Move from surfaces to the SDL render system

Ever since VVVVVV was initially ported to C++ in 2.0, it has used surfaces from SDL. The downside is, that's all software rendering. This commit moves most things off of surfaces, and all into GPU, by using textures and SDL_Renderer.

Pixel-perfect collision has been kept by keeping a copy of sprites as surfaces. There's plans for pixel-perfect collision to use masks instead of reading pixel data directly, but that's out of scope for this commit.

- `graphics.reloadresources()` is now called later in `main`, because textures cannot be created without a renderer.

- This commit also removes a bunch of surface functions which are no longer needed.

- This also recaches target textures in certain places for d3d9.

- graphics.images was converted to a fixed-size array.

- fillbox and fillboxabs use SDL_RenderDrawRect instead of drawing an outline using four filled rectangles

- Update my name in the credits
This commit is contained in:
AllyTally
2023-01-07 14:28:07 -04:00
committed by Misa Elizabeth Kai
parent 556e3a110a
commit 19b2a317f1
24 changed files with 1446 additions and 1387 deletions

View File

@@ -1406,15 +1406,18 @@ void gamelogic(void)
if (map.finalmode && map.final_colormode)
{
map.final_aniframedelay--;
if(map.final_aniframedelay==0)
if (map.final_aniframedelay == 0)
{
graphics.foregrounddrawn=false;
graphics.foregrounddrawn = false;
}
if (map.final_aniframedelay <= 0) {
if (map.final_aniframedelay <= 0)
{
map.final_aniframedelay = 2;
map.final_aniframe++;
if (map.final_aniframe >= 4)
{
map.final_aniframe = 0;
}
}
}