diff --git a/binding-mri/audio-binding.cpp b/binding-mri/audio-binding.cpp index 262f5c7..59919ad 100644 --- a/binding-mri/audio-binding.cpp +++ b/binding-mri/audio-binding.cpp @@ -97,6 +97,15 @@ DEF_FADE( me ) DEF_PLAY_STOP( se ) +RB_METHOD(audioSetupMidi) +{ + RB_UNUSED_PARAM; + + shState->audio().setupMidi(); + + return Qnil; +} + RB_METHOD(audioReset) { RB_UNUSED_PARAM; @@ -135,6 +144,8 @@ audioBindingInit() { BIND_POS( bgm ); BIND_POS( bgs ); + + _rb_define_module_function(module, "setup_midi", audioSetupMidi); } BIND_PLAY_STOP( se ) diff --git a/shader/hue.frag b/shader/hue.frag index 405c91b..61143ac 100644 --- a/shader/hue.frag +++ b/shader/hue.frag @@ -1,48 +1,40 @@ -uniform sampler2D inputTexture; -uniform float hueAdjust; +uniform sampler2D texture; +uniform mediump float hueAdjust; varying vec2 v_texCoord; +/* Source: gamedev.stackexchange.com/a/59808/24839 */ +vec3 rgb2hsv(vec3 c) +{ + const vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); + vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); + + float d = q.x - min(q.w, q.y); + + /* Avoid divide-by-zero situations by adding a very tiny delta. + * Since we always deal with underlying 8-Bit color values, this + * should never mask a real value */ + const float eps = 1.0e-10; + + return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + eps)), d / (q.x + eps), q.x); +} + +vec3 hsv2rgb(vec3 c) +{ + const vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); + vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); + return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); +} + void main () { - const vec4 kRGBToYPrime = vec4 (0.299, 0.587, 0.114, 0.0); - const vec4 kRGBToI = vec4 (0.596, -0.275, -0.321, 0.0); - const vec4 kRGBToQ = vec4 (0.212, -0.523, 0.311, 0.0); + vec4 color = texture2D (texture, v_texCoord.xy); + vec3 hsv = rgb2hsv(color.rgb); - const vec4 kYIQToR = vec4 (1.0, 0.956, 0.621, 0.0); - const vec4 kYIQToG = vec4 (1.0, -0.272, -0.647, 0.0); - const vec4 kYIQToB = vec4 (1.0, -1.107, 1.704, 0.0); + hsv.x += hueAdjust; + color.rgb = hsv2rgb(hsv); - /* Sample the input pixel */ - vec4 color = texture2D (inputTexture, v_texCoord.xy); - - /* Convert to YIQ */ - float YPrime = dot (color, kRGBToYPrime); - float I = dot (color, kRGBToI); - float Q = dot (color, kRGBToQ); - - /* Calculate the hue and chroma */ - float hue = atan (Q, I); - float chroma = sqrt (I * I + Q * Q); - - /* Make the user's adjustments */ - hue += hueAdjust; - - /* Remember old I and color */ - float IOriginal = I; - vec4 coOriginal = color; - - /* Convert back to YIQ */ - Q = chroma * sin (hue); - I = chroma * cos (hue); - - /* Convert back to RGB */ - vec4 yIQ = vec4 (YPrime, I, Q, 0.0); - color.r = dot (yIQ, kYIQToR); - color.g = dot (yIQ, kYIQToG); - color.b = dot (yIQ, kYIQToB); - - /* Save the result */ - gl_FragColor = (IOriginal == 0.0) ? coOriginal : color; + gl_FragColor = color; } diff --git a/src/bitmap.cpp b/src/bitmap.cpp index 28b0d7e..8240afe 100644 --- a/src/bitmap.cpp +++ b/src/bitmap.cpp @@ -235,9 +235,9 @@ struct BitmapPrivate surf = surfConv; } - void onModified() + void onModified(bool freeSurface = true) { - if (surface) + if (surface && freeSurface) { SDL_FreeSurface(surface); surface = 0; @@ -883,6 +883,14 @@ void Bitmap::clear() p->onModified(); } +static uint32_t &getPixelAt(SDL_Surface *surf, SDL_PixelFormat *form, int x, int y) +{ + size_t offset = x*form->BytesPerPixel + y*surf->pitch; + uint8_t *bytes = (uint8_t*) surf->pixels + offset; + + return *((uint32_t*) bytes); +} + Color Bitmap::getPixel(int x, int y) const { guardDisposed(); @@ -905,9 +913,7 @@ Color Bitmap::getPixel(int x, int y) const glState.viewport.pop(); } - size_t offset = x*p->format->BytesPerPixel + y*p->surface->pitch; - uint8_t *bytes = (uint8_t*) p->surface->pixels + offset; - uint32_t pixel = *((uint32_t*) bytes); + uint32_t pixel = getPixelAt(p->surface, p->format, x, y); return Color((pixel >> p->format->Rshift) & 0xFF, (pixel >> p->format->Gshift) & 0xFF, @@ -934,7 +940,16 @@ void Bitmap::setPixel(int x, int y, const Color &color) p->addTaintedArea(IntRect(x, y, 1, 1)); - p->onModified(); + /* Setting just a single pixel is no reason to throw away the + * whole cached surface; we can just apply the same change */ + + if (p->surface) + { + uint32_t &surfPixel = getPixelAt(p->surface, p->format, x, y); + surfPixel = SDL_MapRGBA(p->format, pixel[0], pixel[1], pixel[2], pixel[3]); + } + + p->onModified(false); } void Bitmap::hueChange(int hue) @@ -954,13 +969,10 @@ void Bitmap::hueChange(int hue) quad.setTexPosRect(texRect, texRect); quad.setColor(Vec4(1, 1, 1, 1)); - /* Calculate hue parameter */ - hue = wrapRange(hue, 0, 359); - float hueAdj = -((M_PI * 2) / 360) * hue; - HueShader &shader = shState->shaders().hue; shader.bind(); - shader.setHueAdjust(hueAdj); + /* Shader expects normalized value */ + shader.setHueAdjust(wrapRange(hue, 0, 359) / 360.0f); FBO::bind(newTex.fbo); p->pushSetViewport(shader); diff --git a/src/shader.cpp b/src/shader.cpp index 3b22483..824454d 100644 --- a/src/shader.cpp +++ b/src/shader.cpp @@ -551,7 +551,6 @@ HueShader::HueShader() ShaderBase::init(); GET_U(hueAdjust); - GET_U(inputTexture); } void HueShader::setHueAdjust(float value) @@ -559,11 +558,6 @@ void HueShader::setHueAdjust(float value) gl.Uniform1f(u_hueAdjust, value); } -void HueShader::setInputTexture(TEX::ID tex) -{ - setTexUniform(u_inputTexture, 0, tex); -} - SimpleMatrixShader::SimpleMatrixShader() { diff --git a/src/shader.h b/src/shader.h index 323b10a..7b4eb02 100644 --- a/src/shader.h +++ b/src/shader.h @@ -241,10 +241,9 @@ public: HueShader(); void setHueAdjust(float value); - void setInputTexture(TEX::ID tex); private: - GLint u_hueAdjust, u_inputTexture; + GLint u_hueAdjust; }; class SimpleMatrixShader : public ShaderBase diff --git a/src/sprite.cpp b/src/sprite.cpp index 760bb0b..7999546 100644 --- a/src/sprite.cpp +++ b/src/sprite.cpp @@ -134,12 +134,23 @@ struct SpritePrivate void onSrcRectChange() { - if (mirrored) - quad.setTexRect(srcRect->toFloatRect().hFlipped()); - else - quad.setTexRect(srcRect->toFloatRect()); + FloatRect rect = srcRect->toFloatRect(); + Vec2i bmSize; - quad.setPosRect(IntRect(0, 0, srcRect->width, srcRect->height)); + if (bitmap) + bmSize = Vec2i(bitmap->width(), bitmap->height()); + + if (mirrored) + rect = rect.hFlipped(); + + /* Clamp the rectangle so it doesn't reach outside + * the bitmap bounds */ + rect.w = clamp(rect.w, 0, bmSize.x-rect.x); + rect.h = clamp(rect.h, 0, bmSize.y-rect.y); + + quad.setTexRect(rect); + + quad.setPosRect(FloatRect(0, 0, rect.w, rect.h)); recomputeBushDepth(); wave.dirty = true; diff --git a/src/windowvx.cpp b/src/windowvx.cpp index 02a70d9..fe2aaef 100644 --- a/src/windowvx.cpp +++ b/src/windowvx.cpp @@ -852,10 +852,15 @@ void WindowVX::move(int x, int y, int width, int height) const Vec2i size(std::max(0, width), std::max(0, height)); - if (p->geo.w != size.x || p->geo.h != size.y) + if (p->geo.size() != size) + { + p->base.vertDirty = true; p->base.texSizeDirty = true; + p->clipRectDirty = true; + p->ctrlVertDirty = true; + } - p->geo = IntRect(x, y, size.x, size.y); + p->geo = IntRect(Vec2i(x, y), size); p->updateBaseQuad(); }