Merge branch 'bryanthaboi:dev' into experiment/fixed-extended-world-alignment

This commit is contained in:
James Hall
2026-08-16 19:30:19 -05:00
committed by GitHub
233 changed files with 8377 additions and 45512 deletions
+19 -6
View File
@@ -12,6 +12,7 @@ local PaletteFX = require("src.render.PaletteFX")
local Pipelines = require("src.render.Pipelines")
local PixelCanvas = require("src.render.PixelCanvas")
local Runtime = require("src.mods.Runtime")
local GameViewport = require("src.render.GameViewport")
-- leaf module (no renderer dependency), so requiring it here cannot cycle
local FaithfulRes = require("src.core.FaithfulRes")
@@ -69,11 +70,9 @@ Renderer.UPRIGHT_MARGIN = 160
-- Keep separate dpiX/dpiY so each GB pixel covers fitScale() physical pixels
-- on BOTH axes (square).
local function displayMetrics()
local ww, wh = love.graphics.getDimensions()
local ww, wh = GameViewport.dimensions()
local pw, ph = ww, wh
if love.graphics.getPixelDimensions then
pw, ph = love.graphics.getPixelDimensions()
end
pw, ph = GameViewport.pixelDimensions()
local dpiX, dpiY = 1, 1
if ww > 0 and pw > 0 then dpiX = pw / ww end
if wh > 0 and ph > 0 then dpiY = ph / wh end
@@ -745,7 +744,7 @@ end
-- When GBC FX is active the composite is drawn into presentCanvas and
-- presented through the GBC FX shader as a final pass.
function Renderer:endFrame(zones, worldZones)
love.graphics.setCanvas()
GameViewport.setTarget()
local ww, wh, pw, ph, dpiX, dpiY = displayMetrics()
-- Sp = integer framebuffer pixels per GB pixel;
-- Sx/Sy = LOVE-unit draw scales (may differ when dpiX ≠ dpiY).
@@ -1103,6 +1102,20 @@ function Renderer:endFrame(zones, worldZones)
p.dx - p.a.x * Ux, p.dy - p.a.y * Uy, p.dx, p.dy, p.dw, p.dh)
end
end
local uiRedraws = PaletteFX.uiSpriteRedraws()
if uiRedraws[1] then
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setScissor(uox, uoy, uvpw, uvph)
for _, r in ipairs(uiRedraws) do
if r.quad then
love.graphics.draw(r.image, r.quad, uox + r.x * Ux, uoy + r.y * Uy,
0, Ux, Uy)
else
love.graphics.draw(r.image, uox + r.x * Ux, uoy + r.y * Uy, 0, Ux, Uy)
end
end
love.graphics.setScissor()
end
-- The battle wipe covers the whole surface, letterbox included, so it goes
-- over the finished composite rather than under the UI blit. On hardware
@@ -1136,7 +1149,7 @@ function Renderer:endFrame(zones, worldZones)
end
if present then
love.graphics.setCanvas()
GameViewport.setTarget()
-- Post-process pipelines run over the finished composite -- world, UI
-- and all -- and before GBC FX, so a blur or colour grade is what the
-- LCD grid is then drawn over rather than something that smears the