Jonas Kulla
f8e8ece946
Forgot to add license header
2013-10-09 13:44:15 +02:00
Jonas Kulla
cb6f73f7df
Rename 'GlobalState' to 'SharedState' to avoid confusion with GLState
...
This was particularly nasty with the shorthand macros
'gState' and 'glState'. The former is now 'shState'.
2013-10-09 12:30:33 +02:00
Jonas Kulla
807bee5748
Print info about shader compilation to console
2013-10-09 12:26:42 +02:00
Jonas Kulla
ba304feb54
Minor code move
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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.
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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()
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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
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Fixes crash after loading about a hundred maps
2013-10-06 05:11:22 +02:00
Jonas Kulla
958af38442
Optimize archive reading
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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
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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
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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'
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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
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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
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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
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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
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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