- [NEW] Passat a SDL3

- [NEW] Passat a de SDL_Mixer a JailAudio
- [NEW] Actualitzat a Respack2
- [NEW] Llevat el data.jrf i afegit el directori 'data' amb els arxius. Molt millor per a developar.
- [CHG] Músiques passades a OGG
- [NEW] Afegit lagueirtofile
This commit is contained in:
2025-06-29 14:18:38 +02:00
parent 7e5318c501
commit 8805799f2e
48 changed files with 6736 additions and 399 deletions

View File

@@ -33,16 +33,16 @@ void JD8_Init(const char *title) {
main_palette = (JD8_Palette)calloc( 1, 768 );
pixel_data = (Uint32*)calloc(1, 320 * 200 * 4); // 1048576 );
sdlWindow = SDL_CreateWindow( title, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN );
sdlWindow = SDL_CreateWindow( title, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_OPENGL );
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest");
sdlRenderer = SDL_CreateRenderer(sdlWindow, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
//SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest");
sdlRenderer = SDL_CreateRenderer(sdlWindow, NULL);
sdlTexture = SDL_CreateTexture(sdlRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STREAMING, 320, 200);
backBuffer = SDL_CreateTexture(sdlRenderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 320, 200);
int filesize = 0;
char *buffer = JF_GetBufferFromResource("crtpi.glsl", filesize, true);
char *buffer = file_getfilebuffer("crtpi.glsl", filesize, true);
shader::init(sdlWindow, backBuffer, buffer);
free(buffer);
@@ -68,7 +68,7 @@ JD8_Surface JD8_NewSurface() {
JD8_Surface JD8_LoadSurface(const char *file) {
int filesize = 0;
char *buffer = JF_GetBufferFromResource(file, filesize);
char *buffer = file_getfilebuffer(file, filesize);
unsigned short w, h;
Uint8* pixels = LoadGif((unsigned char*)buffer, &w, &h);
@@ -90,7 +90,7 @@ JD8_Surface JD8_LoadSurface(const char *file) {
JD8_Palette JD8_LoadPalette(const char *file) {
int filesize = 0;
char *buffer = NULL;
buffer = JF_GetBufferFromResource(file, filesize);
buffer = file_getfilebuffer(file, filesize);
JD8_Palette palette = (JD8_Palette)LoadPalette((unsigned char*)buffer);
@@ -191,7 +191,7 @@ void JD8_Flip() {
}
SDL_UpdateTexture(sdlTexture, NULL, pixel_data, 320 * sizeof(Uint32));
SDL_SetRenderTarget(sdlRenderer, backBuffer);
SDL_RenderCopy(sdlRenderer, sdlTexture, NULL, NULL);
SDL_RenderTexture(sdlRenderer, sdlTexture, NULL, NULL);
shader::render();
//SDL_RenderPresent(sdlRenderer);
}