Commit graph

248 commits

Author SHA1 Message Date
Jonas Kulla
ba304feb54 Minor code move
Move animation based state data together and add comments
2013-10-09 11:52:39 +02:00
Jonas Kulla
6a4fd804a7 Clarify point about latest library version 2013-10-09 04:16:00 +02:00
Jonas Kulla
34d4103111 Always request OpenGL Core profile 2013-10-08 06:29:05 +02:00
Jonas Kulla
6fef49f42a Cosmetic fixes 2013-10-08 06:05:06 +02:00
Jonas Kulla
a108843069 Add 'System.data_directory()' for save files etc.
Just a small wrapper around SDL2's GetPrefPath()
2013-10-08 06:04:21 +02:00
Jonas Kulla
dd25323cdd Ifdef out more RGSS2 functionality 2013-10-06 10:28:03 +02:00
Jonas Kulla
ce70b6dc95 Fix a heavy memory corruption in p()/print()
If you free locally allocated ruby objects
you're gonna have a BAAAD time
2013-10-06 10:19:31 +02:00
Jonas Kulla
49e7b66a53 Bitmap: s/tex/gl 2013-10-06 08:54:16 +02:00
Jonas Kulla
89238aebe9 s/rgss/RGSS 2013-10-06 07:11:03 +02:00
Jonas Kulla
26843f2e51 Implement FPS display (F2 to toggle ON/OFF) 2013-10-06 07:05:01 +02:00
Jonas Kulla
41675859dd Actually destroy duplicated PHYSFS_Io instance on close
Fixes crash after loading about a hundred maps
2013-10-06 05:11:22 +02:00
Jonas Kulla
958af38442 Optimize archive reading
This should be almost as fast as reading unencrypted
files from disk now. I also don't see any possible further
optimizations, so this is probably as fast as it gets.
2013-10-04 07:52:40 +02:00
Jonas Kulla
a9fc44f79d Fix filesystem init for relative 'gamePath's 2013-10-03 22:11:25 +02:00
Jonas Kulla
4ddc487f17 Fix a critical bug with seeking in archives
Also, other small cleanups on the way.
2013-10-03 22:09:35 +02:00
Jonas Kulla
d20b652155 No point in drawing spaces 2013-10-03 00:48:12 +02:00
Jonas Kulla
ca5f52d93d Add '$ORIGIN/lib' rpath for now 2013-10-02 22:48:27 +02:00
Jonas Kulla
d8dab9c429 Start ifdef'ing out RGSS2 functionality 2013-10-02 22:40:09 +02:00
Jonas Kulla
751b9c3ae5 Clip text surface to texture bounds on fast upload 2013-10-02 21:39:44 +02:00
Jonas Kulla
19c30e3ddd Fix shader code. Thanks Mesa!
On the other hand, the kind of shit fglrx
just lets through boggles the mind.
2013-10-02 15:00:17 +02:00
Jonas Kulla
bb70c39811 Ensure SDL_image and SDL_ttf initialize correctly 2013-10-02 13:50:58 +02:00
Jonas Kulla
0f58852e2b Remove GL_ARB_imaging requirement
Mesa doesn't have it, and I'm not sure it really
serves any purpose at all.
2013-10-02 13:35:14 +02:00
Jonas Kulla
7b97075282 Remove unnecessary allocations 2013-10-01 18:27:22 +02:00
Jonas Kulla
a54acce6b7 Implement Bitmap 'blur'
I was a bit confused at first because I thought Enterbrain
had actually implemented a full Gaussian blur, but nope,
just dumb averaging.
2013-10-01 18:12:52 +02:00
Jonas Kulla
20ec560145 Wrap color clear in 'FBO::clear()' convenience function 2013-10-01 13:10:14 +02:00
Jonas Kulla
082a9ae483 Fix style and add link to mattn's repo 2013-10-01 12:24:35 +02:00
Jonas Kulla
a1c2a73006 Warn about mruby-onig-regexp 2013-10-01 12:21:30 +02:00
Jonas Kulla
ceb7821362 Minor code style fix 2013-10-01 12:15:28 +02:00
Jonas Kulla
8baa76541c Merge branch 'bitmap_blur' 2013-10-01 12:06:40 +02:00
Jonas Kulla
baff4e362e Fix minor GPU timer query issue 2013-10-01 12:05:58 +02:00
Jonas Kulla
9f26ff9fb0 Port over Bitmap 'radial_blur' from old SFML codebase
This implementation is also heaps better than the old
one as it doesn't use a (differently sized) aux texture,
meaning the Bitmap discards its old texture and aquires
one of same size, making reuse through the TexPool a
lot more likely. It also saves on the aux texture blits
and binding switches.

As the setup / resource acquisition far outweighs the
actual rendering cost, operation time is relatively
constant no matter how many divisions are used.
2013-10-01 12:03:20 +02:00
Jonas Kulla
088f0a2a30 Prefer pkg-config for lib flags where possible 2013-10-01 05:30:45 +02:00
Jonas Kulla
b5afeadb5b Fix null deref 2013-10-01 02:29:02 +02:00
Jonas Kulla
73d5cb5bad Comment out unsupported audio formats 2013-10-01 02:28:46 +02:00
Jonas Kulla
408864339f Implement case insensitive path resolution 2013-09-30 21:20:29 +02:00
Jonas Kulla
f49b03ba23 Window: Always rebuild cursor_rect tex coords
If the same Window updated its control verts without a visble
cursor_rect, these tex coords will get randomly overwritten by
further control parts.
2013-09-30 19:32:45 +02:00
Jonas Kulla
05f73f0b98 Ensure Elements don't unlink from an already dead Scene 2013-09-30 19:30:27 +02:00
Jonas Kulla
9d34fc966b Tilemap: Clamp sampled tileset height to multiple of 32 2013-09-30 01:38:46 +02:00
Jonas Kulla
c6fc1cb5ad Add '.sample' suffix to example configuration file 2013-09-29 18:25:19 +02:00
Jonas Kulla
2226927b08 Null deref fixes / cleanups 2013-09-28 21:48:02 +02:00
Jonas Kulla
1737ec9af4 Fix 'Rect::isEmpty()' and small performance fixes
Specifically, don't emit the 'valueChanged' signal
if nothing actually changed.
2013-09-28 21:45:33 +02:00
Jonas Kulla
4c06b676ad Spacing and minor fixes 2013-09-28 21:30:51 +02:00
Jonas Kulla
6b94dd6bcb Script binding vfuncs should be static 2013-09-28 21:27:11 +02:00
Jonas Kulla
fa77726388 Remove unneeded shader uniform 2013-09-28 15:41:09 +02:00
Jonas Kulla
0717003114 Use 'snprintf()' instead of the unsafe variant 2013-09-27 19:50:23 +02:00
Jonas Kulla
080f9333a9 Clarify a couple README points 2013-09-27 19:44:16 +02:00
Jonas Kulla
307eeb732d Factor out performance timers into separate files
This should make graphics.cpp somewhat easier to navigate/read.
GL_EXT_timer_query is also made optional, and if it's not present
dummy functions will be called instead.
2013-09-27 16:54:01 +02:00
Jonas Kulla
4ff563725b Make 'rb_get_args()' va_arg passing safer by introducing a termination marker
What can I say. I made a pact with the devil, and paid dearly.
Almost a whole day's worth of debugging, actually. Not again.

If this turns out to be slow we can always optimize the critical
parts (with no variable param count) later, or completely remove it.
2013-09-27 04:49:48 +02:00
Jonas Kulla
92525cd077 Make this mess of performance measuring a bit more readable 2013-09-27 04:47:12 +02:00
Jonas Kulla
12c92d6dd0 Fix Tilemap's scanrow z sorting for good
Also make it a tad faster.
2013-09-27 04:42:22 +02:00
Jonas Kulla
97d0794c7c Remove Serializable's virtual destructor. It didn't do anything anyway.
To still make the compiler happy, add virtual destructors
to all descendants of Serializable.
2013-09-27 04:39:35 +02:00