feat: Introduce Dungeon Object Emulator Preview and Object Drawing Enhancements

- Added DungeonObjectEmulatorPreview for rendering dungeon objects using the SNES emulator, allowing real-time visualization of object graphics.
- Implemented ObjectDrawer class to handle drawing of various object types to background buffers, utilizing game-specific patterns.
- Updated DungeonCanvasViewer to integrate object rendering and improve background layer management.
- Enhanced DungeonEditorV2 to support the new emulator preview, providing a more interactive editing experience.
- Improved error handling and logging for better debugging during object rendering operations.
This commit is contained in:
scawful
2025-10-06 23:39:45 -04:00
parent 7f71fd9e80
commit eda582f740
13 changed files with 757 additions and 56 deletions

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#include "app/gui/widgets/dungeon_object_emulator_preview.h"
#include "app/zelda3/dungeon/room.h"
#include "app/zelda3/dungeon/room_object.h"
#include "app/gui/widgets/widget_auto_register.h"
#include "app/core/window.h"
#include <cstdio>
namespace yaze {
namespace gui {
DungeonObjectEmulatorPreview::DungeonObjectEmulatorPreview() {
snes_instance_ = std::make_unique<emu::Snes>();
object_texture_ = SDL_CreateTexture(core::Renderer::Get().renderer(),
SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING, 256, 256);
}
DungeonObjectEmulatorPreview::~DungeonObjectEmulatorPreview() {
if (object_texture_) {
SDL_DestroyTexture(object_texture_);
}
}
void DungeonObjectEmulatorPreview::Initialize(Rom* rom) {
rom_ = rom;
if (rom_ && rom_->is_loaded()) {
auto rom_data = rom_->vector();
snes_instance_->Init(rom_data);
}
}
void DungeonObjectEmulatorPreview::Render() {
if (!show_window_) return;
if (ImGui::Begin("Dungeon Object Emulator Preview", &show_window_, ImGuiWindowFlags_AlwaysAutoResize)) {
AutoWidgetScope scope("DungeonEditor/EmulatorPreview");
// ROM status indicator
if (rom_ && rom_->is_loaded()) {
ImGui::TextColored(ImVec4(0.0f, 1.0f, 0.0f, 1.0f), "ROM: Loaded ✓");
} else {
ImGui::TextColored(ImVec4(1.0f, 0.0f, 0.0f, 1.0f), "ROM: Not loaded ✗");
}
ImGui::Separator();
RenderControls();
ImGui::Separator();
// Preview image with border
if (object_texture_) {
ImGui::BeginChild("PreviewRegion", ImVec2(260, 260), true, ImGuiWindowFlags_NoScrollbar);
ImGui::Image((ImTextureID)object_texture_, ImVec2(256, 256));
ImGui::EndChild();
} else {
ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "No texture available");
}
// Debug info section
ImGui::Separator();
ImGui::Text("Execution:");
ImGui::Indent();
ImGui::Text("Cycles: %d %s", last_cycle_count_,
last_cycle_count_ >= 100000 ? "(TIMEOUT)" : "");
ImGui::Unindent();
// Status with color coding
ImGui::Text("Status:");
ImGui::Indent();
if (last_error_.empty()) {
ImGui::TextColored(ImVec4(0.0f, 1.0f, 0.0f, 1.0f), "✓ OK");
} else {
ImGui::TextColored(ImVec4(1.0f, 0.0f, 0.0f, 1.0f), "✗ %s", last_error_.c_str());
}
ImGui::Unindent();
// Help text
ImGui::Separator();
ImGui::TextWrapped("This tool uses the SNES emulator to render objects by "
"executing the game's native drawing routines from bank $01.");
}
ImGui::End();
}
void DungeonObjectEmulatorPreview::RenderControls() {
ImGui::Text("Object Configuration:");
ImGui::Indent();
// Object ID with hex display
AutoInputInt("Object ID", &object_id_, 1, 10, ImGuiInputTextFlags_CharsHexadecimal);
ImGui::SameLine();
ImGui::TextDisabled("($%03X)", object_id_);
// Room context
AutoInputInt("Room Context", &room_id_, 1, 10);
ImGui::SameLine();
ImGui::TextDisabled("(for graphics/palette)");
// Position controls
AutoSliderInt("X Position", &object_x_, 0, 63);
AutoSliderInt("Y Position", &object_y_, 0, 63);
ImGui::Unindent();
// Render button - large and prominent
ImGui::Separator();
if (ImGui::Button("Render Object", ImVec2(-1, 0))) {
TriggerEmulatedRender();
}
// Quick test buttons
if (ImGui::BeginPopup("QuickTests")) {
if (ImGui::MenuItem("Floor tile (0x00)")) { object_id_ = 0x00; TriggerEmulatedRender(); }
if (ImGui::MenuItem("Wall N (0x60)")) { object_id_ = 0x60; TriggerEmulatedRender(); }
if (ImGui::MenuItem("Door (0xF0)")) { object_id_ = 0xF0; TriggerEmulatedRender(); }
ImGui::EndPopup();
}
if (ImGui::Button("Quick Tests...", ImVec2(-1, 0))) {
ImGui::OpenPopup("QuickTests");
}
}
void DungeonObjectEmulatorPreview::TriggerEmulatedRender() {
if (!rom_ || !rom_->is_loaded()) {
last_error_ = "ROM not loaded";
return;
}
last_error_.clear();
last_cycle_count_ = 0;
// 1. Reset and configure the SNES state
snes_instance_->Reset(true);
auto& cpu = snes_instance_->cpu();
auto& ppu = snes_instance_->ppu();
auto& memory = snes_instance_->memory();
// 2. Load room context (graphics, palettes)
zelda3::Room default_room = zelda3::LoadRoomFromRom(rom_, room_id_);
// 3. Load palette into CGRAM
auto dungeon_main_pal_group = rom_->palette_group().dungeon_main;
// Validate and clamp palette ID
int palette_id = default_room.palette;
if (palette_id < 0 || palette_id >= static_cast<int>(dungeon_main_pal_group.size())) {
printf("[EMU] Warning: Room palette %d out of bounds, using palette 0\n", palette_id);
palette_id = 0;
}
auto palette = dungeon_main_pal_group[palette_id];
for (size_t i = 0; i < palette.size() && i < 256; ++i) {
ppu.cgram[i] = palette[i].snes();
}
// 4. Load graphics into VRAM
default_room.LoadRoomGraphics(default_room.blockset);
default_room.CopyRoomGraphicsToBuffer();
const auto& gfx_buffer = default_room.get_gfx_buffer();
for (size_t i = 0; i < gfx_buffer.size() / 2 && i < 0x8000; ++i) {
ppu.vram[i] = gfx_buffer[i * 2] | (gfx_buffer[i * 2 + 1] << 8);
}
// 5. CRITICAL: Initialize tilemap buffers in WRAM
// Game uses $7E:2000 for BG1 tilemap buffer, $7E:4000 for BG2
for (uint32_t i = 0; i < 0x2000; i++) {
snes_instance_->Write(0x7E2000 + i, 0x00); // BG1 tilemap buffer
snes_instance_->Write(0x7E4000 + i, 0x00); // BG2 tilemap buffer
}
// 6. Setup PPU registers for dungeon rendering
snes_instance_->Write(0x002105, 0x09); // BG Mode 1 (4bpp for BG1/2)
snes_instance_->Write(0x002107, 0x40); // BG1 tilemap at VRAM $4000 (32x32)
snes_instance_->Write(0x002108, 0x48); // BG2 tilemap at VRAM $4800 (32x32)
snes_instance_->Write(0x002109, 0x00); // BG1 chr data at VRAM $0000
snes_instance_->Write(0x00210A, 0x00); // BG2 chr data at VRAM $0000
snes_instance_->Write(0x00212C, 0x03); // Enable BG1+BG2 on main screen
snes_instance_->Write(0x002100, 0x0F); // Screen display on, full brightness
// 7. Setup WRAM variables for drawing context
snes_instance_->Write(0x7E00AF, room_id_ & 0xFF);
snes_instance_->Write(0x7E049C, 0x00);
snes_instance_->Write(0x7E049E, 0x00);
// 8. Create object and encode to bytes
zelda3::RoomObject obj(object_id_, object_x_, object_y_, 0, 0);
auto bytes = obj.EncodeObjectToBytes();
const uint32_t object_data_addr = 0x7E1000;
snes_instance_->Write(object_data_addr, bytes.b1);
snes_instance_->Write(object_data_addr + 1, bytes.b2);
snes_instance_->Write(object_data_addr + 2, bytes.b3);
snes_instance_->Write(object_data_addr + 3, 0xFF); // Terminator
snes_instance_->Write(object_data_addr + 4, 0xFF);
// 9. Setup object pointer in WRAM
snes_instance_->Write(0x7E00B7, object_data_addr & 0xFF);
snes_instance_->Write(0x7E00B8, (object_data_addr >> 8) & 0xFF);
snes_instance_->Write(0x7E00B9, (object_data_addr >> 16) & 0xFF);
// 10. Setup CPU state
cpu.PB = 0x01;
cpu.DB = 0x7E;
cpu.D = 0x0000;
cpu.SetSP(0x01FF);
cpu.status = 0x30; // 8-bit mode
// Calculate X register (tilemap position)
cpu.X = (object_y_ * 0x80) + (object_x_ * 2);
cpu.Y = 0; // Object data offset
// 11. Lookup the object's drawing handler
uint16_t handler_offset = 0;
auto rom_data = rom_->data();
uint32_t table_addr = 0;
if (object_id_ < 0x100) {
table_addr = 0x018200 + (object_id_ * 2);
} else if (object_id_ < 0x200) {
table_addr = 0x018470 + ((object_id_ - 0x100) * 2);
} else {
table_addr = 0x0185F0 + ((object_id_ - 0x200) * 2);
}
if (table_addr < rom_->size() - 1) {
uint8_t lo = rom_data[table_addr];
uint8_t hi = rom_data[table_addr + 1];
handler_offset = lo | (hi << 8);
} else {
last_error_ = "Object ID out of bounds for handler lookup";
return;
}
if (handler_offset == 0x0000) {
char buf[256];
snprintf(buf, sizeof(buf), "Object $%04X has no drawing routine", object_id_);
last_error_ = buf;
return;
}
// 12. Setup return address and jump to handler
const uint16_t return_addr = 0x8000;
snes_instance_->Write(0x018000, 0x6B); // RTL instruction (0x6B not 0x60!)
// Push return address for RTL (3 bytes: bank, high, low)
uint16_t sp = cpu.SP();
snes_instance_->Write(0x010000 | sp--, 0x01); // Bank byte
snes_instance_->Write(0x010000 | sp--, (return_addr - 1) >> 8); // High
snes_instance_->Write(0x010000 | sp--, (return_addr - 1) & 0xFF); // Low
cpu.SetSP(sp);
// Jump to handler (offset is relative to RoomDrawObjectData base)
cpu.PC = handler_offset;
printf("[EMU] Rendering object $%04X at (%d,%d), handler=$%04X\n",
object_id_, object_x_, object_y_, handler_offset);
// 13. Run emulator with timeout
int max_cycles = 100000;
int cycles = 0;
while (cycles < max_cycles) {
if (cpu.PB == 0x01 && cpu.PC == return_addr) {
break; // Hit return address
}
snes_instance_->RunCycle();
cycles++;
}
last_cycle_count_ = cycles;
printf("[EMU] Completed after %d cycles, PC=$%02X:%04X\n",
cycles, cpu.PB, cpu.PC);
if (cycles >= max_cycles) {
last_error_ = "Timeout: exceeded max cycles";
return;
}
// 14. Force PPU to render the tilemaps
ppu.HandleFrameStart();
for (int line = 0; line < 224; line++) {
ppu.RunLine(line);
}
ppu.HandleVblank();
// 15. Get the rendered pixels from PPU
void* pixels = nullptr;
int pitch = 0;
if (SDL_LockTexture(object_texture_, nullptr, &pixels, &pitch) == 0) {
snes_instance_->SetPixels(static_cast<uint8_t*>(pixels));
SDL_UnlockTexture(object_texture_);
}
}
} // namespace gui
} // namespace yaze

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#ifndef YAZE_APP_GUI_WIDGETS_DUNGEON_OBJECT_EMULATOR_PREVIEW_H_
#define YAZE_APP_GUI_WIDGETS_DUNGEON_OBJECT_EMULATOR_PREVIEW_H_
#include "app/emu/snes.h"
#include "app/rom.h"
namespace yaze {
namespace gui {
class DungeonObjectEmulatorPreview {
public:
DungeonObjectEmulatorPreview();
~DungeonObjectEmulatorPreview();
void Initialize(Rom* rom);
void Render();
private:
void RenderControls();
void TriggerEmulatedRender();
Rom* rom_ = nullptr;
std::unique_ptr<emu::Snes> snes_instance_;
SDL_Texture* object_texture_ = nullptr;
int object_id_ = 0;
int room_id_ = 0;
int object_x_ = 16;
int object_y_ = 16;
bool show_window_ = true;
// Debug info
int last_cycle_count_ = 0;
std::string last_error_;
};
} // namespace gui
} // namespace yaze
#endif // YAZE_APP_GUI_WIDGETS_DUNGEON_OBJECT_EMULATOR_PREVIEW_H_