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yaze/test/integration/zelda3/dungeon_palette_test.cc

177 lines
5.6 KiB
C++

#include <gtest/gtest.h>
#include <vector>
#include "app/gfx/core/bitmap.h"
#include "app/gfx/types/snes_tile.h"
#include "zelda3/dungeon/object_drawer.h"
#include "zelda3/game_data.h"
#include "rom/rom.h"
namespace yaze {
namespace zelda3 {
namespace test {
class DungeonPaletteTest : public ::testing::Test {
protected:
void SetUp() override {
// Mock ROM is not strictly needed for DrawTileToBitmap if we pass tiledata
// but ObjectDrawer constructor needs it.
rom_ = std::make_unique<Rom>();
game_data_ = std::make_unique<GameData>(rom_.get());
drawer_ = std::make_unique<ObjectDrawer>(rom_.get(), 0);
}
std::unique_ptr<Rom> rom_;
std::unique_ptr<GameData> game_data_;
std::unique_ptr<ObjectDrawer> drawer_;
};
TEST_F(DungeonPaletteTest, PaletteOffsetIsCorrectFor8BPP) {
// Create a bitmap
gfx::Bitmap bitmap;
bitmap.Create(8, 8, 8, std::vector<uint8_t>(64, 0));
// Create dummy tile data (128x128 pixels worth, but we only need enough for one tile)
// 128 pixels wide = 16 tiles.
// We will use tile ID 0.
// Tile 0 is at (0,0) in sheet.
// src_index = (0 + py) * 128 + (0 + px)
// We need a buffer of size 128 * 8 at least.
std::vector<uint8_t> tiledata(128 * 8, 0);
// Set some pixels in the tile data
// Row 0, Col 0: Index 1
tiledata[0] = 1;
// Row 0, Col 1: Index 2
tiledata[1] = 2;
// Create TileInfo with palette index 1
gfx::TileInfo tile_info;
tile_info.id_ = 0;
tile_info.palette_ = 1; // Palette 1
tile_info.horizontal_mirror_ = false;
tile_info.vertical_mirror_ = false;
tile_info.over_ = false;
// Draw
drawer_->DrawTileToBitmap(bitmap, tile_info, 0, 0, tiledata.data());
// Check pixels
// Dungeon tiles use 15-color sub-palettes (not 8 like overworld).
// Formula: final_color = (pixel - 1) + (palette * 15)
// For palette 1, offset is 15.
// Pixel at (0,0) was 1. Result should be (1-1) + 15 = 15.
// Pixel at (1,0) was 2. Result should be (2-1) + 15 = 16.
const auto& data = bitmap.vector();
// Bitmap data is row-major.
// (0,0) is index 0.
EXPECT_EQ(data[0], 15); // (1-1) + 15 = 15
EXPECT_EQ(data[1], 16); // (2-1) + 15 = 16
// Test with palette 0
tile_info.palette_ = 0;
drawer_->DrawTileToBitmap(bitmap, tile_info, 0, 0, tiledata.data());
// Offset 0 * 15 = 0.
// Pixel 1 -> (1-1) + 0 = 0
// Pixel 2 -> (2-1) + 0 = 1
EXPECT_EQ(data[0], 0);
EXPECT_EQ(data[1], 1);
// Test with palette 7 (wraps to palette 1 due to 6 sub-palette limit)
tile_info.palette_ = 7;
drawer_->DrawTileToBitmap(bitmap, tile_info, 0, 0, tiledata.data());
// Palette 7 wraps to 7 % 6 = 1, offset 1 * 15 = 15.
EXPECT_EQ(data[0], 15); // (1-1) + 15 = 15
EXPECT_EQ(data[1], 16); // (2-1) + 15 = 16
}
TEST_F(DungeonPaletteTest, PaletteOffsetWorksWithConvertedData) {
gfx::Bitmap bitmap;
bitmap.Create(8, 8, 8, std::vector<uint8_t>(64, 0));
// Create 8BPP unpacked tile data (simulating converted buffer)
// Layout: 128 bytes per tile row, 8 bytes per tile
// For tile 0: base_x=0, base_y=0
std::vector<uint8_t> tiledata(128 * 8, 0);
// Set pixel pair at row 0: pixel 0 = 3, pixel 1 = 5
tiledata[0] = 3;
tiledata[1] = 5;
gfx::TileInfo tile_info;
tile_info.id_ = 0;
tile_info.palette_ = 2; // Palette 2 → offset 30 (2 * 15)
tile_info.horizontal_mirror_ = false;
tile_info.vertical_mirror_ = false;
tile_info.over_ = false;
drawer_->DrawTileToBitmap(bitmap, tile_info, 0, 0, tiledata.data());
const auto& data = bitmap.vector();
// Dungeon tiles use 15-color sub-palettes.
// Formula: final_color = (pixel - 1) + (palette * 15)
// Pixel 3: (3-1) + 30 = 32
// Pixel 5: (5-1) + 30 = 34
EXPECT_EQ(data[0], 32);
EXPECT_EQ(data[1], 34);
}
TEST_F(DungeonPaletteTest, InspectActualPaletteColors) {
// Load actual ROM file
auto load_result = rom_->LoadFromFile("zelda3.sfc");
if (!load_result.ok()) {
GTEST_SKIP() << "ROM file not found, skipping";
}
// Load game data (palettes, etc.)
auto game_data_result = LoadGameData(*rom_, *game_data_);
if (!game_data_result.ok()) {
GTEST_SKIP() << "Failed to load game data: " << game_data_result.message();
}
// Get dungeon main palette group
const auto& dungeon_pal_group = game_data_->palette_groups.dungeon_main;
ASSERT_FALSE(dungeon_pal_group.empty()) << "Dungeon palette group is empty!";
// Get first palette (palette 0)
const auto& palette0 = dungeon_pal_group[0];
printf("\n=== Dungeon Palette 0 - First 16 colors ===\n");
for (size_t i = 0; i < std::min(size_t(16), palette0.size()); ++i) {
const auto& color = palette0[i];
auto rgb = color.rgb();
printf("Color %02zu: R=%03d G=%03d B=%03d (0x%02X%02X%02X)\n",
i,
static_cast<int>(rgb.x),
static_cast<int>(rgb.y),
static_cast<int>(rgb.z),
static_cast<int>(rgb.x),
static_cast<int>(rgb.y),
static_cast<int>(rgb.z));
}
// Total palette size
printf("\nTotal palette size: %zu colors\n", palette0.size());
EXPECT_EQ(palette0.size(), 90) << "Expected 90 colors for dungeon palette";
// Colors 56-63 (palette 7 offset: 7*8=56)
printf("\n=== Colors 56-63 (pal=7 range) ===\n");
for (size_t i = 56; i < std::min(size_t(64), palette0.size()); ++i) {
const auto& color = palette0[i];
auto rgb = color.rgb();
printf("Color %02zu: R=%03d G=%03d B=%03d (0x%02X%02X%02X)\n",
i,
static_cast<int>(rgb.x),
static_cast<int>(rgb.y),
static_cast<int>(rgb.z),
static_cast<int>(rgb.x),
static_cast<int>(rgb.y),
static_cast<int>(rgb.z));
}
}
} // namespace test
} // namespace zelda3
} // namespace yaze