refactor: Replace deprecated dungeon editor guide with updated documentation
- Deleted the old D1-dungeon-editor-guide.md and F1-dungeon-editor-guide.md files to streamline documentation. - Introduced a new DUNGEON_EDITOR_GUIDE.md that consolidates features, architecture, and usage instructions for the Dungeon Editor. - Updated the development guide to include new naming conventions and clarified rendering processes. - Enhanced the overall structure and content of the documentation to reflect the current production-ready status of the Dungeon Editor.
This commit is contained in:
@@ -1,784 +0,0 @@
|
||||
#include <gtest/gtest.h>
|
||||
#include <memory>
|
||||
#include <chrono>
|
||||
#include <vector>
|
||||
#include <map>
|
||||
|
||||
#include "app/rom.h"
|
||||
#include "app/zelda3/dungeon/room.h"
|
||||
#include "app/zelda3/dungeon/room_object.h"
|
||||
#include "app/zelda3/dungeon/dungeon_object_editor.h"
|
||||
#include "app/zelda3/dungeon/object_renderer.h"
|
||||
#include "app/zelda3/dungeon/dungeon_editor_system.h"
|
||||
#include "app/gfx/snes_palette.h"
|
||||
|
||||
namespace yaze {
|
||||
namespace zelda3 {
|
||||
|
||||
class DungeonObjectRendererIntegrationTest : public ::testing::Test {
|
||||
protected:
|
||||
void SetUp() override {
|
||||
// Skip tests on Linux for automated github builds
|
||||
#if defined(__linux__)
|
||||
GTEST_SKIP();
|
||||
#endif
|
||||
|
||||
// Use the real ROM from build directory
|
||||
rom_path_ = "build/bin/zelda3.sfc";
|
||||
|
||||
// Load ROM
|
||||
rom_ = std::make_unique<Rom>();
|
||||
ASSERT_TRUE(rom_->LoadFromFile(rom_path_).ok());
|
||||
|
||||
// Initialize dungeon editor system
|
||||
dungeon_editor_system_ = std::make_unique<DungeonEditorSystem>(rom_.get());
|
||||
ASSERT_TRUE(dungeon_editor_system_->Initialize().ok());
|
||||
|
||||
// Initialize object editor
|
||||
object_editor_ = std::make_shared<DungeonObjectEditor>(rom_.get());
|
||||
// Note: InitializeEditor() is private, so we skip this in integration tests
|
||||
|
||||
// Initialize object renderer
|
||||
object_renderer_ = std::make_unique<ObjectRenderer>(rom_.get());
|
||||
|
||||
// Load test room data
|
||||
ASSERT_TRUE(LoadTestRoomData().ok());
|
||||
}
|
||||
|
||||
void TearDown() override {
|
||||
object_renderer_.reset();
|
||||
object_editor_.reset();
|
||||
dungeon_editor_system_.reset();
|
||||
rom_.reset();
|
||||
}
|
||||
|
||||
absl::Status LoadTestRoomData() {
|
||||
// Load representative rooms based on disassembly data
|
||||
// Room 0x0000: Ganon's room (from disassembly)
|
||||
// Room 0x0001: First dungeon room
|
||||
// Room 0x0002: Sewer room (from disassembly)
|
||||
// Room 0x0010: Another dungeon room (from disassembly)
|
||||
// Room 0x0012: Sewer room (from disassembly)
|
||||
// Room 0x0020: Agahnim's tower (from disassembly)
|
||||
test_rooms_ = {0x0000, 0x0001, 0x0002, 0x0010, 0x0012, 0x0020, 0x0033, 0x005A};
|
||||
|
||||
for (int room_id : test_rooms_) {
|
||||
auto room_result = zelda3::LoadRoomFromRom(rom_.get(), room_id);
|
||||
rooms_[room_id] = room_result;
|
||||
rooms_[room_id].LoadObjects();
|
||||
|
||||
// Log room data for debugging
|
||||
if (!rooms_[room_id].GetTileObjects().empty()) {
|
||||
std::cout << "Room 0x" << std::hex << room_id << std::dec
|
||||
<< " loaded with " << rooms_[room_id].GetTileObjects().size()
|
||||
<< " objects" << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
// Load palette data for testing based on vanilla values
|
||||
auto palette_group = rom_->palette_group().dungeon_main;
|
||||
test_palettes_ = {palette_group[0], palette_group[1], palette_group[2]};
|
||||
|
||||
return absl::OkStatus();
|
||||
}
|
||||
|
||||
// Helper methods for creating test objects
|
||||
RoomObject CreateTestObject(int object_id, int x, int y, int size = 0x12, int layer = 0) {
|
||||
RoomObject obj(object_id, x, y, size, layer);
|
||||
obj.set_rom(rom_.get());
|
||||
obj.EnsureTilesLoaded();
|
||||
return obj;
|
||||
}
|
||||
|
||||
std::vector<RoomObject> CreateTestObjectSet(int room_id) {
|
||||
std::vector<RoomObject> objects;
|
||||
|
||||
// Create test objects based on real object types from disassembly
|
||||
// These correspond to actual object types found in the ROM
|
||||
objects.push_back(CreateTestObject(0x10, 5, 5, 0x12, 0)); // Wall object
|
||||
objects.push_back(CreateTestObject(0x20, 10, 10, 0x22, 0)); // Floor object
|
||||
objects.push_back(CreateTestObject(0xF9, 15, 15, 0x12, 1)); // Small chest (from disassembly)
|
||||
objects.push_back(CreateTestObject(0xFA, 20, 20, 0x12, 1)); // Big chest (from disassembly)
|
||||
objects.push_back(CreateTestObject(0x13, 25, 25, 0x32, 2)); // Stairs
|
||||
objects.push_back(CreateTestObject(0x17, 30, 30, 0x12, 0)); // Door
|
||||
|
||||
return objects;
|
||||
}
|
||||
|
||||
// Create objects based on specific room types from disassembly
|
||||
std::vector<RoomObject> CreateGanonRoomObjects() {
|
||||
std::vector<RoomObject> objects;
|
||||
|
||||
// Ganon's room typically has specific objects
|
||||
objects.push_back(CreateTestObject(0x10, 8, 8, 0x12, 0)); // Wall
|
||||
objects.push_back(CreateTestObject(0x20, 12, 12, 0x22, 0)); // Floor
|
||||
objects.push_back(CreateTestObject(0x30, 16, 16, 0x12, 1)); // Decoration
|
||||
|
||||
return objects;
|
||||
}
|
||||
|
||||
std::vector<RoomObject> CreateSewerRoomObjects() {
|
||||
std::vector<RoomObject> objects;
|
||||
|
||||
// Sewer rooms (like room 0x0002, 0x0012) have water and pipes
|
||||
objects.push_back(CreateTestObject(0x20, 5, 5, 0x22, 0)); // Floor
|
||||
objects.push_back(CreateTestObject(0x40, 10, 10, 0x12, 0)); // Water
|
||||
objects.push_back(CreateTestObject(0x50, 15, 15, 0x32, 1)); // Pipe
|
||||
|
||||
return objects;
|
||||
}
|
||||
|
||||
// Performance measurement helpers
|
||||
struct PerformanceMetrics {
|
||||
std::chrono::milliseconds render_time;
|
||||
size_t objects_rendered;
|
||||
size_t memory_used;
|
||||
size_t cache_hits;
|
||||
size_t cache_misses;
|
||||
};
|
||||
|
||||
PerformanceMetrics MeasureRenderPerformance(const std::vector<RoomObject>& objects,
|
||||
const gfx::SnesPalette& palette) {
|
||||
auto start_time = std::chrono::high_resolution_clock::now();
|
||||
|
||||
auto stats_before = object_renderer_->GetPerformanceStats();
|
||||
|
||||
auto result = object_renderer_->RenderObjects(objects, palette);
|
||||
|
||||
auto end_time = std::chrono::high_resolution_clock::now();
|
||||
auto stats_after = object_renderer_->GetPerformanceStats();
|
||||
|
||||
PerformanceMetrics metrics;
|
||||
metrics.render_time = std::chrono::duration_cast<std::chrono::milliseconds>(
|
||||
end_time - start_time);
|
||||
metrics.objects_rendered = objects.size();
|
||||
metrics.cache_hits = stats_after.cache_hits - stats_before.cache_hits;
|
||||
metrics.cache_misses = stats_after.cache_misses - stats_before.cache_misses;
|
||||
metrics.memory_used = object_renderer_->GetMemoryUsage();
|
||||
|
||||
return metrics;
|
||||
}
|
||||
|
||||
std::string rom_path_;
|
||||
std::unique_ptr<Rom> rom_;
|
||||
std::unique_ptr<DungeonEditorSystem> dungeon_editor_system_;
|
||||
std::shared_ptr<DungeonObjectEditor> object_editor_;
|
||||
std::unique_ptr<ObjectRenderer> object_renderer_;
|
||||
|
||||
// Test data
|
||||
std::vector<int> test_rooms_;
|
||||
std::map<int, Room> rooms_;
|
||||
std::vector<gfx::SnesPalette> test_palettes_;
|
||||
};
|
||||
|
||||
// Test basic object rendering functionality
|
||||
TEST_F(DungeonObjectRendererIntegrationTest, BasicObjectRendering) {
|
||||
auto test_objects = CreateTestObjectSet(0);
|
||||
auto palette = test_palettes_[0];
|
||||
|
||||
auto result = object_renderer_->RenderObjects(test_objects, palette);
|
||||
ASSERT_TRUE(result.ok()) << "Failed to render objects: " << result.status().message();
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_GT(bitmap.width(), 0);
|
||||
EXPECT_GT(bitmap.height(), 0);
|
||||
}
|
||||
|
||||
// Test object rendering with different palettes
|
||||
TEST_F(DungeonObjectRendererIntegrationTest, MultiPaletteRendering) {
|
||||
auto test_objects = CreateTestObjectSet(0);
|
||||
|
||||
for (const auto& palette : test_palettes_) {
|
||||
auto result = object_renderer_->RenderObjects(test_objects, palette);
|
||||
ASSERT_TRUE(result.ok()) << "Failed to render with palette: " << result.status().message();
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_GT(bitmap.width(), 0);
|
||||
EXPECT_GT(bitmap.height(), 0);
|
||||
}
|
||||
}
|
||||
|
||||
// Test object rendering with real room data
|
||||
TEST_F(DungeonObjectRendererIntegrationTest, RealRoomObjectRendering) {
|
||||
for (int room_id : test_rooms_) {
|
||||
if (rooms_.find(room_id) == rooms_.end()) continue;
|
||||
|
||||
const auto& room = rooms_[room_id];
|
||||
const auto& objects = room.GetTileObjects();
|
||||
|
||||
if (objects.empty()) continue;
|
||||
|
||||
// Test with first palette
|
||||
auto result = object_renderer_->RenderObjects(objects, test_palettes_[0]);
|
||||
ASSERT_TRUE(result.ok()) << "Failed to render room 0x" << std::hex << room_id
|
||||
<< std::dec << " objects: " << result.status().message();
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_GT(bitmap.width(), 0);
|
||||
EXPECT_GT(bitmap.height(), 0);
|
||||
|
||||
// Log successful rendering
|
||||
std::cout << "Successfully rendered room 0x" << std::hex << room_id << std::dec
|
||||
<< " with " << objects.size() << " objects" << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
// Test specific rooms mentioned in disassembly
|
||||
TEST_F(DungeonObjectRendererIntegrationTest, DisassemblyRoomValidation) {
|
||||
// Test Ganon's room (0x0000) from disassembly
|
||||
if (rooms_.find(0x0000) != rooms_.end()) {
|
||||
const auto& ganon_room = rooms_[0x0000];
|
||||
const auto& objects = ganon_room.GetTileObjects();
|
||||
|
||||
if (!objects.empty()) {
|
||||
auto result = object_renderer_->RenderObjects(objects, test_palettes_[0]);
|
||||
ASSERT_TRUE(result.ok()) << "Failed to render Ganon's room objects";
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_GT(bitmap.width(), 0);
|
||||
EXPECT_GT(bitmap.height(), 0);
|
||||
|
||||
std::cout << "Ganon's room (0x0000) rendered with " << objects.size()
|
||||
<< " objects" << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
// Test sewer rooms (0x0002, 0x0012) from disassembly
|
||||
for (int room_id : {0x0002, 0x0012}) {
|
||||
if (rooms_.find(room_id) != rooms_.end()) {
|
||||
const auto& sewer_room = rooms_[room_id];
|
||||
const auto& objects = sewer_room.GetTileObjects();
|
||||
|
||||
if (!objects.empty()) {
|
||||
auto result = object_renderer_->RenderObjects(objects, test_palettes_[0]);
|
||||
ASSERT_TRUE(result.ok()) << "Failed to render sewer room 0x" << std::hex << room_id << std::dec;
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_GT(bitmap.width(), 0);
|
||||
EXPECT_GT(bitmap.height(), 0);
|
||||
|
||||
std::cout << "Sewer room 0x" << std::hex << room_id << std::dec
|
||||
<< " rendered with " << objects.size() << " objects" << std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Test Agahnim's tower room (0x0020) from disassembly
|
||||
if (rooms_.find(0x0020) != rooms_.end()) {
|
||||
const auto& agahnim_room = rooms_[0x0020];
|
||||
const auto& objects = agahnim_room.GetTileObjects();
|
||||
|
||||
if (!objects.empty()) {
|
||||
auto result = object_renderer_->RenderObjects(objects, test_palettes_[0]);
|
||||
ASSERT_TRUE(result.ok()) << "Failed to render Agahnim's tower room objects";
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_GT(bitmap.width(), 0);
|
||||
EXPECT_GT(bitmap.height(), 0);
|
||||
|
||||
std::cout << "Agahnim's tower room (0x0020) rendered with " << objects.size()
|
||||
<< " objects" << std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Test object rendering performance
|
||||
TEST_F(DungeonObjectRendererIntegrationTest, RenderingPerformance) {
|
||||
auto test_objects = CreateTestObjectSet(0);
|
||||
auto palette = test_palettes_[0];
|
||||
|
||||
// Measure performance for different object counts
|
||||
std::vector<int> object_counts = {1, 5, 10, 20, 50};
|
||||
|
||||
for (int count : object_counts) {
|
||||
std::vector<RoomObject> objects;
|
||||
for (int i = 0; i < count; i++) {
|
||||
objects.push_back(CreateTestObject(0x10 + (i % 10), i * 2, i * 2, 0x12, 0));
|
||||
}
|
||||
|
||||
auto metrics = MeasureRenderPerformance(objects, palette);
|
||||
|
||||
// Performance should be reasonable (less than 500ms for 50 objects)
|
||||
EXPECT_LT(metrics.render_time.count(), 500)
|
||||
<< "Rendering " << count << " objects took too long: "
|
||||
<< metrics.render_time.count() << "ms";
|
||||
|
||||
EXPECT_EQ(metrics.objects_rendered, count);
|
||||
}
|
||||
}
|
||||
|
||||
// Test object rendering cache effectiveness
|
||||
TEST_F(DungeonObjectRendererIntegrationTest, CacheEffectiveness) {
|
||||
auto test_objects = CreateTestObjectSet(0);
|
||||
auto palette = test_palettes_[0];
|
||||
|
||||
// Reset performance stats
|
||||
object_renderer_->ResetPerformanceStats();
|
||||
|
||||
// First render (should miss cache)
|
||||
auto result1 = object_renderer_->RenderObjects(test_objects, palette);
|
||||
ASSERT_TRUE(result1.ok());
|
||||
|
||||
auto stats1 = object_renderer_->GetPerformanceStats();
|
||||
EXPECT_GT(stats1.cache_misses, 0);
|
||||
|
||||
// Second render with same objects (should hit cache)
|
||||
auto result2 = object_renderer_->RenderObjects(test_objects, palette);
|
||||
ASSERT_TRUE(result2.ok());
|
||||
|
||||
auto stats2 = object_renderer_->GetPerformanceStats();
|
||||
// Cache hits should increase (or at least not decrease)
|
||||
EXPECT_GE(stats2.cache_hits, stats1.cache_hits);
|
||||
|
||||
// Cache hit rate should be reasonable (lowered expectation since cache may not be fully functional yet)
|
||||
EXPECT_GE(stats2.cache_hit_rate(), 0.0) << "Cache hit rate: "
|
||||
<< stats2.cache_hit_rate();
|
||||
}
|
||||
|
||||
// Test object rendering with different object types
|
||||
TEST_F(DungeonObjectRendererIntegrationTest, DifferentObjectTypes) {
|
||||
// Object types based on disassembly analysis
|
||||
std::vector<int> object_types = {
|
||||
0x10, // Wall objects
|
||||
0x20, // Floor objects
|
||||
0x30, // Decoration objects
|
||||
0xF9, // Small chest (from disassembly)
|
||||
0xFA, // Big chest (from disassembly)
|
||||
0x13, // Stairs
|
||||
0x17, // Door
|
||||
0x18, // Door variant
|
||||
0x40, // Water objects
|
||||
0x50 // Pipe objects
|
||||
};
|
||||
auto palette = test_palettes_[0];
|
||||
|
||||
for (int object_type : object_types) {
|
||||
auto object = CreateTestObject(object_type, 10, 10, 0x12, 0);
|
||||
std::vector<RoomObject> objects = {object};
|
||||
|
||||
auto result = object_renderer_->RenderObjects(objects, palette);
|
||||
|
||||
// Some object types might not render (invalid IDs), that's okay
|
||||
if (result.ok()) {
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_GT(bitmap.width(), 0);
|
||||
EXPECT_GT(bitmap.height(), 0);
|
||||
|
||||
std::cout << "Object type 0x" << std::hex << object_type << std::dec
|
||||
<< " rendered successfully" << std::endl;
|
||||
} else {
|
||||
std::cout << "Object type 0x" << std::hex << object_type << std::dec
|
||||
<< " failed to render: " << result.status().message() << std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Test object types found in real ROM rooms
|
||||
TEST_F(DungeonObjectRendererIntegrationTest, RealRoomObjectTypes) {
|
||||
auto palette = test_palettes_[0];
|
||||
std::set<int> found_object_types;
|
||||
|
||||
// Collect all object types from real rooms
|
||||
for (const auto& [room_id, room] : rooms_) {
|
||||
const auto& objects = room.GetTileObjects();
|
||||
for (const auto& obj : objects) {
|
||||
found_object_types.insert(obj.id_);
|
||||
}
|
||||
}
|
||||
|
||||
std::cout << "Found " << found_object_types.size()
|
||||
<< " unique object types in real rooms:" << std::endl;
|
||||
|
||||
// Test rendering each unique object type
|
||||
for (int object_type : found_object_types) {
|
||||
auto object = CreateTestObject(object_type, 10, 10, 0x12, 0);
|
||||
std::vector<RoomObject> objects = {object};
|
||||
|
||||
auto result = object_renderer_->RenderObjects(objects, palette);
|
||||
|
||||
if (result.ok()) {
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_GT(bitmap.width(), 0);
|
||||
EXPECT_GT(bitmap.height(), 0);
|
||||
|
||||
std::cout << " Object type 0x" << std::hex << object_type << std::dec
|
||||
<< " - rendered successfully" << std::endl;
|
||||
} else {
|
||||
std::cout << " Object type 0x" << std::hex << object_type << std::dec
|
||||
<< " - failed: " << result.status().message() << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
// We should find at least some object types
|
||||
EXPECT_GT(found_object_types.size(), 0) << "No object types found in real rooms";
|
||||
}
|
||||
|
||||
// Test object rendering with different sizes
|
||||
TEST_F(DungeonObjectRendererIntegrationTest, DifferentObjectSizes) {
|
||||
std::vector<int> object_sizes = {0x12, 0x22, 0x32, 0x42, 0x52};
|
||||
auto palette = test_palettes_[0];
|
||||
int object_type = 0x10; // Wall
|
||||
|
||||
for (int size : object_sizes) {
|
||||
auto object = CreateTestObject(object_type, 10, 10, size, 0);
|
||||
std::vector<RoomObject> objects = {object};
|
||||
|
||||
auto result = object_renderer_->RenderObjects(objects, palette);
|
||||
ASSERT_TRUE(result.ok()) << "Failed to render object with size 0x"
|
||||
<< std::hex << size << std::dec;
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_GT(bitmap.width(), 0);
|
||||
EXPECT_GT(bitmap.height(), 0);
|
||||
}
|
||||
}
|
||||
|
||||
// Test object rendering with different layers
|
||||
TEST_F(DungeonObjectRendererIntegrationTest, DifferentLayers) {
|
||||
std::vector<int> layers = {0, 1, 2};
|
||||
auto palette = test_palettes_[0];
|
||||
int object_type = 0x10; // Wall
|
||||
|
||||
for (int layer : layers) {
|
||||
auto object = CreateTestObject(object_type, 10, 10, 0x12, layer);
|
||||
std::vector<RoomObject> objects = {object};
|
||||
|
||||
auto result = object_renderer_->RenderObjects(objects, palette);
|
||||
ASSERT_TRUE(result.ok()) << "Failed to render object on layer " << layer;
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_GT(bitmap.width(), 0);
|
||||
EXPECT_GT(bitmap.height(), 0);
|
||||
}
|
||||
}
|
||||
|
||||
// Test object rendering memory usage
|
||||
TEST_F(DungeonObjectRendererIntegrationTest, MemoryUsage) {
|
||||
auto test_objects = CreateTestObjectSet(0);
|
||||
auto palette = test_palettes_[0];
|
||||
|
||||
size_t initial_memory = object_renderer_->GetMemoryUsage();
|
||||
|
||||
// Render objects multiple times
|
||||
for (int i = 0; i < 10; i++) {
|
||||
auto result = object_renderer_->RenderObjects(test_objects, palette);
|
||||
ASSERT_TRUE(result.ok());
|
||||
}
|
||||
|
||||
size_t final_memory = object_renderer_->GetMemoryUsage();
|
||||
|
||||
// Memory usage should be reasonable (less than 100MB)
|
||||
EXPECT_LT(final_memory, 100 * 1024 * 1024) << "Memory usage too high: "
|
||||
<< final_memory / (1024 * 1024) << "MB";
|
||||
|
||||
// Memory usage shouldn't grow excessively
|
||||
EXPECT_LT(final_memory - initial_memory, 50 * 1024 * 1024)
|
||||
<< "Memory growth too high: "
|
||||
<< (final_memory - initial_memory) / (1024 * 1024) << "MB";
|
||||
}
|
||||
|
||||
// Test object rendering error handling
|
||||
TEST_F(DungeonObjectRendererIntegrationTest, ErrorHandling) {
|
||||
// Test with empty object list
|
||||
std::vector<RoomObject> empty_objects;
|
||||
auto palette = test_palettes_[0];
|
||||
|
||||
auto result = object_renderer_->RenderObjects(empty_objects, palette);
|
||||
// Should either succeed with empty bitmap or fail gracefully
|
||||
if (!result.ok()) {
|
||||
EXPECT_TRUE(absl::IsInvalidArgument(result.status()) ||
|
||||
absl::IsFailedPrecondition(result.status()));
|
||||
}
|
||||
|
||||
// Test with invalid object (no ROM set)
|
||||
RoomObject invalid_object(0x10, 5, 5, 0x12, 0);
|
||||
// Don't set ROM - this should cause an error
|
||||
std::vector<RoomObject> invalid_objects = {invalid_object};
|
||||
|
||||
result = object_renderer_->RenderObjects(invalid_objects, palette);
|
||||
// May succeed or fail depending on implementation - just ensure it doesn't crash
|
||||
// EXPECT_FALSE(result.ok());
|
||||
}
|
||||
|
||||
// Test object rendering with large object sets
|
||||
TEST_F(DungeonObjectRendererIntegrationTest, LargeObjectSetRendering) {
|
||||
std::vector<RoomObject> large_object_set;
|
||||
auto palette = test_palettes_[0];
|
||||
|
||||
// Create a large set of objects (100 objects)
|
||||
for (int i = 0; i < 100; i++) {
|
||||
int object_type = 0x10 + (i % 20); // Vary object types
|
||||
int x = (i % 10) * 16; // Spread across 10x10 grid
|
||||
int y = (i / 10) * 16;
|
||||
int size = 0x12 + (i % 4) * 0x10; // Vary sizes
|
||||
|
||||
large_object_set.push_back(CreateTestObject(object_type, x, y, size, 0));
|
||||
}
|
||||
|
||||
auto metrics = MeasureRenderPerformance(large_object_set, palette);
|
||||
|
||||
// Should complete in reasonable time (less than 500ms for 100 objects)
|
||||
EXPECT_LT(metrics.render_time.count(), 500)
|
||||
<< "Rendering 100 objects took too long: "
|
||||
<< metrics.render_time.count() << "ms";
|
||||
|
||||
EXPECT_EQ(metrics.objects_rendered, 100);
|
||||
}
|
||||
|
||||
// Test object rendering consistency
|
||||
TEST_F(DungeonObjectRendererIntegrationTest, RenderingConsistency) {
|
||||
auto test_objects = CreateTestObjectSet(0);
|
||||
auto palette = test_palettes_[0];
|
||||
|
||||
// Render the same objects multiple times
|
||||
std::vector<gfx::Bitmap> results;
|
||||
for (int i = 0; i < 5; i++) {
|
||||
auto result = object_renderer_->RenderObjects(test_objects, palette);
|
||||
ASSERT_TRUE(result.ok()) << "Failed on iteration " << i;
|
||||
results.push_back(std::move(result.value()));
|
||||
}
|
||||
|
||||
// All results should have the same dimensions
|
||||
for (size_t i = 1; i < results.size(); i++) {
|
||||
EXPECT_EQ(results[0].width(), results[i].width());
|
||||
EXPECT_EQ(results[0].height(), results[i].height());
|
||||
}
|
||||
}
|
||||
|
||||
// Test object rendering with dungeon editor integration
|
||||
TEST_F(DungeonObjectRendererIntegrationTest, DungeonEditorIntegration) {
|
||||
// Load a room into the object editor
|
||||
ASSERT_TRUE(object_editor_->LoadRoom(0).ok());
|
||||
|
||||
// Disable collision checking for tests
|
||||
auto config = object_editor_->GetConfig();
|
||||
config.validate_objects = false;
|
||||
object_editor_->SetConfig(config);
|
||||
|
||||
// Add some objects
|
||||
ASSERT_TRUE(object_editor_->InsertObject(5, 5, 0x10, 0x12, 0).ok());
|
||||
ASSERT_TRUE(object_editor_->InsertObject(10, 10, 0x20, 0x22, 1).ok());
|
||||
|
||||
// Get the objects from the editor
|
||||
const auto& objects = object_editor_->GetObjects();
|
||||
ASSERT_EQ(objects.size(), 2);
|
||||
|
||||
// Render the objects
|
||||
auto result = object_renderer_->RenderObjects(objects, test_palettes_[0]);
|
||||
ASSERT_TRUE(result.ok()) << "Failed to render objects from editor: "
|
||||
<< result.status().message();
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_GT(bitmap.width(), 0);
|
||||
EXPECT_GT(bitmap.height(), 0);
|
||||
}
|
||||
|
||||
// Test object rendering with dungeon editor system integration
|
||||
TEST_F(DungeonObjectRendererIntegrationTest, DungeonEditorSystemIntegration) {
|
||||
// Set current room
|
||||
ASSERT_TRUE(dungeon_editor_system_->SetCurrentRoom(0).ok());
|
||||
|
||||
// Get object editor from system
|
||||
auto system_object_editor = dungeon_editor_system_->GetObjectEditor();
|
||||
ASSERT_NE(system_object_editor, nullptr);
|
||||
|
||||
// Disable collision checking for tests
|
||||
auto config = system_object_editor->GetConfig();
|
||||
config.validate_objects = false;
|
||||
system_object_editor->SetConfig(config);
|
||||
|
||||
// Add objects through the system
|
||||
ASSERT_TRUE(system_object_editor->InsertObject(5, 5, 0x10, 0x12, 0).ok());
|
||||
ASSERT_TRUE(system_object_editor->InsertObject(10, 10, 0x20, 0x22, 1).ok());
|
||||
|
||||
// Get objects and render them
|
||||
const auto& objects = system_object_editor->GetObjects();
|
||||
ASSERT_EQ(objects.size(), 2);
|
||||
|
||||
auto result = object_renderer_->RenderObjects(objects, test_palettes_[0]);
|
||||
ASSERT_TRUE(result.ok()) << "Failed to render objects from system: "
|
||||
<< result.status().message();
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_GT(bitmap.width(), 0);
|
||||
EXPECT_GT(bitmap.height(), 0);
|
||||
}
|
||||
|
||||
// Test object rendering with undo/redo functionality
|
||||
TEST_F(DungeonObjectRendererIntegrationTest, UndoRedoIntegration) {
|
||||
// Load a room and add objects
|
||||
ASSERT_TRUE(object_editor_->LoadRoom(0).ok());
|
||||
|
||||
// Disable collision checking for tests
|
||||
auto config = object_editor_->GetConfig();
|
||||
config.validate_objects = false;
|
||||
object_editor_->SetConfig(config);
|
||||
|
||||
ASSERT_TRUE(object_editor_->InsertObject(5, 5, 0x10, 0x12, 0).ok());
|
||||
ASSERT_TRUE(object_editor_->InsertObject(10, 10, 0x20, 0x22, 1).ok());
|
||||
|
||||
// Render initial state
|
||||
auto objects_before = object_editor_->GetObjects();
|
||||
auto result_before = object_renderer_->RenderObjects(objects_before, test_palettes_[0]);
|
||||
ASSERT_TRUE(result_before.ok());
|
||||
|
||||
// Undo one operation
|
||||
ASSERT_TRUE(object_editor_->Undo().ok());
|
||||
|
||||
// Render after undo
|
||||
auto objects_after = object_editor_->GetObjects();
|
||||
auto result_after = object_renderer_->RenderObjects(objects_after, test_palettes_[0]);
|
||||
ASSERT_TRUE(result_after.ok());
|
||||
|
||||
// Should have one fewer object
|
||||
EXPECT_EQ(objects_after.size(), objects_before.size() - 1);
|
||||
|
||||
// Redo the operation
|
||||
ASSERT_TRUE(object_editor_->Redo().ok());
|
||||
|
||||
// Render after redo
|
||||
auto objects_redo = object_editor_->GetObjects();
|
||||
auto result_redo = object_renderer_->RenderObjects(objects_redo, test_palettes_[0]);
|
||||
ASSERT_TRUE(result_redo.ok());
|
||||
|
||||
// Should be back to original state
|
||||
EXPECT_EQ(objects_redo.size(), objects_before.size());
|
||||
}
|
||||
|
||||
// Test ROM integrity and validation
|
||||
TEST_F(DungeonObjectRendererIntegrationTest, ROMIntegrityValidation) {
|
||||
// Verify ROM is loaded correctly
|
||||
EXPECT_TRUE(rom_->is_loaded());
|
||||
EXPECT_GT(rom_->size(), 0);
|
||||
|
||||
// Test ROM header validation (if method exists)
|
||||
// Note: ValidateHeader() may not be available in all ROM implementations
|
||||
// EXPECT_TRUE(rom_->ValidateHeader().ok()) << "ROM header validation failed";
|
||||
|
||||
// Test that we can access room data pointers
|
||||
// Based on disassembly, room data pointers start at 0x1F8000
|
||||
constexpr uint32_t kRoomDataPointersStart = 0x1F8000;
|
||||
constexpr int kMaxRooms = 512; // Reasonable upper bound
|
||||
|
||||
int valid_rooms = 0;
|
||||
for (int room_id = 0; room_id < kMaxRooms; room_id++) {
|
||||
uint32_t pointer_addr = kRoomDataPointersStart + (room_id * 3);
|
||||
|
||||
if (pointer_addr + 2 < rom_->size()) {
|
||||
// Read the 3-byte pointer
|
||||
auto pointer_result = rom_->ReadWord(pointer_addr);
|
||||
if (pointer_result.ok()) {
|
||||
uint32_t room_data_ptr = pointer_result.value();
|
||||
|
||||
// Check if pointer is reasonable (within ROM bounds)
|
||||
if (room_data_ptr >= 0x80000 && room_data_ptr < rom_->size()) {
|
||||
valid_rooms++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// We should find many valid rooms (based on disassembly analysis)
|
||||
EXPECT_GT(valid_rooms, 50) << "Found too few valid rooms: " << valid_rooms;
|
||||
|
||||
std::cout << "ROM integrity validation: " << valid_rooms << " valid rooms found" << std::endl;
|
||||
}
|
||||
|
||||
// Test palette validation against vanilla values
|
||||
TEST_F(DungeonObjectRendererIntegrationTest, PaletteValidation) {
|
||||
// Load palette data and validate against expected vanilla values
|
||||
auto palette_group = rom_->palette_group().dungeon_main;
|
||||
|
||||
EXPECT_GT(palette_group.size(), 0) << "No dungeon palettes found";
|
||||
|
||||
// Test that palettes have reasonable color counts
|
||||
for (size_t i = 0; i < palette_group.size() && i < 10; i++) {
|
||||
const auto& palette = palette_group[i];
|
||||
EXPECT_GT(palette.size(), 0) << "Palette " << i << " is empty";
|
||||
EXPECT_LE(palette.size(), 256) << "Palette " << i << " has too many colors";
|
||||
|
||||
// Test rendering with each palette
|
||||
auto test_objects = CreateTestObjectSet(0);
|
||||
auto result = object_renderer_->RenderObjects(test_objects, palette);
|
||||
|
||||
if (result.ok()) {
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_GT(bitmap.width(), 0);
|
||||
EXPECT_GT(bitmap.height(), 0);
|
||||
|
||||
std::cout << "Palette " << i << " rendered successfully with "
|
||||
<< palette.size() << " colors" << std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Test comprehensive room loading and validation
|
||||
TEST_F(DungeonObjectRendererIntegrationTest, ComprehensiveRoomValidation) {
|
||||
int total_objects = 0;
|
||||
int rooms_with_objects = 0;
|
||||
std::map<int, int> object_type_counts;
|
||||
|
||||
// Test loading a larger set of rooms
|
||||
std::vector<int> extended_rooms = {
|
||||
0x0000, 0x0001, 0x0002, 0x0003, 0x0004, 0x0006, 0x0007, 0x0008, 0x0009,
|
||||
0x000A, 0x000B, 0x000C, 0x000D, 0x000E, 0x0010, 0x0011, 0x0012, 0x0013,
|
||||
0x0014, 0x0015, 0x0016, 0x0017, 0x0018, 0x0019, 0x001A, 0x001B, 0x001C,
|
||||
0x001D, 0x001E, 0x001F, 0x0020, 0x0021, 0x0022, 0x0023, 0x0024, 0x0026,
|
||||
0x0027, 0x0028, 0x0029, 0x002A, 0x002B, 0x002C, 0x002E, 0x002F, 0x0030,
|
||||
0x0031, 0x0032, 0x0033, 0x0034, 0x0035, 0x0036, 0x0037, 0x0038, 0x0039,
|
||||
0x003A, 0x003B, 0x003C, 0x003D, 0x003E, 0x003F, 0x0040, 0x0041, 0x0042,
|
||||
0x0043, 0x0044, 0x0045, 0x0049, 0x004A, 0x004B, 0x004C, 0x004D, 0x004E,
|
||||
0x004F, 0x0050, 0x0051, 0x0052, 0x0053, 0x0054, 0x0055, 0x0056, 0x0057,
|
||||
0x0058, 0x0059, 0x005A, 0x005B, 0x005C, 0x005D, 0x005E
|
||||
};
|
||||
|
||||
for (int room_id : extended_rooms) {
|
||||
auto room_result = zelda3::LoadRoomFromRom(rom_.get(), room_id);
|
||||
// Note: room_id_ is private, so we can't directly compare it
|
||||
// We'll assume the room loaded successfully if we can get objects
|
||||
room_result.LoadObjects();
|
||||
const auto& objects = room_result.GetTileObjects();
|
||||
|
||||
if (!objects.empty()) {
|
||||
rooms_with_objects++;
|
||||
total_objects += objects.size();
|
||||
|
||||
// Count object types
|
||||
for (const auto& obj : objects) {
|
||||
object_type_counts[obj.id_]++;
|
||||
}
|
||||
|
||||
// Test rendering this room
|
||||
auto result = object_renderer_->RenderObjects(objects, test_palettes_[0]);
|
||||
if (result.ok()) {
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_GT(bitmap.width(), 0);
|
||||
EXPECT_GT(bitmap.height(), 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
std::cout << "Comprehensive room validation results:" << std::endl;
|
||||
std::cout << " Rooms with objects: " << rooms_with_objects << std::endl;
|
||||
std::cout << " Total objects: " << total_objects << std::endl;
|
||||
std::cout << " Unique object types: " << object_type_counts.size() << std::endl;
|
||||
|
||||
// Print most common object types
|
||||
std::vector<std::pair<int, int>> sorted_types(object_type_counts.begin(), object_type_counts.end());
|
||||
std::sort(sorted_types.begin(), sorted_types.end(),
|
||||
[](const auto& a, const auto& b) { return a.second > b.second; });
|
||||
|
||||
std::cout << " Most common object types:" << std::endl;
|
||||
for (size_t i = 0; i < std::min(size_t(10), sorted_types.size()); i++) {
|
||||
std::cout << " 0x" << std::hex << sorted_types[i].first << std::dec
|
||||
<< ": " << sorted_types[i].second << " instances" << std::endl;
|
||||
}
|
||||
|
||||
// We should find a reasonable number of rooms and objects
|
||||
EXPECT_GT(rooms_with_objects, 10) << "Too few rooms with objects found";
|
||||
EXPECT_GT(total_objects, 50) << "Too few total objects found";
|
||||
EXPECT_GT(object_type_counts.size(), 5) << "Too few unique object types found";
|
||||
}
|
||||
|
||||
} // namespace zelda3
|
||||
} // namespace yaze
|
||||
@@ -1,7 +1,10 @@
|
||||
#include "app/zelda3/dungeon/object_renderer.h"
|
||||
// Integration tests for dungeon object rendering using ObjectDrawer
|
||||
// Updated for DungeonEditorV2 architecture - uses ObjectDrawer (production system)
|
||||
// instead of the obsolete ObjectRenderer
|
||||
|
||||
#include "app/zelda3/dungeon/object_drawer.h"
|
||||
#include "app/zelda3/dungeon/room.h"
|
||||
#include "app/zelda3/dungeon/room_object.h"
|
||||
#include "app/zelda3/dungeon/room_layout.h"
|
||||
|
||||
#include <gtest/gtest.h>
|
||||
#include <memory>
|
||||
@@ -10,6 +13,7 @@
|
||||
|
||||
#include "app/rom.h"
|
||||
#include "app/gfx/snes_palette.h"
|
||||
#include "app/gfx/background_buffer.h"
|
||||
#include "testing.h"
|
||||
#include "test_utils.h"
|
||||
|
||||
@@ -17,643 +21,192 @@ namespace yaze {
|
||||
namespace test {
|
||||
|
||||
/**
|
||||
* @brief Advanced tests for actual dungeon object rendering scenarios
|
||||
* @brief Tests for ObjectDrawer with realistic dungeon scenarios
|
||||
*
|
||||
* These tests focus on real-world dungeon editing scenarios including:
|
||||
* - Complex room layouts with multiple object types
|
||||
* - Object interaction and collision detection
|
||||
* - Performance with realistic dungeon configurations
|
||||
* - Edge cases in dungeon editing workflows
|
||||
* These tests validate that ObjectDrawer correctly renders dungeon objects
|
||||
* to BackgroundBuffers using pattern-based drawing routines.
|
||||
*/
|
||||
class DungeonObjectRenderingTests : public TestRomManager::BoundRomTest {
|
||||
protected:
|
||||
void SetUp() override {
|
||||
BoundRomTest::SetUp();
|
||||
|
||||
// Setup palette data before scenarios require it
|
||||
SetupTestPalettes();
|
||||
// Create drawer
|
||||
drawer_ = std::make_unique<zelda3::ObjectDrawer>(rom());
|
||||
|
||||
// Create renderer
|
||||
renderer_ = std::make_unique<zelda3::ObjectRenderer>(rom());
|
||||
// Create background buffers
|
||||
bg1_ = std::make_unique<gfx::BackgroundBuffer>(512, 512);
|
||||
bg2_ = std::make_unique<gfx::BackgroundBuffer>(512, 512);
|
||||
|
||||
// Setup realistic dungeon scenarios
|
||||
SetupDungeonScenarios();
|
||||
// Setup test palette
|
||||
palette_group_ = CreateTestPaletteGroup();
|
||||
}
|
||||
|
||||
void TearDown() override {
|
||||
renderer_.reset();
|
||||
bg2_.reset();
|
||||
bg1_.reset();
|
||||
drawer_.reset();
|
||||
BoundRomTest::TearDown();
|
||||
}
|
||||
|
||||
std::unique_ptr<zelda3::ObjectRenderer> renderer_;
|
||||
gfx::PaletteGroup CreateTestPaletteGroup() {
|
||||
gfx::PaletteGroup group;
|
||||
gfx::SnesPalette palette;
|
||||
|
||||
// Create standard dungeon palette
|
||||
for (int i = 0; i < 16; i++) {
|
||||
int intensity = i * 16;
|
||||
palette.AddColor(gfx::SnesColor(intensity, intensity, intensity));
|
||||
}
|
||||
|
||||
group.AddPalette(palette);
|
||||
return group;
|
||||
}
|
||||
|
||||
zelda3::RoomObject CreateTestObject(int id, int x, int y, int size = 0x12, int layer = 0) {
|
||||
zelda3::RoomObject obj(id, x, y, size, layer);
|
||||
obj.set_rom(rom());
|
||||
obj.EnsureTilesLoaded();
|
||||
return obj;
|
||||
}
|
||||
|
||||
struct DungeonScenario {
|
||||
std::string name;
|
||||
std::vector<zelda3::RoomObject> objects;
|
||||
zelda3::RoomLayout layout;
|
||||
gfx::SnesPalette palette;
|
||||
int expected_width;
|
||||
int expected_height;
|
||||
};
|
||||
|
||||
std::vector<DungeonScenario> scenarios_;
|
||||
std::vector<gfx::SnesPalette> test_palettes_;
|
||||
|
||||
private:
|
||||
void SetupDungeonScenarios() {
|
||||
// Scenario 1: Empty room with basic walls
|
||||
CreateEmptyRoomScenario();
|
||||
|
||||
// Scenario 2: Room with multiple object types
|
||||
CreateMultiObjectScenario();
|
||||
|
||||
// Scenario 3: Complex room with all subtypes
|
||||
CreateComplexRoomScenario();
|
||||
|
||||
// Scenario 4: Large room with many objects
|
||||
CreateLargeRoomScenario();
|
||||
|
||||
// Scenario 5: Boss room configuration
|
||||
CreateBossRoomScenario();
|
||||
|
||||
// Scenario 6: Puzzle room with interactive elements
|
||||
CreatePuzzleRoomScenario();
|
||||
}
|
||||
|
||||
void SetupTestPalettes() {
|
||||
// Create different palettes for different dungeon themes
|
||||
CreateDungeonPalette(); // Standard dungeon
|
||||
CreateIcePalacePalette(); // Ice Palace theme
|
||||
CreateDesertPalacePalette(); // Desert Palace theme
|
||||
CreateDarkPalacePalette(); // Palace of Darkness theme
|
||||
CreateBossRoomPalette(); // Boss room theme
|
||||
}
|
||||
|
||||
void CreateEmptyRoomScenario() {
|
||||
DungeonScenario scenario;
|
||||
scenario.name = "Empty Room";
|
||||
|
||||
// Create basic wall objects around the perimeter
|
||||
for (int x = 0; x < 16; x++) {
|
||||
// Top and bottom walls
|
||||
scenario.objects.emplace_back(0x10, x, 0, 0x12, 0); // Top wall
|
||||
scenario.objects.emplace_back(0x10, x, 10, 0x12, 0); // Bottom wall
|
||||
}
|
||||
|
||||
for (int y = 1; y < 10; y++) {
|
||||
// Left and right walls
|
||||
scenario.objects.emplace_back(0x11, 0, y, 0x12, 0); // Left wall
|
||||
scenario.objects.emplace_back(0x11, 15, y, 0x12, 0); // Right wall
|
||||
}
|
||||
|
||||
// Set ROM references and load tiles
|
||||
for (auto& obj : scenario.objects) {
|
||||
obj.set_rom(rom());
|
||||
obj.EnsureTilesLoaded();
|
||||
}
|
||||
|
||||
scenario.palette = test_palettes_[0]; // Dungeon palette
|
||||
scenario.expected_width = 256;
|
||||
scenario.expected_height = 176;
|
||||
|
||||
scenarios_.push_back(scenario);
|
||||
}
|
||||
|
||||
void CreateMultiObjectScenario() {
|
||||
DungeonScenario scenario;
|
||||
scenario.name = "Multi-Object Room";
|
||||
|
||||
// Walls
|
||||
scenario.objects.emplace_back(0x10, 0, 0, 0x12, 0); // Wall
|
||||
scenario.objects.emplace_back(0x10, 1, 0, 0x12, 0); // Wall
|
||||
scenario.objects.emplace_back(0x10, 0, 1, 0x12, 0); // Wall
|
||||
|
||||
// Decorative objects
|
||||
scenario.objects.emplace_back(0x20, 5, 5, 0x12, 0); // Statue
|
||||
scenario.objects.emplace_back(0x21, 8, 7, 0x12, 0); // Pot
|
||||
|
||||
// Interactive objects
|
||||
scenario.objects.emplace_back(0xF9, 10, 8, 0x12, 0); // Chest
|
||||
scenario.objects.emplace_back(0x13, 3, 3, 0x12, 0); // Stairs
|
||||
|
||||
// Set ROM references and load tiles
|
||||
for (auto& obj : scenario.objects) {
|
||||
obj.set_rom(rom());
|
||||
obj.EnsureTilesLoaded();
|
||||
}
|
||||
|
||||
scenario.palette = test_palettes_[0];
|
||||
scenario.expected_width = 256;
|
||||
scenario.expected_height = 176;
|
||||
|
||||
scenarios_.push_back(scenario);
|
||||
}
|
||||
|
||||
void CreateComplexRoomScenario() {
|
||||
DungeonScenario scenario;
|
||||
scenario.name = "Complex Room";
|
||||
|
||||
// Subtype 1 objects (basic)
|
||||
for (int i = 0; i < 10; i++) {
|
||||
scenario.objects.emplace_back(i, (i % 8) * 2, (i / 8) * 2, 0x12, 0);
|
||||
}
|
||||
|
||||
// Subtype 2 objects (complex)
|
||||
for (int i = 0; i < 5; i++) {
|
||||
scenario.objects.emplace_back(0x100 + i, (i % 4) * 3, (i / 4) * 3, 0x12, 0);
|
||||
}
|
||||
|
||||
// Subtype 3 objects (special)
|
||||
for (int i = 0; i < 3; i++) {
|
||||
scenario.objects.emplace_back(0x200 + i, (i % 3) * 4, (i / 3) * 4, 0x12, 0);
|
||||
}
|
||||
|
||||
// Set ROM references and load tiles
|
||||
for (auto& obj : scenario.objects) {
|
||||
obj.set_rom(rom());
|
||||
obj.EnsureTilesLoaded();
|
||||
}
|
||||
|
||||
scenario.palette = test_palettes_[1]; // Ice Palace palette
|
||||
scenario.expected_width = 256;
|
||||
scenario.expected_height = 176;
|
||||
|
||||
scenarios_.push_back(scenario);
|
||||
}
|
||||
|
||||
void CreateLargeRoomScenario() {
|
||||
DungeonScenario scenario;
|
||||
scenario.name = "Large Room";
|
||||
|
||||
// Create a room with many objects (stress test scenario)
|
||||
for (int i = 0; i < 100; i++) {
|
||||
int x = (i % 16) * 2;
|
||||
int y = (i / 16) * 2;
|
||||
int object_id = (i % 50) + 0x10; // Mix of different object types
|
||||
|
||||
scenario.objects.emplace_back(object_id, x, y, 0x12, i % 3);
|
||||
}
|
||||
|
||||
// Set ROM references and load tiles
|
||||
for (auto& obj : scenario.objects) {
|
||||
obj.set_rom(rom());
|
||||
obj.EnsureTilesLoaded();
|
||||
}
|
||||
|
||||
scenario.palette = test_palettes_[2]; // Desert Palace palette
|
||||
scenario.expected_width = 512;
|
||||
scenario.expected_height = 256;
|
||||
|
||||
scenarios_.push_back(scenario);
|
||||
}
|
||||
|
||||
void CreateBossRoomScenario() {
|
||||
DungeonScenario scenario;
|
||||
scenario.name = "Boss Room";
|
||||
|
||||
// Boss room typically has special objects
|
||||
scenario.objects.emplace_back(0x30, 7, 4, 0x12, 0); // Boss platform
|
||||
scenario.objects.emplace_back(0x31, 7, 5, 0x12, 0); // Boss platform
|
||||
scenario.objects.emplace_back(0x32, 8, 4, 0x12, 0); // Boss platform
|
||||
scenario.objects.emplace_back(0x33, 8, 5, 0x12, 0); // Boss platform
|
||||
|
||||
// Walls around the room
|
||||
for (int x = 0; x < 16; x++) {
|
||||
scenario.objects.emplace_back(0x10, x, 0, 0x12, 0);
|
||||
scenario.objects.emplace_back(0x10, x, 10, 0x12, 0);
|
||||
}
|
||||
|
||||
for (int y = 1; y < 10; y++) {
|
||||
scenario.objects.emplace_back(0x11, 0, y, 0x12, 0);
|
||||
scenario.objects.emplace_back(0x11, 15, y, 0x12, 0);
|
||||
}
|
||||
|
||||
// Set ROM references and load tiles
|
||||
for (auto& obj : scenario.objects) {
|
||||
obj.set_rom(rom());
|
||||
obj.EnsureTilesLoaded();
|
||||
}
|
||||
|
||||
scenario.palette = test_palettes_[4]; // Boss room palette
|
||||
scenario.expected_width = 256;
|
||||
scenario.expected_height = 176;
|
||||
|
||||
scenarios_.push_back(scenario);
|
||||
}
|
||||
|
||||
void CreatePuzzleRoomScenario() {
|
||||
DungeonScenario scenario;
|
||||
scenario.name = "Puzzle Room";
|
||||
|
||||
// Puzzle rooms have specific interactive elements
|
||||
scenario.objects.emplace_back(0x40, 4, 4, 0x12, 0); // Switch
|
||||
scenario.objects.emplace_back(0x41, 8, 6, 0x12, 0); // Block
|
||||
scenario.objects.emplace_back(0x42, 6, 8, 0x12, 0); // Pressure plate
|
||||
|
||||
// Chests for puzzle rewards
|
||||
scenario.objects.emplace_back(0xF9, 2, 2, 0x12, 0); // Small chest
|
||||
scenario.objects.emplace_back(0xFA, 12, 2, 0x12, 0); // Large chest
|
||||
|
||||
// Decorative elements
|
||||
scenario.objects.emplace_back(0x50, 1, 5, 0x12, 0); // Torch
|
||||
scenario.objects.emplace_back(0x51, 14, 5, 0x12, 0); // Torch
|
||||
|
||||
// Set ROM references and load tiles
|
||||
for (auto& obj : scenario.objects) {
|
||||
obj.set_rom(rom());
|
||||
obj.EnsureTilesLoaded();
|
||||
}
|
||||
|
||||
scenario.palette = test_palettes_[3]; // Dark Palace palette
|
||||
scenario.expected_width = 256;
|
||||
scenario.expected_height = 176;
|
||||
|
||||
scenarios_.push_back(scenario);
|
||||
}
|
||||
|
||||
void CreateDungeonPalette() {
|
||||
gfx::SnesPalette palette;
|
||||
// Standard dungeon colors (grays and browns)
|
||||
palette.AddColor(gfx::SnesColor(0x00, 0x00, 0x00)); // Black
|
||||
palette.AddColor(gfx::SnesColor(0x20, 0x20, 0x20)); // Dark gray
|
||||
palette.AddColor(gfx::SnesColor(0x40, 0x40, 0x40)); // Medium gray
|
||||
palette.AddColor(gfx::SnesColor(0x60, 0x60, 0x60)); // Light gray
|
||||
palette.AddColor(gfx::SnesColor(0x80, 0x80, 0x80)); // Very light gray
|
||||
palette.AddColor(gfx::SnesColor(0xA0, 0xA0, 0xA0)); // Almost white
|
||||
palette.AddColor(gfx::SnesColor(0xC0, 0xC0, 0xC0)); // White
|
||||
palette.AddColor(gfx::SnesColor(0x80, 0x40, 0x20)); // Brown
|
||||
palette.AddColor(gfx::SnesColor(0xA0, 0x60, 0x40)); // Light brown
|
||||
palette.AddColor(gfx::SnesColor(0x60, 0x80, 0x40)); // Green
|
||||
palette.AddColor(gfx::SnesColor(0x40, 0x60, 0x80)); // Blue
|
||||
palette.AddColor(gfx::SnesColor(0x80, 0x40, 0x80)); // Purple
|
||||
palette.AddColor(gfx::SnesColor(0x80, 0x80, 0x40)); // Yellow
|
||||
palette.AddColor(gfx::SnesColor(0x80, 0x40, 0x40)); // Red
|
||||
palette.AddColor(gfx::SnesColor(0x40, 0x80, 0x80)); // Cyan
|
||||
palette.AddColor(gfx::SnesColor(0xFF, 0xFF, 0xFF)); // Pure white
|
||||
test_palettes_.push_back(palette);
|
||||
}
|
||||
|
||||
void CreateIcePalacePalette() {
|
||||
gfx::SnesPalette palette;
|
||||
// Ice Palace colors (blues and whites)
|
||||
palette.AddColor(gfx::SnesColor(0x00, 0x00, 0x00)); // Black
|
||||
palette.AddColor(gfx::SnesColor(0x20, 0x40, 0x80)); // Dark blue
|
||||
palette.AddColor(gfx::SnesColor(0x40, 0x60, 0xA0)); // Medium blue
|
||||
palette.AddColor(gfx::SnesColor(0x60, 0x80, 0xC0)); // Light blue
|
||||
palette.AddColor(gfx::SnesColor(0x80, 0xA0, 0xE0)); // Very light blue
|
||||
palette.AddColor(gfx::SnesColor(0xA0, 0xC0, 0xFF)); // Pale blue
|
||||
palette.AddColor(gfx::SnesColor(0xC0, 0xE0, 0xFF)); // Almost white
|
||||
palette.AddColor(gfx::SnesColor(0xE0, 0xF0, 0xFF)); // White
|
||||
palette.AddColor(gfx::SnesColor(0x40, 0x80, 0xC0)); // Ice blue
|
||||
palette.AddColor(gfx::SnesColor(0x60, 0xA0, 0xE0)); // Light ice
|
||||
palette.AddColor(gfx::SnesColor(0x80, 0xC0, 0xFF)); // Pale ice
|
||||
palette.AddColor(gfx::SnesColor(0x20, 0x60, 0xA0)); // Deep ice
|
||||
palette.AddColor(gfx::SnesColor(0x00, 0x40, 0x80)); // Dark ice
|
||||
palette.AddColor(gfx::SnesColor(0x60, 0x80, 0xA0)); // Gray-blue
|
||||
palette.AddColor(gfx::SnesColor(0x80, 0xA0, 0xC0)); // Light gray-blue
|
||||
palette.AddColor(gfx::SnesColor(0xFF, 0xFF, 0xFF)); // Pure white
|
||||
test_palettes_.push_back(palette);
|
||||
}
|
||||
|
||||
void CreateDesertPalacePalette() {
|
||||
gfx::SnesPalette palette;
|
||||
// Desert Palace colors (yellows, oranges, and browns)
|
||||
palette.AddColor(gfx::SnesColor(0x00, 0x00, 0x00)); // Black
|
||||
palette.AddColor(gfx::SnesColor(0x40, 0x20, 0x00)); // Dark brown
|
||||
palette.AddColor(gfx::SnesColor(0x60, 0x40, 0x20)); // Medium brown
|
||||
palette.AddColor(gfx::SnesColor(0x80, 0x60, 0x40)); // Light brown
|
||||
palette.AddColor(gfx::SnesColor(0xA0, 0x80, 0x60)); // Very light brown
|
||||
palette.AddColor(gfx::SnesColor(0xC0, 0xA0, 0x80)); // Tan
|
||||
palette.AddColor(gfx::SnesColor(0xE0, 0xC0, 0xA0)); // Light tan
|
||||
palette.AddColor(gfx::SnesColor(0xFF, 0xE0, 0xC0)); // Cream
|
||||
palette.AddColor(gfx::SnesColor(0x80, 0x40, 0x00)); // Orange
|
||||
palette.AddColor(gfx::SnesColor(0xA0, 0x60, 0x20)); // Light orange
|
||||
palette.AddColor(gfx::SnesColor(0xC0, 0x80, 0x40)); // Pale orange
|
||||
palette.AddColor(gfx::SnesColor(0xE0, 0xA0, 0x60)); // Very pale orange
|
||||
palette.AddColor(gfx::SnesColor(0x60, 0x60, 0x20)); // Olive
|
||||
palette.AddColor(gfx::SnesColor(0x80, 0x80, 0x40)); // Light olive
|
||||
palette.AddColor(gfx::SnesColor(0xA0, 0xA0, 0x60)); // Very light olive
|
||||
palette.AddColor(gfx::SnesColor(0xFF, 0xFF, 0xFF)); // Pure white
|
||||
test_palettes_.push_back(palette);
|
||||
}
|
||||
|
||||
void CreateDarkPalacePalette() {
|
||||
gfx::SnesPalette palette;
|
||||
// Palace of Darkness colors (dark purples and grays)
|
||||
palette.AddColor(gfx::SnesColor(0x00, 0x00, 0x00)); // Black
|
||||
palette.AddColor(gfx::SnesColor(0x20, 0x00, 0x20)); // Dark purple
|
||||
palette.AddColor(gfx::SnesColor(0x40, 0x20, 0x40)); // Medium purple
|
||||
palette.AddColor(gfx::SnesColor(0x60, 0x40, 0x60)); // Light purple
|
||||
palette.AddColor(gfx::SnesColor(0x80, 0x60, 0x80)); // Very light purple
|
||||
palette.AddColor(gfx::SnesColor(0xA0, 0x80, 0xA0)); // Pale purple
|
||||
palette.AddColor(gfx::SnesColor(0xC0, 0xA0, 0xC0)); // Almost white purple
|
||||
palette.AddColor(gfx::SnesColor(0x10, 0x10, 0x10)); // Very dark gray
|
||||
palette.AddColor(gfx::SnesColor(0x30, 0x30, 0x30)); // Dark gray
|
||||
palette.AddColor(gfx::SnesColor(0x50, 0x50, 0x50)); // Medium gray
|
||||
palette.AddColor(gfx::SnesColor(0x70, 0x70, 0x70)); // Light gray
|
||||
palette.AddColor(gfx::SnesColor(0x90, 0x90, 0x90)); // Very light gray
|
||||
palette.AddColor(gfx::SnesColor(0xB0, 0xB0, 0xB0)); // Almost white
|
||||
palette.AddColor(gfx::SnesColor(0xD0, 0xD0, 0xD0)); // Off white
|
||||
palette.AddColor(gfx::SnesColor(0xF0, 0xF0, 0xF0)); // Near white
|
||||
palette.AddColor(gfx::SnesColor(0xFF, 0xFF, 0xFF)); // Pure white
|
||||
test_palettes_.push_back(palette);
|
||||
}
|
||||
|
||||
void CreateBossRoomPalette() {
|
||||
gfx::SnesPalette palette;
|
||||
// Boss room colors (dramatic reds, golds, and blacks)
|
||||
palette.AddColor(gfx::SnesColor(0x00, 0x00, 0x00)); // Black
|
||||
palette.AddColor(gfx::SnesColor(0x40, 0x00, 0x00)); // Dark red
|
||||
palette.AddColor(gfx::SnesColor(0x60, 0x20, 0x00)); // Dark red-orange
|
||||
palette.AddColor(gfx::SnesColor(0x80, 0x40, 0x00)); // Red-orange
|
||||
palette.AddColor(gfx::SnesColor(0xA0, 0x60, 0x20)); // Orange
|
||||
palette.AddColor(gfx::SnesColor(0xC0, 0x80, 0x40)); // Light orange
|
||||
palette.AddColor(gfx::SnesColor(0xE0, 0xA0, 0x60)); // Very light orange
|
||||
palette.AddColor(gfx::SnesColor(0x80, 0x60, 0x00)); // Dark gold
|
||||
palette.AddColor(gfx::SnesColor(0xA0, 0x80, 0x20)); // Gold
|
||||
palette.AddColor(gfx::SnesColor(0xC0, 0xA0, 0x40)); // Light gold
|
||||
palette.AddColor(gfx::SnesColor(0xE0, 0xC0, 0x60)); // Very light gold
|
||||
palette.AddColor(gfx::SnesColor(0x20, 0x20, 0x20)); // Dark gray
|
||||
palette.AddColor(gfx::SnesColor(0x40, 0x40, 0x40)); // Medium gray
|
||||
palette.AddColor(gfx::SnesColor(0x60, 0x60, 0x60)); // Light gray
|
||||
palette.AddColor(gfx::SnesColor(0x80, 0x80, 0x80)); // Very light gray
|
||||
palette.AddColor(gfx::SnesColor(0xFF, 0xFF, 0xFF)); // Pure white
|
||||
test_palettes_.push_back(palette);
|
||||
}
|
||||
std::unique_ptr<zelda3::ObjectDrawer> drawer_;
|
||||
std::unique_ptr<gfx::BackgroundBuffer> bg1_;
|
||||
std::unique_ptr<gfx::BackgroundBuffer> bg2_;
|
||||
gfx::PaletteGroup palette_group_;
|
||||
};
|
||||
|
||||
// Scenario-based rendering tests
|
||||
TEST_F(DungeonObjectRenderingTests, EmptyRoomRendering) {
|
||||
ASSERT_GE(scenarios_.size(), 1) << "Empty room scenario not available";
|
||||
// Test basic object drawing
|
||||
TEST_F(DungeonObjectRenderingTests, BasicObjectDrawing) {
|
||||
std::vector<zelda3::RoomObject> objects;
|
||||
objects.push_back(CreateTestObject(0x10, 5, 5, 0x12, 0)); // Wall
|
||||
objects.push_back(CreateTestObject(0x20, 10, 10, 0x22, 0)); // Floor
|
||||
|
||||
const auto& scenario = scenarios_[0];
|
||||
auto result = renderer_->RenderObjects(scenario.objects, scenario.palette);
|
||||
bg1_->ClearBuffer();
|
||||
bg2_->ClearBuffer();
|
||||
|
||||
ASSERT_TRUE(result.ok()) << "Empty room rendering failed: " << result.status().message();
|
||||
auto status = drawer_->DrawObjectList(objects, *bg1_, *bg2_, palette_group_);
|
||||
ASSERT_TRUE(status.ok()) << "Drawing failed: " << status.message();
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_TRUE(bitmap.is_active()) << "Empty room bitmap not active";
|
||||
EXPECT_GE(bitmap.width(), scenario.expected_width) << "Empty room width too small";
|
||||
EXPECT_GE(bitmap.height(), scenario.expected_height) << "Empty room height too small";
|
||||
|
||||
// Verify wall objects are rendered
|
||||
EXPECT_GT(bitmap.size(), 0) << "Empty room bitmap has no content";
|
||||
// Verify buffers have content
|
||||
auto& bg1_bitmap = bg1_->bitmap();
|
||||
EXPECT_TRUE(bg1_bitmap.is_active());
|
||||
EXPECT_GT(bg1_bitmap.width(), 0);
|
||||
}
|
||||
|
||||
TEST_F(DungeonObjectRenderingTests, MultiObjectRoomRendering) {
|
||||
ASSERT_GE(scenarios_.size(), 2) << "Multi-object scenario not available";
|
||||
// Test objects on different layers
|
||||
TEST_F(DungeonObjectRenderingTests, MultiLayerRendering) {
|
||||
std::vector<zelda3::RoomObject> objects;
|
||||
objects.push_back(CreateTestObject(0x10, 5, 5, 0x12, 0)); // BG1
|
||||
objects.push_back(CreateTestObject(0x20, 10, 10, 0x22, 1)); // BG2
|
||||
objects.push_back(CreateTestObject(0x30, 15, 15, 0x12, 2)); // BG3
|
||||
|
||||
const auto& scenario = scenarios_[1];
|
||||
auto result = renderer_->RenderObjects(scenario.objects, scenario.palette);
|
||||
bg1_->ClearBuffer();
|
||||
bg2_->ClearBuffer();
|
||||
|
||||
ASSERT_TRUE(result.ok()) << "Multi-object room rendering failed: " << result.status().message();
|
||||
auto status = drawer_->DrawObjectList(objects, *bg1_, *bg2_, palette_group_);
|
||||
ASSERT_TRUE(status.ok());
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_TRUE(bitmap.is_active()) << "Multi-object room bitmap not active";
|
||||
EXPECT_GE(bitmap.width(), scenario.expected_width) << "Multi-object room width too small";
|
||||
EXPECT_GE(bitmap.height(), scenario.expected_height) << "Multi-object room height too small";
|
||||
|
||||
// Verify different object types are rendered
|
||||
EXPECT_GT(bitmap.size(), 0) << "Multi-object room bitmap has no content";
|
||||
// Both buffers should be active
|
||||
EXPECT_TRUE(bg1_->bitmap().is_active());
|
||||
EXPECT_TRUE(bg2_->bitmap().is_active());
|
||||
}
|
||||
|
||||
TEST_F(DungeonObjectRenderingTests, ComplexRoomRendering) {
|
||||
ASSERT_GE(scenarios_.size(), 3) << "Complex room scenario not available";
|
||||
// Test empty object list
|
||||
TEST_F(DungeonObjectRenderingTests, EmptyObjectList) {
|
||||
std::vector<zelda3::RoomObject> objects; // Empty
|
||||
|
||||
const auto& scenario = scenarios_[2];
|
||||
auto result = renderer_->RenderObjects(scenario.objects, scenario.palette);
|
||||
bg1_->ClearBuffer();
|
||||
bg2_->ClearBuffer();
|
||||
|
||||
ASSERT_TRUE(result.ok()) << "Complex room rendering failed: " << result.status().message();
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_TRUE(bitmap.is_active()) << "Complex room bitmap not active";
|
||||
EXPECT_GT(bitmap.width(), 0) << "Complex room width not positive";
|
||||
EXPECT_GT(bitmap.height(), 0) << "Complex room height not positive";
|
||||
|
||||
// Verify all subtypes are rendered correctly
|
||||
EXPECT_GT(bitmap.size(), 0) << "Complex room bitmap has no content";
|
||||
auto status = drawer_->DrawObjectList(objects, *bg1_, *bg2_, palette_group_);
|
||||
// Should succeed (drawing nothing is valid)
|
||||
EXPECT_TRUE(status.ok());
|
||||
}
|
||||
|
||||
TEST_F(DungeonObjectRenderingTests, LargeRoomRendering) {
|
||||
ASSERT_GE(scenarios_.size(), 4) << "Large room scenario not available";
|
||||
// Test large object set
|
||||
TEST_F(DungeonObjectRenderingTests, LargeObjectSet) {
|
||||
std::vector<zelda3::RoomObject> objects;
|
||||
|
||||
const auto& scenario = scenarios_[3];
|
||||
auto result = renderer_->RenderObjects(scenario.objects, scenario.palette);
|
||||
|
||||
ASSERT_TRUE(result.ok()) << "Large room rendering failed: " << result.status().message();
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_TRUE(bitmap.is_active()) << "Large room bitmap not active";
|
||||
EXPECT_GT(bitmap.width(), 0) << "Large room width not positive";
|
||||
EXPECT_GT(bitmap.height(), 0) << "Large room height not positive";
|
||||
|
||||
// Verify performance with many objects
|
||||
auto stats = renderer_->GetPerformanceStats();
|
||||
EXPECT_GT(stats.objects_rendered, 0) << "Large room objects not rendered";
|
||||
EXPECT_GT(stats.tiles_rendered, 0) << "Large room tiles not rendered";
|
||||
}
|
||||
|
||||
TEST_F(DungeonObjectRenderingTests, BossRoomRendering) {
|
||||
ASSERT_GE(scenarios_.size(), 5) << "Boss room scenario not available";
|
||||
|
||||
const auto& scenario = scenarios_[4];
|
||||
auto result = renderer_->RenderObjects(scenario.objects, scenario.palette);
|
||||
|
||||
ASSERT_TRUE(result.ok()) << "Boss room rendering failed: " << result.status().message();
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_TRUE(bitmap.is_active()) << "Boss room bitmap not active";
|
||||
EXPECT_GT(bitmap.width(), 0) << "Boss room width not positive";
|
||||
EXPECT_GT(bitmap.height(), 0) << "Boss room height not positive";
|
||||
|
||||
// Verify boss-specific objects are rendered
|
||||
EXPECT_GT(bitmap.size(), 0) << "Boss room bitmap has no content";
|
||||
}
|
||||
|
||||
TEST_F(DungeonObjectRenderingTests, PuzzleRoomRendering) {
|
||||
ASSERT_GE(scenarios_.size(), 6) << "Puzzle room scenario not available";
|
||||
|
||||
const auto& scenario = scenarios_[5];
|
||||
auto result = renderer_->RenderObjects(scenario.objects, scenario.palette);
|
||||
|
||||
ASSERT_TRUE(result.ok()) << "Puzzle room rendering failed: " << result.status().message();
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_TRUE(bitmap.is_active()) << "Puzzle room bitmap not active";
|
||||
EXPECT_GT(bitmap.width(), 0) << "Puzzle room width not positive";
|
||||
EXPECT_GT(bitmap.height(), 0) << "Puzzle room height not positive";
|
||||
|
||||
// Verify puzzle elements are rendered
|
||||
EXPECT_GT(bitmap.size(), 0) << "Puzzle room bitmap has no content";
|
||||
}
|
||||
|
||||
// Palette-specific rendering tests
|
||||
TEST_F(DungeonObjectRenderingTests, PaletteConsistency) {
|
||||
ASSERT_GE(scenarios_.size(), 1) << "Test scenario not available";
|
||||
|
||||
const auto& scenario = scenarios_[0];
|
||||
|
||||
// Render with different palettes
|
||||
for (size_t i = 0; i < test_palettes_.size(); i++) {
|
||||
auto result = renderer_->RenderObjects(scenario.objects, test_palettes_[i]);
|
||||
ASSERT_TRUE(result.ok()) << "Palette " << i << " rendering failed: " << result.status().message();
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_TRUE(bitmap.is_active()) << "Palette " << i << " bitmap not active";
|
||||
EXPECT_GT(bitmap.size(), 0) << "Palette " << i << " bitmap has no content";
|
||||
// Create 100 test objects
|
||||
for (int i = 0; i < 100; i++) {
|
||||
int x = (i % 10) * 5;
|
||||
int y = (i / 10) * 5;
|
||||
objects.push_back(CreateTestObject(0x10 + (i % 20), x, y, 0x12, i % 2));
|
||||
}
|
||||
|
||||
bg1_->ClearBuffer();
|
||||
bg2_->ClearBuffer();
|
||||
|
||||
auto start = std::chrono::high_resolution_clock::now();
|
||||
auto status = drawer_->DrawObjectList(objects, *bg1_, *bg2_, palette_group_);
|
||||
auto end = std::chrono::high_resolution_clock::now();
|
||||
|
||||
ASSERT_TRUE(status.ok());
|
||||
|
||||
auto duration = std::chrono::duration_cast<std::chrono::milliseconds>(end - start);
|
||||
// Should complete in reasonable time
|
||||
EXPECT_LT(duration.count(), 1000) << "Rendered 100 objects in " << duration.count() << "ms";
|
||||
}
|
||||
|
||||
// Performance tests with realistic scenarios
|
||||
TEST_F(DungeonObjectRenderingTests, ScenarioPerformanceBenchmark) {
|
||||
const int iterations = 10;
|
||||
// Test boundary conditions
|
||||
TEST_F(DungeonObjectRenderingTests, BoundaryObjects) {
|
||||
std::vector<zelda3::RoomObject> objects;
|
||||
|
||||
for (const auto& scenario : scenarios_) {
|
||||
auto start_time = std::chrono::high_resolution_clock::now();
|
||||
|
||||
for (int i = 0; i < iterations; i++) {
|
||||
auto result = renderer_->RenderObjects(scenario.objects, scenario.palette);
|
||||
ASSERT_TRUE(result.ok()) << "Scenario " << scenario.name
|
||||
<< " rendering failed: " << result.status().message();
|
||||
}
|
||||
|
||||
auto end_time = std::chrono::high_resolution_clock::now();
|
||||
auto duration = std::chrono::duration_cast<std::chrono::milliseconds>(end_time - start_time);
|
||||
|
||||
// Each scenario should render within reasonable time
|
||||
EXPECT_LT(duration.count(), 5000) << "Scenario " << scenario.name
|
||||
<< " performance below expectations: "
|
||||
<< duration.count() << "ms";
|
||||
}
|
||||
// Objects at boundaries
|
||||
objects.push_back(CreateTestObject(0x10, 0, 0, 0x12, 0)); // Origin
|
||||
objects.push_back(CreateTestObject(0x10, 63, 63, 0x12, 0)); // Max valid
|
||||
objects.push_back(CreateTestObject(0x10, 32, 32, 0x12, 0)); // Center
|
||||
|
||||
bg1_->ClearBuffer();
|
||||
bg2_->ClearBuffer();
|
||||
|
||||
auto status = drawer_->DrawObjectList(objects, *bg1_, *bg2_, palette_group_);
|
||||
EXPECT_TRUE(status.ok());
|
||||
}
|
||||
|
||||
// Memory usage tests with realistic scenarios
|
||||
TEST_F(DungeonObjectRenderingTests, ScenarioMemoryUsage) {
|
||||
size_t initial_memory = renderer_->GetMemoryUsage();
|
||||
// Test various object types
|
||||
TEST_F(DungeonObjectRenderingTests, VariousObjectTypes) {
|
||||
// Test common object types
|
||||
std::vector<int> object_types = {
|
||||
0x00, 0x01, 0x02, 0x03, // Floor/wall objects
|
||||
0x09, 0x0A, // Diagonal objects
|
||||
0x10, 0x11, 0x12, // Standard objects
|
||||
0x20, 0x21, // Decorative objects
|
||||
0x34, // Solid block
|
||||
};
|
||||
|
||||
// Render all scenarios multiple times
|
||||
for (int round = 0; round < 3; round++) {
|
||||
for (const auto& scenario : scenarios_) {
|
||||
auto result = renderer_->RenderObjects(scenario.objects, scenario.palette);
|
||||
ASSERT_TRUE(result.ok()) << "Scenario memory test failed: " << result.status().message();
|
||||
for (int obj_type : object_types) {
|
||||
std::vector<zelda3::RoomObject> objects;
|
||||
objects.push_back(CreateTestObject(obj_type, 10, 10, 0x12, 0));
|
||||
|
||||
bg1_->ClearBuffer();
|
||||
bg2_->ClearBuffer();
|
||||
|
||||
auto status = drawer_->DrawObjectList(objects, *bg1_, *bg2_, palette_group_);
|
||||
// Some object types might not be valid, that's okay
|
||||
if (!status.ok()) {
|
||||
std::cout << "Object type 0x" << std::hex << obj_type << std::dec
|
||||
<< " not renderable: " << status.message() << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
size_t final_memory = renderer_->GetMemoryUsage();
|
||||
|
||||
// Memory usage should not grow excessively
|
||||
EXPECT_LT(final_memory, initial_memory * 5) << "Memory leak detected in scenario tests: "
|
||||
<< initial_memory << " -> " << final_memory;
|
||||
|
||||
// Clear cache and verify memory reduction
|
||||
renderer_->ClearCache();
|
||||
size_t memory_after_clear = renderer_->GetMemoryUsage();
|
||||
EXPECT_LE(memory_after_clear, final_memory) << "Cache clear did not reduce memory usage";
|
||||
}
|
||||
|
||||
// Object interaction tests
|
||||
TEST_F(DungeonObjectRenderingTests, ObjectOverlapHandling) {
|
||||
// Create objects that overlap
|
||||
std::vector<zelda3::RoomObject> overlapping_objects;
|
||||
// Test error handling
|
||||
TEST_F(DungeonObjectRenderingTests, ErrorHandling) {
|
||||
// Test with null ROM
|
||||
zelda3::ObjectDrawer null_drawer(nullptr);
|
||||
std::vector<zelda3::RoomObject> objects;
|
||||
objects.push_back(CreateTestObject(0x10, 5, 5));
|
||||
|
||||
// Two objects at the same position
|
||||
overlapping_objects.emplace_back(0x10, 5, 5, 0x12, 0);
|
||||
overlapping_objects.emplace_back(0x20, 5, 5, 0x12, 1); // Different layer
|
||||
bg1_->ClearBuffer();
|
||||
bg2_->ClearBuffer();
|
||||
|
||||
// Objects that partially overlap
|
||||
overlapping_objects.emplace_back(0x30, 3, 3, 0x12, 0);
|
||||
overlapping_objects.emplace_back(0x31, 4, 4, 0x12, 0);
|
||||
|
||||
// Set ROM references and load tiles
|
||||
for (auto& obj : overlapping_objects) {
|
||||
obj.set_rom(rom());
|
||||
obj.EnsureTilesLoaded();
|
||||
}
|
||||
|
||||
auto result = renderer_->RenderObjects(overlapping_objects, test_palettes_[0]);
|
||||
ASSERT_TRUE(result.ok()) << "Overlapping objects rendering failed: " << result.status().message();
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_TRUE(bitmap.is_active()) << "Overlapping objects bitmap not active";
|
||||
EXPECT_GT(bitmap.size(), 0) << "Overlapping objects bitmap has no content";
|
||||
}
|
||||
|
||||
TEST_F(DungeonObjectRenderingTests, LayerRenderingOrder) {
|
||||
// Create objects on different layers
|
||||
std::vector<zelda3::RoomObject> layered_objects;
|
||||
|
||||
// Background layer (0)
|
||||
layered_objects.emplace_back(0x10, 5, 5, 0x12, 0);
|
||||
|
||||
// Middle layer (1)
|
||||
layered_objects.emplace_back(0x20, 5, 5, 0x12, 1);
|
||||
|
||||
// Foreground layer (2)
|
||||
layered_objects.emplace_back(0x30, 5, 5, 0x12, 2);
|
||||
|
||||
// Set ROM references and load tiles
|
||||
for (auto& obj : layered_objects) {
|
||||
obj.set_rom(rom());
|
||||
obj.EnsureTilesLoaded();
|
||||
}
|
||||
|
||||
auto result = renderer_->RenderObjects(layered_objects, test_palettes_[0]);
|
||||
ASSERT_TRUE(result.ok()) << "Layered objects rendering failed: " << result.status().message();
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_TRUE(bitmap.is_active()) << "Layered objects bitmap not active";
|
||||
EXPECT_GT(bitmap.size(), 0) << "Layered objects bitmap has no content";
|
||||
}
|
||||
|
||||
// Cache efficiency with realistic scenarios
|
||||
TEST_F(DungeonObjectRenderingTests, ScenarioCacheEfficiency) {
|
||||
renderer_->ClearCache();
|
||||
|
||||
// Render scenarios multiple times to test cache
|
||||
for (int round = 0; round < 5; round++) {
|
||||
for (const auto& scenario : scenarios_) {
|
||||
auto result = renderer_->RenderObjects(scenario.objects, scenario.palette);
|
||||
ASSERT_TRUE(result.ok()) << "Cache efficiency test failed: " << result.status().message();
|
||||
}
|
||||
}
|
||||
|
||||
auto stats = renderer_->GetPerformanceStats();
|
||||
|
||||
// Cache hit rate should be high after multiple renders
|
||||
EXPECT_GE(stats.cache_hits, 0) << "Cache hits unexpectedly negative";
|
||||
EXPECT_GE(stats.cache_hit_rate(), 0.0) << "Cache hit rate negative: " << stats.cache_hit_rate();
|
||||
}
|
||||
|
||||
// Edge cases in dungeon editing
|
||||
TEST_F(DungeonObjectRenderingTests, BoundaryObjectPlacement) {
|
||||
// Create objects at room boundaries
|
||||
std::vector<zelda3::RoomObject> boundary_objects;
|
||||
|
||||
// Objects at exact boundaries
|
||||
boundary_objects.emplace_back(0x10, 0, 0, 0x12, 0); // Top-left
|
||||
boundary_objects.emplace_back(0x11, 15, 0, 0x12, 0); // Top-right
|
||||
boundary_objects.emplace_back(0x12, 0, 10, 0x12, 0); // Bottom-left
|
||||
boundary_objects.emplace_back(0x13, 15, 10, 0x12, 0); // Bottom-right
|
||||
|
||||
// Objects just outside boundaries (should be handled gracefully)
|
||||
boundary_objects.emplace_back(0x14, -1, 5, 0x12, 0); // Left edge
|
||||
boundary_objects.emplace_back(0x15, 16, 5, 0x12, 0); // Right edge
|
||||
boundary_objects.emplace_back(0x16, 5, -1, 0x12, 0); // Top edge
|
||||
boundary_objects.emplace_back(0x17, 5, 11, 0x12, 0); // Bottom edge
|
||||
|
||||
// Set ROM references and load tiles
|
||||
for (auto& obj : boundary_objects) {
|
||||
obj.set_rom(rom());
|
||||
obj.EnsureTilesLoaded();
|
||||
}
|
||||
|
||||
auto result = renderer_->RenderObjects(boundary_objects, test_palettes_[0]);
|
||||
ASSERT_TRUE(result.ok()) << "Boundary objects rendering failed: " << result.status().message();
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_TRUE(bitmap.is_active()) << "Boundary objects bitmap not active";
|
||||
EXPECT_GT(bitmap.size(), 0) << "Boundary objects bitmap has no content";
|
||||
auto status = null_drawer.DrawObjectList(objects, *bg1_, *bg2_, palette_group_);
|
||||
EXPECT_FALSE(status.ok());
|
||||
EXPECT_EQ(status.code(), absl::StatusCode::kFailedPrecondition);
|
||||
}
|
||||
|
||||
} // namespace test
|
||||
} // namespace yaze
|
||||
|
||||
|
||||
212
test/integration/zelda3/dungeon_object_rendering_tests_new.cc
Normal file
212
test/integration/zelda3/dungeon_object_rendering_tests_new.cc
Normal file
@@ -0,0 +1,212 @@
|
||||
// Integration tests for dungeon object rendering using ObjectDrawer
|
||||
// Updated for DungeonEditorV2 architecture - uses ObjectDrawer (production system)
|
||||
// instead of the obsolete ObjectRenderer
|
||||
|
||||
#include "app/zelda3/dungeon/object_drawer.h"
|
||||
#include "app/zelda3/dungeon/room.h"
|
||||
#include "app/zelda3/dungeon/room_object.h"
|
||||
|
||||
#include <gtest/gtest.h>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
#include <chrono>
|
||||
|
||||
#include "app/rom.h"
|
||||
#include "app/gfx/snes_palette.h"
|
||||
#include "app/gfx/background_buffer.h"
|
||||
#include "testing.h"
|
||||
#include "test_utils.h"
|
||||
|
||||
namespace yaze {
|
||||
namespace test {
|
||||
|
||||
/**
|
||||
* @brief Tests for ObjectDrawer with realistic dungeon scenarios
|
||||
*
|
||||
* These tests validate that ObjectDrawer correctly renders dungeon objects
|
||||
* to BackgroundBuffers using pattern-based drawing routines.
|
||||
*/
|
||||
class DungeonObjectRenderingTests : public TestRomManager::BoundRomTest {
|
||||
protected:
|
||||
void SetUp() override {
|
||||
BoundRomTest::SetUp();
|
||||
|
||||
// Create drawer
|
||||
drawer_ = std::make_unique<zelda3::ObjectDrawer>(rom());
|
||||
|
||||
// Create background buffers
|
||||
bg1_ = std::make_unique<gfx::BackgroundBuffer>(512, 512);
|
||||
bg2_ = std::make_unique<gfx::BackgroundBuffer>(512, 512);
|
||||
|
||||
// Setup test palette
|
||||
palette_group_ = CreateTestPaletteGroup();
|
||||
}
|
||||
|
||||
void TearDown() override {
|
||||
bg2_.reset();
|
||||
bg1_.reset();
|
||||
drawer_.reset();
|
||||
BoundRomTest::TearDown();
|
||||
}
|
||||
|
||||
gfx::PaletteGroup CreateTestPaletteGroup() {
|
||||
gfx::PaletteGroup group;
|
||||
gfx::SnesPalette palette;
|
||||
|
||||
// Create standard dungeon palette
|
||||
for (int i = 0; i < 16; i++) {
|
||||
int intensity = i * 16;
|
||||
palette.AddColor(gfx::SnesColor(intensity, intensity, intensity));
|
||||
}
|
||||
|
||||
group.AddPalette(palette);
|
||||
return group;
|
||||
}
|
||||
|
||||
zelda3::RoomObject CreateTestObject(int id, int x, int y, int size = 0x12, int layer = 0) {
|
||||
zelda3::RoomObject obj(id, x, y, size, layer);
|
||||
obj.set_rom(rom());
|
||||
obj.EnsureTilesLoaded();
|
||||
return obj;
|
||||
}
|
||||
|
||||
std::unique_ptr<zelda3::ObjectDrawer> drawer_;
|
||||
std::unique_ptr<gfx::BackgroundBuffer> bg1_;
|
||||
std::unique_ptr<gfx::BackgroundBuffer> bg2_;
|
||||
gfx::PaletteGroup palette_group_;
|
||||
};
|
||||
|
||||
// Test basic object drawing
|
||||
TEST_F(DungeonObjectRenderingTests, BasicObjectDrawing) {
|
||||
std::vector<zelda3::RoomObject> objects;
|
||||
objects.push_back(CreateTestObject(0x10, 5, 5, 0x12, 0)); // Wall
|
||||
objects.push_back(CreateTestObject(0x20, 10, 10, 0x22, 0)); // Floor
|
||||
|
||||
bg1_->ClearBuffer();
|
||||
bg2_->ClearBuffer();
|
||||
|
||||
auto status = drawer_->DrawObjectList(objects, *bg1_, *bg2_, palette_group_);
|
||||
ASSERT_TRUE(status.ok()) << "Drawing failed: " << status.message();
|
||||
|
||||
// Verify buffers have content
|
||||
auto& bg1_bitmap = bg1_->bitmap();
|
||||
EXPECT_TRUE(bg1_bitmap.is_active());
|
||||
EXPECT_GT(bg1_bitmap.width(), 0);
|
||||
}
|
||||
|
||||
// Test objects on different layers
|
||||
TEST_F(DungeonObjectRenderingTests, MultiLayerRendering) {
|
||||
std::vector<zelda3::RoomObject> objects;
|
||||
objects.push_back(CreateTestObject(0x10, 5, 5, 0x12, 0)); // BG1
|
||||
objects.push_back(CreateTestObject(0x20, 10, 10, 0x22, 1)); // BG2
|
||||
objects.push_back(CreateTestObject(0x30, 15, 15, 0x12, 2)); // BG3
|
||||
|
||||
bg1_->ClearBuffer();
|
||||
bg2_->ClearBuffer();
|
||||
|
||||
auto status = drawer_->DrawObjectList(objects, *bg1_, *bg2_, palette_group_);
|
||||
ASSERT_TRUE(status.ok());
|
||||
|
||||
// Both buffers should be active
|
||||
EXPECT_TRUE(bg1_->bitmap().is_active());
|
||||
EXPECT_TRUE(bg2_->bitmap().is_active());
|
||||
}
|
||||
|
||||
// Test empty object list
|
||||
TEST_F(DungeonObjectRenderingTests, EmptyObjectList) {
|
||||
std::vector<zelda3::RoomObject> objects; // Empty
|
||||
|
||||
bg1_->ClearBuffer();
|
||||
bg2_->ClearBuffer();
|
||||
|
||||
auto status = drawer_->DrawObjectList(objects, *bg1_, *bg2_, palette_group_);
|
||||
// Should succeed (drawing nothing is valid)
|
||||
EXPECT_TRUE(status.ok());
|
||||
}
|
||||
|
||||
// Test large object set
|
||||
TEST_F(DungeonObjectRenderingTests, LargeObjectSet) {
|
||||
std::vector<zelda3::RoomObject> objects;
|
||||
|
||||
// Create 100 test objects
|
||||
for (int i = 0; i < 100; i++) {
|
||||
int x = (i % 10) * 5;
|
||||
int y = (i / 10) * 5;
|
||||
objects.push_back(CreateTestObject(0x10 + (i % 20), x, y, 0x12, i % 2));
|
||||
}
|
||||
|
||||
bg1_->ClearBuffer();
|
||||
bg2_->ClearBuffer();
|
||||
|
||||
auto start = std::chrono::high_resolution_clock::now();
|
||||
auto status = drawer_->DrawObjectList(objects, *bg1_, *bg2_, palette_group_);
|
||||
auto end = std::chrono::high_resolution_clock::now();
|
||||
|
||||
ASSERT_TRUE(status.ok());
|
||||
|
||||
auto duration = std::chrono::duration_cast<std::chrono::milliseconds>(end - start);
|
||||
// Should complete in reasonable time
|
||||
EXPECT_LT(duration.count(), 1000) << "Rendered 100 objects in " << duration.count() << "ms";
|
||||
}
|
||||
|
||||
// Test boundary conditions
|
||||
TEST_F(DungeonObjectRenderingTests, BoundaryObjects) {
|
||||
std::vector<zelda3::RoomObject> objects;
|
||||
|
||||
// Objects at boundaries
|
||||
objects.push_back(CreateTestObject(0x10, 0, 0, 0x12, 0)); // Origin
|
||||
objects.push_back(CreateTestObject(0x10, 63, 63, 0x12, 0)); // Max valid
|
||||
objects.push_back(CreateTestObject(0x10, 32, 32, 0x12, 0)); // Center
|
||||
|
||||
bg1_->ClearBuffer();
|
||||
bg2_->ClearBuffer();
|
||||
|
||||
auto status = drawer_->DrawObjectList(objects, *bg1_, *bg2_, palette_group_);
|
||||
EXPECT_TRUE(status.ok());
|
||||
}
|
||||
|
||||
// Test various object types
|
||||
TEST_F(DungeonObjectRenderingTests, VariousObjectTypes) {
|
||||
// Test common object types
|
||||
std::vector<int> object_types = {
|
||||
0x00, 0x01, 0x02, 0x03, // Floor/wall objects
|
||||
0x09, 0x0A, // Diagonal objects
|
||||
0x10, 0x11, 0x12, // Standard objects
|
||||
0x20, 0x21, // Decorative objects
|
||||
0x34, // Solid block
|
||||
};
|
||||
|
||||
for (int obj_type : object_types) {
|
||||
std::vector<zelda3::RoomObject> objects;
|
||||
objects.push_back(CreateTestObject(obj_type, 10, 10, 0x12, 0));
|
||||
|
||||
bg1_->ClearBuffer();
|
||||
bg2_->ClearBuffer();
|
||||
|
||||
auto status = drawer_->DrawObjectList(objects, *bg1_, *bg2_, palette_group_);
|
||||
// Some object types might not be valid, that's okay
|
||||
if (!status.ok()) {
|
||||
std::cout << "Object type 0x" << std::hex << obj_type << std::dec
|
||||
<< " not renderable: " << status.message() << std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Test error handling
|
||||
TEST_F(DungeonObjectRenderingTests, ErrorHandling) {
|
||||
// Test with null ROM
|
||||
zelda3::ObjectDrawer null_drawer(nullptr);
|
||||
std::vector<zelda3::RoomObject> objects;
|
||||
objects.push_back(CreateTestObject(0x10, 5, 5));
|
||||
|
||||
bg1_->ClearBuffer();
|
||||
bg2_->ClearBuffer();
|
||||
|
||||
auto status = null_drawer.DrawObjectList(objects, *bg1_, *bg2_, palette_group_);
|
||||
EXPECT_FALSE(status.ok());
|
||||
EXPECT_EQ(status.code(), absl::StatusCode::kFailedPrecondition);
|
||||
}
|
||||
|
||||
} // namespace test
|
||||
} // namespace yaze
|
||||
|
||||
@@ -1,484 +0,0 @@
|
||||
#include <gtest/gtest.h>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
#include <map>
|
||||
#include <chrono>
|
||||
|
||||
#include "app/rom.h"
|
||||
#include "app/zelda3/dungeon/room.h"
|
||||
#include "app/zelda3/dungeon/room_object.h"
|
||||
#include "app/zelda3/dungeon/dungeon_object_editor.h"
|
||||
#include "app/zelda3/dungeon/object_renderer.h"
|
||||
#include "app/zelda3/dungeon/dungeon_editor_system.h"
|
||||
#include "app/gfx/snes_palette.h"
|
||||
|
||||
namespace yaze {
|
||||
namespace zelda3 {
|
||||
|
||||
/**
|
||||
* @brief Mock ROM class for testing without real ROM files
|
||||
*
|
||||
* This class provides a mock ROM implementation that can be used for testing
|
||||
* the dungeon object rendering system without requiring actual ROM files.
|
||||
*/
|
||||
class MockRom : public Rom {
|
||||
public:
|
||||
MockRom() {
|
||||
// Initialize mock ROM data
|
||||
InitializeMockData();
|
||||
}
|
||||
|
||||
~MockRom() = default;
|
||||
|
||||
// Override key methods for testing
|
||||
absl::Status LoadFromFile(const std::string& filename) {
|
||||
// Mock implementation - always succeeds
|
||||
is_loaded_ = true;
|
||||
return absl::OkStatus();
|
||||
}
|
||||
|
||||
bool is_loaded() const { return is_loaded_; }
|
||||
|
||||
size_t size() const { return mock_data_.size(); }
|
||||
|
||||
uint8_t operator[](size_t index) const {
|
||||
if (index < mock_data_.size()) {
|
||||
return mock_data_[index];
|
||||
}
|
||||
return 0xFF; // Default value for out-of-bounds
|
||||
}
|
||||
|
||||
absl::StatusOr<uint8_t> ReadByte(size_t address) const {
|
||||
if (address < mock_data_.size()) {
|
||||
return mock_data_[address];
|
||||
}
|
||||
return absl::OutOfRangeError("Address out of range");
|
||||
}
|
||||
|
||||
absl::StatusOr<uint16_t> ReadWord(size_t address) const {
|
||||
if (address + 1 < mock_data_.size()) {
|
||||
return static_cast<uint16_t>(mock_data_[address]) |
|
||||
(static_cast<uint16_t>(mock_data_[address + 1]) << 8);
|
||||
}
|
||||
return absl::OutOfRangeError("Address out of range");
|
||||
}
|
||||
|
||||
absl::Status ValidateHeader() const {
|
||||
// Mock validation - always succeeds
|
||||
return absl::OkStatus();
|
||||
}
|
||||
|
||||
// Mock palette data
|
||||
struct MockPaletteGroup {
|
||||
std::vector<gfx::SnesPalette> palettes;
|
||||
};
|
||||
|
||||
MockPaletteGroup& palette_group() { return mock_palette_group_; }
|
||||
const MockPaletteGroup& palette_group() const { return mock_palette_group_; }
|
||||
|
||||
private:
|
||||
void InitializeMockData() {
|
||||
// Create mock ROM data (2MB)
|
||||
mock_data_.resize(2 * 1024 * 1024, 0xFF);
|
||||
|
||||
// Set up mock ROM header
|
||||
mock_data_[0x7FC0] = 'Z'; // ROM name start
|
||||
mock_data_[0x7FC1] = 'E';
|
||||
mock_data_[0x7FC2] = 'L';
|
||||
mock_data_[0x7FC3] = 'D';
|
||||
mock_data_[0x7FC4] = 'A';
|
||||
mock_data_[0x7FC5] = '3';
|
||||
mock_data_[0x7FC6] = 0x00; // Version
|
||||
mock_data_[0x7FC7] = 0x00;
|
||||
mock_data_[0x7FD5] = 0x21; // ROM type
|
||||
mock_data_[0x7FD6] = 0x20; // ROM size
|
||||
mock_data_[0x7FD7] = 0x00; // SRAM size
|
||||
mock_data_[0x7FD8] = 0x00; // Country
|
||||
mock_data_[0x7FD9] = 0x00; // License
|
||||
mock_data_[0x7FDA] = 0x00; // Version
|
||||
mock_data_[0x7FDB] = 0x00;
|
||||
|
||||
// Set up mock room data pointers starting at 0x1F8000
|
||||
constexpr uint32_t kRoomDataPointersStart = 0x1F8000;
|
||||
constexpr uint32_t kRoomDataStart = 0x0A8000;
|
||||
|
||||
for (int i = 0; i < 512; i++) {
|
||||
uint32_t pointer_addr = kRoomDataPointersStart + (i * 3);
|
||||
uint32_t room_data_addr = kRoomDataStart + (i * 100); // Mock room data
|
||||
|
||||
if (pointer_addr + 2 < mock_data_.size()) {
|
||||
mock_data_[pointer_addr] = room_data_addr & 0xFF;
|
||||
mock_data_[pointer_addr + 1] = (room_data_addr >> 8) & 0xFF;
|
||||
mock_data_[pointer_addr + 2] = (room_data_addr >> 16) & 0xFF;
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize mock palette data
|
||||
InitializeMockPalettes();
|
||||
|
||||
is_loaded_ = true;
|
||||
}
|
||||
|
||||
void InitializeMockPalettes() {
|
||||
// Create mock dungeon palettes
|
||||
for (int i = 0; i < 8; i++) {
|
||||
gfx::SnesPalette palette;
|
||||
|
||||
// Create a simple 16-color palette
|
||||
for (int j = 0; j < 16; j++) {
|
||||
int intensity = j * 16;
|
||||
palette.AddColor(gfx::SnesColor(intensity, intensity, intensity));
|
||||
}
|
||||
|
||||
mock_palette_group_.palettes.push_back(palette);
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<uint8_t> mock_data_;
|
||||
MockPaletteGroup mock_palette_group_;
|
||||
bool is_loaded_ = false;
|
||||
};
|
||||
|
||||
/**
|
||||
* @brief Mock room data generator
|
||||
*/
|
||||
class MockRoomGenerator {
|
||||
public:
|
||||
static Room GenerateMockRoom(int room_id, Rom* rom) {
|
||||
Room room(room_id, rom);
|
||||
|
||||
// Set basic room properties
|
||||
room.SetPalette(room_id % 8);
|
||||
room.SetBlockset(room_id % 16);
|
||||
room.SetSpriteset(room_id % 8);
|
||||
room.SetFloor1(0x00);
|
||||
room.SetFloor2(0x00);
|
||||
room.SetMessageId(0x0000);
|
||||
|
||||
// Generate mock objects based on room type
|
||||
GenerateMockObjects(room, room_id);
|
||||
|
||||
return room;
|
||||
}
|
||||
|
||||
private:
|
||||
static void GenerateMockObjects(Room& room, int room_id) {
|
||||
// Generate different object sets based on room ID
|
||||
if (room_id == 0x0000) {
|
||||
// Ganon's room - special objects
|
||||
room.AddTileObject(RoomObject(0x10, 8, 8, 0x12, 0));
|
||||
room.AddTileObject(RoomObject(0x20, 12, 12, 0x22, 0));
|
||||
room.AddTileObject(RoomObject(0x30, 16, 16, 0x12, 1));
|
||||
} else if (room_id == 0x0002 || room_id == 0x0012) {
|
||||
// Sewer rooms - water and pipes
|
||||
room.AddTileObject(RoomObject(0x20, 5, 5, 0x22, 0));
|
||||
room.AddTileObject(RoomObject(0x40, 10, 10, 0x12, 0));
|
||||
room.AddTileObject(RoomObject(0x50, 15, 15, 0x32, 1));
|
||||
} else {
|
||||
// Standard rooms - basic objects
|
||||
room.AddTileObject(RoomObject(0x10, 5, 5, 0x12, 0));
|
||||
room.AddTileObject(RoomObject(0x20, 10, 10, 0x22, 0));
|
||||
if (room_id % 3 == 0) {
|
||||
room.AddTileObject(RoomObject(0xF9, 15, 15, 0x12, 1)); // Chest
|
||||
}
|
||||
if (room_id % 5 == 0) {
|
||||
room.AddTileObject(RoomObject(0x13, 20, 20, 0x32, 2)); // Stairs
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
class DungeonObjectRendererMockTest : public ::testing::Test {
|
||||
protected:
|
||||
void SetUp() override {
|
||||
// Create mock ROM
|
||||
mock_rom_ = std::make_unique<MockRom>();
|
||||
|
||||
// Initialize dungeon editor system with mock ROM
|
||||
dungeon_editor_system_ = std::make_unique<DungeonEditorSystem>(mock_rom_.get());
|
||||
ASSERT_TRUE(dungeon_editor_system_->Initialize().ok());
|
||||
|
||||
// Initialize object editor
|
||||
object_editor_ = std::make_shared<DungeonObjectEditor>(mock_rom_.get());
|
||||
// Note: InitializeEditor() is private, so we skip this in mock tests
|
||||
|
||||
// Initialize object renderer
|
||||
object_renderer_ = std::make_unique<ObjectRenderer>(mock_rom_.get());
|
||||
|
||||
// Generate mock room data
|
||||
ASSERT_TRUE(GenerateMockRoomData().ok());
|
||||
}
|
||||
|
||||
void TearDown() override {
|
||||
object_renderer_.reset();
|
||||
object_editor_.reset();
|
||||
dungeon_editor_system_.reset();
|
||||
mock_rom_.reset();
|
||||
}
|
||||
|
||||
absl::Status GenerateMockRoomData() {
|
||||
// Generate mock rooms for testing
|
||||
std::vector<int> test_rooms = {0x0000, 0x0001, 0x0002, 0x0010, 0x0012, 0x0020};
|
||||
|
||||
for (int room_id : test_rooms) {
|
||||
auto mock_room = MockRoomGenerator::GenerateMockRoom(room_id, mock_rom_.get());
|
||||
rooms_[room_id] = mock_room;
|
||||
|
||||
std::cout << "Generated mock room 0x" << std::hex << room_id << std::dec
|
||||
<< " with " << mock_room.GetTileObjects().size() << " objects" << std::endl;
|
||||
}
|
||||
|
||||
// Get mock palettes
|
||||
auto palette_group = mock_rom_->palette_group().palettes;
|
||||
test_palettes_ = {palette_group[0], palette_group[1], palette_group[2]};
|
||||
|
||||
return absl::OkStatus();
|
||||
}
|
||||
|
||||
// Helper methods
|
||||
RoomObject CreateMockObject(int object_id, int x, int y, int size = 0x12, int layer = 0) {
|
||||
RoomObject obj(object_id, x, y, size, layer);
|
||||
obj.set_rom(mock_rom_.get());
|
||||
obj.EnsureTilesLoaded();
|
||||
return obj;
|
||||
}
|
||||
|
||||
std::vector<RoomObject> CreateMockObjectSet() {
|
||||
std::vector<RoomObject> objects;
|
||||
objects.push_back(CreateMockObject(0x10, 5, 5, 0x12, 0)); // Wall
|
||||
objects.push_back(CreateMockObject(0x20, 10, 10, 0x22, 0)); // Floor
|
||||
objects.push_back(CreateMockObject(0xF9, 15, 15, 0x12, 1)); // Chest
|
||||
return objects;
|
||||
}
|
||||
|
||||
std::unique_ptr<MockRom> mock_rom_;
|
||||
std::unique_ptr<DungeonEditorSystem> dungeon_editor_system_;
|
||||
std::shared_ptr<DungeonObjectEditor> object_editor_;
|
||||
std::unique_ptr<ObjectRenderer> object_renderer_;
|
||||
|
||||
std::map<int, Room> rooms_;
|
||||
std::vector<gfx::SnesPalette> test_palettes_;
|
||||
};
|
||||
|
||||
// Test basic mock ROM functionality
|
||||
TEST_F(DungeonObjectRendererMockTest, MockROMBasicFunctionality) {
|
||||
EXPECT_TRUE(mock_rom_->is_loaded());
|
||||
EXPECT_GT(mock_rom_->size(), 0);
|
||||
|
||||
// Test ROM header validation
|
||||
auto header_result = mock_rom_->ValidateHeader();
|
||||
EXPECT_TRUE(header_result.ok());
|
||||
|
||||
// Test reading ROM data
|
||||
auto byte_result = mock_rom_->ReadByte(0x7FC0);
|
||||
EXPECT_TRUE(byte_result.ok());
|
||||
EXPECT_EQ(byte_result.value(), 'Z');
|
||||
|
||||
auto word_result = mock_rom_->ReadWord(0x1F8000);
|
||||
EXPECT_TRUE(word_result.ok());
|
||||
EXPECT_GT(word_result.value(), 0);
|
||||
}
|
||||
|
||||
// Test mock room generation
|
||||
TEST_F(DungeonObjectRendererMockTest, MockRoomGeneration) {
|
||||
EXPECT_GT(rooms_.size(), 0);
|
||||
|
||||
for (const auto& [room_id, room] : rooms_) {
|
||||
// Note: room_id_ is private, so we can't directly access it in tests
|
||||
EXPECT_GT(room.GetTileObjects().size(), 0);
|
||||
|
||||
std::cout << "Mock room 0x" << std::hex << room_id << std::dec
|
||||
<< " has " << room.GetTileObjects().size() << " objects" << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
// Test object rendering with mock data
|
||||
TEST_F(DungeonObjectRendererMockTest, MockObjectRendering) {
|
||||
auto mock_objects = CreateMockObjectSet();
|
||||
auto palette = test_palettes_[0];
|
||||
|
||||
auto result = object_renderer_->RenderObjects(mock_objects, palette);
|
||||
ASSERT_TRUE(result.ok()) << "Failed to render mock objects: " << result.status().message();
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_GT(bitmap.width(), 0);
|
||||
EXPECT_GT(bitmap.height(), 0);
|
||||
}
|
||||
|
||||
// Test mock room object rendering
|
||||
TEST_F(DungeonObjectRendererMockTest, MockRoomObjectRendering) {
|
||||
for (const auto& [room_id, room] : rooms_) {
|
||||
const auto& objects = room.GetTileObjects();
|
||||
|
||||
auto result = object_renderer_->RenderObjects(objects, test_palettes_[0]);
|
||||
ASSERT_TRUE(result.ok()) << "Failed to render mock room 0x" << std::hex << room_id << std::dec;
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_GT(bitmap.width(), 0);
|
||||
EXPECT_GT(bitmap.height(), 0);
|
||||
|
||||
std::cout << "Successfully rendered mock room 0x" << std::hex << room_id << std::dec
|
||||
<< " with " << objects.size() << " objects" << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
// Test mock object editor functionality
|
||||
TEST_F(DungeonObjectRendererMockTest, MockObjectEditorFunctionality) {
|
||||
// Load a mock room
|
||||
ASSERT_TRUE(object_editor_->LoadRoom(0x0000).ok());
|
||||
|
||||
// Add objects
|
||||
ASSERT_TRUE(object_editor_->InsertObject(5, 5, 0x10, 0x12, 0).ok());
|
||||
ASSERT_TRUE(object_editor_->InsertObject(10, 10, 0x20, 0x22, 1).ok());
|
||||
|
||||
// Get objects and render them
|
||||
const auto& objects = object_editor_->GetObjects();
|
||||
EXPECT_GT(objects.size(), 0);
|
||||
|
||||
auto result = object_renderer_->RenderObjects(objects, test_palettes_[0]);
|
||||
ASSERT_TRUE(result.ok()) << "Failed to render objects from mock editor";
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_GT(bitmap.width(), 0);
|
||||
EXPECT_GT(bitmap.height(), 0);
|
||||
}
|
||||
|
||||
// Test mock object editor undo/redo
|
||||
TEST_F(DungeonObjectRendererMockTest, MockObjectEditorUndoRedo) {
|
||||
// Load a mock room and add objects
|
||||
ASSERT_TRUE(object_editor_->LoadRoom(0x0000).ok());
|
||||
ASSERT_TRUE(object_editor_->InsertObject(5, 5, 0x10, 0x12, 0).ok());
|
||||
ASSERT_TRUE(object_editor_->InsertObject(10, 10, 0x20, 0x22, 1).ok());
|
||||
|
||||
auto objects_before = object_editor_->GetObjects();
|
||||
|
||||
// Undo one operation
|
||||
ASSERT_TRUE(object_editor_->Undo().ok());
|
||||
auto objects_after = object_editor_->GetObjects();
|
||||
EXPECT_EQ(objects_after.size(), objects_before.size() - 1);
|
||||
|
||||
// Redo the operation
|
||||
ASSERT_TRUE(object_editor_->Redo().ok());
|
||||
auto objects_redo = object_editor_->GetObjects();
|
||||
EXPECT_EQ(objects_redo.size(), objects_before.size());
|
||||
}
|
||||
|
||||
// Test mock dungeon editor system integration
|
||||
TEST_F(DungeonObjectRendererMockTest, MockDungeonEditorSystemIntegration) {
|
||||
// Set current room
|
||||
ASSERT_TRUE(dungeon_editor_system_->SetCurrentRoom(0x0000).ok());
|
||||
|
||||
// Get object editor from system
|
||||
auto system_object_editor = dungeon_editor_system_->GetObjectEditor();
|
||||
ASSERT_NE(system_object_editor, nullptr);
|
||||
|
||||
// Add objects through the system
|
||||
ASSERT_TRUE(system_object_editor->InsertObject(5, 5, 0x10, 0x12, 0).ok());
|
||||
ASSERT_TRUE(system_object_editor->InsertObject(10, 10, 0x20, 0x22, 1).ok());
|
||||
|
||||
// Get objects and render them
|
||||
const auto& objects = system_object_editor->GetObjects();
|
||||
ASSERT_GT(objects.size(), 0);
|
||||
|
||||
auto result = object_renderer_->RenderObjects(objects, test_palettes_[0]);
|
||||
ASSERT_TRUE(result.ok()) << "Failed to render objects from mock system";
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_GT(bitmap.width(), 0);
|
||||
EXPECT_GT(bitmap.height(), 0);
|
||||
}
|
||||
|
||||
// Test mock performance
|
||||
TEST_F(DungeonObjectRendererMockTest, MockPerformanceTest) {
|
||||
auto mock_objects = CreateMockObjectSet();
|
||||
auto palette = test_palettes_[0];
|
||||
|
||||
auto start_time = std::chrono::high_resolution_clock::now();
|
||||
|
||||
// Render objects multiple times
|
||||
for (int i = 0; i < 100; i++) {
|
||||
auto result = object_renderer_->RenderObjects(mock_objects, palette);
|
||||
ASSERT_TRUE(result.ok());
|
||||
}
|
||||
|
||||
auto end_time = std::chrono::high_resolution_clock::now();
|
||||
auto duration = std::chrono::duration_cast<std::chrono::milliseconds>(end_time - start_time);
|
||||
|
||||
// Should complete in reasonable time (less than 1000ms for 100 renders)
|
||||
EXPECT_LT(duration.count(), 1000) << "Mock rendering too slow: " << duration.count() << "ms";
|
||||
|
||||
std::cout << "Mock performance test: 100 renders took " << duration.count() << "ms" << std::endl;
|
||||
}
|
||||
|
||||
// Test mock error handling
|
||||
TEST_F(DungeonObjectRendererMockTest, MockErrorHandling) {
|
||||
// Test with empty object list
|
||||
std::vector<RoomObject> empty_objects;
|
||||
auto result = object_renderer_->RenderObjects(empty_objects, test_palettes_[0]);
|
||||
// Should either succeed with empty bitmap or fail gracefully
|
||||
if (!result.ok()) {
|
||||
EXPECT_TRUE(absl::IsInvalidArgument(result.status()) ||
|
||||
absl::IsFailedPrecondition(result.status()));
|
||||
}
|
||||
|
||||
// Test with invalid object (no ROM set)
|
||||
RoomObject invalid_object(0x10, 5, 5, 0x12, 0);
|
||||
// Don't set ROM - this should cause an error
|
||||
std::vector<RoomObject> invalid_objects = {invalid_object};
|
||||
|
||||
result = object_renderer_->RenderObjects(invalid_objects, test_palettes_[0]);
|
||||
// May succeed or fail depending on implementation - just ensure it doesn't crash
|
||||
// EXPECT_FALSE(result.ok());
|
||||
}
|
||||
|
||||
// Test mock object type validation
|
||||
TEST_F(DungeonObjectRendererMockTest, MockObjectTypeValidation) {
|
||||
std::vector<int> object_types = {0x10, 0x20, 0x30, 0xF9, 0x13, 0x17};
|
||||
|
||||
for (int object_type : object_types) {
|
||||
auto object = CreateMockObject(object_type, 10, 10, 0x12, 0);
|
||||
std::vector<RoomObject> objects = {object};
|
||||
|
||||
auto result = object_renderer_->RenderObjects(objects, test_palettes_[0]);
|
||||
|
||||
if (result.ok()) {
|
||||
auto bitmap = std::move(result.value());
|
||||
EXPECT_GT(bitmap.width(), 0);
|
||||
EXPECT_GT(bitmap.height(), 0);
|
||||
|
||||
std::cout << "Mock object type 0x" << std::hex << object_type << std::dec
|
||||
<< " rendered successfully" << std::endl;
|
||||
} else {
|
||||
std::cout << "Mock object type 0x" << std::hex << object_type << std::dec
|
||||
<< " failed to render: " << result.status().message() << std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Test mock cache functionality
|
||||
TEST_F(DungeonObjectRendererMockTest, MockCacheFunctionality) {
|
||||
auto mock_objects = CreateMockObjectSet();
|
||||
auto palette = test_palettes_[0];
|
||||
|
||||
// Reset performance stats
|
||||
object_renderer_->ResetPerformanceStats();
|
||||
|
||||
// First render (should miss cache)
|
||||
auto result1 = object_renderer_->RenderObjects(mock_objects, palette);
|
||||
ASSERT_TRUE(result1.ok());
|
||||
|
||||
auto stats1 = object_renderer_->GetPerformanceStats();
|
||||
|
||||
// Second render with same objects (should hit cache)
|
||||
auto result2 = object_renderer_->RenderObjects(mock_objects, palette);
|
||||
ASSERT_TRUE(result2.ok());
|
||||
|
||||
auto stats2 = object_renderer_->GetPerformanceStats();
|
||||
EXPECT_GE(stats2.cache_hits, stats1.cache_hits);
|
||||
|
||||
std::cout << "Mock cache test: " << stats2.cache_hits << " hits, "
|
||||
<< stats2.cache_misses << " misses" << std::endl;
|
||||
}
|
||||
|
||||
} // namespace zelda3
|
||||
} // namespace yaze
|
||||
@@ -1,11 +1,12 @@
|
||||
#include "test_dungeon_objects.h"
|
||||
#include "mocks/mock_rom.h"
|
||||
#include "app/zelda3/dungeon/object_parser.h"
|
||||
#include "app/zelda3/dungeon/object_renderer.h"
|
||||
#include "app/zelda3/dungeon/object_drawer.h"
|
||||
#include "app/zelda3/dungeon/room_object.h"
|
||||
#include "app/zelda3/dungeon/room_layout.h"
|
||||
#include "app/gfx/snes_color.h"
|
||||
#include "app/gfx/snes_palette.h"
|
||||
#include "app/gfx/background_buffer.h"
|
||||
#include "testing.h"
|
||||
|
||||
#include <vector>
|
||||
@@ -116,8 +117,8 @@ TEST_F(TestDungeonObjects, ObjectParserBasicTest) {
|
||||
EXPECT_FALSE(result->empty());
|
||||
}
|
||||
|
||||
TEST_F(TestDungeonObjects, ObjectRendererBasicTest) {
|
||||
zelda3::ObjectRenderer renderer(test_rom_.get());
|
||||
TEST_F(TestDungeonObjects, ObjectDrawerBasicTest) {
|
||||
zelda3::ObjectDrawer drawer(test_rom_.get());
|
||||
|
||||
// Create test object
|
||||
auto room_object = zelda3::RoomObject(kTestObjectId, 0, 0, 0x12, 0);
|
||||
@@ -129,11 +130,16 @@ TEST_F(TestDungeonObjects, ObjectRendererBasicTest) {
|
||||
for (int i = 0; i < 16; i++) {
|
||||
palette.AddColor(gfx::SnesColor(i * 16, i * 16, i * 16));
|
||||
}
|
||||
gfx::PaletteGroup palette_group;
|
||||
palette_group.AddPalette(palette);
|
||||
|
||||
auto result = renderer.RenderObject(room_object, palette);
|
||||
ASSERT_TRUE(result.ok());
|
||||
EXPECT_GT(result->width(), 0);
|
||||
EXPECT_GT(result->height(), 0);
|
||||
// Create background buffers
|
||||
gfx::BackgroundBuffer bg1(512, 512);
|
||||
gfx::BackgroundBuffer bg2(512, 512);
|
||||
|
||||
auto status = drawer.DrawObject(room_object, bg1, bg2, palette_group);
|
||||
ASSERT_TRUE(status.ok()) << "Drawing failed: " << status.message();
|
||||
EXPECT_GT(bg1.bitmap().width(), 0);
|
||||
}
|
||||
|
||||
TEST_F(TestDungeonObjects, RoomObjectTileLoadingTest) {
|
||||
@@ -182,8 +188,8 @@ TEST_F(TestDungeonObjects, RoomObjectTileAccessTest) {
|
||||
EXPECT_FALSE(bad_tile_result.ok());
|
||||
}
|
||||
|
||||
TEST_F(TestDungeonObjects, ObjectRendererGraphicsSheetTest) {
|
||||
zelda3::ObjectRenderer renderer(test_rom_.get());
|
||||
TEST_F(TestDungeonObjects, ObjectDrawerGraphicsSheetTest) {
|
||||
zelda3::ObjectDrawer drawer(test_rom_.get());
|
||||
|
||||
// Create test object
|
||||
auto room_object = zelda3::RoomObject(kTestObjectId, 0, 0, 0x12, 0);
|
||||
@@ -195,16 +201,21 @@ TEST_F(TestDungeonObjects, ObjectRendererGraphicsSheetTest) {
|
||||
for (int i = 0; i < 16; i++) {
|
||||
palette.AddColor(gfx::SnesColor(i * 16, i * 16, i * 16));
|
||||
}
|
||||
gfx::PaletteGroup palette_group;
|
||||
palette_group.AddPalette(palette);
|
||||
|
||||
// Test rendering with graphics sheet lookup
|
||||
auto result = renderer.RenderObject(room_object, palette);
|
||||
ASSERT_TRUE(result.ok());
|
||||
// Create background buffers
|
||||
gfx::BackgroundBuffer bg1(512, 512);
|
||||
gfx::BackgroundBuffer bg2(512, 512);
|
||||
|
||||
auto bitmap = std::move(result.value());
|
||||
// Test drawing with graphics sheet lookup
|
||||
auto status = drawer.DrawObject(room_object, bg1, bg2, palette_group);
|
||||
ASSERT_TRUE(status.ok()) << "Drawing failed: " << status.message();
|
||||
|
||||
auto& bitmap = bg1.bitmap();
|
||||
EXPECT_TRUE(bitmap.is_active());
|
||||
EXPECT_NE(bitmap.surface(), nullptr);
|
||||
EXPECT_GT(bitmap.width(), 0);
|
||||
EXPECT_GT(bitmap.height(), 0);
|
||||
}
|
||||
|
||||
TEST_F(TestDungeonObjects, BitmapCopySemanticsTest) {
|
||||
|
||||
Reference in New Issue
Block a user