Commit graph

2705 commits

Author SHA1 Message Date
Clownacy
08b14fa03f Don't use upscaled framebufer if it's not needed
This matches the SDLTexture backend.

Again, it would be really nice if this code weren't duplicated.
2020-09-15 22:16:05 +01:00
Clownacy
97d5373fa5 Add smooth upscaling to the OpenGL backends
Bleh, this is kind of messy and ugly. I also don't like how much
duplicate code there is from the SDLTexture backend.
2020-09-15 22:05:58 +01:00
Clownacy
fd82adf099 Remove invalid comment 2020-09-15 21:00:27 +01:00
Clownacy
13ce62ae05 Minor cleanup 2020-09-15 20:51:04 +01:00
Clownacy
c6af61de5e Chars aren't guaranteed to overflow at 256 2020-09-15 20:49:24 +01:00
Clownacy
52c2a5ceee Make software renderer a bit more foolproof
This also eliminates some comparisons with mismatching signedness
2020-09-15 20:48:18 +01:00
Clownacy
11bbad7372 Cleanup
Now RenderBackend_DrawGlyph doesn't pass an unnecessary parameter
2020-09-15 19:40:10 +01:00
Clownacy
392d5898a3 Make GetVertexBufferSlot consistent
It would be nice keep this batching stuff in a common file
somewhere...
2020-09-15 16:28:35 +01:00
Clownacy
e2b64df84a Oops, also offload colour-fill vertices as well 2020-09-15 16:18:48 +01:00
Clownacy
0f5af36951 Offload vertex transformation to the GPU 2020-09-15 16:08:56 +01:00
Clownacy
07e4e3b971 Offload texture coord transformation to GPU
I imagine this isn't too helpful when the GPU is the bottleneck, like
on my Raspberry Pi.
2020-09-15 14:21:58 +01:00
Clownacy
f0e1119a91 Move OpenGL shader stuff to a struct
The uniform naming scheme was already emulating this
2020-09-15 14:13:45 +01:00
Clownacy
6b96ada4a8 Use proper OpenGL buffer access specifier
The previous value was inherited from the old pre-batching code,
where it actually made sense.
2020-09-15 00:48:14 +01:00
Clownacy
142db71cb9 Move sanity checks to Draw.cpp
There, no need to keep track of a bunch of duplicate sanity checks
2020-09-15 00:07:10 +01:00
Clownacy
611afe7417 Remove those annoying renderer sanity checks
Duplicate junk. If they're that important, they can go in the game,
not the backends.
2020-09-14 23:55:39 +01:00
Clownacy
27b3980a56 Flush Wii U vertex buffers when stuff happens
You know, this 50-character commit name limit is really annoying.
2020-09-14 23:47:52 +01:00
Clownacy
e96ee6ed89 Don't leave dangling OpenGL texture IDs 2020-09-14 23:43:18 +01:00
Clownacy
9ea6caad72 Merge branch 'accurate' into portable 2020-09-14 23:31:01 +01:00
Clownacy
eadc04e46e Bump StartDirectDraw fix to FIX_MAJOR_BUGS
I was debugging GLFW earlier, and this fix wasn't being enabled.
FIX_BUGS should be for aesthetic bugs that only affect gameplay, not
ones that affect fundamental stability.
2020-09-14 23:30:11 +01:00
Clownacy
2bcab6adee Change software renderer sub-backend API
No more locking
2020-09-14 23:26:55 +01:00
Clownacy
30ea89d3fa Remove some now-unneeded struct members 2020-09-14 23:17:21 +01:00
Clownacy
e18ec87f99 Update Wii U renderer 2020-09-14 23:16:45 +01:00
Clownacy
98f66444d7 Updated OpenGL renderers 2020-09-14 23:12:18 +01:00
Clownacy
f55c965a70 Update SDLTexture backend 2020-09-14 23:09:55 +01:00
Clownacy
37a1518056 Update SDLSurface renderer 2020-09-14 23:06:42 +01:00
Clownacy
6b18ec91be Replace LockSurface with UploadSurface
The old locking/unlocking API was plain inefficient. Soon I'll move
upscaling to the backend anyway, to minimise the overhead where
possible.

Currently only the software renderer has been updated.
2020-09-14 23:03:23 +01:00
Clownacy
ba797d0fea Merge branch 'accurate' into portable 2020-09-14 20:04:41 +01:00
Clownacy
55b473a490 Document Flash.cpp some more 2020-09-14 17:01:00 +01:00
Clownacy
95f370a720 Integer-only ratio logic 2020-09-14 16:31:54 +01:00
Clownacy
746ebb822c Bump glyph cache limit to 256
This should fit an entire extended ASCII set, and also help Japanese
support a little by having a larger pool of cached glyphs.
2020-09-14 15:29:04 +01:00
Clownacy
2446ec02c8 More PHILOSOPHY.md tidying 2020-09-14 13:29:27 +01:00
Clownacy
f9fa8ccbbf Rework PHILOSOPHY.md some more 2020-09-14 13:21:47 +01:00
Clownacy
d59b3fab89 Update PHILOSOPHY.md
This branch has shifted focus slightly, from just porting Cave Story
as-is, to porting it while also trying to recreate the original 2004
experience.
2020-09-14 12:49:46 +01:00
Clownacy
afed830366 Only mark render-target textures as lost
SDL2 only loses target textures.
2020-09-14 12:49:34 +01:00
Clownacy
05b8b607fa Correct outdated comment 2020-09-14 12:26:56 +01:00
Clownacy
63e4ac9aa9 Remove RenderBackend_FlushGlyphs
No longer used for anything
2020-09-14 12:25:39 +01:00
Clownacy
daa55b1a3c Allow font atlases to be non-square
Saves a little memory in some cases. It's the backend's job to decide
if this is a problem or not, and pad it if it has to.
2020-09-14 12:08:27 +01:00
Clownacy
17da39fa14 Rename FontObject to Font
Explicitly calling it an object just seems unnecessarily verbose,
2020-09-14 11:54:37 +01:00
Clownacy
1625d3961d Correct some awkward wording 2020-09-14 11:50:48 +01:00
Clownacy
0cdd6ad4df Rename a rect 2020-09-14 10:44:54 +01:00
Clownacy
2d5f6a547d Disable blending for the framebuffer 2020-09-14 10:42:31 +01:00
Clownacy
5e28463509 Remember to free the upscaled framebuffer 2020-09-14 10:39:16 +01:00
Clownacy
56b96ed432 Only use an upscaled framebuffer if we have to 2020-09-14 10:36:35 +01:00
Clownacy
53e96486ce Use proper texture access type 2020-09-13 19:50:47 +01:00
Clownacy
2f748810bf Disable blending for the upscaled framebuffer
I'd set it to RGB24 instead of RGBA32, but I don't know if there'd be
a performance penalty.
2020-09-13 19:41:19 +01:00
Clownacy
4517c9be9e Fix incorrect upscaled framebuffer size 2020-09-13 19:37:01 +01:00
Clownacy
c12149b96e Fix a weird old typo 2020-09-13 19:35:31 +01:00
Clownacy
7bc028f5d8 Enable window-resizing in the SDLTexture renderer
Previously, the window was a fixed size just like the original.

This change highlights a weird issue in CSE2: this doesn't exactly
match the behaviour of the original game, so why did I change it?
Simple: monitors had much lower pixel-densities back in the early
2000s, meaning that 320x240 and 640x480 weren't as laughably small as
they are today.

I like to think of CSE2's portable branch as Cave Story's equivalent
to Chocolate Doom: the point isn't to replicate the game's behaviour
100% - that's the accurate branch's job - no, the point of the
portable branch is to replicate the *experience* of the game, as it
was back in 2004. This means no commically-small windows.

This is the same reason font anti-aliasing is disabled, even in
versions of Windows later than XP.

Sidenote: the OpenGL3/OpenGLES2 renderers already had this feature,
but they used linear-filtering, causing the screen to be extremely
blurry in 320x240 mode. This renderer uses a better method, which
does apply slight blurring at the edges of pixels at resolutions
that aren't an exact multiple of 320x240/640x480, but otherwise it
resembles nearest-neighbour. This is way nicer to look at, and fits
the game's aesthetic. This feature will be ported to the other
renderers soon.
2020-09-13 18:17:58 +01:00
Clownacy
aa3cd55b43 Fix SDLTexture surface freeing 2020-09-13 12:30:56 +01:00
Clownacy
bf93334b94 Fix out-of-bounds font atlas accesses 2020-09-13 12:30:01 +01:00