Merge upstream

This commit is contained in:
Jonas Kulla 2017-02-17 19:35:30 +01:00
commit 85452bf2cf
7 changed files with 89 additions and 65 deletions

View File

@ -97,6 +97,15 @@ DEF_FADE( me )
DEF_PLAY_STOP( se ) DEF_PLAY_STOP( se )
RB_METHOD(audioSetupMidi)
{
RB_UNUSED_PARAM;
shState->audio().setupMidi();
return Qnil;
}
RB_METHOD(audioReset) RB_METHOD(audioReset)
{ {
RB_UNUSED_PARAM; RB_UNUSED_PARAM;
@ -135,6 +144,8 @@ audioBindingInit()
{ {
BIND_POS( bgm ); BIND_POS( bgm );
BIND_POS( bgs ); BIND_POS( bgs );
_rb_define_module_function(module, "setup_midi", audioSetupMidi);
} }
BIND_PLAY_STOP( se ) BIND_PLAY_STOP( se )

View File

@ -1,48 +1,40 @@
uniform sampler2D inputTexture; uniform sampler2D texture;
uniform float hueAdjust; uniform mediump float hueAdjust;
varying vec2 v_texCoord; 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 () void main ()
{ {
const vec4 kRGBToYPrime = vec4 (0.299, 0.587, 0.114, 0.0); vec4 color = texture2D (texture, v_texCoord.xy);
const vec4 kRGBToI = vec4 (0.596, -0.275, -0.321, 0.0); vec3 hsv = rgb2hsv(color.rgb);
const vec4 kRGBToQ = vec4 (0.212, -0.523, 0.311, 0.0);
const vec4 kYIQToR = vec4 (1.0, 0.956, 0.621, 0.0); hsv.x += hueAdjust;
const vec4 kYIQToG = vec4 (1.0, -0.272, -0.647, 0.0); color.rgb = hsv2rgb(hsv);
const vec4 kYIQToB = vec4 (1.0, -1.107, 1.704, 0.0);
/* Sample the input pixel */ gl_FragColor = color;
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;
} }

View File

@ -235,9 +235,9 @@ struct BitmapPrivate
surf = surfConv; surf = surfConv;
} }
void onModified() void onModified(bool freeSurface = true)
{ {
if (surface) if (surface && freeSurface)
{ {
SDL_FreeSurface(surface); SDL_FreeSurface(surface);
surface = 0; surface = 0;
@ -883,6 +883,14 @@ void Bitmap::clear()
p->onModified(); 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 Color Bitmap::getPixel(int x, int y) const
{ {
guardDisposed(); guardDisposed();
@ -905,9 +913,7 @@ Color Bitmap::getPixel(int x, int y) const
glState.viewport.pop(); glState.viewport.pop();
} }
size_t offset = x*p->format->BytesPerPixel + y*p->surface->pitch; uint32_t pixel = getPixelAt(p->surface, p->format, x, y);
uint8_t *bytes = (uint8_t*) p->surface->pixels + offset;
uint32_t pixel = *((uint32_t*) bytes);
return Color((pixel >> p->format->Rshift) & 0xFF, return Color((pixel >> p->format->Rshift) & 0xFF,
(pixel >> p->format->Gshift) & 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->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) void Bitmap::hueChange(int hue)
@ -954,13 +969,10 @@ void Bitmap::hueChange(int hue)
quad.setTexPosRect(texRect, texRect); quad.setTexPosRect(texRect, texRect);
quad.setColor(Vec4(1, 1, 1, 1)); 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; HueShader &shader = shState->shaders().hue;
shader.bind(); shader.bind();
shader.setHueAdjust(hueAdj); /* Shader expects normalized value */
shader.setHueAdjust(wrapRange(hue, 0, 359) / 360.0f);
FBO::bind(newTex.fbo); FBO::bind(newTex.fbo);
p->pushSetViewport(shader); p->pushSetViewport(shader);

View File

@ -551,7 +551,6 @@ HueShader::HueShader()
ShaderBase::init(); ShaderBase::init();
GET_U(hueAdjust); GET_U(hueAdjust);
GET_U(inputTexture);
} }
void HueShader::setHueAdjust(float value) void HueShader::setHueAdjust(float value)
@ -559,11 +558,6 @@ void HueShader::setHueAdjust(float value)
gl.Uniform1f(u_hueAdjust, value); gl.Uniform1f(u_hueAdjust, value);
} }
void HueShader::setInputTexture(TEX::ID tex)
{
setTexUniform(u_inputTexture, 0, tex);
}
SimpleMatrixShader::SimpleMatrixShader() SimpleMatrixShader::SimpleMatrixShader()
{ {

View File

@ -241,10 +241,9 @@ public:
HueShader(); HueShader();
void setHueAdjust(float value); void setHueAdjust(float value);
void setInputTexture(TEX::ID tex);
private: private:
GLint u_hueAdjust, u_inputTexture; GLint u_hueAdjust;
}; };
class SimpleMatrixShader : public ShaderBase class SimpleMatrixShader : public ShaderBase

View File

@ -134,12 +134,23 @@ struct SpritePrivate
void onSrcRectChange() void onSrcRectChange()
{ {
if (mirrored) FloatRect rect = srcRect->toFloatRect();
quad.setTexRect(srcRect->toFloatRect().hFlipped()); Vec2i bmSize;
else
quad.setTexRect(srcRect->toFloatRect());
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<int>(rect.w, 0, bmSize.x-rect.x);
rect.h = clamp<int>(rect.h, 0, bmSize.y-rect.y);
quad.setTexRect(rect);
quad.setPosRect(FloatRect(0, 0, rect.w, rect.h));
recomputeBushDepth(); recomputeBushDepth();
wave.dirty = true; wave.dirty = true;

View File

@ -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)); 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->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(); p->updateBaseQuad();
} }