364 lines
12 KiB
C++
364 lines
12 KiB
C++
/**
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* @file dungeon_rendering_test.cc
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* @brief Integration tests for dungeon rendering with mock ROM data
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*
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* ============================================================================
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* DEPRECATED - DO NOT USE - November 2025
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* ============================================================================
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*
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* This file is DEPRECATED and excluded from the build. It duplicates coverage
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* already provided by dungeon_object_rendering_tests.cc but uses mock ROM data
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* instead of the proper TestRomManager fixture.
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*
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* REPLACEMENT:
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* - Use test/integration/zelda3/dungeon_object_rendering_tests.cc instead
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*
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* The replacement file provides:
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* - Same test scenarios (basic drawing, multi-layer, boundaries, error handling)
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* - Proper TestRomManager::BoundRomTest fixture for ROM access
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* - Cleaner test organization following project standards
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*
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* This file is kept for reference only.
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* ============================================================================
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*/
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#include "absl/status/status.h"
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#include "app/gfx/render/background_buffer.h"
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#include "app/gfx/types/snes_palette.h"
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#include "app/rom.h"
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#include "gtest/gtest.h"
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#include "zelda3/dungeon/object_drawer.h"
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#include "zelda3/dungeon/object_parser.h"
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#include "zelda3/dungeon/room.h"
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#include "zelda3/dungeon/room_object.h"
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namespace yaze {
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namespace zelda3 {
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class DungeonRenderingIntegrationTest : public ::testing::Test {
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protected:
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void SetUp() override {
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// Create a mock ROM for testing
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rom_ = std::make_unique<Rom>();
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// Initialize with minimal ROM data for testing
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std::vector<uint8_t> mock_rom_data(1024 * 1024, 0); // 1MB mock ROM
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rom_->LoadFromData(mock_rom_data);
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// Create test rooms
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room_0x00_ = CreateTestRoom(0x00); // Link's House
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room_0x01_ = CreateTestRoom(0x01); // Another test room
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}
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void TearDown() override { rom_.reset(); }
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std::unique_ptr<Rom> rom_;
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// Create a test room with various objects
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Room CreateTestRoom(int room_id) {
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Room room(room_id, rom_.get());
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// Add some test objects to the room
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std::vector<RoomObject> objects;
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// Add floor objects (object 0x00)
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objects.emplace_back(0x00, 5, 5, 3, 0); // Horizontal floor
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objects.emplace_back(0x00, 10, 10, 5, 0); // Another floor section
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// Add wall objects (object 0x01)
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objects.emplace_back(0x01, 15, 15, 2, 0); // Vertical wall
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objects.emplace_back(0x01, 20, 20, 4, 1); // Horizontal wall on BG2
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// Add diagonal stairs (object 0x09)
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objects.emplace_back(0x09, 25, 25, 6, 0); // Diagonal stairs
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// Add solid blocks (object 0x34)
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objects.emplace_back(0x34, 30, 30, 1, 0); // Solid block
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objects.emplace_back(0x34, 35, 35, 2, 1); // Another solid block on BG2
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// Set ROM for all objects
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for (auto& obj : objects) {
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obj.set_rom(rom_.get());
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}
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// Add objects to room (this would normally be done by LoadObjects)
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for (const auto& obj : objects) {
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room.AddObject(obj);
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}
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return room;
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}
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// Create a test palette
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gfx::SnesPalette CreateTestPalette() {
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gfx::SnesPalette palette;
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// Add some test colors
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palette.AddColor(gfx::SnesColor(0, 0, 0)); // Transparent
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palette.AddColor(gfx::SnesColor(255, 0, 0)); // Red
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palette.AddColor(gfx::SnesColor(0, 255, 0)); // Green
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palette.AddColor(gfx::SnesColor(0, 0, 255)); // Blue
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palette.AddColor(gfx::SnesColor(255, 255, 0)); // Yellow
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palette.AddColor(gfx::SnesColor(255, 0, 255)); // Magenta
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palette.AddColor(gfx::SnesColor(0, 255, 255)); // Cyan
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palette.AddColor(gfx::SnesColor(255, 255, 255)); // White
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return palette;
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}
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gfx::PaletteGroup CreateTestPaletteGroup() {
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gfx::PaletteGroup group;
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group.AddPalette(CreateTestPalette());
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return group;
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}
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private:
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Room room_0x00_;
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Room room_0x01_;
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};
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// Test full room rendering with ObjectDrawer
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TEST_F(DungeonRenderingIntegrationTest, FullRoomRenderingWorks) {
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Room test_room = CreateTestRoom(0x00);
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// Test that room has objects
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EXPECT_GT(test_room.GetTileObjects().size(), 0);
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// Test ObjectDrawer can render the room
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ObjectDrawer drawer(rom_.get());
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auto palette_group = CreateTestPaletteGroup();
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auto status =
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drawer.DrawObjectList(test_room.GetTileObjects(), test_room.bg1_buffer(),
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test_room.bg2_buffer(), palette_group);
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EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
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}
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// Test room rendering with different palette configurations
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TEST_F(DungeonRenderingIntegrationTest, RoomRenderingWithDifferentPalettes) {
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Room test_room = CreateTestRoom(0x00);
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ObjectDrawer drawer(rom_.get());
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// Test with different palette configurations
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std::vector<gfx::PaletteGroup> palette_groups;
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// Create multiple palette groups
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for (int i = 0; i < 3; ++i) {
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palette_groups.push_back(CreateTestPaletteGroup());
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}
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for (const auto& palette_group : palette_groups) {
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auto status = drawer.DrawObjectList(test_room.GetTileObjects(),
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test_room.bg1_buffer(),
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test_room.bg2_buffer(), palette_group);
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EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
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}
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}
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// Test room rendering with objects on different layers
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TEST_F(DungeonRenderingIntegrationTest, RoomRenderingWithMultipleLayers) {
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Room test_room = CreateTestRoom(0x00);
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ObjectDrawer drawer(rom_.get());
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auto palette_group = CreateTestPaletteGroup();
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// Separate objects by layer
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std::vector<RoomObject> bg1_objects;
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std::vector<RoomObject> bg2_objects;
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for (const auto& obj : test_room.GetTileObjects()) {
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if (obj.GetLayerValue() == 0) {
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bg1_objects.push_back(obj);
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} else if (obj.GetLayerValue() == 1) {
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bg2_objects.push_back(obj);
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}
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}
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// Render BG1 objects
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if (!bg1_objects.empty()) {
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auto status = drawer.DrawObjectList(bg1_objects, test_room.bg1_buffer(),
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test_room.bg2_buffer(), palette_group);
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EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
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}
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// Render BG2 objects
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if (!bg2_objects.empty()) {
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auto status = drawer.DrawObjectList(bg2_objects, test_room.bg1_buffer(),
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test_room.bg2_buffer(), palette_group);
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EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
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}
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}
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// Test room rendering with various object sizes
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TEST_F(DungeonRenderingIntegrationTest, RoomRenderingWithVariousObjectSizes) {
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Room test_room = CreateTestRoom(0x00);
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ObjectDrawer drawer(rom_.get());
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auto palette_group = CreateTestPaletteGroup();
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// Group objects by size
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std::map<int, std::vector<RoomObject>> objects_by_size;
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for (const auto& obj : test_room.GetTileObjects()) {
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objects_by_size[obj.size_].push_back(obj);
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}
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// Render objects of each size
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for (const auto& [size, objects] : objects_by_size) {
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auto status = drawer.DrawObjectList(objects, test_room.bg1_buffer(),
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test_room.bg2_buffer(), palette_group);
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EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
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}
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}
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// Test room rendering performance
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TEST_F(DungeonRenderingIntegrationTest, RoomRenderingPerformance) {
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// Create a room with many objects
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Room large_room(0x00, rom_.get());
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// Add many test objects
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for (int i = 0; i < 200; ++i) {
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int id = i % 65; // Cycle through object IDs 0-64
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int x = (i * 2) % 60; // Spread across buffer
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int y = (i * 3) % 60;
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int size = (i % 8) + 1; // Size 1-8
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int layer = i % 2; // Alternate layers
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RoomObject obj(id, x, y, size, layer);
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obj.set_rom(rom_.get());
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large_room.AddObject(obj);
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}
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ObjectDrawer drawer(rom_.get());
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auto palette_group = CreateTestPaletteGroup();
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// Time the rendering operation
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auto start_time = std::chrono::high_resolution_clock::now();
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auto status = drawer.DrawObjectList(large_room.GetTileObjects(),
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large_room.bg1_buffer(),
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large_room.bg2_buffer(), palette_group);
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auto end_time = std::chrono::high_resolution_clock::now();
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auto duration = std::chrono::duration_cast<std::chrono::milliseconds>(
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end_time - start_time);
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EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
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// Should complete in reasonable time (less than 2 seconds for 200 objects)
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EXPECT_LT(duration.count(), 2000);
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std::cout << "Rendered room with 200 objects in " << duration.count() << "ms"
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<< std::endl;
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}
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// Test room rendering with edge case coordinates
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TEST_F(DungeonRenderingIntegrationTest, RoomRenderingWithEdgeCaseCoordinates) {
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Room test_room = CreateTestRoom(0x00);
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ObjectDrawer drawer(rom_.get());
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auto palette_group = CreateTestPaletteGroup();
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// Add objects at edge coordinates
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std::vector<RoomObject> edge_objects;
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edge_objects.emplace_back(0x34, 0, 0, 1, 0); // Origin
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edge_objects.emplace_back(0x34, 63, 63, 1, 0); // Near buffer edge
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edge_objects.emplace_back(0x34, 32, 32, 1, 0); // Center
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edge_objects.emplace_back(0x34, 1, 1, 1, 0); // Near origin
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edge_objects.emplace_back(0x34, 62, 62, 1, 0); // Near edge
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// Set ROM for all objects
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for (auto& obj : edge_objects) {
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obj.set_rom(rom_.get());
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}
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auto status = drawer.DrawObjectList(edge_objects, test_room.bg1_buffer(),
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test_room.bg2_buffer(), palette_group);
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EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
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}
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// Test room rendering with mixed object types
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TEST_F(DungeonRenderingIntegrationTest, RoomRenderingWithMixedObjectTypes) {
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Room test_room = CreateTestRoom(0x00);
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ObjectDrawer drawer(rom_.get());
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auto palette_group = CreateTestPaletteGroup();
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// Add various object types
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std::vector<RoomObject> mixed_objects;
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// Floor objects
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mixed_objects.emplace_back(0x00, 5, 5, 3, 0);
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mixed_objects.emplace_back(0x01, 10, 10, 2, 0);
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// Wall objects
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mixed_objects.emplace_back(0x02, 15, 15, 4, 0);
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mixed_objects.emplace_back(0x03, 20, 20, 1, 1);
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// Diagonal objects
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mixed_objects.emplace_back(0x09, 25, 25, 5, 0);
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mixed_objects.emplace_back(0x0A, 30, 30, 3, 0);
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// Solid objects
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mixed_objects.emplace_back(0x34, 35, 35, 1, 0);
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mixed_objects.emplace_back(0x33, 40, 40, 2, 1);
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// Decorative objects
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mixed_objects.emplace_back(0x36, 45, 45, 3, 0);
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mixed_objects.emplace_back(0x38, 50, 50, 1, 0);
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// Set ROM for all objects
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for (auto& obj : mixed_objects) {
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obj.set_rom(rom_.get());
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}
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auto status = drawer.DrawObjectList(mixed_objects, test_room.bg1_buffer(),
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test_room.bg2_buffer(), palette_group);
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EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
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}
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// Test room rendering error handling
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TEST_F(DungeonRenderingIntegrationTest, RoomRenderingErrorHandling) {
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Room test_room = CreateTestRoom(0x00);
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// Test with null ROM
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ObjectDrawer null_drawer(nullptr);
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auto palette_group = CreateTestPaletteGroup();
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auto status = null_drawer.DrawObjectList(
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test_room.GetTileObjects(), test_room.bg1_buffer(),
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test_room.bg2_buffer(), palette_group);
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EXPECT_FALSE(status.ok());
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EXPECT_EQ(status.code(), absl::StatusCode::kFailedPrecondition);
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}
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// Test room rendering with invalid object data
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TEST_F(DungeonRenderingIntegrationTest, RoomRenderingWithInvalidObjectData) {
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Room test_room = CreateTestRoom(0x00);
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ObjectDrawer drawer(rom_.get());
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auto palette_group = CreateTestPaletteGroup();
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// Create objects with invalid data
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std::vector<RoomObject> invalid_objects;
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invalid_objects.emplace_back(0x999, 5, 5, 1, 0); // Invalid object ID
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invalid_objects.emplace_back(0x00, -1, -1, 1, 0); // Negative coordinates
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invalid_objects.emplace_back(0x00, 100, 100, 1,
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0); // Out of bounds coordinates
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invalid_objects.emplace_back(0x00, 5, 5, 255, 0); // Maximum size
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// Set ROM for all objects
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for (auto& obj : invalid_objects) {
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obj.set_rom(rom_.get());
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}
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// Should handle gracefully
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auto status = drawer.DrawObjectList(invalid_objects, test_room.bg1_buffer(),
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test_room.bg2_buffer(), palette_group);
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// Should succeed or fail gracefully
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EXPECT_TRUE(status.ok() || status.code() == absl::StatusCode::kOk);
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}
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} // namespace zelda3
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} // namespace yaze
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