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https://github.com/TerryCavanagh/VVVVVV.git
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19b2a317f1
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
50 lines
1.1 KiB
C++
50 lines
1.1 KiB
C++
#ifndef GRAPHICSRESOURCES_H
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#define GRAPHICSRESOURCES_H
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#include <SDL.h>
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enum TextureLoadType
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{
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TEX_COLOR,
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TEX_WHITE,
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TEX_GRAYSCALE
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};
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class GraphicsResources
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{
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public:
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void init(void);
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void destroy(void);
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SDL_Surface* im_sprites_surf;
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SDL_Surface* im_flipsprites_surf;
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SDL_Texture* im_tiles;
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SDL_Texture* im_tiles_white;
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SDL_Texture* im_tiles_tint;
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SDL_Texture* im_tiles2;
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SDL_Texture* im_tiles2_tint;
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SDL_Texture* im_tiles3;
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SDL_Texture* im_entcolours;
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SDL_Texture* im_entcolours_tint;
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SDL_Texture* im_sprites;
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SDL_Texture* im_flipsprites;
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SDL_Texture* im_bfont;
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SDL_Texture* im_teleporter;
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SDL_Texture* im_image0;
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SDL_Texture* im_image1;
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SDL_Texture* im_image2;
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SDL_Texture* im_image3;
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SDL_Texture* im_image4;
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SDL_Texture* im_image5;
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SDL_Texture* im_image6;
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SDL_Texture* im_image7;
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SDL_Texture* im_image8;
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SDL_Texture* im_image9;
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SDL_Texture* im_image10;
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SDL_Texture* im_image11;
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SDL_Texture* im_image12;
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};
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#endif /* GRAPHICSRESOURCES_H */
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