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

@@ -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();