Use ceil(threshold) as cutoff distance in dilate shader, and tone down
the strength of the fractional part of the threshold.
Take bold width into account during layout.
This fixes the text rendering of name plates in Rance Quest.
gfx_render_text uses floats for layout, so the parts_text layout should
use floats to match.
This fixes an issue with off-center text in the English version of Rance
01.
This adds a new parameter `blend` to `gfx_draw_glyph()`. When `blend` is
true, the function performs normal alpha blending (same as
`gfx_draw_glyph_to_pmap()`).
If `blend` is false, the resulting pixel color will be the text color
and the alpha value will be copied from the glyph texture. However, if
the alpha value is less than 0.01, the pixel will not be written.
If you are drawing on a transparent texture (which will later be blended
into another texture), `blend` should be false. If you are drawing on top
of an image, `blend` should be true.
`gfx_draw_glyph()` used to fill transparent pixels with text color, but
this step is no longer needed and has been removed.
So far only basic debugging functionality is implemented (breakpoints,
stepping, stack traces/variables).
This is not tested against an established DAP client. My intention is to
create a custom GUI frontend and extend the protocol to support
xsystem4-specific features, such as inspecting the scene. (This work is
underway.)
Instruction references are hex-encoded address strings. Clients do not
need to obtain them from DAP requests. This is outside the spec, but it
is needed for a binary-only debugger.
Functions that write directly to stdout (e.g. printf) should generally
not be used any more. Instead, use either sys_message (which respects
sys_silent) or log_message (which will send the message to the debugger
if DAP is enabled). stderr can be used as normal.
Add a scene_print function which prints a textual representation of the
current scene. This works by attaching a `debug_print` function to each
entity in the scene. This function is implemented for SACT2 and
GUIEngine entities. A default implementation will be used of none is
provided.
This can be accessed from the debugger via the `scene` command (although
the output is typically too much to view in a terminal; it's better to
run `scene_print` somewhere and redirect stdout to a file).
Fix issue where outlines would get cropped when crossing the glyph
texture boundary.
This is accomplished by adding 4 border pixels to each glyph texture.
SDL_ttf isn't really designed to be used with OpenGL. It caches glyph
bitmaps in memory, whereas we want to cache glyph textures on the GPU.
By using FreeType directly we avoid creating and destroying a new
texture every time a glyph is rendered.
Additionally, all glyph textures (including fnl-derived glyphs) now use
the GL_RED internal format instead of GL_RGBA.
Add an option to control the horizontal scaling of text. This is mainly
to work around text overflow issues in the MangaGamer version of Rance
02 (an appropriate value is set automatically for that game).
System 4 has 4 font weights: light, medium, bold and heavy bold.
SDL_ttf has 2 (normal and bold). For now, xsystem4 treats light/medium
as normal and bold/heavy-bold as bold.
In OpenGL ES 3, glTexImage2D cannot handle GL_BGRA format. SDL_ttf
returns pixels in BGRA format (because it's the format used in
FreeType2), so it needs to be converted to RGBA before passing to
gfx_init_texture_with_pixels.
If the user-provided font can't be loaded, try to load the default font.
If the default font can't be loaded (e.g. xsystem4 isn't installed), try
to load the default font from the project directory.
MS Mincho/MS Gothic are have the nice property that latin characters are
exactly half the size of full-width characters. English translated games
depend on this to determine where line breaks are placed. We now force
text to be rendered with this spacing to prevent overflow issues.
Most open source mincho/gothic fonts do not even have fixed width latin
glyphs. The two fonts included in this commit are the closest I could
find, and the mincho font is still not quite good enough (there is a bit
of overlap on adjacent characters sometimes).
- Create separate directories for source and header files.
- Build code shared between xsystem4 and aindump as a static library.
- Create header dirs gfx/ system4/ and vm/
- Make CG.c/h usable without a running VM