kichikuou
adf362ea57
Rename sdl_effect_* to effect_*
2025-06-11 09:23:44 +09:00
kichikuou
c9f21c4547
sactamask: Use sdl_effect framework
2025-02-21 09:14:05 +09:00
kichikuou
c515b21afb
Refactor ags_eSpriteCopyArea()
2024-09-01 21:44:11 +09:00
kichikuou
d3db3fa83e
sdl_effect: Implement EFFECT_PAN_IN_* and EFFECT_SKIP_LINE_*
...
This also fixes incorrect behavior of `CD 1` and `CD 2`.
2024-09-01 14:57:59 +09:00
kichikuou
de4f3ebb0d
sdl_effect: Implement EFFECT_RASTER_BLEND (CD 5)
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Used in Mugen Houyou's title logo.
2024-08-31 22:00:07 +09:00
kichikuou
cee18a572e
Implement palette shift effect (CD 1001)
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Used in Toushin Toshi 2.
2022-07-31 12:44:30 +09:00
kichikuou
d2661e97f1
sdl_effect: Implement EFFECT_CIRCLE_WIPE_{IN,OUT}
2022-07-23 10:57:59 +09:00
kichikuou
1c3dccb349
sdl_effect: Implement NACT_EFFECT_WIPE_*
2022-02-06 12:26:50 +09:00
kichikuou
605de284e9
sdl_effect: PF (fade in/out) and PW (white in/out) commands
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In 256-color games, it uses alpha-blending instead of palette animation.
2022-02-05 14:49:00 +09:00
kichikuou
c15e7233b4
sdl_effect: Implement CE 43 (NACT_EFFECT_MAGNIFY)
2022-01-31 17:13:22 +09:00
kichikuou
bad6b90e23
sdl_effect: Implement CE 39 to 42
2022-01-31 11:44:25 +09:00
kichikuou
d1d943d2a5
Remove old code path for SACT.DrawEffect
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Now it always uses sdl_effect.
2022-01-30 11:32:33 +09:00
kichikuou
6c59122c59
sdl_effect: Implement EFFECT_POLYGON_ROTATE_*
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It needs perspective-correct interpolation, so we cannot simply use
SDL_RenderGeometry.
2022-01-30 11:32:21 +09:00
kichikuou
b6a69deab7
sdl_effect: Implement EFFECT_ZOOM_BLEND_BLUR
2022-01-23 22:20:18 +09:00
kichikuou
eea1f9c93a
sdl_effect: Implement EFFECT_ZIGZAG_CROSSFADE
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This effect is hard to implement correctly without writing a custom
shader. We approximate this by combining vertical and horizontal wave
effects.
2022-01-23 16:46:36 +09:00
kichikuou
47d23d4ee7
sdl_effect: Implement CE 10 (zoom in)
2022-01-23 14:08:34 +09:00
kichikuou
10b414fb4e
sdl_effect: Implement mosaic and crossfade-mosaic
2022-01-23 14:08:23 +09:00
kichikuou
d35a24f142
sdl_effect: Implement linear blur effects
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Now Gpx and NIGHTDLL are fully migrated to sdl_effect.
2022-01-17 17:41:13 +09:00
kichikuou
d945dfe77d
sdl_effect: Implement EFFECT_CROSSFADE_{DOWN,UP,LR,RL}
2022-01-17 11:23:22 +09:00
kichikuou
a224d89233
Rename sdl_fader to sdl_effect
2022-01-17 09:47:39 +09:00
kichikuou
bc97e4c826
sdl_fader: Implement blind effects
2022-01-16 22:05:53 +09:00
kichikuou
c4d74d659a
sdl_fader: Add fade in/out and white in/out effects
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This replaces the existing three separate implementations (CE command,
Gpx, and NIGHTDLL) of these effects with the new one implemented in
sdl_fader.
2022-01-16 15:48:58 +09:00
kichikuou
4daaa5ede5
Use sdl_fader in Gpx.EffectCopy
2022-01-16 11:04:25 +09:00
kichikuou
5fefd74d4a
Rewrite SACT's rotation effects using sdl_fader
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This is much faster since it uses (possibly hardware accelarated) SDL
rendering functions.
2022-01-04 17:20:16 +09:00
kichikuou
d03568c3ff
Refactor effect enums
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Since not all SACT effects can be mapped to CE effects, a third enum
type is needed.
2022-01-04 12:32:10 +09:00
kichikuou
e1e1e5cacc
Use sdl_fader in SACT
2021-12-12 22:21:20 +09:00
kichikuou
d7dd98a8ca
Implement polygon mask effects
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This implements the hexagram, pentagram, and windmill effects of the CE
command. These were implemented in the (removed) X11 backend, but not in
the SDL backend.
This implementation uses SDL_RenderGeometry() which is added in SDL
2.0.18. If it is not available, these effects will fall back to
crossfade.
2021-12-12 21:39:13 +09:00