- Added a new "Layout Override" section in the DungeonCanvasViewer, allowing users to enable or disable layout overrides for dungeon rooms. - Implemented a checkbox to toggle the override and a slider to select the layout ID when enabled. - Removed the previously disabled room layout drawing code to streamline the rendering process. - Updated the layout management to ensure proper handling of layout IDs and visibility settings. - Enhanced the overall user interface for better control over dungeon layout visualization.
219 lines
8.5 KiB
C++
219 lines
8.5 KiB
C++
#include "app/gfx/background_buffer.h"
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#include <algorithm>
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#include <cstdint>
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#include <vector>
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#include "app/gfx/bitmap.h"
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#include "app/gfx/snes_tile.h"
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#include "util/log.h"
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namespace yaze::gfx {
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BackgroundBuffer::BackgroundBuffer(int width, int height)
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: width_(width), height_(height) {
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// Initialize buffer with size for SNES layers
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const int total_tiles = (width / 8) * (height / 8);
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buffer_.resize(total_tiles, 0);
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}
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void BackgroundBuffer::SetTileAt(int x, int y, uint16_t value) {
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if (x < 0 || y < 0) return;
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int tiles_w = width_ / 8;
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int tiles_h = height_ / 8;
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if (x >= tiles_w || y >= tiles_h) return;
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buffer_[y * tiles_w + x] = value;
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}
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uint16_t BackgroundBuffer::GetTileAt(int x, int y) const {
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int tiles_w = width_ / 8;
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int tiles_h = height_ / 8;
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if (x < 0 || y < 0 || x >= tiles_w || y >= tiles_h) return 0;
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return buffer_[y * tiles_w + x];
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}
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void BackgroundBuffer::ClearBuffer() { std::ranges::fill(buffer_, 0); }
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void BackgroundBuffer::DrawTile(const TileInfo& tile, uint8_t* canvas,
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const uint8_t* tiledata, int indexoffset) {
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// tiledata is a 128-pixel-wide indexed bitmap (16 tiles/row * 8 pixels/tile)
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// Calculate tile position in the tilesheet
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int tile_x = (tile.id_ % 16) * 8; // 16 tiles per row, 8 pixels per tile
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int tile_y = (tile.id_ / 16) * 8; // Each row is 16 tiles
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// DEBUG: For floor tiles, check what we're actually reading
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static int debug_count = 0;
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if (debug_count < 4 && (tile.id_ == 0xEC || tile.id_ == 0xED || tile.id_ == 0xFC || tile.id_ == 0xFD)) {
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LOG_DEBUG("[DrawTile]", "Floor tile 0x%02X at sheet pos (%d,%d), palette=%d, mirror=(%d,%d)",
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tile.id_, tile_x, tile_y, tile.palette_, tile.horizontal_mirror_, tile.vertical_mirror_);
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LOG_DEBUG("[DrawTile]", "First row (8 pixels): ");
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for (int i = 0; i < 8; i++) {
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int src_index = tile_y * 128 + (tile_x + i);
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LOG_DEBUG("[DrawTile]", "%d ", tiledata[src_index]);
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}
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LOG_DEBUG("[DrawTile]", "Second row (8 pixels): ");
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for (int i = 0; i < 8; i++) {
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int src_index = (tile_y + 1) * 128 + (tile_x + i);
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LOG_DEBUG("[DrawTile]", "%d ", tiledata[src_index]);
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}
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debug_count++;
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}
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// Dungeon graphics are 3BPP: 8 colors per palette (0-7, 8-15, 16-23, etc.)
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// NOT 4BPP which would be 16 colors per palette!
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// Clamp palette to 0-10 (90 colors / 8 = 11.25, so max palette is 10)
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uint8_t clamped_palette = tile.palette_ & 0x0F;
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if (clamped_palette > 10) {
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clamped_palette = clamped_palette % 11;
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}
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// For 3BPP: palette offset = palette * 8 (not * 16!)
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uint8_t palette_offset = (uint8_t)(clamped_palette * 8);
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// Copy 8x8 pixels from tiledata to canvas
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for (int py = 0; py < 8; py++) {
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for (int px = 0; px < 8; px++) {
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// Apply mirroring
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int src_x = tile.horizontal_mirror_ ? (7 - px) : px;
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int src_y = tile.vertical_mirror_ ? (7 - py) : py;
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// Read pixel from tiledata (128-pixel-wide bitmap)
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int src_index = (tile_y + src_y) * 128 + (tile_x + src_x);
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uint8_t pixel_index = tiledata[src_index];
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// Apply palette offset and write to canvas
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// For 3BPP: final color = base_pixel (0-7) + palette_offset (0, 8, 16, 24, ...)
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if (pixel_index == 0) {
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continue;
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}
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uint8_t final_color = pixel_index + palette_offset;
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int dest_index = indexoffset + (py * width_) + px;
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canvas[dest_index] = final_color;
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}
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}
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}
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void BackgroundBuffer::DrawBackground(std::span<uint8_t> gfx16_data) {
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int tiles_w = width_ / 8;
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int tiles_h = height_ / 8;
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if ((int)buffer_.size() < tiles_w * tiles_h) {
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buffer_.resize(tiles_w * tiles_h);
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}
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// NEVER recreate bitmap here - it should be created by DrawFloor or initialized earlier
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// If bitmap doesn't exist, create it ONCE with zeros
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if (!bitmap_.is_active() || bitmap_.width() == 0) {
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bitmap_.Create(width_, height_, 8, std::vector<uint8_t>(width_ * height_, 0));
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}
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// For each tile on the tile buffer
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int drawn_count = 0;
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int skipped_count = 0;
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for (int yy = 0; yy < tiles_h; yy++) {
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for (int xx = 0; xx < tiles_w; xx++) {
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uint16_t word = buffer_[xx + yy * tiles_w];
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// Skip empty tiles (0xFFFF) - these show the floor
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if (word == 0xFFFF) {
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skipped_count++;
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continue;
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}
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// Skip zero tiles - also show the floor
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if (word == 0) {
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skipped_count++;
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continue;
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}
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auto tile = gfx::WordToTileInfo(word);
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// Skip floor tiles (0xEC-0xFD) - don't overwrite DrawFloor's work
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// These are the animated floor tiles, already drawn by DrawFloor
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if (tile.id_ >= 0xEC && tile.id_ <= 0xFD) {
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skipped_count++;
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continue;
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}
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// Calculate pixel offset for tile position (xx, yy) in the 512x512 bitmap
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// Each tile is 8x8, so pixel Y = yy * 8, pixel X = xx * 8
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// Linear offset = (pixel_y * width) + pixel_x = (yy * 8 * 512) + (xx * 8)
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int tile_offset = (yy * 8 * width_) + (xx * 8);
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DrawTile(tile, bitmap_.mutable_data().data(), gfx16_data.data(), tile_offset);
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drawn_count++;
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}
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}
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// CRITICAL: Sync bitmap data back to SDL surface!
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// DrawTile() writes to bitmap_.mutable_data(), but the SDL surface needs updating
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if (bitmap_.surface() && bitmap_.mutable_data().size() > 0) {
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SDL_LockSurface(bitmap_.surface());
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memcpy(bitmap_.surface()->pixels, bitmap_.mutable_data().data(), bitmap_.mutable_data().size());
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SDL_UnlockSurface(bitmap_.surface());
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}
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}
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void BackgroundBuffer::DrawFloor(const std::vector<uint8_t>& rom_data,
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int tile_address, int tile_address_floor,
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uint8_t floor_graphics) {
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// Create bitmap ONCE at the start if it doesn't exist
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if (!bitmap_.is_active() || bitmap_.width() == 0) {
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LOG_DEBUG("[DrawFloor]", "Creating bitmap: %dx%d, active=%d, width=%d",
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width_, height_, bitmap_.is_active(), bitmap_.width());
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bitmap_.Create(width_, height_, 8, std::vector<uint8_t>(width_ * height_, 0));
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LOG_DEBUG("[DrawFloor]", "After Create: active=%d, width=%d, height=%d",
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bitmap_.is_active(), bitmap_.width(), bitmap_.height());
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} else {
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LOG_DEBUG("[DrawFloor]", "Bitmap already exists: active=%d, width=%d, height=%d",
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bitmap_.is_active(), bitmap_.width(), bitmap_.height());
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}
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auto f = (uint8_t)(floor_graphics << 4);
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// Create floor tiles from ROM data
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gfx::TileInfo floorTile1(rom_data[tile_address + f],
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rom_data[tile_address + f + 1]);
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gfx::TileInfo floorTile2(rom_data[tile_address + f + 2],
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rom_data[tile_address + f + 3]);
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gfx::TileInfo floorTile3(rom_data[tile_address + f + 4],
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rom_data[tile_address + f + 5]);
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gfx::TileInfo floorTile4(rom_data[tile_address + f + 6],
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rom_data[tile_address + f + 7]);
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gfx::TileInfo floorTile5(rom_data[tile_address_floor + f],
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rom_data[tile_address_floor + f + 1]);
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gfx::TileInfo floorTile6(rom_data[tile_address_floor + f + 2],
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rom_data[tile_address_floor + f + 3]);
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gfx::TileInfo floorTile7(rom_data[tile_address_floor + f + 4],
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rom_data[tile_address_floor + f + 5]);
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gfx::TileInfo floorTile8(rom_data[tile_address_floor + f + 6],
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rom_data[tile_address_floor + f + 7]);
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// Floor tiles specify which 8-color sub-palette from the 90-color dungeon palette
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// e.g., palette 6 = colors 48-55 (6 * 8 = 48)
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// Draw the floor tiles in a pattern
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// Convert TileInfo to 16-bit words with palette information
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uint16_t word1 = gfx::TileInfoToWord(floorTile1);
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uint16_t word2 = gfx::TileInfoToWord(floorTile2);
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uint16_t word3 = gfx::TileInfoToWord(floorTile3);
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uint16_t word4 = gfx::TileInfoToWord(floorTile4);
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uint16_t word5 = gfx::TileInfoToWord(floorTile5);
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uint16_t word6 = gfx::TileInfoToWord(floorTile6);
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uint16_t word7 = gfx::TileInfoToWord(floorTile7);
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uint16_t word8 = gfx::TileInfoToWord(floorTile8);
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for (int xx = 0; xx < 16; xx++) {
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for (int yy = 0; yy < 32; yy++) {
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SetTileAt((xx * 4), (yy * 2), word1);
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SetTileAt((xx * 4) + 1, (yy * 2), word2);
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SetTileAt((xx * 4) + 2, (yy * 2), word3);
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SetTileAt((xx * 4) + 3, (yy * 2), word4);
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SetTileAt((xx * 4), (yy * 2) + 1, word5);
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SetTileAt((xx * 4) + 1, (yy * 2) + 1, word6);
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SetTileAt((xx * 4) + 2, (yy * 2) + 1, word7);
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SetTileAt((xx * 4) + 3, (yy * 2) + 1, word8);
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}
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}
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}
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} // namespace yaze::gfx
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