Commit Graph

2 Commits

Author SHA1 Message Date
Luciano Ciccariello
0df33d1975
Texture render support (#934)
Technically unimpressive, but I had to go through quite a good amount of
changes. Here is the full changelog to make everything work:

* Ensure `ResetPlatform` is always called to avoid memory leaks
* Add `g_RawVram` to emulate the PS1 VRAM
* ~~The engine will load the optional file `disks/vram.bin`, a RAM dump
from an emulator~~
* SDL2 will create 256x256 textures on-the-fly whenever a specific tpage
is requested via `GetVramTexture`
* The function `GetVramTexture` caches the last called tpage to avoid
tanking the performance
* `GetVramTexture` for only renders 4bpp and 8bpp textures with their
specified palette
* Remove `SDL2_image` as the font is now loaded straight from the VRAM
* Calling `VSync` will call the set callback, which the game uses for
DMA operations
* `MyLoadImage` is not yet implemented, but it is a placeholder to then
interact with `g_RawVram`
* The menu font now uses the texture found in the VRAM
* Plugged a custom version of `LoadFileSim`
* The file `sim_pc.c` is similar to the original game's code but it is
used here to load files from custom paths
* Using F5, F6 or F7 can dump the VRAM content on-screen, respectively
in 16bpp, 8bpp and 4bpp

There are new graphical glitches on the font. In some occasions it
appears black. It seems to be related to a flag in `P_TAG.code`. I plan
to dig into it when I can render entities on screen to avoid potential
mistakes. The same problem is present for the first half of Alucard's
portrait. It seems to be related when a texture is transparent? 🤷

I am not sure why the font is completely corrupted when entering in the
Equip menu. It is hard to understand if I introduced any regression.
Maybe the glitch was always there but it was hidden since I was always
forcing the font texture to be rendered.

EDIT: Implemented `LoadImage`, `SaveImage` and `ClearImage`
2024-01-01 23:31:56 +00:00
sozud
4791b03c89
Windows build with cmake (#889)
This adds cmake and a windows build to the CI. I haven't tested the
result, just got it building. I had to make quite a few changes since
MSVC has a number of differences compared to GCC. I added two cmake
modules to find sdl2 and sdl2_image from here
https://github.com/aminosbh/sdl2-cmake-modules

The dirent stuff is just `#ifdef`ed out for now since I think it's
unused?

I'm keeping the Makefile.pc for the moment until this is more proven. I
wasn't able to figure out how to add -fsanitize=address for some reason
to gcc/clang builds, open to suggestions there. Otherwise I think the
cmake build is more or less the same as the Makefile one.
2023-12-27 09:24:00 +00:00