Files
yaze/src/app/editor/dungeon/dungeon_renderer.cc
scawful 7ca841d6a5 Refactor DungeonCanvasViewer for enhanced rendering and object management
- Introduced new rendering methods for various object types including stairs, chests, doors, walls, pots, and sprites, improving visual representation in the dungeon canvas.
- Updated the DrawDungeonCanvas method to streamline object rendering and enhance graphics handling.
- Added detailed layer information overlay to provide context on room objects and sprites.
- Implemented object dimension calculations for walls to ensure accurate rendering based on size properties.
- Improved fallback rendering for objects without valid graphics, enhancing user experience during object placement and editing.
2025-09-25 20:58:40 -04:00

209 lines
7.8 KiB
C++

#include "dungeon_renderer.h"
#include "absl/strings/str_format.h"
#include "app/core/window.h"
#include "app/gfx/arena.h"
#include "app/gui/color.h"
namespace yaze::editor {
using core::Renderer;
void DungeonRenderer::RenderObjectInCanvas(const zelda3::RoomObject& object,
const gfx::SnesPalette& palette) {
// Validate ROM is loaded
if (!rom_ || !rom_->is_loaded()) {
return;
}
// Convert room coordinates to canvas coordinates
auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(object.x_, object.y_);
// Check if object is within canvas bounds
if (!IsWithinCanvasBounds(canvas_x, canvas_y, 32)) {
return; // Skip objects outside visible area
}
// Calculate palette hash for caching
uint64_t palette_hash = 0;
for (size_t i = 0; i < palette.size() && i < 16; ++i) {
palette_hash ^= std::hash<uint16_t>{}(palette[i].snes()) + 0x9e3779b9 +
(palette_hash << 6) + (palette_hash >> 2);
}
// Check cache first
for (auto& cached : object_render_cache_) {
if (cached.object_id == object.id_ && cached.object_x == object.x_ &&
cached.object_y == object.y_ && cached.object_size == object.size_ &&
cached.palette_hash == palette_hash && cached.is_valid) {
canvas_->DrawBitmap(cached.rendered_bitmap, canvas_x, canvas_y, 1.0f, 255);
return;
}
}
// Create a mutable copy of the object to ensure tiles are loaded
auto mutable_object = object;
mutable_object.set_rom(rom_);
mutable_object.EnsureTilesLoaded();
// Try to render the object with proper graphics
auto render_result = object_renderer_.RenderObject(mutable_object, palette);
if (render_result.ok()) {
auto object_bitmap = std::move(render_result.value());
// Ensure the bitmap is valid and has meaningful content
if (object_bitmap.width() > 0 && object_bitmap.height() > 0 &&
object_bitmap.data() != nullptr) {
object_bitmap.SetPalette(palette);
core::Renderer::Get().RenderBitmap(&object_bitmap);
canvas_->DrawBitmap(object_bitmap, canvas_x, canvas_y, 1.0f, 255);
// Cache the successfully rendered bitmap
ObjectRenderCache cache_entry;
cache_entry.object_id = object.id_;
cache_entry.object_x = object.x_;
cache_entry.object_y = object.y_;
cache_entry.object_size = object.size_;
cache_entry.palette_hash = palette_hash;
cache_entry.rendered_bitmap = object_bitmap;
cache_entry.is_valid = true;
// Add to cache (limit cache size)
if (object_render_cache_.size() >= 100) {
object_render_cache_.erase(object_render_cache_.begin());
}
object_render_cache_.push_back(std::move(cache_entry));
return;
}
}
// Fallback: Draw object as colored rectangle with ID if rendering fails
ImVec4 object_color;
// Color-code objects based on layer for better identification
switch (object.layer_) {
case zelda3::RoomObject::LayerType::BG1:
object_color = ImVec4(0.8f, 0.4f, 0.4f, 0.8f); // Red-ish for BG1
break;
case zelda3::RoomObject::LayerType::BG2:
object_color = ImVec4(0.4f, 0.8f, 0.4f, 0.8f); // Green-ish for BG2
break;
case zelda3::RoomObject::LayerType::BG3:
object_color = ImVec4(0.4f, 0.4f, 0.8f, 0.8f); // Blue-ish for BG3
break;
default:
object_color = ImVec4(0.6f, 0.6f, 0.6f, 0.8f); // Gray for unknown
break;
}
// Calculate object size (16x16 is base, size affects width/height)
int object_width = 16 + (object.size_ & 0x0F) * 8;
int object_height = 16 + ((object.size_ >> 4) & 0x0F) * 8;
canvas_->DrawRect(canvas_x, canvas_y, object_width, object_height, object_color);
canvas_->DrawRect(canvas_x, canvas_y, object_width, object_height,
ImVec4(0.0f, 0.0f, 0.0f, 1.0f)); // Black border
}
void DungeonRenderer::DisplayObjectInfo(const zelda3::RoomObject& object,
int canvas_x, int canvas_y) {
std::string info_text = absl::StrFormat("ID:%d X:%d Y:%d S:%d", object.id_,
object.x_, object.y_, object.size_);
canvas_->DrawText(info_text, canvas_x, canvas_y - 12);
}
void DungeonRenderer::RenderSprites(const zelda3::Room& room) {
// Render sprites as simple 16x16 squares with sprite name/ID
for (const auto& sprite : room.GetSprites()) {
auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(sprite.x(), sprite.y());
if (IsWithinCanvasBounds(canvas_x, canvas_y, 16)) {
// Draw 16x16 square for sprite
ImVec4 sprite_color;
// Color-code sprites based on layer for identification
if (sprite.layer() == 0) {
sprite_color = ImVec4(0.2f, 0.8f, 0.2f, 0.8f); // Green for layer 0
} else {
sprite_color = ImVec4(0.2f, 0.2f, 0.8f, 0.8f); // Blue for layer 1
}
canvas_->DrawRect(canvas_x, canvas_y, 16, 16, sprite_color);
canvas_->DrawRect(canvas_x, canvas_y, 16, 16, ImVec4(0.0f, 0.0f, 0.0f, 1.0f)); // Border
}
}
}
void DungeonRenderer::RenderRoomBackgroundLayers(int room_id) {
// Get canvas dimensions to limit rendering
int canvas_width = canvas_->width();
int canvas_height = canvas_->height();
// Validate canvas dimensions
if (canvas_width <= 0 || canvas_height <= 0) {
return;
}
// BG1 (background layer 1) - main room graphics
auto& bg1_bitmap = gfx::Arena::Get().bg1().bitmap();
if (bg1_bitmap.is_active() && bg1_bitmap.width() > 0 &&
bg1_bitmap.height() > 0) {
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);
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;
canvas_->DrawBitmap(bg1_bitmap, offset_x, offset_y, scale, 255);
}
// 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) {
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;
canvas_->DrawBitmap(bg2_bitmap, offset_x, offset_y, scale, 200);
}
}
absl::Status DungeonRenderer::RefreshGraphics(int room_id, uint64_t palette_id,
const gfx::PaletteGroup& palette_group) {
if (!rom_ || !rom_->is_loaded()) {
return absl::FailedPreconditionError("ROM not loaded");
}
// This would need access to room data - will be called from main editor
return absl::OkStatus();
}
std::pair<int, int> DungeonRenderer::RoomToCanvasCoordinates(int room_x, int room_y) const {
return {room_x * 16, room_y * 16};
}
std::pair<int, int> DungeonRenderer::CanvasToRoomCoordinates(int canvas_x, int canvas_y) const {
return {canvas_x / 16, canvas_y / 16};
}
bool DungeonRenderer::IsWithinCanvasBounds(int canvas_x, int canvas_y, int margin) const {
auto canvas_size = canvas_->canvas_size();
auto global_scale = canvas_->global_scale();
int scaled_width = static_cast<int>(canvas_size.x * global_scale);
int scaled_height = static_cast<int>(canvas_size.y * global_scale);
return (canvas_x >= -margin && canvas_y >= -margin &&
canvas_x <= scaled_width + margin &&
canvas_y <= scaled_height + margin);
}
} // namespace yaze::editor