Implement a new tileset atlas layout to allow for bigger tilesets
The atlas packing algorithm has been reworked to pack autotiles and tileset very efficiently into a texture, splitting the tileset in multiple ways and eliminating the previous duplication of image data in the atlas across "frames". Animation, which these frames were designed for, is now done via duplicated buffer frames, ie. each animation frame has its own VBO and IBO data. This was not done to save on VRAM (hardly less memory is used), but to make place for the new atlas layout. Thanks to this new layout, even with a max texture size of 2048, one can use tilesets with up to 15000 height. Of course, such a tileset couldn't be stored in a regular Bitmap to begin with, which is why I also introduced a hack called "mega surfaces": software surfaces stored in RAM and wrapped inside a Bitmap, whose sole purpose is to be passed to a Tilemap as tilesets. Various other minor changes and fixes are included.
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9 changed files with 637 additions and 177 deletions
src
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@ -31,6 +31,7 @@
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class Font;
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class ShaderBase;
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struct TEXFBO;
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struct SDL_Surface;
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struct BitmapPrivate;
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// FIXME make this class use proper RGSS classes again
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@ -104,6 +105,8 @@ public:
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/* <internal> */
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void flush() const;
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TEXFBO &getGLTypes();
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SDL_Surface *megaSurface();
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void ensureNonMega();
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/* Binds the backing texture and sets the correct
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* texture size uniform in shader */
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