feat: Refactor Dungeon Rendering to Use Room-Specific Background Buffers
- Updated DungeonCanvasViewer to check and render room-specific graphics, improving rendering efficiency. - Enhanced LoadAndRenderRoomGraphics to include detailed logging for better debugging. - Refactored room rendering methods to utilize individual background buffers instead of global arena buffers, ensuring accurate graphics representation. - Improved room diagnostic functionality to verify background buffer states specific to each room. - Added critical checks and logging in BackgroundBuffer to ensure proper tile rendering and bitmap management.
This commit is contained in:
@@ -102,8 +102,17 @@ void DungeonCanvasViewer::DrawDungeonCanvas(int room_id) {
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if (rooms_ && rom_->is_loaded()) {
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auto& room = (*rooms_)[room_id];
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// Automatically load room graphics if not already loaded
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if (room.blocks().empty()) {
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// Check if THIS ROOM's buffers need rendering (not global arena!)
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auto& bg1_bitmap = room.bg1_buffer().bitmap();
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bool needs_render = !bg1_bitmap.is_active() || bg1_bitmap.width() == 0;
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printf("[DrawCanvas] Room %d: needs_render=%d, bg1_active=%d, blocks=%zu, objects=%zu\n",
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room_id, needs_render, bg1_bitmap.is_active(),
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room.blocks().size(), room.GetTileObjects().size());
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// Render immediately if needed
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if (needs_render) {
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printf("[DrawCanvas] Rendering room %d graphics...\n", room_id);
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(void)LoadAndRenderRoomGraphics(room_id);
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}
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@@ -112,10 +121,7 @@ void DungeonCanvasViewer::DrawDungeonCanvas(int room_id) {
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room.LoadObjects();
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}
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// NOTE: Don't draw objects here - RenderRoomBackgroundLayers() already does it
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// via room.RenderRoomGraphics() which calls RenderObjectsToBackground()
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// Render background layers from arena buffers
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// Render the room's background layers
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RenderRoomBackgroundLayers(room_id);
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// Render room objects with proper graphics (old system as fallback)
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@@ -558,22 +564,30 @@ void DungeonCanvasViewer::CalculateWallDimensions(const zelda3::RoomObject& obje
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// Room graphics management methods
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absl::Status DungeonCanvasViewer::LoadAndRenderRoomGraphics(int room_id) {
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printf("[LoadAndRender] START room_id=%d\n", room_id);
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if (room_id < 0 || room_id >= 128) {
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printf("[LoadAndRender] ERROR: Invalid room ID\n");
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return absl::InvalidArgumentError("Invalid room ID");
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}
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if (!rom_ || !rom_->is_loaded()) {
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printf("[LoadAndRender] ERROR: ROM not loaded\n");
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return absl::FailedPreconditionError("ROM not loaded");
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}
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if (!rooms_) {
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printf("[LoadAndRender] ERROR: Room data not available\n");
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return absl::FailedPreconditionError("Room data not available");
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}
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auto& room = (*rooms_)[room_id];
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printf("[LoadAndRender] Got room reference\n");
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// Load room graphics with proper blockset
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printf("[LoadAndRender] Loading graphics for blockset %d\n", room.blockset);
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room.LoadRoomGraphics(room.blockset);
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printf("[LoadAndRender] Graphics loaded\n");
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// Load the room's palette with bounds checking
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if (room.palette < rom_->paletteset_ids.size() &&
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@@ -586,16 +600,22 @@ absl::Status DungeonCanvasViewer::LoadAndRenderRoomGraphics(int room_id) {
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auto full_palette = rom_->palette_group().dungeon_main[current_palette_group_id_];
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ASSIGN_OR_RETURN(current_palette_group_,
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gfx::CreatePaletteGroupFromLargePalette(full_palette));
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printf("[LoadAndRender] Palette loaded: group_id=%zu\n", current_palette_group_id_);
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}
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}
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}
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// Render the room graphics to the graphics arena
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printf("[LoadAndRender] Calling room.RenderRoomGraphics()...\n");
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room.RenderRoomGraphics();
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printf("[LoadAndRender] RenderRoomGraphics() complete\n");
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// Update the background layers with proper palette
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printf("[LoadAndRender] Updating background layers...\n");
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RETURN_IF_ERROR(UpdateRoomBackgroundLayers(room_id));
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printf("[LoadAndRender] UpdateRoomBackgroundLayers() complete\n");
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printf("[LoadAndRender] SUCCESS\n");
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return absl::OkStatus();
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}
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@@ -655,86 +675,53 @@ absl::Status DungeonCanvasViewer::UpdateRoomBackgroundLayers(int room_id) {
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}
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void DungeonCanvasViewer::RenderRoomBackgroundLayers(int room_id) {
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if (room_id < 0 || room_id >= 128) {
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printf("[Canvas] Invalid room_id: %d\n", room_id);
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return;
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}
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if (room_id < 0 || room_id >= 128 || !rooms_) return;
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if (!rom_ || !rom_->is_loaded()) {
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printf("[Canvas] ROM not loaded\n");
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return;
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}
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auto& room = (*rooms_)[room_id];
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if (!rooms_) {
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printf("[Canvas] Rooms pointer is null\n");
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return;
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}
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// Use THIS room's own buffers, not global arena!
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auto& bg1_bitmap = room.bg1_buffer().bitmap();
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auto& bg2_bitmap = room.bg2_buffer().bitmap();
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// Get canvas dimensions
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int canvas_width = canvas_.width();
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int canvas_height = canvas_.height();
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printf("[Canvas] Canvas size: %dx%d\n", canvas_width, canvas_height);
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if (canvas_width <= 0 || canvas_height <= 0) {
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printf("[Canvas] Invalid canvas dimensions\n");
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return;
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}
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// Render BG1 (background layer 1) - main room graphics
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auto& bg1_bitmap = gfx::Arena::Get().bg1().bitmap();
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printf("[Canvas] BG1: active=%d, size=%dx%d, texture=%p\n",
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bg1_bitmap.is_active(), bg1_bitmap.width(), bg1_bitmap.height(),
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(void*)bg1_bitmap.texture());
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printf("[RenderLayers] Room %d: BG1 active=%d, texture=%p\n",
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room_id, bg1_bitmap.is_active(), (void*)bg1_bitmap.texture());
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if (bg1_bitmap.is_active() && bg1_bitmap.width() > 0 && bg1_bitmap.height() > 0) {
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// Ensure texture exists
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if (!bg1_bitmap.texture()) {
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printf("[Canvas] WARNING: BG1 has no texture, creating...\n");
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printf("[RenderLayers] Creating BG1 texture...\n");
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core::Renderer::Get().RenderBitmap(&bg1_bitmap);
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}
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printf("[RenderLayers] Drawing BG1 bitmap: %dx%d, texture=%p\n",
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bg1_bitmap.width(), bg1_bitmap.height(), (void*)bg1_bitmap.texture());
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// Scale to fit canvas
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float scale_x = static_cast<float>(canvas_width) / bg1_bitmap.width();
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float scale_y = static_cast<float>(canvas_height) / bg1_bitmap.height();
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float scale = std::min(scale_x, scale_y);
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// DEBUG: Check SDL texture format
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Uint32 format;
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int access, w, h;
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if (SDL_QueryTexture(bg1_bitmap.texture(), &format, &access, &w, &h) == 0) {
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printf("[RenderLayers] BG1 texture format: %s (%u), access: %d, size: %dx%d\n",
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SDL_GetPixelFormatName(format), format, access, w, h);
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}
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int scaled_width = static_cast<int>(bg1_bitmap.width() * scale);
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int scaled_height = static_cast<int>(bg1_bitmap.height() * scale);
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int offset_x = (canvas_width - scaled_width) / 2;
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int offset_y = (canvas_height - scaled_height) / 2;
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printf("[Canvas] Drawing BG1 at offset=(%d,%d), scaled_size=%dx%d, scale=%.2f\n",
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offset_x, offset_y, scaled_width, scaled_height, scale);
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canvas_.DrawBitmap(bg1_bitmap, offset_x, offset_y, scale, 255);
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canvas_.DrawBitmap(bg1_bitmap, 0, 0, 1.0f, 255);
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} else {
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printf("[Canvas] BG1 not ready for rendering\n");
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printf("[RenderLayers] BG1 not ready: active=%d, w=%d, h=%d\n",
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bg1_bitmap.is_active(), bg1_bitmap.width(), bg1_bitmap.height());
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}
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// Render BG2 (background layer 2) - sprite graphics (overlay)
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auto& bg2_bitmap = gfx::Arena::Get().bg2().bitmap();
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if (bg2_bitmap.is_active() && bg2_bitmap.width() > 0 && bg2_bitmap.height() > 0) {
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if (!bg2_bitmap.texture()) {
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core::Renderer::Get().RenderBitmap(&bg2_bitmap);
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}
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float scale_x = static_cast<float>(canvas_width) / bg2_bitmap.width();
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float scale_y = static_cast<float>(canvas_height) / bg2_bitmap.height();
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float scale = std::min(scale_x, scale_y);
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int scaled_width = static_cast<int>(bg2_bitmap.width() * scale);
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int scaled_height = static_cast<int>(bg2_bitmap.height() * scale);
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int offset_x = (canvas_width - scaled_width) / 2;
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int offset_y = (canvas_height - scaled_height) / 2;
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printf("[Canvas] Drawing BG2 at offset=(%d,%d), scaled_size=%dx%d, scale=%.2f\n",
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offset_x, offset_y, scaled_width, scaled_height, scale);
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canvas_.DrawBitmap(bg2_bitmap, offset_x, offset_y, scale, 200);
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canvas_.DrawBitmap(bg2_bitmap, 0, 0, 1.0f, 200);
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}
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printf("[Canvas] RenderRoomBackgroundLayers complete\n");
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// TEST: Draw a bright red rectangle to verify canvas drawing works
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ImDrawList* draw_list = ImGui::GetWindowDrawList();
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ImVec2 canvas_pos = ImGui::GetCursorScreenPos();
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draw_list->AddRectFilled(
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ImVec2(canvas_pos.x + 50, canvas_pos.y + 50),
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ImVec2(canvas_pos.x + 150, canvas_pos.y + 150),
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IM_COL32(255, 0, 0, 255)); // Bright red
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}
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} // namespace yaze::editor
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@@ -35,53 +35,90 @@ void BackgroundBuffer::ClearBuffer() { std::ranges::fill(buffer_, 0); }
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void BackgroundBuffer::DrawTile(const TileInfo& tile, uint8_t* canvas,
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const uint8_t* tiledata, int indexoffset) {
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int tx = (tile.id_ / 16 * 512) + ((tile.id_ & 0xF) * 4);
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// tiledata is a 128-pixel-wide indexed bitmap (16 tiles/row * 8 pixels/tile)
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// Calculate tile position in the tilesheet
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int tile_x = (tile.id_ % 16) * 8; // 16 tiles per row, 8 pixels per tile
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int tile_y = (tile.id_ / 16) * 8; // Each row is 16 tiles
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// Clamp palette to 0-5 (90 colors / 16 = 5.625, so max palette is 5)
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// Palettes 6-7 would require colors 96-127, which don't exist in dungeon palettes
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uint8_t clamped_palette = tile.palette_ & 0x07; // Get palette 0-7
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if (clamped_palette > 5) {
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clamped_palette = clamped_palette % 6; // Wrap palette 6->0, 7->1
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// Dungeon graphics are 3BPP: 8 colors per palette (0-7, 8-15, 16-23, etc.)
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// NOT 4BPP which would be 16 colors per palette!
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// Clamp palette to 0-10 (90 colors / 8 = 11.25, so max palette is 10)
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uint8_t clamped_palette = tile.palette_ & 0x0F;
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if (clamped_palette > 10) {
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clamped_palette = clamped_palette % 11;
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}
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uint8_t palnibble = (uint8_t)(clamped_palette << 4);
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uint8_t r = tile.horizontal_mirror_ ? 1 : 0;
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// For 3BPP: palette offset = palette * 8 (not * 16!)
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uint8_t palette_offset = (uint8_t)(clamped_palette * 8);
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for (int yl = 0; yl < 512; yl += 64) {
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int my = indexoffset + (tile.vertical_mirror_ ? 448 - yl : yl);
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for (int xl = 0; xl < 4; xl++) {
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int mx = 2 * (tile.horizontal_mirror_ ? 3 - xl : xl);
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uint8_t pixel = tiledata[tx + yl + xl];
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int index = mx + my;
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canvas[index + r ^ 1] = (uint8_t)((pixel & 0x0F) | palnibble);
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canvas[index + r] = (uint8_t)((pixel >> 4) | palnibble);
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// Copy 8x8 pixels from tiledata to canvas
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for (int py = 0; py < 8; py++) {
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for (int px = 0; px < 8; px++) {
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// Apply mirroring
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int src_x = tile.horizontal_mirror_ ? (7 - px) : px;
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int src_y = tile.vertical_mirror_ ? (7 - py) : py;
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// Read pixel from tiledata (128-pixel-wide bitmap)
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int src_index = (tile_y + src_y) * 128 + (tile_x + src_x);
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uint8_t pixel_index = tiledata[src_index];
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// Apply palette offset and write to canvas
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// For 3BPP: final color = base_pixel (0-7) + palette_offset (0, 8, 16, 24, ...)
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uint8_t final_color = pixel_index + palette_offset;
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int dest_index = indexoffset + (py * width_) + px;
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canvas[dest_index] = final_color;
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}
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}
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}
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void BackgroundBuffer::DrawBackground(std::span<uint8_t> gfx16_data) {
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// Initialize bitmap
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bitmap_.Create(width_, height_, 8, std::vector<uint8_t>(width_ * height_, 0));
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int tiles_w = width_ / 8;
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int tiles_h = height_ / 8;
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if ((int)buffer_.size() < tiles_w * tiles_h) {
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buffer_.resize(tiles_w * tiles_h);
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}
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// CRITICAL: Always create a fresh bitmap for each DrawBackground call
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// This ensures we're rendering the current tilemap state, not stale data
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printf("[BG:DrawBackground] Creating fresh bitmap for rendering\n");
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bitmap_.Create(width_, height_, 8, std::vector<uint8_t>(width_ * height_, 0));
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// DEBUG: Check if gfx16_data has actual graphics
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if (gfx16_data.size() < 100) {
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printf("[BG:DrawBackground] WARNING: gfx16_data is too small (%zu bytes)\n", gfx16_data.size());
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} else {
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// Sample first 32 bytes
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printf("[BG:DrawBackground] gfx16_data size=%zu, first 32 bytes: ", gfx16_data.size());
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for (size_t i = 0; i < 32 && i < gfx16_data.size(); i++) {
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printf("%02X ", gfx16_data[i]);
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}
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printf("\n");
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}
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// For each tile on the tile buffer
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int drawn_count = 0;
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for (int yy = 0; yy < tiles_h; yy++) {
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for (int xx = 0; xx < tiles_w; xx++) {
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uint16_t word = buffer_[xx + yy * tiles_w];
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// Prevent draw if tile == 0xFFFF since it's 0 indexed
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if (word == 0xFFFF) continue;
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auto tile = gfx::WordToTileInfo(word);
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DrawTile(tile, bitmap_.mutable_data().data(), gfx16_data.data(),
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(yy * 512) + (xx * 8));
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// Calculate pixel offset for tile position (xx, yy) in the 512x512 bitmap
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// Each tile is 8x8, so pixel Y = yy * 8, pixel X = xx * 8
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// Linear offset = (pixel_y * width) + pixel_x = (yy * 8 * 512) + (xx * 8)
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int tile_offset = (yy * 8 * width_) + (xx * 8);
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DrawTile(tile, bitmap_.mutable_data().data(), gfx16_data.data(), tile_offset);
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drawn_count++;
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}
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}
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// CRITICAL: Sync bitmap data back to SDL surface!
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// DrawTile() writes to bitmap_.mutable_data(), but the SDL surface needs updating
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if (bitmap_.surface() && bitmap_.mutable_data().size() > 0) {
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SDL_LockSurface(bitmap_.surface());
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memcpy(bitmap_.surface()->pixels, bitmap_.mutable_data().data(), bitmap_.mutable_data().size());
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SDL_UnlockSurface(bitmap_.surface());
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}
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}
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void BackgroundBuffer::DrawFloor(const std::vector<uint8_t>& rom_data,
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@@ -260,9 +260,12 @@ void Room::CopyRoomGraphicsToBuffer() {
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int buffer_index = data + block_offset;
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if (buffer_index >= 0 && buffer_index < static_cast<int>(gfx_buffer_data->size())) {
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uint8_t map_byte = (*gfx_buffer_data)[buffer_index];
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if (i < 4) {
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map_byte += kGfxBufferRoomSpriteLastLineOffset;
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}
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// NOTE: DO NOT apply sprite offset here!
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// current_gfx16_ holds pixel data (palette indices 0-7), not tile IDs.
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// The 0x88 offset is for tile IDs in tilemaps, not raw pixel data.
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// if (i < 4) {
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// map_byte += kGfxBufferRoomSpriteLastLineOffset;
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// }
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// Validate current_gfx16_ access
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int gfx_index = data + sheet_pos;
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@@ -280,75 +283,45 @@ void Room::CopyRoomGraphicsToBuffer() {
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}
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void Room::RenderRoomGraphics() {
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std::printf("\n=== RenderRoomGraphics Room %d ===\n", room_id_);
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CopyRoomGraphicsToBuffer();
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std::printf("1. Graphics buffer copied\n");
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gfx::Arena::Get().bg1().DrawFloor(rom()->vector(), tile_address,
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tile_address_floor, floor1_graphics_);
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gfx::Arena::Get().bg2().DrawFloor(rom()->vector(), tile_address,
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tile_address_floor, floor2_graphics_);
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std::printf("2. Floor pattern drawn\n");
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bg1_buffer_.DrawFloor(rom()->vector(), tile_address,
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tile_address_floor, floor1_graphics_);
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bg2_buffer_.DrawFloor(rom()->vector(), tile_address,
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tile_address_floor, floor2_graphics_);
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// Render layout and object tiles to background buffers
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RenderObjectsToBackground();
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std::printf("3. Objects rendered to buffer\n");
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gfx::Arena::Get().bg1().DrawBackground(std::span<uint8_t>(current_gfx16_));
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gfx::Arena::Get().bg2().DrawBackground(std::span<uint8_t>(current_gfx16_));
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std::printf("4. Background drawn from buffer\n");
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bg1_buffer_.DrawBackground(std::span<uint8_t>(current_gfx16_));
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bg2_buffer_.DrawBackground(std::span<uint8_t>(current_gfx16_));
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auto& bg1_bmp = gfx::Arena::Get().bg1().bitmap();
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auto& bg2_bmp = gfx::Arena::Get().bg2().bitmap();
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std::printf("5. BG1 bitmap: active=%d, size=%dx%d, data_size=%zu\n",
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bg1_bmp.is_active(), bg1_bmp.width(), bg1_bmp.height(), bg1_bmp.vector().size());
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// Get the palette for this room - just use the 90-color palette as-is
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// The SNES will index into this palette correctly without needing expansion
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auto& bg1_bmp = bg1_buffer_.bitmap();
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auto& bg2_bmp = bg2_buffer_.bitmap();
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// Get and apply palette FIRST (before marking modified)
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auto& dungeon_pal_group = rom()->mutable_palette_group()->dungeon_main;
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int num_palettes = dungeon_pal_group.size();
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int palette_id = palette;
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std::printf("5a. Dungeon palette group has %d palettes total\n", num_palettes);
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// Validate palette ID and fall back to palette 0 if invalid
|
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if (palette_id < 0 || palette_id >= num_palettes) {
|
||||
std::printf("5a. WARNING: palette_id %d is out of bounds [0, %d), using palette 0\n",
|
||||
std::printf("5. WARNING: palette_id %d is out of bounds [0, %d), using palette 0\n",
|
||||
palette_id, num_palettes);
|
||||
palette_id = 0;
|
||||
}
|
||||
|
||||
// Load the 90-color dungeon palette directly
|
||||
// The palette contains colors for BG layers - sprite colors are handled separately
|
||||
auto bg1_palette = dungeon_pal_group[palette_id]; // Use operator[] to get a proper reference
|
||||
|
||||
std::printf("5a. Palette loaded: room palette_id=%d (requested=%d), size=%zu colors\n",
|
||||
palette_id, palette, bg1_palette.size());
|
||||
auto bg1_palette = dungeon_pal_group[palette_id];
|
||||
|
||||
// CRITICAL: Only apply palette if it's valid
|
||||
if (bg1_palette.size() > 0) {
|
||||
bg1_bmp.SetPaletteWithTransparent(bg1_palette, 0);
|
||||
bg2_bmp.SetPaletteWithTransparent(bg1_palette, 0);
|
||||
std::printf("5b. Palette applied to bitmaps\n");
|
||||
} else {
|
||||
std::printf("5b. WARNING: Palette is empty, skipping SetPalette\n");
|
||||
// Use SetPalette() to apply the FULL 90-color dungeon palette
|
||||
// SetPaletteWithTransparent() only extracts 8 colors, which is wrong for dungeons!
|
||||
bg1_bmp.SetPalette(bg1_palette);
|
||||
bg2_bmp.SetPalette(bg1_palette);
|
||||
}
|
||||
|
||||
// ALWAYS recreate textures when palette changes (UpdateBitmap doesn't update palette!)
|
||||
std::printf("6. Recreating bitmap textures with new palette\n");
|
||||
core::Renderer::Get().CreateAndRenderBitmap(
|
||||
0x200, 0x200, 8, gfx::Arena::Get().bg1().bitmap().vector(),
|
||||
gfx::Arena::Get().bg1().bitmap(), bg1_palette);
|
||||
core::Renderer::Get().CreateAndRenderBitmap(
|
||||
0x200, 0x200, 8, gfx::Arena::Get().bg2().bitmap().vector(),
|
||||
gfx::Arena::Get().bg2().bitmap(), bg1_palette);
|
||||
|
||||
std::printf("7. BG1 has texture: %d\n", bg1_bmp.texture() != nullptr);
|
||||
std::printf("=== RenderRoomGraphics Complete ===\n\n");
|
||||
|
||||
// Run comprehensive diagnostic
|
||||
DiagnoseRoomRendering(*this, room_id_);
|
||||
// CRITICAL: Recreate textures with the palette applied!
|
||||
core::Renderer::Get().RenderBitmap(&bg1_buffer_.bitmap());
|
||||
core::Renderer::Get().RenderBitmap(&bg2_buffer_.bitmap());
|
||||
}
|
||||
|
||||
void Room::RenderObjectsToBackground() {
|
||||
@@ -359,9 +332,9 @@ void Room::RenderObjectsToBackground() {
|
||||
|
||||
std::printf("RenderObjectsToBackground: Room %d has %zu objects\n", room_id_, tile_objects_.size());
|
||||
|
||||
// Get references to the background buffers
|
||||
auto& bg1 = gfx::Arena::Get().bg1();
|
||||
auto& bg2 = gfx::Arena::Get().bg2();
|
||||
// Get references to THIS room's background buffers
|
||||
auto& bg1 = bg1_buffer_;
|
||||
auto& bg2 = bg2_buffer_;
|
||||
|
||||
// Render tile objects to their respective layers
|
||||
int rendered_count = 0;
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
#include <vector>
|
||||
|
||||
#include "app/rom.h"
|
||||
#include "app/gfx/background_buffer.h"
|
||||
#include "app/zelda3/dungeon/room_layout.h"
|
||||
#include "app/zelda3/dungeon/room_object.h"
|
||||
#include "app/zelda3/sprite/sprite.h"
|
||||
@@ -348,11 +349,21 @@ class Room {
|
||||
auto rom() { return rom_; }
|
||||
auto mutable_rom() { return rom_; }
|
||||
const std::array<uint8_t, 0x4000>& get_gfx_buffer() const { return current_gfx16_; }
|
||||
|
||||
// Per-room background buffers (not shared via arena!)
|
||||
auto& bg1_buffer() { return bg1_buffer_; }
|
||||
auto& bg2_buffer() { return bg2_buffer_; }
|
||||
const auto& bg1_buffer() const { return bg1_buffer_; }
|
||||
const auto& bg2_buffer() const { return bg2_buffer_; }
|
||||
|
||||
private:
|
||||
Rom* rom_;
|
||||
|
||||
std::array<uint8_t, 0x4000> current_gfx16_;
|
||||
|
||||
// Each room has its OWN background buffers and bitmaps
|
||||
gfx::BackgroundBuffer bg1_buffer_{512, 512};
|
||||
gfx::BackgroundBuffer bg2_buffer_{512, 512};
|
||||
|
||||
bool is_light_;
|
||||
bool is_loaded_ = false;
|
||||
|
||||
@@ -55,10 +55,10 @@ void DiagnoseRoomRendering(Room& room, int room_id) {
|
||||
}
|
||||
std::printf(" Note: current_gfx16_ is internal, assuming populated after CopyRoomGraphicsToBuffer()\n");
|
||||
|
||||
// Step 4: Check background buffers in arena
|
||||
std::printf("\n=== Step 4: Background Buffers (Arena) ===\n");
|
||||
auto& bg1 = gfx::Arena::Get().bg1();
|
||||
auto& bg2 = gfx::Arena::Get().bg2();
|
||||
// Step 4: Check THIS ROOM's background buffers (not arena!)
|
||||
std::printf("\n=== Step 4: Room Background Buffers ===\n");
|
||||
auto& bg1 = room.bg1_buffer();
|
||||
auto& bg2 = room.bg2_buffer();
|
||||
auto bg1_buffer = bg1.buffer();
|
||||
auto bg2_buffer = bg2.buffer();
|
||||
|
||||
|
||||
Reference in New Issue
Block a user