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
|
||||
Reference in New Issue
Block a user