Files
yaze/src/app/editor/dungeon/dungeon_canvas_viewer.cc
scawful 46f078beed feat: Introduce TextureAtlas for efficient texture management
- Added TextureAtlas class to manage multiple textures packed into a single large texture, improving rendering performance and reducing GPU state changes.
- Implemented methods for allocating regions, packing bitmaps, and drawing regions from the atlas.
- Removed the DrawDungeonTabView function from DungeonCanvasViewer as it is no longer needed with the new EditorCard system.
- Updated CMake configuration to include texture_atlas.cc in the build process.
- Refactored Room class to eliminate dependency on Arena graphics sheets, transitioning to per-room graphics for rendering.
2025-10-09 20:56:56 -04:00

573 lines
21 KiB
C++

#include "dungeon_canvas_viewer.h"
#include "absl/strings/str_format.h"
#include "app/gfx/arena.h"
#include "app/gfx/snes_palette.h"
#include "app/gui/input.h"
#include "app/rom.h"
#include "app/zelda3/dungeon/room.h"
#include "app/zelda3/sprite/sprite.h"
#include "imgui/imgui.h"
#include "util/log.h"
namespace yaze::editor {
// DrawDungeonTabView() removed - DungeonEditorV2 uses EditorCard system for flexible docking
void DungeonCanvasViewer::Draw(int room_id) {
DrawDungeonCanvas(room_id);
}
void DungeonCanvasViewer::DrawDungeonCanvas(int room_id) {
// Validate room_id and ROM
if (room_id < 0 || room_id >= 0x128) {
ImGui::Text("Invalid room ID: %d", room_id);
return;
}
if (!rom_ || !rom_->is_loaded()) {
ImGui::Text("ROM not loaded");
return;
}
ImGui::BeginGroup();
if (rooms_) {
auto& room = (*rooms_)[room_id];
// Store previous values to detect changes
static int prev_blockset = -1;
static int prev_palette = -1;
static int prev_layout = -1;
static int prev_spriteset = -1;
gui::InputHexByte("Layout", &room.layout);
ImGui::SameLine();
gui::InputHexByte("Gfx", &room.blockset);
ImGui::SameLine();
gui::InputHexByte("Spriteset", &room.spriteset);
ImGui::SameLine();
gui::InputHexByte("Palette", &room.palette);
// Floor graphics - use temp variables and setters (floor1/floor2 are now accessors)
uint8_t floor1_val = room.floor1();
uint8_t floor2_val = room.floor2();
if (gui::InputHexByte("Floor1", &floor1_val) && ImGui::IsItemDeactivatedAfterEdit()) {
room.set_floor1(floor1_val);
// Trigger re-render since floor graphics changed
if (room.rom() && room.rom()->is_loaded()) {
room.RenderRoomGraphics();
}
}
ImGui::SameLine();
if (gui::InputHexByte("Floor2", &floor2_val) && ImGui::IsItemDeactivatedAfterEdit()) {
room.set_floor2(floor2_val);
// Trigger re-render since floor graphics changed
if (room.rom() && room.rom()->is_loaded()) {
room.RenderRoomGraphics();
}
}
ImGui::SameLine();
gui::InputHexWord("Message ID", &room.message_id_);
// Per-room layer visibility controls
ImGui::Separator();
ImGui::Text("Layer Controls (Per-Room):");
auto& layer_settings = GetRoomLayerSettings(room_id);
ImGui::Checkbox("Show BG1", &layer_settings.bg1_visible);
ImGui::SameLine();
ImGui::Checkbox("Show BG2", &layer_settings.bg2_visible);
// BG2 layer type dropdown
const char* bg2_layer_types[] = {
"Normal (100%)", "Translucent (75%)", "Addition (50%)", "Dark (25%)", "Off (0%)"
};
const int bg2_alpha_values[] = {255, 191, 127, 64, 0};
if (ImGui::Combo("BG2 Layer Type", &layer_settings.bg2_layer_type, bg2_layer_types,
sizeof(bg2_layer_types) / sizeof(bg2_layer_types[0]))) {
// BG2 layer type changed, no need to reload graphics
}
// Check if critical properties changed and trigger reload
if (prev_blockset != room.blockset || prev_palette != room.palette ||
prev_layout != room.layout || prev_spriteset != room.spriteset) {
// Only reload if ROM is properly loaded
if (room.rom() && room.rom()->is_loaded()) {
// Force reload of room graphics
// Room buffers are now self-contained - no need for separate palette operations
room.LoadRoomGraphics(room.blockset);
room.RenderRoomGraphics(); // Applies palettes internally
}
prev_blockset = room.blockset;
prev_palette = room.palette;
prev_layout = room.layout;
prev_spriteset = room.spriteset;
}
}
ImGui::EndGroup();
canvas_.DrawBackground();
// Add dungeon-specific context menu items
canvas_.ClearContextMenuItems();
if (rooms_ && rom_->is_loaded()) {
auto& room = (*rooms_)[room_id];
// Add object placement option
canvas_.AddContextMenuItem({
ICON_MD_ADD " Place Object",
[]() {
// TODO: Show object palette/selector
},
"Ctrl+P"
});
// Add object deletion for selected objects
canvas_.AddContextMenuItem({
ICON_MD_DELETE " Delete Selected",
[this]() {
object_interaction_.HandleDeleteSelected();
},
"Del"
});
// Add room property quick toggles
canvas_.AddContextMenuItem({
ICON_MD_LAYERS " Toggle BG1",
[this, room_id]() {
auto& settings = GetRoomLayerSettings(room_id);
settings.bg1_visible = !settings.bg1_visible;
},
"1"
});
canvas_.AddContextMenuItem({
ICON_MD_LAYERS " Toggle BG2",
[this, room_id]() {
auto& settings = GetRoomLayerSettings(room_id);
settings.bg2_visible = !settings.bg2_visible;
},
"2"
});
// Add re-render option
canvas_.AddContextMenuItem({
ICON_MD_REFRESH " Re-render Room",
[&room]() {
room.RenderRoomGraphics();
},
"Ctrl+R"
});
}
canvas_.DrawContextMenu();
if (rooms_ && rom_->is_loaded()) {
auto& room = (*rooms_)[room_id];
// Update object interaction context
object_interaction_.SetCurrentRoom(rooms_, room_id);
// Check if THIS ROOM's buffers need rendering (not global arena!)
auto& bg1_bitmap = room.bg1_buffer().bitmap();
bool needs_render = !bg1_bitmap.is_active() || bg1_bitmap.width() == 0;
// Render immediately if needed (but only once per room change)
static int last_rendered_room = -1;
static bool has_rendered = false;
if (needs_render && (last_rendered_room != room_id || !has_rendered)) {
printf("[DungeonCanvasViewer] Loading and rendering graphics for room %d\n", room_id);
(void)LoadAndRenderRoomGraphics(room_id);
last_rendered_room = room_id;
has_rendered = true;
}
// Load room objects if not already loaded
if (room.GetTileObjects().empty()) {
room.LoadObjects();
}
// Draw the room's background layers to canvas
// This already includes objects rendered by ObjectDrawer in Room::RenderObjectsToBackground()
DrawRoomBackgroundLayers(room_id);
// VISUALIZATION: Draw object position rectangles (for debugging)
// This shows where objects are placed regardless of whether graphics render
DrawObjectPositionOutlines(room);
// Render sprites as simple 16x16 squares with labels
// (Sprites are not part of the background buffers)
RenderSprites(room);
// Handle object interaction if enabled
if (object_interaction_enabled_) {
object_interaction_.HandleCanvasMouseInput();
object_interaction_.CheckForObjectSelection();
object_interaction_.DrawSelectBox();
object_interaction_.DrawSelectionHighlights(); // Draw selection highlights on top
object_interaction_.ShowContextMenu(); // Show dungeon-aware context menu
}
}
canvas_.DrawGrid();
canvas_.DrawOverlay();
// Process queued texture commands
if (rom_ && rom_->is_loaded()) {
// Process texture queue using Arena's stored renderer
// The renderer was initialized in EditorManager::LoadAssets()
gfx::Arena::Get().ProcessTextureQueue(nullptr);
}
// Draw layer information overlay
if (rooms_ && rom_->is_loaded()) {
auto& room = (*rooms_)[room_id];
std::string layer_info = absl::StrFormat(
"Room %03X - Objects: %zu, Sprites: %zu\n"
"Layers are game concept: Objects exist on different levels\n"
"connected by stair objects for player navigation",
room_id, room.GetTileObjects().size(), room.GetSprites().size());
canvas_.DrawText(layer_info, 10, canvas_.height() - 60);
}
}
void DungeonCanvasViewer::DisplayObjectInfo(const zelda3::RoomObject &object,
int canvas_x, int canvas_y) {
// Display object information as text overlay
std::string info_text = absl::StrFormat("ID:%d X:%d Y:%d S:%d", object.id_,
object.x_, object.y_, object.size_);
// Draw text at the object position
canvas_.DrawText(info_text, canvas_x, canvas_y - 12);
}
void DungeonCanvasViewer::RenderSprites(const zelda3::Room& room) {
// Render sprites as simple 8x8 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, 8)) {
// Draw 8x8 square for sprite
ImVec4 sprite_color;
// Color-code sprites based on layer
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, 8, 8, sprite_color);
// Draw sprite border
canvas_.DrawRect(canvas_x, canvas_y, 8, 8, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
// Draw sprite ID and name
std::string sprite_text;
if (sprite.id() >= 0) { // sprite.id() is uint8_t so always < 256
// Extract just the sprite name part (remove ID prefix)
std::string full_name = zelda3::kSpriteDefaultNames[sprite.id()];
auto space_pos = full_name.find(' ');
if (space_pos != std::string::npos && space_pos < full_name.length() - 1) {
std::string sprite_name = full_name.substr(space_pos + 1);
// Truncate long names
if (sprite_name.length() > 8) {
sprite_name = sprite_name.substr(0, 8) + "...";
}
sprite_text = absl::StrFormat("%02X\n%s", sprite.id(), sprite_name.c_str());
} else {
sprite_text = absl::StrFormat("%02X", sprite.id());
}
} else {
sprite_text = absl::StrFormat("%02X", sprite.id());
}
canvas_.DrawText(sprite_text, canvas_x + 18, canvas_y);
}
}
}
// Coordinate conversion helper functions
std::pair<int, int> DungeonCanvasViewer::RoomToCanvasCoordinates(int room_x,
int room_y) const {
// Convert room coordinates (tile units) to canvas coordinates (pixels)
// Dungeon tiles are 8x8 pixels (not 16x16!)
// Account for canvas scaling and offset
float scale = canvas_.global_scale();
int offset_x = static_cast<int>(canvas_.drawn_tile_position().x);
int offset_y = static_cast<int>(canvas_.drawn_tile_position().y);
return {static_cast<int>((room_x * 8 + offset_x) * scale),
static_cast<int>((room_y * 8 + offset_y) * scale)};
}
std::pair<int, int> DungeonCanvasViewer::CanvasToRoomCoordinates(int canvas_x,
int canvas_y) const {
// Convert canvas coordinates (pixels) to room coordinates (tile units)
// Dungeon tiles are 8x8 pixels (not 16x16!)
// Account for canvas scaling and offset
float scale = canvas_.global_scale();
int offset_x = static_cast<int>(canvas_.drawn_tile_position().x);
int offset_y = static_cast<int>(canvas_.drawn_tile_position().y);
if (scale <= 0.0f) scale = 1.0f; // Prevent division by zero
return {static_cast<int>((canvas_x / scale - offset_x) / 8),
static_cast<int>((canvas_y / scale - offset_y) / 8)};
}
bool DungeonCanvasViewer::IsWithinCanvasBounds(int canvas_x, int canvas_y,
int margin) const {
// Check if coordinates are within canvas bounds with optional margin
auto canvas_width = canvas_.width();
auto canvas_height = canvas_.height();
return (canvas_x >= -margin && canvas_y >= -margin &&
canvas_x <= canvas_width + margin &&
canvas_y <= canvas_height + margin);
}
void DungeonCanvasViewer::CalculateWallDimensions(const zelda3::RoomObject& object, int& width, int& height) {
// Default base size
width = 8;
height = 8;
// For walls, use the size field to determine length and orientation
if (object.id_ >= 0x10 && object.id_ <= 0x1F) {
// Wall objects: size determines length and orientation
uint8_t size_x = object.size_ & 0x0F;
uint8_t size_y = (object.size_ >> 4) & 0x0F;
// Walls can be horizontal or vertical based on size parameters
if (size_x > size_y) {
// Horizontal wall
width = 8 + size_x * 8; // Each unit adds 8 pixels
height = 8;
} else if (size_y > size_x) {
// Vertical wall
width = 8;
height = 8 + size_y * 8;
} else {
// Square wall or corner
width = 8 + size_x * 4;
height = 8 + size_y * 4;
}
} else {
// For other objects, use standard size calculation
width = 8 + (object.size_ & 0x0F) * 4;
height = 8 + ((object.size_ >> 4) & 0x0F) * 4;
}
// Clamp to reasonable limits
width = std::min(width, 256);
height = std::min(height, 256);
}
// Object visualization methods
void DungeonCanvasViewer::DrawObjectPositionOutlines(const zelda3::Room& room) {
// Draw colored rectangles showing object positions
// This helps visualize object placement even if graphics don't render correctly
const auto& objects = room.GetTileObjects();
for (const auto& obj : objects) {
// Convert object position (tile coordinates) to canvas pixel coordinates
auto [canvas_x, canvas_y] = RoomToCanvasCoordinates(obj.x(), obj.y());
// Calculate object dimensions based on type and size
int width = 8; // Default 8x8 pixels
int height = 8;
// Use ZScream pattern: size field determines dimensions
// Lower nibble = horizontal size, upper nibble = vertical size
int size_h = (obj.size() & 0x0F);
int size_v = (obj.size() >> 4) & 0x0F;
// Objects are typically (size+1) tiles wide/tall
width = (size_h + 1) * 8;
height = (size_v + 1) * 8;
// Clamp to reasonable sizes
width = std::min(width, 512);
height = std::min(height, 512);
// Color-code by layer
ImVec4 outline_color;
if (obj.GetLayerValue() == 0) {
outline_color = ImVec4(1.0f, 0.0f, 0.0f, 0.7f); // Red for layer 0
} else if (obj.GetLayerValue() == 1) {
outline_color = ImVec4(0.0f, 1.0f, 0.0f, 0.7f); // Green for layer 1
} else {
outline_color = ImVec4(0.0f, 0.0f, 1.0f, 0.7f); // Blue for layer 2
}
// Draw outline rectangle
canvas_.DrawRect(canvas_x, canvas_y, width, height, outline_color);
// Draw object ID label
std::string label = absl::StrFormat("0x%02X", obj.id_);
canvas_.DrawText(label, canvas_x + 2, canvas_y + 2);
}
// Log object count
if (!objects.empty()) {
LOG_DEBUG("[DrawObjectPositionOutlines]", "Drew %zu object outlines", objects.size());
}
}
// Room graphics management methods
absl::Status DungeonCanvasViewer::LoadAndRenderRoomGraphics(int room_id) {
LOG_DEBUG("[LoadAndRender]", "START room_id=%d", room_id);
if (room_id < 0 || room_id >= 128) {
LOG_DEBUG("[LoadAndRender]", "ERROR: Invalid room ID");
return absl::InvalidArgumentError("Invalid room ID");
}
if (!rom_ || !rom_->is_loaded()) {
LOG_DEBUG("[LoadAndRender]", "ERROR: ROM not loaded");
return absl::FailedPreconditionError("ROM not loaded");
}
if (!rooms_) {
LOG_DEBUG("[LoadAndRender]", "ERROR: Room data not available");
return absl::FailedPreconditionError("Room data not available");
}
auto& room = (*rooms_)[room_id];
LOG_DEBUG("[LoadAndRender]", "Got room reference");
// Load room graphics with proper blockset
LOG_DEBUG("[LoadAndRender]", "Loading graphics for blockset %d", room.blockset);
room.LoadRoomGraphics(room.blockset);
LOG_DEBUG("[LoadAndRender]", "Graphics loaded");
// Load the room's palette with bounds checking
if (room.palette < rom_->paletteset_ids.size() &&
!rom_->paletteset_ids[room.palette].empty()) {
auto dungeon_palette_ptr = rom_->paletteset_ids[room.palette][0];
auto palette_id = rom_->ReadWord(0xDEC4B + dungeon_palette_ptr);
if (palette_id.ok()) {
current_palette_group_id_ = palette_id.value() / 180;
if (current_palette_group_id_ < rom_->palette_group().dungeon_main.size()) {
auto full_palette = rom_->palette_group().dungeon_main[current_palette_group_id_];
ASSIGN_OR_RETURN(current_palette_group_,
gfx::CreatePaletteGroupFromLargePalette(full_palette));
LOG_DEBUG("[LoadAndRender]", "Palette loaded: group_id=%zu", current_palette_group_id_);
}
}
}
// Render the room graphics (self-contained - handles all palette application)
LOG_DEBUG("[LoadAndRender]", "Calling room.RenderRoomGraphics()...");
room.RenderRoomGraphics();
LOG_DEBUG("[LoadAndRender]", "RenderRoomGraphics() complete - room buffers self-contained");
LOG_DEBUG("[LoadAndRender]", "SUCCESS");
return absl::OkStatus();
}
void DungeonCanvasViewer::DrawRoomBackgroundLayers(int room_id) {
if (room_id < 0 || room_id >= 128 || !rooms_) return;
auto& room = (*rooms_)[room_id];
auto& layer_settings = GetRoomLayerSettings(room_id);
// Use THIS room's own buffers, not global arena!
auto& bg1_bitmap = room.bg1_buffer().bitmap();
auto& bg2_bitmap = room.bg2_buffer().bitmap();
// Draw BG1 layer if visible and active
if (layer_settings.bg1_visible && bg1_bitmap.is_active() && bg1_bitmap.width() > 0 && bg1_bitmap.height() > 0) {
if (!bg1_bitmap.texture()) {
// Queue texture creation for background layer 1 via Arena's deferred system
gfx::Arena::Get().QueueTextureCommand(
gfx::Arena::TextureCommandType::CREATE, &bg1_bitmap);
// CRITICAL FIX: Process texture queue immediately to ensure texture is created before drawing
gfx::Arena::Get().ProcessTextureQueue(nullptr);
}
// Only draw if texture was successfully created
if (bg1_bitmap.texture()) {
LOG_DEBUG("DungeonCanvasViewer", "Drawing BG1 bitmap to canvas with texture %p", bg1_bitmap.texture());
canvas_.DrawBitmap(bg1_bitmap, 0, 0, 1.0f, 255);
} else {
LOG_DEBUG("DungeonCanvasViewer", "ERROR: BG1 bitmap has no texture!");
}
}
// Draw BG2 layer if visible and active
if (layer_settings.bg2_visible && bg2_bitmap.is_active() && bg2_bitmap.width() > 0 && bg2_bitmap.height() > 0) {
if (!bg2_bitmap.texture()) {
// Queue texture creation for background layer 2 via Arena's deferred system
gfx::Arena::Get().QueueTextureCommand(
gfx::Arena::TextureCommandType::CREATE, &bg2_bitmap);
// CRITICAL FIX: Process texture queue immediately to ensure texture is created before drawing
gfx::Arena::Get().ProcessTextureQueue(nullptr);
}
// Only draw if texture was successfully created
if (bg2_bitmap.texture()) {
// Use the selected BG2 layer type alpha value
const int bg2_alpha_values[] = {255, 191, 127, 64, 0};
int alpha_value = bg2_alpha_values[std::min(layer_settings.bg2_layer_type, 4)];
LOG_DEBUG("DungeonCanvasViewer", "Drawing BG2 bitmap to canvas with texture %p, alpha=%d", bg2_bitmap.texture(), alpha_value);
canvas_.DrawBitmap(bg2_bitmap, 0, 0, 1.0f, alpha_value);
} else {
LOG_DEBUG("DungeonCanvasViewer", "ERROR: BG2 bitmap has no texture!");
}
}
// DEBUG: Check if background buffers have content
if (bg1_bitmap.is_active() && bg1_bitmap.width() > 0) {
LOG_DEBUG("DungeonCanvasViewer", "BG1 bitmap: %dx%d, active=%d, visible=%d, texture=%p",
bg1_bitmap.width(), bg1_bitmap.height(), bg1_bitmap.is_active(), layer_settings.bg1_visible, bg1_bitmap.texture());
// Check bitmap data content
auto& bg1_data = bg1_bitmap.mutable_data();
int non_zero_pixels = 0;
for (size_t i = 0; i < bg1_data.size(); i += 100) { // Sample every 100th pixel
if (bg1_data[i] != 0) non_zero_pixels++;
}
LOG_DEBUG("DungeonCanvasViewer", "BG1 bitmap data: %zu pixels, ~%d non-zero samples",
bg1_data.size(), non_zero_pixels);
}
if (bg2_bitmap.is_active() && bg2_bitmap.width() > 0) {
LOG_DEBUG("DungeonCanvasViewer", "BG2 bitmap: %dx%d, active=%d, visible=%d, layer_type=%d, texture=%p",
bg2_bitmap.width(), bg2_bitmap.height(), bg2_bitmap.is_active(), layer_settings.bg2_visible, layer_settings.bg2_layer_type, bg2_bitmap.texture());
// Check bitmap data content
auto& bg2_data = bg2_bitmap.mutable_data();
int non_zero_pixels = 0;
for (size_t i = 0; i < bg2_data.size(); i += 100) { // Sample every 100th pixel
if (bg2_data[i] != 0) non_zero_pixels++;
}
LOG_DEBUG("DungeonCanvasViewer", "BG2 bitmap data: %zu pixels, ~%d non-zero samples",
bg2_data.size(), non_zero_pixels);
}
// TEST: Draw a bright red rectangle to verify canvas drawing works
ImDrawList* draw_list = ImGui::GetWindowDrawList();
ImVec2 canvas_pos = ImGui::GetCursorScreenPos();
draw_list->AddRectFilled(
ImVec2(canvas_pos.x + 50, canvas_pos.y + 50),
ImVec2(canvas_pos.x + 150, canvas_pos.y + 150),
IM_COL32(255, 0, 0, 255)); // Bright red
// DEBUG: Show canvas and bitmap info
LOG_DEBUG("DungeonCanvasViewer", "Canvas pos: (%.1f, %.1f), Canvas size: (%.1f, %.1f)",
canvas_pos.x, canvas_pos.y, canvas_.canvas_size().x, canvas_.canvas_size().y);
LOG_DEBUG("DungeonCanvasViewer", "BG1 bitmap size: %dx%d, BG2 bitmap size: %dx%d",
bg1_bitmap.width(), bg1_bitmap.height(), bg2_bitmap.width(), bg2_bitmap.height());
}
} // namespace yaze::editor