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:
scawful
2025-10-07 03:17:21 -04:00
parent eda582f740
commit d100162f69
5 changed files with 157 additions and 149 deletions

View File

@@ -102,8 +102,17 @@ void DungeonCanvasViewer::DrawDungeonCanvas(int room_id) {
if (rooms_ && rom_->is_loaded()) {
auto& room = (*rooms_)[room_id];
// Automatically load room graphics if not already loaded
if (room.blocks().empty()) {
// Check if THIS ROOM's buffers need rendering (not global arena!)
auto& bg1_bitmap = room.bg1_buffer().bitmap();
bool needs_render = !bg1_bitmap.is_active() || bg1_bitmap.width() == 0;
printf("[DrawCanvas] Room %d: needs_render=%d, bg1_active=%d, blocks=%zu, objects=%zu\n",
room_id, needs_render, bg1_bitmap.is_active(),
room.blocks().size(), room.GetTileObjects().size());
// Render immediately if needed
if (needs_render) {
printf("[DrawCanvas] Rendering room %d graphics...\n", room_id);
(void)LoadAndRenderRoomGraphics(room_id);
}
@@ -112,10 +121,7 @@ void DungeonCanvasViewer::DrawDungeonCanvas(int room_id) {
room.LoadObjects();
}
// NOTE: Don't draw objects here - RenderRoomBackgroundLayers() already does it
// via room.RenderRoomGraphics() which calls RenderObjectsToBackground()
// Render background layers from arena buffers
// Render the room's background layers
RenderRoomBackgroundLayers(room_id);
// Render room objects with proper graphics (old system as fallback)
@@ -558,22 +564,30 @@ void DungeonCanvasViewer::CalculateWallDimensions(const zelda3::RoomObject& obje
// Room graphics management methods
absl::Status DungeonCanvasViewer::LoadAndRenderRoomGraphics(int room_id) {
printf("[LoadAndRender] START room_id=%d\n", room_id);
if (room_id < 0 || room_id >= 128) {
printf("[LoadAndRender] ERROR: Invalid room ID\n");
return absl::InvalidArgumentError("Invalid room ID");
}
if (!rom_ || !rom_->is_loaded()) {
printf("[LoadAndRender] ERROR: ROM not loaded\n");
return absl::FailedPreconditionError("ROM not loaded");
}
if (!rooms_) {
printf("[LoadAndRender] ERROR: Room data not available\n");
return absl::FailedPreconditionError("Room data not available");
}
auto& room = (*rooms_)[room_id];
printf("[LoadAndRender] Got room reference\n");
// Load room graphics with proper blockset
printf("[LoadAndRender] Loading graphics for blockset %d\n", room.blockset);
room.LoadRoomGraphics(room.blockset);
printf("[LoadAndRender] Graphics loaded\n");
// Load the room's palette with bounds checking
if (room.palette < rom_->paletteset_ids.size() &&
@@ -586,16 +600,22 @@ absl::Status DungeonCanvasViewer::LoadAndRenderRoomGraphics(int room_id) {
auto full_palette = rom_->palette_group().dungeon_main[current_palette_group_id_];
ASSIGN_OR_RETURN(current_palette_group_,
gfx::CreatePaletteGroupFromLargePalette(full_palette));
printf("[LoadAndRender] Palette loaded: group_id=%zu\n", current_palette_group_id_);
}
}
}
// Render the room graphics to the graphics arena
printf("[LoadAndRender] Calling room.RenderRoomGraphics()...\n");
room.RenderRoomGraphics();
printf("[LoadAndRender] RenderRoomGraphics() complete\n");
// Update the background layers with proper palette
printf("[LoadAndRender] Updating background layers...\n");
RETURN_IF_ERROR(UpdateRoomBackgroundLayers(room_id));
printf("[LoadAndRender] UpdateRoomBackgroundLayers() complete\n");
printf("[LoadAndRender] SUCCESS\n");
return absl::OkStatus();
}
@@ -655,86 +675,53 @@ absl::Status DungeonCanvasViewer::UpdateRoomBackgroundLayers(int room_id) {
}
void DungeonCanvasViewer::RenderRoomBackgroundLayers(int room_id) {
if (room_id < 0 || room_id >= 128) {
printf("[Canvas] Invalid room_id: %d\n", room_id);
return;
}
if (room_id < 0 || room_id >= 128 || !rooms_) return;
if (!rom_ || !rom_->is_loaded()) {
printf("[Canvas] ROM not loaded\n");
return;
}
auto& room = (*rooms_)[room_id];
if (!rooms_) {
printf("[Canvas] Rooms pointer is null\n");
return;
}
// Use THIS room's own buffers, not global arena!
auto& bg1_bitmap = room.bg1_buffer().bitmap();
auto& bg2_bitmap = room.bg2_buffer().bitmap();
// Get canvas dimensions
int canvas_width = canvas_.width();
int canvas_height = canvas_.height();
printf("[Canvas] Canvas size: %dx%d\n", canvas_width, canvas_height);
if (canvas_width <= 0 || canvas_height <= 0) {
printf("[Canvas] Invalid canvas dimensions\n");
return;
}
// Render BG1 (background layer 1) - main room graphics
auto& bg1_bitmap = gfx::Arena::Get().bg1().bitmap();
printf("[Canvas] BG1: active=%d, size=%dx%d, texture=%p\n",
bg1_bitmap.is_active(), bg1_bitmap.width(), bg1_bitmap.height(),
(void*)bg1_bitmap.texture());
printf("[RenderLayers] Room %d: BG1 active=%d, texture=%p\n",
room_id, bg1_bitmap.is_active(), (void*)bg1_bitmap.texture());
if (bg1_bitmap.is_active() && bg1_bitmap.width() > 0 && bg1_bitmap.height() > 0) {
// Ensure texture exists
if (!bg1_bitmap.texture()) {
printf("[Canvas] WARNING: BG1 has no texture, creating...\n");
printf("[RenderLayers] Creating BG1 texture...\n");
core::Renderer::Get().RenderBitmap(&bg1_bitmap);
}
printf("[RenderLayers] Drawing BG1 bitmap: %dx%d, texture=%p\n",
bg1_bitmap.width(), bg1_bitmap.height(), (void*)bg1_bitmap.texture());
// Scale to fit canvas
float scale_x = static_cast<float>(canvas_width) / bg1_bitmap.width();
float scale_y = static_cast<float>(canvas_height) / bg1_bitmap.height();
float scale = std::min(scale_x, scale_y);
// DEBUG: Check SDL texture format
Uint32 format;
int access, w, h;
if (SDL_QueryTexture(bg1_bitmap.texture(), &format, &access, &w, &h) == 0) {
printf("[RenderLayers] BG1 texture format: %s (%u), access: %d, size: %dx%d\n",
SDL_GetPixelFormatName(format), format, access, w, h);
}
int scaled_width = static_cast<int>(bg1_bitmap.width() * scale);
int scaled_height = static_cast<int>(bg1_bitmap.height() * scale);
int offset_x = (canvas_width - scaled_width) / 2;
int offset_y = (canvas_height - scaled_height) / 2;
printf("[Canvas] Drawing BG1 at offset=(%d,%d), scaled_size=%dx%d, scale=%.2f\n",
offset_x, offset_y, scaled_width, scaled_height, scale);
canvas_.DrawBitmap(bg1_bitmap, offset_x, offset_y, scale, 255);
canvas_.DrawBitmap(bg1_bitmap, 0, 0, 1.0f, 255);
} else {
printf("[Canvas] BG1 not ready for rendering\n");
printf("[RenderLayers] BG1 not ready: active=%d, w=%d, h=%d\n",
bg1_bitmap.is_active(), bg1_bitmap.width(), bg1_bitmap.height());
}
// Render BG2 (background layer 2) - sprite graphics (overlay)
auto& bg2_bitmap = gfx::Arena::Get().bg2().bitmap();
if (bg2_bitmap.is_active() && bg2_bitmap.width() > 0 && bg2_bitmap.height() > 0) {
if (!bg2_bitmap.texture()) {
core::Renderer::Get().RenderBitmap(&bg2_bitmap);
}
float scale_x = static_cast<float>(canvas_width) / bg2_bitmap.width();
float scale_y = static_cast<float>(canvas_height) / bg2_bitmap.height();
float scale = std::min(scale_x, scale_y);
int scaled_width = static_cast<int>(bg2_bitmap.width() * scale);
int scaled_height = static_cast<int>(bg2_bitmap.height() * scale);
int offset_x = (canvas_width - scaled_width) / 2;
int offset_y = (canvas_height - scaled_height) / 2;
printf("[Canvas] Drawing BG2 at offset=(%d,%d), scaled_size=%dx%d, scale=%.2f\n",
offset_x, offset_y, scaled_width, scaled_height, scale);
canvas_.DrawBitmap(bg2_bitmap, offset_x, offset_y, scale, 200);
canvas_.DrawBitmap(bg2_bitmap, 0, 0, 1.0f, 200);
}
printf("[Canvas] RenderRoomBackgroundLayers complete\n");
// TEST: Draw a bright red rectangle to verify canvas drawing works
ImDrawList* draw_list = ImGui::GetWindowDrawList();
ImVec2 canvas_pos = ImGui::GetCursorScreenPos();
draw_list->AddRectFilled(
ImVec2(canvas_pos.x + 50, canvas_pos.y + 50),
ImVec2(canvas_pos.x + 150, canvas_pos.y + 150),
IM_COL32(255, 0, 0, 255)); // Bright red
}
} // namespace yaze::editor

View File

@@ -35,53 +35,90 @@ void BackgroundBuffer::ClearBuffer() { std::ranges::fill(buffer_, 0); }
void BackgroundBuffer::DrawTile(const TileInfo& tile, uint8_t* canvas,
const uint8_t* tiledata, int indexoffset) {
int tx = (tile.id_ / 16 * 512) + ((tile.id_ & 0xF) * 4);
// tiledata is a 128-pixel-wide indexed bitmap (16 tiles/row * 8 pixels/tile)
// Calculate tile position in the tilesheet
int tile_x = (tile.id_ % 16) * 8; // 16 tiles per row, 8 pixels per tile
int tile_y = (tile.id_ / 16) * 8; // Each row is 16 tiles
// Clamp palette to 0-5 (90 colors / 16 = 5.625, so max palette is 5)
// Palettes 6-7 would require colors 96-127, which don't exist in dungeon palettes
uint8_t clamped_palette = tile.palette_ & 0x07; // Get palette 0-7
if (clamped_palette > 5) {
clamped_palette = clamped_palette % 6; // Wrap palette 6->0, 7->1
// Dungeon graphics are 3BPP: 8 colors per palette (0-7, 8-15, 16-23, etc.)
// NOT 4BPP which would be 16 colors per palette!
// Clamp palette to 0-10 (90 colors / 8 = 11.25, so max palette is 10)
uint8_t clamped_palette = tile.palette_ & 0x0F;
if (clamped_palette > 10) {
clamped_palette = clamped_palette % 11;
}
uint8_t palnibble = (uint8_t)(clamped_palette << 4);
uint8_t r = tile.horizontal_mirror_ ? 1 : 0;
// For 3BPP: palette offset = palette * 8 (not * 16!)
uint8_t palette_offset = (uint8_t)(clamped_palette * 8);
for (int yl = 0; yl < 512; yl += 64) {
int my = indexoffset + (tile.vertical_mirror_ ? 448 - yl : yl);
for (int xl = 0; xl < 4; xl++) {
int mx = 2 * (tile.horizontal_mirror_ ? 3 - xl : xl);
uint8_t pixel = tiledata[tx + yl + xl];
int index = mx + my;
canvas[index + r ^ 1] = (uint8_t)((pixel & 0x0F) | palnibble);
canvas[index + r] = (uint8_t)((pixel >> 4) | palnibble);
// Copy 8x8 pixels from tiledata to canvas
for (int py = 0; py < 8; py++) {
for (int px = 0; px < 8; px++) {
// Apply mirroring
int src_x = tile.horizontal_mirror_ ? (7 - px) : px;
int src_y = tile.vertical_mirror_ ? (7 - py) : py;
// Read pixel from tiledata (128-pixel-wide bitmap)
int src_index = (tile_y + src_y) * 128 + (tile_x + src_x);
uint8_t pixel_index = tiledata[src_index];
// Apply palette offset and write to canvas
// For 3BPP: final color = base_pixel (0-7) + palette_offset (0, 8, 16, 24, ...)
uint8_t final_color = pixel_index + palette_offset;
int dest_index = indexoffset + (py * width_) + px;
canvas[dest_index] = final_color;
}
}
}
void BackgroundBuffer::DrawBackground(std::span<uint8_t> gfx16_data) {
// Initialize bitmap
bitmap_.Create(width_, height_, 8, std::vector<uint8_t>(width_ * height_, 0));
int tiles_w = width_ / 8;
int tiles_h = height_ / 8;
if ((int)buffer_.size() < tiles_w * tiles_h) {
buffer_.resize(tiles_w * tiles_h);
}
// CRITICAL: Always create a fresh bitmap for each DrawBackground call
// This ensures we're rendering the current tilemap state, not stale data
printf("[BG:DrawBackground] Creating fresh bitmap for rendering\n");
bitmap_.Create(width_, height_, 8, std::vector<uint8_t>(width_ * height_, 0));
// DEBUG: Check if gfx16_data has actual graphics
if (gfx16_data.size() < 100) {
printf("[BG:DrawBackground] WARNING: gfx16_data is too small (%zu bytes)\n", gfx16_data.size());
} else {
// Sample first 32 bytes
printf("[BG:DrawBackground] gfx16_data size=%zu, first 32 bytes: ", gfx16_data.size());
for (size_t i = 0; i < 32 && i < gfx16_data.size(); i++) {
printf("%02X ", gfx16_data[i]);
}
printf("\n");
}
// For each tile on the tile buffer
int drawn_count = 0;
for (int yy = 0; yy < tiles_h; yy++) {
for (int xx = 0; xx < tiles_w; xx++) {
uint16_t word = buffer_[xx + yy * tiles_w];
// Prevent draw if tile == 0xFFFF since it's 0 indexed
if (word == 0xFFFF) continue;
auto tile = gfx::WordToTileInfo(word);
DrawTile(tile, bitmap_.mutable_data().data(), gfx16_data.data(),
(yy * 512) + (xx * 8));
// Calculate pixel offset for tile position (xx, yy) in the 512x512 bitmap
// Each tile is 8x8, so pixel Y = yy * 8, pixel X = xx * 8
// Linear offset = (pixel_y * width) + pixel_x = (yy * 8 * 512) + (xx * 8)
int tile_offset = (yy * 8 * width_) + (xx * 8);
DrawTile(tile, bitmap_.mutable_data().data(), gfx16_data.data(), tile_offset);
drawn_count++;
}
}
// CRITICAL: Sync bitmap data back to SDL surface!
// DrawTile() writes to bitmap_.mutable_data(), but the SDL surface needs updating
if (bitmap_.surface() && bitmap_.mutable_data().size() > 0) {
SDL_LockSurface(bitmap_.surface());
memcpy(bitmap_.surface()->pixels, bitmap_.mutable_data().data(), bitmap_.mutable_data().size());
SDL_UnlockSurface(bitmap_.surface());
}
}
void BackgroundBuffer::DrawFloor(const std::vector<uint8_t>& rom_data,

View File

@@ -260,9 +260,12 @@ void Room::CopyRoomGraphicsToBuffer() {
int buffer_index = data + block_offset;
if (buffer_index >= 0 && buffer_index < static_cast<int>(gfx_buffer_data->size())) {
uint8_t map_byte = (*gfx_buffer_data)[buffer_index];
if (i < 4) {
map_byte += kGfxBufferRoomSpriteLastLineOffset;
}
// NOTE: DO NOT apply sprite offset here!
// current_gfx16_ holds pixel data (palette indices 0-7), not tile IDs.
// The 0x88 offset is for tile IDs in tilemaps, not raw pixel data.
// if (i < 4) {
// map_byte += kGfxBufferRoomSpriteLastLineOffset;
// }
// Validate current_gfx16_ access
int gfx_index = data + sheet_pos;
@@ -280,75 +283,45 @@ void Room::CopyRoomGraphicsToBuffer() {
}
void Room::RenderRoomGraphics() {
std::printf("\n=== RenderRoomGraphics Room %d ===\n", room_id_);
CopyRoomGraphicsToBuffer();
std::printf("1. Graphics buffer copied\n");
gfx::Arena::Get().bg1().DrawFloor(rom()->vector(), tile_address,
tile_address_floor, floor1_graphics_);
gfx::Arena::Get().bg2().DrawFloor(rom()->vector(), tile_address,
tile_address_floor, floor2_graphics_);
std::printf("2. Floor pattern drawn\n");
bg1_buffer_.DrawFloor(rom()->vector(), tile_address,
tile_address_floor, floor1_graphics_);
bg2_buffer_.DrawFloor(rom()->vector(), tile_address,
tile_address_floor, floor2_graphics_);
// Render layout and object tiles to background buffers
RenderObjectsToBackground();
std::printf("3. Objects rendered to buffer\n");
gfx::Arena::Get().bg1().DrawBackground(std::span<uint8_t>(current_gfx16_));
gfx::Arena::Get().bg2().DrawBackground(std::span<uint8_t>(current_gfx16_));
std::printf("4. Background drawn from buffer\n");
bg1_buffer_.DrawBackground(std::span<uint8_t>(current_gfx16_));
bg2_buffer_.DrawBackground(std::span<uint8_t>(current_gfx16_));
auto& bg1_bmp = gfx::Arena::Get().bg1().bitmap();
auto& bg2_bmp = gfx::Arena::Get().bg2().bitmap();
std::printf("5. BG1 bitmap: active=%d, size=%dx%d, data_size=%zu\n",
bg1_bmp.is_active(), bg1_bmp.width(), bg1_bmp.height(), bg1_bmp.vector().size());
// Get the palette for this room - just use the 90-color palette as-is
// The SNES will index into this palette correctly without needing expansion
auto& bg1_bmp = bg1_buffer_.bitmap();
auto& bg2_bmp = bg2_buffer_.bitmap();
// Get and apply palette FIRST (before marking modified)
auto& dungeon_pal_group = rom()->mutable_palette_group()->dungeon_main;
int num_palettes = dungeon_pal_group.size();
int palette_id = palette;
std::printf("5a. Dungeon palette group has %d palettes total\n", num_palettes);
// Validate palette ID and fall back to palette 0 if invalid
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;

View File

@@ -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;

View File

@@ -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();