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

View File

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#include "object_drawer.h"
#include <cstdio>
#include "absl/strings/str_format.h"
#include "app/gfx/snes_tile.h"
namespace yaze {
namespace zelda3 {
ObjectDrawer::ObjectDrawer(Rom* rom) : rom_(rom) {}
absl::Status ObjectDrawer::DrawObject(const RoomObject& object,
gfx::BackgroundBuffer& bg1,
gfx::BackgroundBuffer& bg2) {
if (!rom_ || !rom_->is_loaded()) {
return absl::FailedPreconditionError("ROM not loaded");
}
// Ensure object has tiles loaded
auto mutable_obj = const_cast<RoomObject&>(object);
mutable_obj.set_rom(rom_);
mutable_obj.EnsureTilesLoaded();
// Get tiles - silently skip objects that can't load tiles
if (object.tiles().empty()) {
// Many objects may not have tiles loaded yet - this is normal
// Just skip them rather than failing the whole draw operation
return absl::OkStatus();
}
const auto& tile = object.tiles()[0]; // Base tile for object
// Select buffer based on layer
auto& target_bg = (object.layer_ == RoomObject::LayerType::BG2) ? bg2 : bg1;
// Dispatch to pattern-specific drawing based on object ID
// This is reverse-engineered from the game's drawing routines
if (object.id_ == 0x34) {
// Object 0x34: 1x1 solid block (simplest)
Draw1x1Solid(object, target_bg, tile);
}
else if (object.id_ >= 0x00 && object.id_ <= 0x08) {
// Objects 0x00-0x08: Rightward 2x2 patterns
DrawRightwards2x2(object, target_bg, tile);
}
else if (object.id_ >= 0x60 && object.id_ <= 0x68) {
// Objects 0x60-0x68: Downward 2x2 patterns
DrawDownwards2x2(object, target_bg, tile);
}
else if (object.id_ >= 0x09 && object.id_ <= 0x14) {
// Objects 0x09-0x14: Diagonal acute patterns
DrawDiagonalAcute(object, target_bg, tile);
}
else if (object.id_ >= 0x15 && object.id_ <= 0x20) {
// Objects 0x15-0x20: Diagonal grave patterns
DrawDiagonalGrave(object, target_bg, tile);
}
else if (object.id_ == 0x33 || (object.id_ >= 0x70 && object.id_ <= 0x71)) {
// 4x4 block objects
Draw4x4Block(object, target_bg, tile);
}
else {
// Default: Draw as simple 1x1 at position
Draw1x1Solid(object, target_bg, tile);
}
return absl::OkStatus();
}
absl::Status ObjectDrawer::DrawObjectList(
const std::vector<RoomObject>& objects,
gfx::BackgroundBuffer& bg1,
gfx::BackgroundBuffer& bg2) {
int drawn_count = 0;
int skipped_count = 0;
for (const auto& object : objects) {
auto status = DrawObject(object, bg1, bg2);
if (status.ok()) {
drawn_count++;
} else {
skipped_count++;
// Only print errors that aren't "no tiles" (which is common and expected)
if (status.code() != absl::StatusCode::kOk) {
// Skip silently - many objects don't have tiles loaded yet
}
}
}
if (drawn_count > 0 || skipped_count > 0) {
printf("[ObjectDrawer] Drew %d objects, skipped %d\n", drawn_count, skipped_count);
}
return absl::OkStatus();
}
// ============================================================================
// Pattern Drawing Implementations
// ============================================================================
void ObjectDrawer::Draw1x1Solid(const RoomObject& obj,
gfx::BackgroundBuffer& bg,
const gfx::Tile16& tile) {
// Simple 1x1 tile placement
WriteTile16(bg, obj.x_, obj.y_, tile);
}
void ObjectDrawer::DrawRightwards2x2(const RoomObject& obj,
gfx::BackgroundBuffer& bg,
const gfx::Tile16& tile) {
// Pattern: Draws 2x2 tiles rightward
// Size byte determines how many times to repeat
int repeat_count = (obj.size_ & 0x0F) + 1; // Low nibble = width
for (int i = 0; i < repeat_count; i++) {
// Each iteration draws a 2x2 tile16
int tile_x = obj.x_ + (i * 2); // Each tile16 is 2x2 8x8 tiles
int tile_y = obj.y_;
WriteTile16(bg, tile_x, tile_y, tile);
}
}
void ObjectDrawer::DrawDownwards2x2(const RoomObject& obj,
gfx::BackgroundBuffer& bg,
const gfx::Tile16& tile) {
// Pattern: Draws 2x2 tiles downward
// Size byte determines how many times to repeat
int repeat_count = ((obj.size_ >> 4) & 0x0F) + 1; // High nibble = height
for (int i = 0; i < repeat_count; i++) {
int tile_x = obj.x_;
int tile_y = obj.y_ + (i * 2);
WriteTile16(bg, tile_x, tile_y, tile);
}
}
void ObjectDrawer::DrawDiagonalAcute(const RoomObject& obj,
gfx::BackgroundBuffer& bg,
const gfx::Tile16& tile) {
// Pattern: Diagonal line going down-right (/)
int length = (obj.size_ & 0x0F) + 1;
for (int i = 0; i < length; i++) {
int tile_x = obj.x_ + i;
int tile_y = obj.y_ + i;
WriteTile16(bg, tile_x, tile_y, tile);
}
}
void ObjectDrawer::DrawDiagonalGrave(const RoomObject& obj,
gfx::BackgroundBuffer& bg,
const gfx::Tile16& tile) {
// Pattern: Diagonal line going down-left (\)
int length = (obj.size_ & 0x0F) + 1;
for (int i = 0; i < length; i++) {
int tile_x = obj.x_ - i;
int tile_y = obj.y_ + i;
WriteTile16(bg, tile_x, tile_y, tile);
}
}
void ObjectDrawer::Draw4x4Block(const RoomObject& obj,
gfx::BackgroundBuffer& bg,
const gfx::Tile16& tile) {
// Pattern: 4x4 tile16 block (8x8 8x8 tiles total)
for (int yy = 0; yy < 4; yy++) {
for (int xx = 0; xx < 4; xx++) {
int tile_x = obj.x_ + (xx * 2);
int tile_y = obj.y_ + (yy * 2);
WriteTile16(bg, tile_x, tile_y, tile);
}
}
}
// ============================================================================
// Utility Methods
// ============================================================================
void ObjectDrawer::WriteTile16(gfx::BackgroundBuffer& bg, int tile_x, int tile_y,
const gfx::Tile16& tile) {
// A Tile16 is 2x2 8x8 tiles, so we write 4 tile entries
// Top-left (tile0)
if (IsValidTilePosition(tile_x, tile_y)) {
bg.SetTileAt(tile_x, tile_y, gfx::TileInfoToWord(tile.tile0_));
}
// Top-right (tile1)
if (IsValidTilePosition(tile_x + 1, tile_y)) {
bg.SetTileAt(tile_x + 1, tile_y, gfx::TileInfoToWord(tile.tile1_));
}
// Bottom-left (tile2)
if (IsValidTilePosition(tile_x, tile_y + 1)) {
bg.SetTileAt(tile_x, tile_y + 1, gfx::TileInfoToWord(tile.tile2_));
}
// Bottom-right (tile3)
if (IsValidTilePosition(tile_x + 1, tile_y + 1)) {
bg.SetTileAt(tile_x + 1, tile_y + 1, gfx::TileInfoToWord(tile.tile3_));
}
}
bool ObjectDrawer::IsValidTilePosition(int tile_x, int tile_y) const {
return tile_x >= 0 && tile_x < kMaxTilesX &&
tile_y >= 0 && tile_y < kMaxTilesY;
}
} // namespace zelda3
} // namespace yaze