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

@@ -3,6 +3,7 @@
#include "Constants.h"
#include "Game.h"
#include "Graphics.h"
#include "GraphicsUtil.h"
#include "KeyPoll.h"
#include "Localization.h"
#include "LocalizationMaint.h"
@@ -54,7 +55,9 @@ namespace roomname_translator
fullscreen_rect.y = 0;
fullscreen_rect.w = 320;
fullscreen_rect.h = 240;
SDL_BlitSurface(dimbuffer, NULL, graphics.backBuffer, &fullscreen_rect);
graphics.set_blendmode(SDL_BLENDMODE_BLEND);
graphics.fill_rect(0, 0, 0, 96);
graphics.set_blendmode(SDL_BLENDMODE_NONE);
if (help_screen)
{
graphics.bprint(0, 0, "=== Room name translation mode help ===", 255,255,255);