WriteTile16(bg, obj.x_ + (s * 2) + x, obj.y_ + y, tiles[tile_index]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ObjectDrawer::DrawDiagonalAcute(const RoomObject& obj,
|
||||
gfx::BackgroundBuffer& bg,
|
||||
const gfx::Tile16& tile) {
|
||||
// Pattern: Diagonal line going down-right (/)
|
||||
int length = (obj.size_ & 0x0F) + 1;
|
||||
void ObjectDrawer::DrawRightwards2x4spaced4_1to16(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles) {
|
||||
// Pattern: Draws 2x4 tiles rightward with spacing (objects 0x03-0x04)
|
||||
int size = obj.size_ & 0x0F;
|
||||
|
||||
for (int i = 0; i < length; i++) {
|
||||
int tile_x = obj.x_ + i;
|
||||
int tile_y = obj.y_ + i;
|
||||
|
||||
WriteTile16(bg, tile_x, tile_y, tile);
|
||||
for (int s = 0; s < size; s++) {
|
||||
if (tiles.size() >= 8) {
|
||||
// Draw 2x4 pattern with spacing
|
||||
for (int y = 0; y < 4; y++) {
|
||||
for (int x = 0; x < 2; x++) {
|
||||
int tile_index = y * 2 + x;
|
||||
WriteTile16(bg, obj.x_ + (s * 6) + x, obj.y_ + y, tiles[tile_index]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ObjectDrawer::DrawDiagonalGrave(const RoomObject& obj,
|
||||
gfx::BackgroundBuffer& bg,
|
||||
const gfx::Tile16& tile) {
|
||||
// Pattern: Diagonal line going down-left (\)
|
||||
int length = (obj.size_ & 0x0F) + 1;
|
||||
void ObjectDrawer::DrawRightwards2x4spaced4_1to16_BothBG(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles) {
|
||||
// Pattern: Same as above but draws to both BG1 and BG2 (objects 0x05-0x06)
|
||||
DrawRightwards2x4spaced4_1to16(obj, bg, tiles);
|
||||
// Note: BothBG would require access to both buffers - simplified for now
|
||||
}
|
||||
|
||||
void ObjectDrawer::DrawRightwards2x2_1to16(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles) {
|
||||
// Pattern: Draws 2x2 tiles rightward (objects 0x07-0x08)
|
||||
int size = obj.size_ & 0x0F;
|
||||
|
||||
for (int i = 0; i < length; i++) {
|
||||
int tile_x = obj.x_ - i;
|
||||
int tile_y = obj.y_ + i;
|
||||
|
||||
WriteTile16(bg, tile_x, tile_y, tile);
|
||||
for (int s = 0; s < size; s++) {
|
||||
if (tiles.size() >= 4) {
|
||||
WriteTile16(bg, obj.x_ + (s * 2), obj.y_, tiles[0]);
|
||||
WriteTile16(bg, obj.x_ + (s * 2) + 1, obj.y_, tiles[1]);
|
||||
WriteTile16(bg, obj.x_ + (s * 2), obj.y_ + 1, tiles[2]);
|
||||
WriteTile16(bg, obj.x_ + (s * 2) + 1, obj.y_ + 1, tiles[3]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ObjectDrawer::Draw4x4Block(const RoomObject& obj,
|
||||
gfx::BackgroundBuffer& bg,
|
||||
const gfx::Tile16& tile) {
|
||||
// Pattern: 4x4 tile16 block (8x8 8x8 tiles total)
|
||||
for (int yy = 0; yy < 4; yy++) {
|
||||
for (int xx = 0; xx < 4; xx++) {
|
||||
int tile_x = obj.x_ + (xx * 2);
|
||||
int tile_y = obj.y_ + (yy * 2);
|
||||
|
||||
WriteTile16(bg, tile_x, tile_y, tile);
|
||||
void ObjectDrawer::DrawDiagonalAcute_1to16(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles) {
|
||||
// Pattern: Diagonal line going down-right (/) (object 0x09)
|
||||
int size = obj.size_ & 0x0F;
|
||||
|
||||
for (int s = 0; s < size + 6; s++) {
|
||||
if (tiles.size() >= 5) {
|
||||
for (int i = 0; i < 5; i++) {
|
||||
WriteTile16(bg, obj.x_ + s, obj.y_ + (i - s), tiles[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ObjectDrawer::DrawDiagonalGrave_1to16(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles) {
|
||||
// Pattern: Diagonal line going down-left (\) (objects 0x0A-0x0B)
|
||||
int size = obj.size_ & 0x0F;
|
||||
|
||||
for (int s = 0; s < size + 6; s++) {
|
||||
if (tiles.size() >= 5) {
|
||||
for (int i = 0; i < 5; i++) {
|
||||
WriteTile16(bg, obj.x_ + s, obj.y_ + (i + s), tiles[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ObjectDrawer::DrawDiagonalAcute_1to16_BothBG(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles) {
|
||||
// Pattern: Diagonal acute for both BG layers (objects 0x15-0x1F)
|
||||
DrawDiagonalAcute_1to16(obj, bg, tiles);
|
||||
}
|
||||
|
||||
void ObjectDrawer::DrawDiagonalGrave_1to16_BothBG(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles) {
|
||||
// Pattern: Diagonal grave for both BG layers (objects 0x16-0x20)
|
||||
DrawDiagonalGrave_1to16(obj, bg, tiles);
|
||||
}
|
||||
|
||||
void ObjectDrawer::DrawRightwards1x2_1to16_plus2(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles) {
|
||||
// Pattern: 1x2 tiles rightward with +2 offset (object 0x21)
|
||||
int size = obj.size_ & 0x0F;
|
||||
|
||||
for (int s = 0; s < size; s++) {
|
||||
if (tiles.size() >= 2) {
|
||||
WriteTile16(bg, obj.x_ + s + 2, obj.y_, tiles[0]);
|
||||
WriteTile16(bg, obj.x_ + s + 2, obj.y_ + 1, tiles[1]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ObjectDrawer::DrawRightwardsHasEdge1x1_1to16_plus3(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles) {
|
||||
// Pattern: 1x1 tiles with edge detection +3 offset (object 0x22)
|
||||
int size = obj.size_ & 0x0F;
|
||||
|
||||
for (int s = 0; s < size; s++) {
|
||||
if (tiles.size() >= 1) {
|
||||
WriteTile16(bg, obj.x_ + s + 3, obj.y_, tiles[0]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ObjectDrawer::DrawRightwardsHasEdge1x1_1to16_plus2(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles) {
|
||||
// Pattern: 1x1 tiles with edge detection +2 offset (objects 0x23-0x2E)
|
||||
int size = obj.size_ & 0x0F;
|
||||
|
||||
for (int s = 0; s < size; s++) {
|
||||
if (tiles.size() >= 1) {
|
||||
WriteTile16(bg, obj.x_ + s + 2, obj.y_, tiles[0]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ObjectDrawer::DrawRightwardsTopCorners1x2_1to16_plus13(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles) {
|
||||
// Pattern: Top corner 1x2 tiles with +13 offset (object 0x2F)
|
||||
int size = obj.size_ & 0x0F;
|
||||
|
||||
for (int s = 0; s < size; s++) {
|
||||
if (tiles.size() >= 2) {
|
||||
WriteTile16(bg, obj.x_ + s + 13, obj.y_, tiles[0]);
|
||||
WriteTile16(bg, obj.x_ + s + 13, obj.y_ + 1, tiles[1]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ObjectDrawer::DrawRightwardsBottomCorners1x2_1to16_plus13(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles) {
|
||||
// Pattern: Bottom corner 1x2 tiles with +13 offset (object 0x30)
|
||||
int size = obj.size_ & 0x0F;
|
||||
|
||||
for (int s = 0; s < size; s++) {
|
||||
if (tiles.size() >= 2) {
|
||||
WriteTile16(bg, obj.x_ + s + 13, obj.y_ + 1, tiles[0]);
|
||||
WriteTile16(bg, obj.x_ + s + 13, obj.y_ + 2, tiles[1]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ObjectDrawer::CustomDraw(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles) {
|
||||
// Pattern: Custom draw routine (objects 0x31-0x32)
|
||||
// For now, fall back to simple 1x1
|
||||
if (tiles.size() >= 1) {
|
||||
WriteTile16(bg, obj.x_, obj.y_, tiles[0]);
|
||||
}
|
||||
}
|
||||
|
||||
void ObjectDrawer::DrawRightwards4x4_1to16(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles) {
|
||||
// Pattern: 4x4 block rightward (object 0x33)
|
||||
int size = obj.size_ & 0x0F;
|
||||
|
||||
for (int s = 0; s < size; s++) {
|
||||
if (tiles.size() >= 16) {
|
||||
// Draw 4x4 block
|
||||
for (int y = 0; y < 4; y++) {
|
||||
for (int x = 0; x < 4; x++) {
|
||||
int tile_index = y * 4 + x;
|
||||
WriteTile16(bg, obj.x_ + (s * 4) + x, obj.y_ + y, tiles[tile_index]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ObjectDrawer::DrawRightwards1x1Solid_1to16_plus3(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles) {
|
||||
// Pattern: 1x1 solid tiles +3 offset (object 0x34)
|
||||
int size = obj.size_ & 0x0F;
|
||||
|
||||
for (int s = 0; s < size; s++) {
|
||||
if (tiles.size() >= 1) {
|
||||
WriteTile16(bg, obj.x_ + s + 3, obj.y_, tiles[0]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ObjectDrawer::DrawDoorSwitcherer(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles) {
|
||||
// Pattern: Door switcher (object 0x35)
|
||||
// Special door logic - simplified for now
|
||||
if (tiles.size() >= 1) {
|
||||
WriteTile16(bg, obj.x_, obj.y_, tiles[0]);
|
||||
}
|
||||
}
|
||||
|
||||
void ObjectDrawer::DrawRightwardsDecor4x4spaced2_1to16(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles) {
|
||||
// Pattern: 4x4 decoration with spacing (objects 0x36-0x37)
|
||||
int size = obj.size_ & 0x0F;
|
||||
|
||||
for (int s = 0; s < size; s++) {
|
||||
if (tiles.size() >= 16) {
|
||||
// Draw 4x4 block with spacing
|
||||
for (int y = 0; y < 4; y++) {
|
||||
for (int x = 0; x < 4; x++) {
|
||||
int tile_index = y * 4 + x;
|
||||
WriteTile16(bg, obj.x_ + (s * 6) + x, obj.y_ + y, tiles[tile_index]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ObjectDrawer::DrawRightwardsStatue2x3spaced2_1to16(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles) {
|
||||
// Pattern: 2x3 statue with spacing (object 0x38)
|
||||
int size = obj.size_ & 0x0F;
|
||||
|
||||
for (int s = 0; s < size; s++) {
|
||||
if (tiles.size() >= 6) {
|
||||
// Draw 2x3 statue
|
||||
for (int y = 0; y < 3; y++) {
|
||||
for (int x = 0; x < 2; x++) {
|
||||
int tile_index = y * 2 + x;
|
||||
WriteTile16(bg, obj.x_ + (s * 4) + x, obj.y_ + y, tiles[tile_index]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ObjectDrawer::DrawRightwardsPillar2x4spaced4_1to16(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles) {
|
||||
// Pattern: 2x4 pillar with spacing (objects 0x39, 0x3D)
|
||||
int size = obj.size_ & 0x0F;
|
||||
|
||||
for (int s = 0; s < size; s++) {
|
||||
if (tiles.size() >= 8) {
|
||||
// Draw 2x4 pillar
|
||||
for (int y = 0; y < 4; y++) {
|
||||
for (int x = 0; x < 2; x++) {
|
||||
int tile_index = y * 2 + x;
|
||||
WriteTile16(bg, obj.x_ + (s * 6) + x, obj.y_ + y, tiles[tile_index]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ObjectDrawer::DrawRightwardsDecor4x3spaced4_1to16(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles) {
|
||||
// Pattern: 4x3 decoration with spacing (objects 0x3A-0x3B)
|
||||
int size = obj.size_ & 0x0F;
|
||||
|
||||
for (int s = 0; s < size; s++) {
|
||||
if (tiles.size() >= 12) {
|
||||
// Draw 4x3 decoration
|
||||
for (int y = 0; y < 3; y++) {
|
||||
for (int x = 0; x < 4; x++) {
|
||||
int tile_index = y * 4 + x;
|
||||
WriteTile16(bg, obj.x_ + (s * 6) + x, obj.y_ + y, tiles[tile_index]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ObjectDrawer::DrawRightwardsDoubled2x2spaced2_1to16(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles) {
|
||||
// Pattern: Doubled 2x2 with spacing (object 0x3C)
|
||||
int size = obj.size_ & 0x0F;
|
||||
|
||||
for (int s = 0; s < size; s++) {
|
||||
if (tiles.size() >= 8) {
|
||||
// Draw doubled 2x2 pattern
|
||||
for (int y = 0; y < 2; y++) {
|
||||
for (int x = 0; x < 4; x++) {
|
||||
int tile_index = y * 4 + x;
|
||||
WriteTile16(bg, obj.x_ + (s * 6) + x, obj.y_ + y, tiles[tile_index]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ObjectDrawer::DrawRightwardsDecor2x2spaced12_1to16(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles) {
|
||||
// Pattern: 2x2 decoration with large spacing (object 0x3E)
|
||||
int size = obj.size_ & 0x0F;
|
||||
|
||||
for (int s = 0; s < size; s++) {
|
||||
if (tiles.size() >= 4) {
|
||||
// Draw 2x2 decoration with 12-tile spacing
|
||||
WriteTile16(bg, obj.x_ + (s * 14), obj.y_, tiles[0]);
|
||||
WriteTile16(bg, obj.x_ + (s * 14) + 1, obj.y_, tiles[1]);
|
||||
WriteTile16(bg, obj.x_ + (s * 14), obj.y_ + 1, tiles[2]);
|
||||
WriteTile16(bg, obj.x_ + (s * 14) + 1, obj.y_ + 1, tiles[3]);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -187,27 +573,30 @@ void ObjectDrawer::Draw4x4Block(const RoomObject& obj,
|
||||
|
||||
void ObjectDrawer::WriteTile16(gfx::BackgroundBuffer& bg, int tile_x, int tile_y,
|
||||
const gfx::Tile16& tile) {
|
||||
// A Tile16 is 2x2 8x8 tiles, so we write 4 tile entries
|
||||
printf("[WriteTile16] Writing Tile16 at tile pos (%d,%d) to bitmap\n", tile_x, tile_y);
|
||||
|
||||
// Top-left (tile0)
|
||||
if (IsValidTilePosition(tile_x, tile_y)) {
|
||||
bg.SetTileAt(tile_x, tile_y, gfx::TileInfoToWord(tile.tile0_));
|
||||
// Draw directly to bitmap instead of tile buffer to avoid being overwritten
|
||||
auto& bitmap = bg.bitmap();
|
||||
if (!bitmap.is_active() || bitmap.width() == 0) {
|
||||
printf("[WriteTile16] Bitmap not ready: active=%d, width=%d\n", bitmap.is_active(), bitmap.width());
|
||||
return; // Bitmap not ready
|
||||
}
|
||||
|
||||
// Get graphics data from ROM
|
||||
if (!rom_ || !rom_->is_loaded()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Top-right (tile1)
|
||||
if (IsValidTilePosition(tile_x + 1, tile_y)) {
|
||||
bg.SetTileAt(tile_x + 1, tile_y, gfx::TileInfoToWord(tile.tile1_));
|
||||
}
|
||||
|
||||
// Bottom-left (tile2)
|
||||
if (IsValidTilePosition(tile_x, tile_y + 1)) {
|
||||
bg.SetTileAt(tile_x, tile_y + 1, gfx::TileInfoToWord(tile.tile2_));
|
||||
}
|
||||
|
||||
// Bottom-right (tile3)
|
||||
if (IsValidTilePosition(tile_x + 1, tile_y + 1)) {
|
||||
bg.SetTileAt(tile_x + 1, tile_y + 1, gfx::TileInfoToWord(tile.tile3_));
|
||||
auto gfx_data = rom_->mutable_graphics_buffer();
|
||||
if (!gfx_data || gfx_data->empty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Draw each 8x8 tile directly to bitmap
|
||||
DrawTileToBitmap(bitmap, tile.tile0_, tile_x * 8, tile_y * 8, gfx_data->data());
|
||||
DrawTileToBitmap(bitmap, tile.tile1_, (tile_x + 1) * 8, tile_y * 8, gfx_data->data());
|
||||
DrawTileToBitmap(bitmap, tile.tile2_, tile_x * 8, (tile_y + 1) * 8, gfx_data->data());
|
||||
DrawTileToBitmap(bitmap, tile.tile3_, (tile_x + 1) * 8, (tile_y + 1) * 8, gfx_data->data());
|
||||
}
|
||||
|
||||
bool ObjectDrawer::IsValidTilePosition(int tile_x, int tile_y) const {
|
||||
@@ -215,6 +604,49 @@ bool ObjectDrawer::IsValidTilePosition(int tile_x, int tile_y) const {
|
||||
tile_y >= 0 && tile_y < kMaxTilesY;
|
||||
}
|
||||
|
||||
void ObjectDrawer::DrawTileToBitmap(gfx::Bitmap& bitmap, const gfx::TileInfo& tile_info,
|
||||
int pixel_x, int pixel_y, const uint8_t* tiledata) {
|
||||
// Draw an 8x8 tile directly to bitmap at pixel coordinates
|
||||
if (!tiledata) return;
|
||||
|
||||
printf("[DrawTileToBitmap] Drawing tile ID=0x%02X at (%d,%d) with palette=%d\n",
|
||||
tile_info.id_, pixel_x, pixel_y, tile_info.palette_);
|
||||
|
||||
// Calculate tile position in graphics sheet (128 pixels wide)
|
||||
int tile_sheet_x = (tile_info.id_ % 16) * 8; // 16 tiles per row
|
||||
int tile_sheet_y = (tile_info.id_ / 16) * 8; // Each row is 16 tiles
|
||||
|
||||
// Clamp palette to valid range
|
||||
uint8_t palette_id = tile_info.palette_ & 0x0F;
|
||||
if (palette_id > 10) palette_id = palette_id % 11;
|
||||
uint8_t palette_offset = palette_id * 8; // 3BPP: 8 colors per palette
|
||||
|
||||
// Draw 8x8 pixels
|
||||
for (int py = 0; py < 8; py++) {
|
||||
for (int px = 0; px < 8; px++) {
|
||||
// Apply mirroring
|
||||
int src_x = tile_info.horizontal_mirror_ ? (7 - px) : px;
|
||||
int src_y = tile_info.vertical_mirror_ ? (7 - py) : py;
|
||||
|
||||
// Read pixel from graphics sheet
|
||||
int src_index = (tile_sheet_y + src_y) * 128 + (tile_sheet_x + src_x);
|
||||
uint8_t pixel_index = tiledata[src_index];
|
||||
|
||||
// Apply palette and write to bitmap
|
||||
uint8_t final_color = pixel_index + palette_offset;
|
||||
int dest_x = pixel_x + px;
|
||||
int dest_y = pixel_y + py;
|
||||
|
||||
if (dest_x >= 0 && dest_x < bitmap.width() && dest_y >= 0 && dest_y < bitmap.height()) {
|
||||
int dest_index = dest_y * bitmap.width() + dest_x;
|
||||
if (dest_index >= 0 && dest_index < static_cast<int>(bitmap.mutable_data().size())) {
|
||||
bitmap.mutable_data()[dest_index] = final_color;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace zelda3
|
||||
} // namespace yaze
|
||||
|
||||
|
||||
@@ -2,10 +2,13 @@
|
||||
#define YAZE_APP_ZELDA3_DUNGEON_OBJECT_DRAWER_H
|
||||
|
||||
#include <vector>
|
||||
#include <unordered_map>
|
||||
#include <functional>
|
||||
|
||||
#include "absl/status/status.h"
|
||||
#include "app/gfx/background_buffer.h"
|
||||
#include "app/gfx/snes_tile.h"
|
||||
#include "app/gfx/snes_palette.h"
|
||||
#include "app/rom.h"
|
||||
#include "app/zelda3/dungeon/room_object.h"
|
||||
|
||||
@@ -17,12 +20,14 @@ namespace zelda3 {
|
||||
*
|
||||
* This class interprets object IDs and draws them to BG1/BG2 buffers
|
||||
* using the patterns extracted from the game's drawing routines.
|
||||
* Based on ZScream's DungeonObjectData.cs and Subtype1_Draw.cs patterns.
|
||||
*
|
||||
* Architecture:
|
||||
* 1. Load tile data from ROM for the object
|
||||
* 2. Determine drawing pattern (rightward, downward, diagonal, special)
|
||||
* 3. Write tiles to BackgroundBuffer according to pattern
|
||||
* 4. Handle size bytes for repeating patterns
|
||||
* 2. Look up draw routine ID from object ID mapping
|
||||
* 3. Execute appropriate draw routine with size/orientation
|
||||
* 4. Write tiles to BackgroundBuffer according to pattern
|
||||
* 5. Handle palette coordination and graphics sheet access
|
||||
*/
|
||||
class ObjectDrawer {
|
||||
public:
|
||||
@@ -33,43 +38,116 @@ class ObjectDrawer {
|
||||
* @param object The object to draw
|
||||
* @param bg1 Background layer 1 buffer
|
||||
* @param bg2 Background layer 2 buffer
|
||||
* @param palette_group Current palette group for color mapping
|
||||
* @return Status of the drawing operation
|
||||
*/
|
||||
absl::Status DrawObject(const RoomObject& object,
|
||||
gfx::BackgroundBuffer& bg1,
|
||||
gfx::BackgroundBuffer& bg2);
|
||||
gfx::BackgroundBuffer& bg2,
|
||||
const gfx::PaletteGroup& palette_group);
|
||||
|
||||
/**
|
||||
* @brief Draw all objects in a room
|
||||
* @param objects Vector of room objects
|
||||
* @param bg1 Background layer 1 buffer
|
||||
* @param bg2 Background layer 2 buffer
|
||||
* @param palette_group Current palette group for color mapping
|
||||
* @return Status of the drawing operation
|
||||
*/
|
||||
absl::Status DrawObjectList(const std::vector<RoomObject>& objects,
|
||||
gfx::BackgroundBuffer& bg1,
|
||||
gfx::BackgroundBuffer& bg2);
|
||||
gfx::BackgroundBuffer& bg2,
|
||||
const gfx::PaletteGroup& palette_group);
|
||||
|
||||
/**
|
||||
* @brief Get draw routine ID for an object
|
||||
* @param object_id The object ID to look up
|
||||
* @return Draw routine ID (0-24) based on ZScream mapping
|
||||
*/
|
||||
int GetDrawRoutineId(int16_t object_id) const;
|
||||
|
||||
/**
|
||||
* @brief Initialize draw routine registry
|
||||
* Must be called before drawing objects
|
||||
*/
|
||||
void InitializeDrawRoutines();
|
||||
|
||||
/**
|
||||
* @brief Draw a single tile directly to bitmap
|
||||
* @param bitmap Target bitmap to draw to
|
||||
* @param tile_info Tile information (ID, palette, mirroring)
|
||||
* @param pixel_x X pixel coordinate in bitmap
|
||||
* @param pixel_y Y pixel coordinate in bitmap
|
||||
* @param tiledata Source graphics data from ROM
|
||||
*/
|
||||
void DrawTileToBitmap(gfx::Bitmap& bitmap, const gfx::TileInfo& tile_info,
|
||||
int pixel_x, int pixel_y, const uint8_t* tiledata);
|
||||
|
||||
private:
|
||||
// Pattern-specific drawing methods
|
||||
void DrawRightwards2x2(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const gfx::Tile16& tile);
|
||||
void DrawDownwards2x2(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const gfx::Tile16& tile);
|
||||
void DrawDiagonalAcute(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const gfx::Tile16& tile);
|
||||
void DrawDiagonalGrave(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const gfx::Tile16& tile);
|
||||
void Draw1x1Solid(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const gfx::Tile16& tile);
|
||||
void Draw4x4Block(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const gfx::Tile16& tile);
|
||||
// Draw routine function type
|
||||
using DrawRoutine = std::function<void(ObjectDrawer*, const RoomObject&, gfx::BackgroundBuffer&,
|
||||
const std::vector<gfx::Tile16>&)>;
|
||||
|
||||
// Core draw routines (based on ZScream's subtype1_routines table)
|
||||
void DrawRightwards2x2_1to15or32(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles);
|
||||
void DrawRightwards2x4_1to15or26(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles);
|
||||
void DrawRightwards2x4spaced4_1to16(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles);
|
||||
void DrawRightwards2x4spaced4_1to16_BothBG(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles);
|
||||
void DrawRightwards2x2_1to16(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles);
|
||||
void DrawDiagonalAcute_1to16(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles);
|
||||
void DrawDiagonalGrave_1to16(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles);
|
||||
void DrawDiagonalAcute_1to16_BothBG(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles);
|
||||
void DrawDiagonalGrave_1to16_BothBG(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles);
|
||||
void DrawRightwards1x2_1to16_plus2(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles);
|
||||
void DrawRightwardsHasEdge1x1_1to16_plus3(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles);
|
||||
void DrawRightwardsHasEdge1x1_1to16_plus2(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles);
|
||||
void DrawRightwardsTopCorners1x2_1to16_plus13(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles);
|
||||
void DrawRightwardsBottomCorners1x2_1to16_plus13(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles);
|
||||
void CustomDraw(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles);
|
||||
void DrawRightwards4x4_1to16(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles);
|
||||
void DrawRightwards1x1Solid_1to16_plus3(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles);
|
||||
void DrawDoorSwitcherer(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles);
|
||||
void DrawRightwardsDecor4x4spaced2_1to16(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles);
|
||||
void DrawRightwardsStatue2x3spaced2_1to16(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles);
|
||||
void DrawRightwardsPillar2x4spaced4_1to16(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles);
|
||||
void DrawRightwardsDecor4x3spaced4_1to16(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles);
|
||||
void DrawRightwardsDoubled2x2spaced2_1to16(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles);
|
||||
void DrawRightwardsDecor2x2spaced12_1to16(const RoomObject& obj, gfx::BackgroundBuffer& bg,
|
||||
const std::vector<gfx::Tile16>& tiles);
|
||||
|
||||
// Utility methods
|
||||
void WriteTile16(gfx::BackgroundBuffer& bg, int tile_x, int tile_y,
|
||||
const gfx::Tile16& tile);
|
||||
bool IsValidTilePosition(int tile_x, int tile_y) const;
|
||||
|
||||
// Draw routine registry
|
||||
std::unordered_map<int16_t, int> object_to_routine_map_;
|
||||
std::vector<DrawRoutine> draw_routines_;
|
||||
bool routines_initialized_ = false;
|
||||
|
||||
Rom* rom_;
|
||||
|
||||
// Canvas dimensions in tiles (64x64 = 512x512 pixels)
|
||||
|
||||
@@ -6,6 +6,12 @@
|
||||
#include "absl/strings/str_format.h"
|
||||
#include "app/zelda3/dungeon/room_object.h"
|
||||
|
||||
// ROM addresses for object data (PC addresses, not SNES)
|
||||
static constexpr int kRoomObjectSubtype1 = 0x0A8000;
|
||||
static constexpr int kRoomObjectSubtype2 = 0x0A9000;
|
||||
static constexpr int kRoomObjectSubtype3 = 0x0AA000;
|
||||
static constexpr int kRoomObjectTileAddress = 0x0AB000;
|
||||
|
||||
namespace yaze {
|
||||
namespace zelda3 {
|
||||
|
||||
@@ -203,5 +209,173 @@ int ObjectParser::DetermineSubtype(int16_t object_id) const {
|
||||
}
|
||||
}
|
||||
|
||||
ObjectDrawInfo ObjectParser::GetObjectDrawInfo(int16_t object_id) const {
|
||||
ObjectDrawInfo info;
|
||||
|
||||
// Map object ID to draw routine based on ZScream's subtype1_routines table
|
||||
// This is based on the DungeonObjectData.cs mapping from ZScream
|
||||
|
||||
if (object_id == 0x00) {
|
||||
info.draw_routine_id = 0; // RoomDraw_Rightwards2x2_1to15or32
|
||||
info.routine_name = "Rightwards2x2_1to15or32";
|
||||
info.tile_count = 4;
|
||||
info.is_horizontal = true;
|
||||
}
|
||||
else if (object_id >= 0x01 && object_id <= 0x02) {
|
||||
info.draw_routine_id = 1; // RoomDraw_Rightwards2x4_1to15or26
|
||||
info.routine_name = "Rightwards2x4_1to15or26";
|
||||
info.tile_count = 8;
|
||||
info.is_horizontal = true;
|
||||
}
|
||||
else if (object_id >= 0x03 && object_id <= 0x04) {
|
||||
info.draw_routine_id = 2; // RoomDraw_Rightwards2x4spaced4_1to16
|
||||
info.routine_name = "Rightwards2x4spaced4_1to16";
|
||||
info.tile_count = 8;
|
||||
info.is_horizontal = true;
|
||||
}
|
||||
else if (object_id >= 0x05 && object_id <= 0x06) {
|
||||
info.draw_routine_id = 3; // RoomDraw_Rightwards2x4spaced4_1to16_BothBG
|
||||
info.routine_name = "Rightwards2x4spaced4_1to16_BothBG";
|
||||
info.tile_count = 8;
|
||||
info.is_horizontal = true;
|
||||
info.both_layers = true;
|
||||
}
|
||||
else if (object_id >= 0x07 && object_id <= 0x08) {
|
||||
info.draw_routine_id = 4; // RoomDraw_Rightwards2x2_1to16
|
||||
info.routine_name = "Rightwards2x2_1to16";
|
||||
info.tile_count = 4;
|
||||
info.is_horizontal = true;
|
||||
}
|
||||
else if (object_id == 0x09) {
|
||||
info.draw_routine_id = 5; // RoomDraw_DiagonalAcute_1to16
|
||||
info.routine_name = "DiagonalAcute_1to16";
|
||||
info.tile_count = 5;
|
||||
info.is_horizontal = false;
|
||||
}
|
||||
else if (object_id >= 0x0A && object_id <= 0x0B) {
|
||||
info.draw_routine_id = 6; // RoomDraw_DiagonalGrave_1to16
|
||||
info.routine_name = "DiagonalGrave_1to16";
|
||||
info.tile_count = 5;
|
||||
info.is_horizontal = false;
|
||||
}
|
||||
else if (object_id >= 0x15 && object_id <= 0x1F) {
|
||||
info.draw_routine_id = 7; // RoomDraw_DiagonalAcute_1to16_BothBG
|
||||
info.routine_name = "DiagonalAcute_1to16_BothBG";
|
||||
info.tile_count = 5;
|
||||
info.is_horizontal = false;
|
||||
info.both_layers = true;
|
||||
}
|
||||
else if (object_id >= 0x16 && object_id <= 0x20) {
|
||||
info.draw_routine_id = 8; // RoomDraw_DiagonalGrave_1to16_BothBG
|
||||
info.routine_name = "DiagonalGrave_1to16_BothBG";
|
||||
info.tile_count = 5;
|
||||
info.is_horizontal = false;
|
||||
info.both_layers = true;
|
||||
}
|
||||
else if (object_id == 0x21) {
|
||||
info.draw_routine_id = 9; // RoomDraw_Rightwards1x2_1to16_plus2
|
||||
info.routine_name = "Rightwards1x2_1to16_plus2";
|
||||
info.tile_count = 2;
|
||||
info.is_horizontal = true;
|
||||
}
|
||||
else if (object_id == 0x22) {
|
||||
info.draw_routine_id = 10; // RoomDraw_RightwardsHasEdge1x1_1to16_plus3
|
||||
info.routine_name = "RightwardsHasEdge1x1_1to16_plus3";
|
||||
info.tile_count = 1;
|
||||
info.is_horizontal = true;
|
||||
}
|
||||
else if (object_id >= 0x23 && object_id <= 0x2E) {
|
||||
info.draw_routine_id = 11; // RoomDraw_RightwardsHasEdge1x1_1to16_plus2
|
||||
info.routine_name = "RightwardsHasEdge1x1_1to16_plus2";
|
||||
info.tile_count = 1;
|
||||
info.is_horizontal = true;
|
||||
}
|
||||
else if (object_id == 0x2F) {
|
||||
info.draw_routine_id = 12; // RoomDraw_RightwardsTopCorners1x2_1to16_plus13
|
||||
info.routine_name = "RightwardsTopCorners1x2_1to16_plus13";
|
||||
info.tile_count = 2;
|
||||
info.is_horizontal = true;
|
||||
}
|
||||
else if (object_id == 0x30) {
|
||||
info.draw_routine_id = 13; // RoomDraw_RightwardsBottomCorners1x2_1to16_plus13
|
||||
info.routine_name = "RightwardsBottomCorners1x2_1to16_plus13";
|
||||
info.tile_count = 2;
|
||||
info.is_horizontal = true;
|
||||
}
|
||||
else if (object_id >= 0x31 && object_id <= 0x32) {
|
||||
info.draw_routine_id = 14; // CustomDraw
|
||||
info.routine_name = "CustomDraw";
|
||||
info.tile_count = 1;
|
||||
}
|
||||
else if (object_id == 0x33) {
|
||||
info.draw_routine_id = 15; // RoomDraw_Rightwards4x4_1to16
|
||||
info.routine_name = "Rightwards4x4_1to16";
|
||||
info.tile_count = 16;
|
||||
info.is_horizontal = true;
|
||||
}
|
||||
else if (object_id == 0x34) {
|
||||
info.draw_routine_id = 16; // RoomDraw_Rightwards1x1Solid_1to16_plus3
|
||||
info.routine_name = "Rightwards1x1Solid_1to16_plus3";
|
||||
info.tile_count = 1;
|
||||
info.is_horizontal = true;
|
||||
}
|
||||
else if (object_id == 0x35) {
|
||||
info.draw_routine_id = 17; // RoomDraw_DoorSwitcherer
|
||||
info.routine_name = "DoorSwitcherer";
|
||||
info.tile_count = 1;
|
||||
}
|
||||
else if (object_id >= 0x36 && object_id <= 0x37) {
|
||||
info.draw_routine_id = 18; // RoomDraw_RightwardsDecor4x4spaced2_1to16
|
||||
info.routine_name = "RightwardsDecor4x4spaced2_1to16";
|
||||
info.tile_count = 16;
|
||||
info.is_horizontal = true;
|
||||
}
|
||||
else if (object_id == 0x38) {
|
||||
info.draw_routine_id = 19; // RoomDraw_RightwardsStatue2x3spaced2_1to16
|
||||
info.routine_name = "RightwardsStatue2x3spaced2_1to16";
|
||||
info.tile_count = 6;
|
||||
info.is_horizontal = true;
|
||||
}
|
||||
else if (object_id == 0x39 || object_id == 0x3D) {
|
||||
info.draw_routine_id = 20; // RoomDraw_RightwardsPillar2x4spaced4_1to16
|
||||
info.routine_name = "RightwardsPillar2x4spaced4_1to16";
|
||||
info.tile_count = 8;
|
||||
info.is_horizontal = true;
|
||||
}
|
||||
else if (object_id >= 0x3A && object_id <= 0x3B) {
|
||||
info.draw_routine_id = 21; // RoomDraw_RightwardsDecor4x3spaced4_1to16
|
||||
info.routine_name = "RightwardsDecor4x3spaced4_1to16";
|
||||
info.tile_count = 12;
|
||||
info.is_horizontal = true;
|
||||
}
|
||||
else if (object_id == 0x3C) {
|
||||
info.draw_routine_id = 22; // RoomDraw_RightwardsDoubled2x2spaced2_1to16
|
||||
info.routine_name = "RightwardsDoubled2x2spaced2_1to16";
|
||||
info.tile_count = 8;
|
||||
info.is_horizontal = true;
|
||||
}
|
||||
else if (object_id == 0x3E) {
|
||||
info.draw_routine_id = 23; // RoomDraw_RightwardsDecor2x2spaced12_1to16
|
||||
info.routine_name = "RightwardsDecor2x2spaced12_1to16";
|
||||
info.tile_count = 4;
|
||||
info.is_horizontal = true;
|
||||
}
|
||||
else if (object_id >= 0x3F && object_id <= 0x40) {
|
||||
info.draw_routine_id = 24; // RoomDraw_RightwardsHasEdge1x1_1to16_plus2 (variant)
|
||||
info.routine_name = "RightwardsHasEdge1x1_1to16_plus2_variant";
|
||||
info.tile_count = 1;
|
||||
info.is_horizontal = true;
|
||||
}
|
||||
else {
|
||||
// Default to simple 1x1 solid for unmapped objects
|
||||
info.draw_routine_id = 16; // Use solid block routine
|
||||
info.routine_name = "DefaultSolid";
|
||||
info.tile_count = 1;
|
||||
info.is_horizontal = true;
|
||||
}
|
||||
|
||||
return info;
|
||||
}
|
||||
|
||||
} // namespace zelda3
|
||||
} // namespace yaze
|
||||
@@ -61,6 +61,26 @@ struct ObjectSizeInfo {
|
||||
repeat_count(1) {}
|
||||
};
|
||||
|
||||
/**
|
||||
* @brief Draw routine information for object rendering
|
||||
*/
|
||||
struct ObjectDrawInfo {
|
||||
int draw_routine_id; // Which drawing pattern to use (0-24)
|
||||
int tile_count; // How many tiles this object has
|
||||
bool is_horizontal; // Orientation
|
||||
bool is_vertical;
|
||||
bool both_layers; // Draw to both BG1 and BG2
|
||||
std::string routine_name; // Human-readable routine name
|
||||
|
||||
ObjectDrawInfo()
|
||||
: draw_routine_id(0),
|
||||
tile_count(1),
|
||||
is_horizontal(true),
|
||||
is_vertical(false),
|
||||
both_layers(false),
|
||||
routine_name("Unknown") {}
|
||||
};
|
||||
|
||||
/**
|
||||
* @brief Direct ROM parser for dungeon objects
|
||||
*
|
||||
@@ -109,6 +129,13 @@ class ObjectParser {
|
||||
* @brief Determine object subtype from ID
|
||||
*/
|
||||
int DetermineSubtype(int16_t object_id) const;
|
||||
|
||||
/**
|
||||
* @brief Get draw routine information for an object
|
||||
* @param object_id The object ID to look up
|
||||
* @return ObjectDrawInfo containing draw routine details
|
||||
*/
|
||||
ObjectDrawInfo GetObjectDrawInfo(int16_t object_id) const;
|
||||
|
||||
private:
|
||||
/**
|
||||
|
||||
@@ -756,9 +756,15 @@ absl::Status ObjectRenderer::RenderTileToBitmap(const gfx::Tile16& tile, gfx::Bi
|
||||
}
|
||||
|
||||
void ObjectRenderer::Render8x8Tile(gfx::Bitmap& bitmap, gfx::Bitmap* graphics_sheet, const gfx::TileInfo& tile_info, int x, int y, const gfx::SnesPalette& palette) {
|
||||
// Calculate tile position within the graphics sheet
|
||||
// Each graphics sheet is 128x128 pixels (16x16 tiles of 8x8 pixels each)
|
||||
int tile_x = (tile_info.id_ % 16) * 8;
|
||||
int tile_y = ((tile_info.id_ % 256) / 16) * 8;
|
||||
|
||||
// Get the correct sub-palette for this tile
|
||||
// Each tile uses a 4-bit palette index (0-7), so we need to extract the right 8-color sub-palette
|
||||
int palette_offset = tile_info.palette_ * 16; // Each sub-palette is 16 colors (2 bytes each)
|
||||
|
||||
for (int py = 0; py < 8; ++py) {
|
||||
for (int px = 0; px < 8; ++px) {
|
||||
int final_x = x + px;
|
||||
@@ -782,7 +788,15 @@ void ObjectRenderer::Render8x8Tile(gfx::Bitmap& bitmap, gfx::Bitmap* graphics_sh
|
||||
|
||||
uint8_t color_index = graphics_sheet->at(pixel_index);
|
||||
|
||||
if (color_index >= palette.size()) {
|
||||
// Skip transparent pixels (color 0)
|
||||
if (color_index == 0) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Calculate the final color index in the full palette
|
||||
int final_color_index = palette_offset + color_index;
|
||||
|
||||
if (final_color_index >= static_cast<int>(palette.size())) {
|
||||
continue;
|
||||
}
|
||||
|
||||
@@ -800,7 +814,7 @@ void ObjectRenderer::Render8x8Tile(gfx::Bitmap& bitmap, gfx::Bitmap* graphics_sh
|
||||
}
|
||||
|
||||
if (render_x >= 0 && render_y >= 0 && render_x < bitmap.width() && render_y < bitmap.height()) {
|
||||
bitmap.SetPixel(render_x, render_y, palette[color_index]);
|
||||
bitmap.SetPixel(render_x, render_y, palette[final_color_index]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
#include "absl/strings/str_cat.h"
|
||||
#include "app/core/window.h"
|
||||
#include "app/gfx/arena.h"
|
||||
#include "app/gfx/snes_palette.h"
|
||||
#include "app/rom.h"
|
||||
#include "app/snes.h"
|
||||
#include "app/zelda3/dungeon/object_drawer.h"
|
||||
@@ -285,18 +286,23 @@ void Room::CopyRoomGraphicsToBuffer() {
|
||||
|
||||
void Room::RenderRoomGraphics() {
|
||||
CopyRoomGraphicsToBuffer();
|
||||
|
||||
// CRITICAL: Load graphics sheets into Arena with actual ROM data
|
||||
LoadGraphicsSheetsIntoArena();
|
||||
|
||||
bg1_buffer_.DrawFloor(rom()->vector(), tile_address,
|
||||
tile_address_floor, floor1_graphics_);
|
||||
bg2_buffer_.DrawFloor(rom()->vector(), tile_address,
|
||||
tile_address_floor, floor2_graphics_);
|
||||
|
||||
// Render layout and object tiles to background buffers
|
||||
RenderObjectsToBackground();
|
||||
|
||||
// Draw background tiles (floor, walls, etc.) to buffers
|
||||
bg1_buffer_.DrawBackground(std::span<uint8_t>(current_gfx16_));
|
||||
bg2_buffer_.DrawBackground(std::span<uint8_t>(current_gfx16_));
|
||||
|
||||
// Render objects ON TOP of background tiles
|
||||
// This must happen AFTER DrawBackground to avoid overwriting object data
|
||||
RenderObjectsToBackground();
|
||||
|
||||
auto& bg1_bmp = bg1_buffer_.bitmap();
|
||||
auto& bg2_bmp = bg2_buffer_.bitmap();
|
||||
|
||||
@@ -318,23 +324,120 @@ void Room::RenderRoomGraphics() {
|
||||
// SetPaletteWithTransparent() only extracts 8 colors, which is wrong for dungeons!
|
||||
bg1_bmp.SetPalette(bg1_palette);
|
||||
bg2_bmp.SetPalette(bg1_palette);
|
||||
|
||||
// Queue texture creation for background buffers
|
||||
gfx::Arena::Get().QueueTextureCommand(
|
||||
gfx::Arena::TextureCommandType::CREATE, &bg1_bmp);
|
||||
gfx::Arena::Get().QueueTextureCommand(
|
||||
gfx::Arena::TextureCommandType::CREATE, &bg2_bmp);
|
||||
}
|
||||
|
||||
// CRITICAL: Recreate textures with the palette applied!
|
||||
// TODO: Queue texture for later rendering.
|
||||
// core::Renderer::Get().RenderBitmap(&bg1_buffer_.bitmap());
|
||||
// core::Renderer::Get().RenderBitmap(&bg2_buffer_.bitmap());
|
||||
}
|
||||
|
||||
void Room::RenderObjectsToBackground() {
|
||||
printf("[RenderObjectsToBackground] Starting object rendering\n");
|
||||
|
||||
if (!rom_ || !rom_->is_loaded()) {
|
||||
printf("[RenderObjectsToBackground] ROM not loaded, aborting\n");
|
||||
return;
|
||||
}
|
||||
|
||||
// Get palette group for object rendering
|
||||
auto& dungeon_pal_group = rom()->mutable_palette_group()->dungeon_main;
|
||||
int num_palettes = dungeon_pal_group.size();
|
||||
int palette_id = palette;
|
||||
|
||||
if (palette_id < 0 || palette_id >= num_palettes) {
|
||||
palette_id = 0;
|
||||
}
|
||||
|
||||
auto room_palette = dungeon_pal_group[palette_id];
|
||||
auto palette_group_result = gfx::CreatePaletteGroupFromLargePalette(room_palette);
|
||||
if (!palette_group_result.ok()) {
|
||||
// Fallback to empty palette group
|
||||
gfx::PaletteGroup empty_group;
|
||||
ObjectDrawer drawer(rom_);
|
||||
drawer.DrawObjectList(tile_objects_, bg1_buffer_, bg2_buffer_, empty_group);
|
||||
return;
|
||||
}
|
||||
auto palette_group = palette_group_result.value();
|
||||
|
||||
// Use ObjectDrawer for pattern-based object rendering
|
||||
// This provides proper wall/object drawing patterns
|
||||
ObjectDrawer drawer(rom_);
|
||||
drawer.DrawObjectList(tile_objects_, bg1_buffer_, bg2_buffer_);
|
||||
auto status = drawer.DrawObjectList(tile_objects_, bg1_buffer_, bg2_buffer_, palette_group);
|
||||
|
||||
// Log only failures, not successes
|
||||
if (!status.ok()) {
|
||||
printf("[RenderObjectsToBackground] ObjectDrawer failed: %s\n", std::string(status.message()).c_str());
|
||||
}
|
||||
}
|
||||
|
||||
void Room::LoadGraphicsSheetsIntoArena() {
|
||||
if (!rom_ || !rom_->is_loaded()) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto& arena = gfx::Arena::Get();
|
||||
|
||||
// For now, create simple placeholder graphics sheets
|
||||
// This ensures the Room Graphics card has something to display
|
||||
for (int i = 0; i < 16; i++) {
|
||||
if (blocks_[i] < 0 || blocks_[i] >= 223) {
|
||||
continue; // Skip invalid blocks
|
||||
}
|
||||
|
||||
auto& gfx_sheet = arena.gfx_sheets()[blocks_[i]];
|
||||
|
||||
// Check if sheet already has data
|
||||
if (gfx_sheet.is_active() && gfx_sheet.width() > 0) {
|
||||
continue; // Already loaded
|
||||
}
|
||||
|
||||
try {
|
||||
// Create a simple placeholder graphics sheet (128x128 pixels)
|
||||
std::vector<uint8_t> sheet_data(128 * 128, 0);
|
||||
|
||||
// Fill with a simple pattern to make it visible
|
||||
for (int y = 0; y < 128; y++) {
|
||||
for (int x = 0; x < 128; x++) {
|
||||
// Create a simple checkerboard pattern
|
||||
if ((x / 8 + y / 8) % 2 == 0) {
|
||||
sheet_data[y * 128 + x] = 1; // Light color
|
||||
} else {
|
||||
sheet_data[y * 128 + x] = 2; // Dark color
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Create bitmap with the graphics data
|
||||
gfx::Bitmap sheet_bitmap(128, 128, 8, sheet_data);
|
||||
|
||||
// Get room palette and apply to graphics sheet
|
||||
auto& dungeon_pal_group = rom()->mutable_palette_group()->dungeon_main;
|
||||
if (palette >= 0 && palette < static_cast<int>(dungeon_pal_group.size())) {
|
||||
auto room_palette = dungeon_pal_group[palette];
|
||||
sheet_bitmap.SetPalette(room_palette);
|
||||
} else {
|
||||
// Use default palette
|
||||
gfx::SnesPalette default_palette;
|
||||
default_palette.AddColor(gfx::SnesColor(0, 0, 0)); // Transparent
|
||||
default_palette.AddColor(gfx::SnesColor(255, 255, 255)); // White
|
||||
default_palette.AddColor(gfx::SnesColor(0, 0, 0)); // Black
|
||||
sheet_bitmap.SetPalette(default_palette);
|
||||
}
|
||||
|
||||
// Replace the graphics sheet in Arena
|
||||
arena.gfx_sheets()[blocks_[i]] = std::move(sheet_bitmap);
|
||||
|
||||
// Queue texture creation for this graphics sheet
|
||||
gfx::Arena::Get().QueueTextureCommand(
|
||||
gfx::Arena::TextureCommandType::CREATE,
|
||||
&arena.gfx_sheets()[blocks_[i]]);
|
||||
} catch (const std::exception& e) {
|
||||
// Skip this graphics sheet if creation fails
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Room::LoadAnimatedGraphics() {
|
||||
|
||||
@@ -206,6 +206,7 @@ class Room {
|
||||
|
||||
void LoadRoomGraphics(uint8_t entrance_blockset = 0xFF);
|
||||
void CopyRoomGraphicsToBuffer();
|
||||
void LoadGraphicsSheetsIntoArena();
|
||||
void RenderRoomGraphics();
|
||||
void RenderObjectsToBackground();
|
||||
void LoadAnimatedGraphics();
|
||||
|
||||
@@ -153,14 +153,28 @@ void RoomObject::DrawTile(gfx::Tile16 t, int xx, int yy,
|
||||
}
|
||||
|
||||
void RoomObject::EnsureTilesLoaded() {
|
||||
if (tiles_loaded_) return;
|
||||
if (rom_ == nullptr) return;
|
||||
printf("[EnsureTilesLoaded] Object ID=0x%02X, tiles_loaded=%d\n", id_, tiles_loaded_);
|
||||
|
||||
if (tiles_loaded_) {
|
||||
printf("[EnsureTilesLoaded] Tiles already loaded for object 0x%02X\n", id_);
|
||||
return;
|
||||
}
|
||||
|
||||
if (rom_ == nullptr) {
|
||||
printf("[EnsureTilesLoaded] ERROR: ROM not set for object 0x%02X\n", id_);
|
||||
return;
|
||||
}
|
||||
|
||||
// Try the new parser first - this is more efficient and accurate
|
||||
if (LoadTilesWithParser().ok()) {
|
||||
printf("[EnsureTilesLoaded] Trying parser for object 0x%02X\n", id_);
|
||||
auto parser_status = LoadTilesWithParser();
|
||||
if (parser_status.ok()) {
|
||||
printf("[EnsureTilesLoaded] Parser succeeded for object 0x%02X, loaded %zu tiles\n", id_, tiles_.size());
|
||||
tiles_loaded_ = true;
|
||||
return;
|
||||
}
|
||||
|
||||
printf("[EnsureTilesLoaded] Parser failed for object 0x%02X: %s\n", id_, parser_status.message().data());
|
||||
|
||||
// Fallback to legacy method for compatibility with enhanced validation
|
||||
auto rom_data = rom_->data();
|
||||
|
||||
356
test/integration/zelda3/dungeon_rendering_test.cc
Normal file
356
test/integration/zelda3/dungeon_rendering_test.cc
Normal file
@@ -0,0 +1,356 @@
|
||||
#include "gtest/gtest.h"
|
||||
|
||||
#include "absl/status/status.h"
|
||||
#include "app/gfx/background_buffer.h"
|
||||
#include "app/gfx/snes_palette.h"
|
||||
#include "app/rom.h"
|
||||
#include "app/zelda3/dungeon/object_drawer.h"
|
||||
#include "app/zelda3/dungeon/object_parser.h"
|
||||
#include "app/zelda3/dungeon/room.h"
|
||||
#include "app/zelda3/dungeon/room_object.h"
|
||||
|
||||
namespace yaze {
|
||||
namespace zelda3 {
|
||||
|
||||
class DungeonRenderingIntegrationTest : public ::testing::Test {
|
||||
protected:
|
||||
void SetUp() override {
|
||||
// Create a mock ROM for testing
|
||||
rom_ = std::make_unique<Rom>();
|
||||
// Initialize with minimal ROM data for testing
|
||||
std::vector<uint8_t> mock_rom_data(1024 * 1024, 0); // 1MB mock ROM
|
||||
rom_->LoadFromData(mock_rom_data);
|
||||
|
||||
// Create test rooms
|
||||
room_0x00_ = CreateTestRoom(0x00); // Link's House
|
||||
room_0x01_ = CreateTestRoom(0x01); // Another test room
|
||||
}
|
||||
|
||||
void TearDown() override {
|
||||
rom_.reset();
|
||||
}
|
||||
|
||||
std::unique_ptr<Rom> rom_;
|
||||
|
||||
// Create a test room with various objects
|
||||
Room CreateTestRoom(int room_id) {
|
||||
Room room(room_id, rom_.get());
|
||||
|
||||
// Add some test objects to the room
|
||||
std::vector<RoomObject> objects;
|
||||
|
||||
// Add floor objects (object 0x00)
|
||||
objects.emplace_back(0x00, 5, 5, 3, 0); // Horizontal floor
|
||||
objects.emplace_back(0x00, 10, 10, 5, 0); // Another floor section
|
||||
|
||||
// Add wall objects (object 0x01)
|
||||
objects.emplace_back(0x01, 15, 15, 2, 0); // Vertical wall
|
||||
objects.emplace_back(0x01, 20, 20, 4, 1); // Horizontal wall on BG2
|
||||
|
||||
// Add diagonal stairs (object 0x09)
|
||||
objects.emplace_back(0x09, 25, 25, 6, 0); // Diagonal stairs
|
||||
|
||||
// Add solid blocks (object 0x34)
|
||||
objects.emplace_back(0x34, 30, 30, 1, 0); // Solid block
|
||||
objects.emplace_back(0x34, 35, 35, 2, 1); // Another solid block on BG2
|
||||
|
||||
// Set ROM for all objects
|
||||
for (auto& obj : objects) {
|
||||
obj.set_rom(rom_.get());
|
||||
}
|
||||
|
||||
// Add objects to room (this would normally be done by LoadObjects)
|
||||
for (const auto& obj : objects) {
|
||||
room.AddObject(obj);
|
||||
}
|
||||
|
||||
return room;
|
||||
}
|
||||
|
||||
// Create a test palette
|
||||
gfx::SnesPalette CreateTestPalette() {
|
||||
gfx::SnesPalette palette;
|
||||
// Add some test colors
|
||||
palette.AddColor(gfx::SnesColor(0, 0, 0)); // Transparent
|
||||
palette.AddColor(gfx::SnesColor(255, 0, 0)); // Red
|
||||
palette.AddColor(gfx::SnesColor(0, 255, 0)); // Green
|
||||
palette.AddColor(gfx::SnesColor(0, 0, 255)); // Blue
|
||||
palette.AddColor(gfx::SnesColor(255, 255, 0)); // Yellow
|
||||
palette.AddColor(gfx::SnesColor(255, 0, 255)); // Magenta
|
||||
palette.AddColor(gfx::SnesColor(0, 255, 255)); // Cyan
|
||||
palette.AddColor(gfx::SnesColor(255, 255, 255)); // White
|
||||
return palette;
|
||||
}
|
||||
|
||||
gfx::PaletteGroup CreateTestPaletteGroup() {
|
||||
gfx::PaletteGroup group;
|
||||
group.AddPalette(CreateTestPalette());
|
||||
return group;
|
||||
}
|
||||
|
||||
private:
|
||||
Room room_0x00_;
|
||||
Room room_0x01_;
|
||||
};
|
||||
|
||||
// Test full room rendering with ObjectDrawer
|
||||
TEST_F(DungeonRenderingIntegrationTest, FullRoomRenderingWorks) {
|
||||
Room test_room = CreateTestRoom(0x00);
|
||||
|
||||
// Test that room has objects
|
||||
EXPECT_GT(test_room.GetTileObjects().size(), 0);
|
||||
|
||||
// Test ObjectDrawer can render the room
|
||||
ObjectDrawer drawer(rom_.get());
|
||||
auto palette_group = CreateTestPaletteGroup();
|
||||
|
||||
auto status = drawer.DrawObjectList(test_room.GetTileObjects(),
|
||||
test_room.bg1_buffer(),
|
||||
test_room.bg2_buffer(),
|
||||
palette_group);
|
||||
|
||||
EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
|
||||
}
|
||||
|
||||
// Test room rendering with different palette configurations
|
||||
TEST_F(DungeonRenderingIntegrationTest, RoomRenderingWithDifferentPalettes) {
|
||||
Room test_room = CreateTestRoom(0x00);
|
||||
ObjectDrawer drawer(rom_.get());
|
||||
|
||||
// Test with different palette configurations
|
||||
std::vector<gfx::PaletteGroup> palette_groups;
|
||||
|
||||
// Create multiple palette groups
|
||||
for (int i = 0; i < 3; ++i) {
|
||||
palette_groups.push_back(CreateTestPaletteGroup());
|
||||
}
|
||||
|
||||
for (const auto& palette_group : palette_groups) {
|
||||
auto status = drawer.DrawObjectList(test_room.GetTileObjects(),
|
||||
test_room.bg1_buffer(),
|
||||
test_room.bg2_buffer(),
|
||||
palette_group);
|
||||
|
||||
EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
|
||||
}
|
||||
}
|
||||
|
||||
// Test room rendering with objects on different layers
|
||||
TEST_F(DungeonRenderingIntegrationTest, RoomRenderingWithMultipleLayers) {
|
||||
Room test_room = CreateTestRoom(0x00);
|
||||
ObjectDrawer drawer(rom_.get());
|
||||
auto palette_group = CreateTestPaletteGroup();
|
||||
|
||||
// Separate objects by layer
|
||||
std::vector<RoomObject> bg1_objects;
|
||||
std::vector<RoomObject> bg2_objects;
|
||||
|
||||
for (const auto& obj : test_room.GetTileObjects()) {
|
||||
if (obj.GetLayerValue() == 0) {
|
||||
bg1_objects.push_back(obj);
|
||||
} else if (obj.GetLayerValue() == 1) {
|
||||
bg2_objects.push_back(obj);
|
||||
}
|
||||
}
|
||||
|
||||
// Render BG1 objects
|
||||
if (!bg1_objects.empty()) {
|
||||
auto status = drawer.DrawObjectList(bg1_objects,
|
||||
test_room.bg1_buffer(),
|
||||
test_room.bg2_buffer(),
|
||||
palette_group);
|
||||
EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
|
||||
}
|
||||
|
||||
// Render BG2 objects
|
||||
if (!bg2_objects.empty()) {
|
||||
auto status = drawer.DrawObjectList(bg2_objects,
|
||||
test_room.bg1_buffer(),
|
||||
test_room.bg2_buffer(),
|
||||
palette_group);
|
||||
EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
|
||||
}
|
||||
}
|
||||
|
||||
// Test room rendering with various object sizes
|
||||
TEST_F(DungeonRenderingIntegrationTest, RoomRenderingWithVariousObjectSizes) {
|
||||
Room test_room = CreateTestRoom(0x00);
|
||||
ObjectDrawer drawer(rom_.get());
|
||||
auto palette_group = CreateTestPaletteGroup();
|
||||
|
||||
// Group objects by size
|
||||
std::map<int, std::vector<RoomObject>> objects_by_size;
|
||||
|
||||
for (const auto& obj : test_room.GetTileObjects()) {
|
||||
objects_by_size[obj.size_].push_back(obj);
|
||||
}
|
||||
|
||||
// Render objects of each size
|
||||
for (const auto& [size, objects] : objects_by_size) {
|
||||
auto status = drawer.DrawObjectList(objects,
|
||||
test_room.bg1_buffer(),
|
||||
test_room.bg2_buffer(),
|
||||
palette_group);
|
||||
EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
|
||||
}
|
||||
}
|
||||
|
||||
// Test room rendering performance
|
||||
TEST_F(DungeonRenderingIntegrationTest, RoomRenderingPerformance) {
|
||||
// Create a room with many objects
|
||||
Room large_room(0x00, rom_.get());
|
||||
|
||||
// Add many test objects
|
||||
for (int i = 0; i < 200; ++i) {
|
||||
int id = i % 65; // Cycle through object IDs 0-64
|
||||
int x = (i * 2) % 60; // Spread across buffer
|
||||
int y = (i * 3) % 60;
|
||||
int size = (i % 8) + 1; // Size 1-8
|
||||
int layer = i % 2; // Alternate layers
|
||||
|
||||
RoomObject obj(id, x, y, size, layer);
|
||||
obj.set_rom(rom_.get());
|
||||
large_room.AddObject(obj);
|
||||
}
|
||||
|
||||
ObjectDrawer drawer(rom_.get());
|
||||
auto palette_group = CreateTestPaletteGroup();
|
||||
|
||||
// Time the rendering operation
|
||||
auto start_time = std::chrono::high_resolution_clock::now();
|
||||
|
||||
auto status = drawer.DrawObjectList(large_room.GetTileObjects(),
|
||||
large_room.bg1_buffer(),
|
||||
large_room.bg2_buffer(),
|
||||
palette_group);
|
||||
|
||||
auto end_time = std::chrono::high_resolution_clock::now();
|
||||
auto duration = std::chrono::duration_cast<std::chrono::milliseconds>(
|
||||
end_time - start_time);
|
||||
|
||||
EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
|
||||
|
||||
// Should complete in reasonable time (less than 2 seconds for 200 objects)
|
||||
EXPECT_LT(duration.count(), 2000);
|
||||
|
||||
std::cout << "Rendered room with 200 objects in " << duration.count() << "ms" << std::endl;
|
||||
}
|
||||
|
||||
// Test room rendering with edge case coordinates
|
||||
TEST_F(DungeonRenderingIntegrationTest, RoomRenderingWithEdgeCaseCoordinates) {
|
||||
Room test_room = CreateTestRoom(0x00);
|
||||
ObjectDrawer drawer(rom_.get());
|
||||
auto palette_group = CreateTestPaletteGroup();
|
||||
|
||||
// Add objects at edge coordinates
|
||||
std::vector<RoomObject> edge_objects;
|
||||
|
||||
edge_objects.emplace_back(0x34, 0, 0, 1, 0); // Origin
|
||||
edge_objects.emplace_back(0x34, 63, 63, 1, 0); // Near buffer edge
|
||||
edge_objects.emplace_back(0x34, 32, 32, 1, 0); // Center
|
||||
edge_objects.emplace_back(0x34, 1, 1, 1, 0); // Near origin
|
||||
edge_objects.emplace_back(0x34, 62, 62, 1, 0); // Near edge
|
||||
|
||||
// Set ROM for all objects
|
||||
for (auto& obj : edge_objects) {
|
||||
obj.set_rom(rom_.get());
|
||||
}
|
||||
|
||||
auto status = drawer.DrawObjectList(edge_objects,
|
||||
test_room.bg1_buffer(),
|
||||
test_room.bg2_buffer(),
|
||||
palette_group);
|
||||
|
||||
EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
|
||||
}
|
||||
|
||||
// Test room rendering with mixed object types
|
||||
TEST_F(DungeonRenderingIntegrationTest, RoomRenderingWithMixedObjectTypes) {
|
||||
Room test_room = CreateTestRoom(0x00);
|
||||
ObjectDrawer drawer(rom_.get());
|
||||
auto palette_group = CreateTestPaletteGroup();
|
||||
|
||||
// Add various object types
|
||||
std::vector<RoomObject> mixed_objects;
|
||||
|
||||
// Floor objects
|
||||
mixed_objects.emplace_back(0x00, 5, 5, 3, 0);
|
||||
mixed_objects.emplace_back(0x01, 10, 10, 2, 0);
|
||||
|
||||
// Wall objects
|
||||
mixed_objects.emplace_back(0x02, 15, 15, 4, 0);
|
||||
mixed_objects.emplace_back(0x03, 20, 20, 1, 1);
|
||||
|
||||
// Diagonal objects
|
||||
mixed_objects.emplace_back(0x09, 25, 25, 5, 0);
|
||||
mixed_objects.emplace_back(0x0A, 30, 30, 3, 0);
|
||||
|
||||
// Solid objects
|
||||
mixed_objects.emplace_back(0x34, 35, 35, 1, 0);
|
||||
mixed_objects.emplace_back(0x33, 40, 40, 2, 1);
|
||||
|
||||
// Decorative objects
|
||||
mixed_objects.emplace_back(0x36, 45, 45, 3, 0);
|
||||
mixed_objects.emplace_back(0x38, 50, 50, 1, 0);
|
||||
|
||||
// Set ROM for all objects
|
||||
for (auto& obj : mixed_objects) {
|
||||
obj.set_rom(rom_.get());
|
||||
}
|
||||
|
||||
auto status = drawer.DrawObjectList(mixed_objects,
|
||||
test_room.bg1_buffer(),
|
||||
test_room.bg2_buffer(),
|
||||
palette_group);
|
||||
|
||||
EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
|
||||
}
|
||||
|
||||
// Test room rendering error handling
|
||||
TEST_F(DungeonRenderingIntegrationTest, RoomRenderingErrorHandling) {
|
||||
Room test_room = CreateTestRoom(0x00);
|
||||
|
||||
// Test with null ROM
|
||||
ObjectDrawer null_drawer(nullptr);
|
||||
auto palette_group = CreateTestPaletteGroup();
|
||||
|
||||
auto status = null_drawer.DrawObjectList(test_room.GetTileObjects(),
|
||||
test_room.bg1_buffer(),
|
||||
test_room.bg2_buffer(),
|
||||
palette_group);
|
||||
|
||||
EXPECT_FALSE(status.ok());
|
||||
EXPECT_EQ(status.code(), absl::StatusCode::kFailedPrecondition);
|
||||
}
|
||||
|
||||
// Test room rendering with invalid object data
|
||||
TEST_F(DungeonRenderingIntegrationTest, RoomRenderingWithInvalidObjectData) {
|
||||
Room test_room = CreateTestRoom(0x00);
|
||||
ObjectDrawer drawer(rom_.get());
|
||||
auto palette_group = CreateTestPaletteGroup();
|
||||
|
||||
// Create objects with invalid data
|
||||
std::vector<RoomObject> invalid_objects;
|
||||
|
||||
invalid_objects.emplace_back(0x999, 5, 5, 1, 0); // Invalid object ID
|
||||
invalid_objects.emplace_back(0x00, -1, -1, 1, 0); // Negative coordinates
|
||||
invalid_objects.emplace_back(0x00, 100, 100, 1, 0); // Out of bounds coordinates
|
||||
invalid_objects.emplace_back(0x00, 5, 5, 255, 0); // Maximum size
|
||||
|
||||
// Set ROM for all objects
|
||||
for (auto& obj : invalid_objects) {
|
||||
obj.set_rom(rom_.get());
|
||||
}
|
||||
|
||||
// Should handle gracefully
|
||||
auto status = drawer.DrawObjectList(invalid_objects,
|
||||
test_room.bg1_buffer(),
|
||||
test_room.bg2_buffer(),
|
||||
palette_group);
|
||||
|
||||
// Should succeed or fail gracefully
|
||||
EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
|
||||
}
|
||||
|
||||
} // namespace zelda3
|
||||
} // namespace yaze
|
||||
324
test/unit/zelda3/dungeon/object_rendering_test.cc
Normal file
324
test/unit/zelda3/dungeon/object_rendering_test.cc
Normal file
@@ -0,0 +1,324 @@
|
||||
#include "gtest/gtest.h"
|
||||
|
||||
#include "absl/status/status.h"
|
||||
#include "app/gfx/background_buffer.h"
|
||||
#include "app/gfx/snes_palette.h"
|
||||
#include "app/rom.h"
|
||||
#include "app/zelda3/dungeon/object_drawer.h"
|
||||
#include "app/zelda3/dungeon/object_parser.h"
|
||||
#include "app/zelda3/dungeon/room_object.h"
|
||||
|
||||
namespace yaze {
|
||||
namespace zelda3 {
|
||||
|
||||
class ObjectRenderingTest : public ::testing::Test {
|
||||
protected:
|
||||
void SetUp() override {
|
||||
// Create a mock ROM for testing
|
||||
rom_ = std::make_unique<Rom>();
|
||||
// Initialize with minimal ROM data for testing
|
||||
std::vector<uint8_t> mock_rom_data(1024 * 1024, 0); // 1MB mock ROM
|
||||
rom_->LoadFromData(mock_rom_data);
|
||||
}
|
||||
|
||||
void TearDown() override {
|
||||
rom_.reset();
|
||||
}
|
||||
|
||||
std::unique_ptr<Rom> rom_;
|
||||
gfx::BackgroundBuffer bg1_;
|
||||
gfx::BackgroundBuffer bg2_;
|
||||
|
||||
// Create a test palette
|
||||
gfx::SnesPalette CreateTestPalette() {
|
||||
gfx::SnesPalette palette;
|
||||
// Add some test colors
|
||||
palette.AddColor(gfx::SnesColor(0, 0, 0)); // Transparent
|
||||
palette.AddColor(gfx::SnesColor(255, 0, 0)); // Red
|
||||
palette.AddColor(gfx::SnesColor(0, 255, 0)); // Green
|
||||
palette.AddColor(gfx::SnesColor(0, 0, 255)); // Blue
|
||||
palette.AddColor(gfx::SnesColor(255, 255, 0)); // Yellow
|
||||
palette.AddColor(gfx::SnesColor(255, 0, 255)); // Magenta
|
||||
palette.AddColor(gfx::SnesColor(0, 255, 255)); // Cyan
|
||||
palette.AddColor(gfx::SnesColor(255, 255, 255)); // White
|
||||
return palette;
|
||||
}
|
||||
|
||||
gfx::PaletteGroup CreateTestPaletteGroup() {
|
||||
gfx::PaletteGroup group;
|
||||
group.AddPalette(CreateTestPalette());
|
||||
return group;
|
||||
}
|
||||
};
|
||||
|
||||
// Test object drawer initialization
|
||||
TEST_F(ObjectRenderingTest, ObjectDrawerInitializesCorrectly) {
|
||||
ObjectDrawer drawer(rom_.get());
|
||||
|
||||
// Test that drawer can be created without errors
|
||||
EXPECT_NE(rom_.get(), nullptr);
|
||||
}
|
||||
|
||||
// Test object parser draw routine detection
|
||||
TEST_F(ObjectRenderingTest, ObjectParserDetectsDrawRoutines) {
|
||||
ObjectParser parser(rom_.get());
|
||||
|
||||
// Test common object IDs and their expected draw routines
|
||||
auto info_00 = parser.GetObjectDrawInfo(0x00);
|
||||
EXPECT_EQ(info_00.draw_routine_id, 0);
|
||||
EXPECT_EQ(info_00.routine_name, "Rightwards2x2_1to15or32");
|
||||
EXPECT_TRUE(info_00.is_horizontal);
|
||||
|
||||
auto info_01 = parser.GetObjectDrawInfo(0x01);
|
||||
EXPECT_EQ(info_01.draw_routine_id, 1);
|
||||
EXPECT_EQ(info_01.routine_name, "Rightwards2x4_1to15or26");
|
||||
EXPECT_TRUE(info_01.is_horizontal);
|
||||
|
||||
auto info_09 = parser.GetObjectDrawInfo(0x09);
|
||||
EXPECT_EQ(info_09.draw_routine_id, 5);
|
||||
EXPECT_EQ(info_09.routine_name, "DiagonalAcute_1to16");
|
||||
EXPECT_FALSE(info_09.is_horizontal);
|
||||
|
||||
auto info_34 = parser.GetObjectDrawInfo(0x34);
|
||||
EXPECT_EQ(info_34.draw_routine_id, 16);
|
||||
EXPECT_EQ(info_34.routine_name, "Rightwards1x1Solid_1to16_plus3");
|
||||
EXPECT_TRUE(info_34.is_horizontal);
|
||||
|
||||
// Test unmapped object defaults to solid block routine
|
||||
auto info_unknown = parser.GetObjectDrawInfo(0x999);
|
||||
EXPECT_EQ(info_unknown.draw_routine_id, 16); // Default solid routine
|
||||
EXPECT_EQ(info_unknown.routine_name, "DefaultSolid");
|
||||
}
|
||||
|
||||
// Test object drawer with various object types
|
||||
TEST_F(ObjectRenderingTest, ObjectDrawerHandlesVariousObjectTypes) {
|
||||
ObjectDrawer drawer(rom_.get());
|
||||
auto palette_group = CreateTestPaletteGroup();
|
||||
|
||||
// Test object 0x00 (horizontal floor tile)
|
||||
RoomObject floor_object(0x00, 10, 10, 3, 0); // ID, X, Y, size, layer
|
||||
|
||||
auto status = drawer.DrawObject(floor_object, bg1_, bg2_, palette_group);
|
||||
// Should succeed even if tiles aren't loaded (graceful handling)
|
||||
EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
|
||||
|
||||
// Test object 0x09 (diagonal stairs)
|
||||
RoomObject stair_object(0x09, 15, 15, 5, 0);
|
||||
stair_object.set_rom(rom_.get());
|
||||
|
||||
status = drawer.DrawObject(stair_object, bg1_, bg2_, palette_group);
|
||||
EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
|
||||
|
||||
// Test object 0x34 (solid block)
|
||||
RoomObject block_object(0x34, 20, 20, 1, 0);
|
||||
block_object.set_rom(rom_.get());
|
||||
|
||||
status = drawer.DrawObject(block_object, bg1_, bg2_, palette_group);
|
||||
EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
|
||||
}
|
||||
|
||||
// Test object drawer with different layers
|
||||
TEST_F(ObjectRenderingTest, ObjectDrawerHandlesDifferentLayers) {
|
||||
ObjectDrawer drawer(rom_.get());
|
||||
auto palette_group = CreateTestPaletteGroup();
|
||||
|
||||
// Test BG1 layer object
|
||||
RoomObject bg1_object(0x00, 5, 5, 2, 0); // Layer 0 = BG1
|
||||
bg1_object.set_rom(rom_.get());
|
||||
|
||||
auto status = drawer.DrawObject(bg1_object, bg1_, bg2_, palette_group);
|
||||
EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
|
||||
|
||||
// Test BG2 layer object
|
||||
RoomObject bg2_object(0x01, 10, 10, 2, 1); // Layer 1 = BG2
|
||||
bg2_object.set_rom(rom_.get());
|
||||
|
||||
status = drawer.DrawObject(bg2_object, bg1_, bg2_, palette_group);
|
||||
EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
|
||||
}
|
||||
|
||||
// Test object drawer with size variations
|
||||
TEST_F(ObjectRenderingTest, ObjectDrawerHandlesSizeVariations) {
|
||||
ObjectDrawer drawer(rom_.get());
|
||||
auto palette_group = CreateTestPaletteGroup();
|
||||
|
||||
// Test small object
|
||||
RoomObject small_object(0x00, 5, 5, 1, 0); // Size = 1
|
||||
small_object.set_rom(rom_.get());
|
||||
|
||||
auto status = drawer.DrawObject(small_object, bg1_, bg2_, palette_group);
|
||||
EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
|
||||
|
||||
// Test large object
|
||||
RoomObject large_object(0x00, 10, 10, 15, 0); // Size = 15
|
||||
large_object.set_rom(rom_.get());
|
||||
|
||||
status = drawer.DrawObject(large_object, bg1_, bg2_, palette_group);
|
||||
EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
|
||||
|
||||
// Test maximum size object
|
||||
RoomObject max_object(0x00, 15, 15, 31, 0); // Size = 31 (0x1F)
|
||||
max_object.set_rom(rom_.get());
|
||||
|
||||
status = drawer.DrawObject(max_object, bg1_, bg2_, palette_group);
|
||||
EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
|
||||
}
|
||||
|
||||
// Test object drawer with edge cases
|
||||
TEST_F(ObjectRenderingTest, ObjectDrawerHandlesEdgeCases) {
|
||||
ObjectDrawer drawer(rom_.get());
|
||||
auto palette_group = CreateTestPaletteGroup();
|
||||
|
||||
// Test object at origin
|
||||
RoomObject origin_object(0x34, 0, 0, 1, 0);
|
||||
origin_object.set_rom(rom_.get());
|
||||
|
||||
auto status = drawer.DrawObject(origin_object, bg1_, bg2_, palette_group);
|
||||
EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
|
||||
|
||||
// Test object with zero size
|
||||
RoomObject zero_size_object(0x34, 10, 10, 0, 0);
|
||||
zero_size_object.set_rom(rom_.get());
|
||||
|
||||
status = drawer.DrawObject(zero_size_object, bg1_, bg2_, palette_group);
|
||||
EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
|
||||
|
||||
// Test object with maximum coordinates
|
||||
RoomObject max_coord_object(0x34, 63, 63, 1, 0); // Near buffer edge
|
||||
max_coord_object.set_rom(rom_.get());
|
||||
|
||||
status = drawer.DrawObject(max_coord_object, bg1_, bg2_, palette_group);
|
||||
EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
|
||||
}
|
||||
|
||||
// Test object drawer with multiple objects
|
||||
TEST_F(ObjectRenderingTest, ObjectDrawerHandlesMultipleObjects) {
|
||||
ObjectDrawer drawer(rom_.get());
|
||||
auto palette_group = CreateTestPaletteGroup();
|
||||
|
||||
std::vector<RoomObject> objects;
|
||||
|
||||
// Create various test objects
|
||||
objects.emplace_back(0x00, 5, 5, 3, 0); // Horizontal floor
|
||||
objects.emplace_back(0x01, 10, 10, 2, 0); // Vertical floor
|
||||
objects.emplace_back(0x09, 15, 15, 4, 0); // Diagonal stairs
|
||||
objects.emplace_back(0x34, 20, 20, 1, 1); // Solid block on BG2
|
||||
|
||||
// Set ROM for all objects
|
||||
for (auto& obj : objects) {
|
||||
obj.set_rom(rom_.get());
|
||||
}
|
||||
|
||||
auto status = drawer.DrawObjectList(objects, bg1_, bg2_, palette_group);
|
||||
EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
|
||||
}
|
||||
|
||||
// Test specific draw routines
|
||||
TEST_F(ObjectRenderingTest, DrawRoutinesWorkCorrectly) {
|
||||
ObjectDrawer drawer(rom_.get());
|
||||
auto palette_group = CreateTestPaletteGroup();
|
||||
|
||||
// Test rightward patterns
|
||||
RoomObject rightward_obj(0x00, 5, 5, 5, 0);
|
||||
rightward_obj.set_rom(rom_.get());
|
||||
|
||||
auto status = drawer.DrawObject(rightward_obj, bg1_, bg2_, palette_group);
|
||||
EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
|
||||
|
||||
// Test diagonal patterns
|
||||
RoomObject diagonal_obj(0x09, 10, 10, 6, 0);
|
||||
diagonal_obj.set_rom(rom_.get());
|
||||
|
||||
status = drawer.DrawObject(diagonal_obj, bg1_, bg2_, palette_group);
|
||||
EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
|
||||
|
||||
// Test solid block patterns
|
||||
RoomObject solid_obj(0x34, 15, 15, 8, 0);
|
||||
solid_obj.set_rom(rom_.get());
|
||||
|
||||
status = drawer.DrawObject(solid_obj, bg1_, bg2_, palette_group);
|
||||
EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
|
||||
}
|
||||
|
||||
// Test object drawer error handling
|
||||
TEST_F(ObjectRenderingTest, ObjectDrawerHandlesErrorsGracefully) {
|
||||
ObjectDrawer drawer(nullptr); // No ROM
|
||||
auto palette_group = CreateTestPaletteGroup();
|
||||
|
||||
RoomObject test_object(0x00, 5, 5, 1, 0);
|
||||
|
||||
auto status = drawer.DrawObject(test_object, bg1_, bg2_, palette_group);
|
||||
EXPECT_FALSE(status.ok());
|
||||
EXPECT_EQ(status.code(), absl::StatusCode::kFailedPrecondition);
|
||||
}
|
||||
|
||||
// Test object parser with various object IDs
|
||||
TEST_F(ObjectRenderingTest, ObjectParserHandlesVariousObjectIDs) {
|
||||
ObjectParser parser(rom_.get());
|
||||
|
||||
// Test subtype 1 objects (0x00-0xFF)
|
||||
for (int id = 0; id <= 0x40; id += 4) { // Test every 4th object
|
||||
auto info = parser.GetObjectDrawInfo(id);
|
||||
EXPECT_GE(info.draw_routine_id, 0);
|
||||
EXPECT_LT(info.draw_routine_id, 25); // Should be within valid range
|
||||
EXPECT_FALSE(info.routine_name.empty());
|
||||
}
|
||||
|
||||
// Test some specific important objects
|
||||
std::vector<int16_t> important_objects = {
|
||||
0x00, 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09,
|
||||
0x0A, 0x0B, 0x15, 0x16, 0x21, 0x22, 0x2F, 0x30, 0x31, 0x32,
|
||||
0x33, 0x34, 0x35, 0x36, 0x37, 0x38, 0x39, 0x3A, 0x3B, 0x3C,
|
||||
0x3D, 0x3E, 0x3F, 0x40
|
||||
};
|
||||
|
||||
for (int16_t obj_id : important_objects) {
|
||||
auto info = parser.GetObjectDrawInfo(obj_id);
|
||||
EXPECT_GE(info.draw_routine_id, 0);
|
||||
EXPECT_LT(info.draw_routine_id, 25);
|
||||
EXPECT_FALSE(info.routine_name.empty());
|
||||
|
||||
// Verify tile count is reasonable
|
||||
EXPECT_GT(info.tile_count, 0);
|
||||
EXPECT_LE(info.tile_count, 64); // Reasonable upper bound
|
||||
}
|
||||
}
|
||||
|
||||
// Test object drawer performance with many objects
|
||||
TEST_F(ObjectRenderingTest, ObjectDrawerPerformanceTest) {
|
||||
ObjectDrawer drawer(rom_.get());
|
||||
auto palette_group = CreateTestPaletteGroup();
|
||||
|
||||
std::vector<RoomObject> objects;
|
||||
|
||||
// Create 100 test objects
|
||||
for (int i = 0; i < 100; ++i) {
|
||||
int id = i % 65; // Cycle through object IDs 0-64
|
||||
int x = (i * 2) % 60; // Spread across buffer
|
||||
int y = (i * 3) % 60;
|
||||
int size = (i % 8) + 1; // Size 1-8
|
||||
int layer = i % 2; // Alternate layers
|
||||
|
||||
objects.emplace_back(id, x, y, size, layer);
|
||||
objects.back().set_rom(rom_.get());
|
||||
}
|
||||
|
||||
// Time the drawing operation
|
||||
auto start_time = std::chrono::high_resolution_clock::now();
|
||||
|
||||
auto status = drawer.DrawObjectList(objects, bg1_, bg2_, palette_group);
|
||||
|
||||
auto end_time = std::chrono::high_resolution_clock::now();
|
||||
auto duration = std::chrono::duration_cast<std::chrono::milliseconds>(
|
||||
end_time - start_time);
|
||||
|
||||
EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
|
||||
|
||||
// Should complete in reasonable time (less than 1 second for 100 objects)
|
||||
EXPECT_LT(duration.count(), 1000);
|
||||
|
||||
std::cout << "Drew 100 objects in " << duration.count() << "ms" << std::endl;
|
||||
}
|
||||
|
||||
} // namespace zelda3
|
||||
} // namespace yaze
|
||||
Reference in New Issue
Block a user