Previously, we would just stuff the entire tilemap vertex data
four times into the buffers, with only the autotile vertices
offset according to the animation frame. This meant we could
prepare the buffers once, and then just bind a different offset
for each animation frame without any shader changes, but it also
lead to a huge amount of data being duplicated (and blowing up
the buffer sizes).
The new method only requires one buffer, and instead animates by
recognizing vertices belonging to autotiles in a custom vertex
shader, which offsets them on the fly according to the animation
index.
With giant tilemaps, this method would turn out to be a little
less efficient, but considering the Tilemap is planned to be
rewritten to only hold the range of tiles visible on the screen
in its buffers, the on the fly offsetting will become neglient,
while at the same time the amount of data we have to send to the
GPU everytime the tilemap is updated is greatly reduced; so a
net win in the end.
Before, we would blindly rotate through the sources (like a
revolver through its chambers), which worked great if one
assumed all sounds to be relatively short and therefore oldest
use == most likely to be free, but breaks if there is one long
sound playing, which would be stopped and overtaken if we rotated
back to it even though there might be other free sources available.
Instead, keep an ascending priority list of sources with last
used == highest priorty that is iterated through for the first
free one, and only if none is found overtake the one with lowest
priority. This also ensures we're always able to play 'SE_SOURCES'
sounds at once independently of their length.
Fixes#37.
Performance can still be crudely measured by turning off
the framelimit and observing the FPS count. For everything
else, there's always callgrind / apitrace.
GL entrypoint resolution is now done manually. This has a couple
immediate benefits, such as not having to retrieve hundreds of
functions pointers that we'll never use. It's also nice to have
an exact overview of all the entrypoints used by mkxp.
This change allows mkxp to run fine with core contexts, not sure
how relevant that is going to be in the future.
What's noteworthy is that _all_ entrypoints, even the ones core
in 1.1 and guaranteed to be in every libGL, are resolved
dynamically.
This has the added benefit of not having to link directly against
libGL anymore, which also cleans up the output of `ldd` quite
a bit (SDL2 loads most system deps dynamically at runtime).
GL headers are still required at build time.
This bit was deprecated/removed in core GL.
There was only one place where this was used (flash tiles
in Tilemap), and since the full shader rewrite, it was
effectively a no-op anyway (flash shader doesn't sample texture).
Previously, any font names requested by RGSS would be translated
directly to filenames by lowercasing and replacing spaces with
underscores (and finally doing some extension substitution).
To make this whole thing work smoother as well as get closer to
how font discovery is done in VX, we now scan the "Fonts/" folder
at startup and index all present font assets by their family name;
now, if an "Open Sans" font is present in "Fonts/", it will be
used regardless of filename.
Font assets with "Regular" style are preferred, but in their
absence, mkxp will make use of any other style it can find for
the respective family. This is not the exact same behavior as
VX, but it should cover 95% of use cases.
Previously, one could substitute fonts via filenames, ie. to
substitute "Arial" with "Open Sans", one would just rename
"OpenSans.ttf" to "arial.ttf" and put it in "Fonts/". With the
above change, this is no longer possible. As an alternative, one
can now explicitly specify font family substitutions via mkxp.conf;
eg. for the above case, one would add
fontSub=Arial>Open Sans
to the configuration file. Multiple such rules can be specified.
In the process, I also added the ability to provide
'Font.(default_)name' with an array of font families to search
for the first existing one instead of a plain string.
This makes the behavior closer to RMXP; however, it doesn't
work 100% the same: when a reference to the 'Font.name' array is
held and additional strings are added to it without re-assignig
the array to 'Font.name', those will be ignored.
This initial implementation emulates the way RMVX splits
the sprite into "chunks" of about 8 pixels, which it then
scrolls left/right on a vertical sine wave. It even
replicates the weird behavior when wave_amp < 0, namely
"shrinking" the src_rect horizontally.
As with bush_opacity, this effect in combination with
rotation will render differently from RMVX.
This gets rid of the "batch/flush" semantics for #set_pixel
and instead just directly uploads the pixel color to the
texture, circumventing the float conversion entirely.
Also makes a lot of code simpler in many places as calling
'flush()' is no longer required for bitmaps.