Merge separate RGSS version build configs into one
Setup active RGSS version at runtime. Desired version can be specified via config, or as default, auto detected from the game files. This removes the need to build specifically for each version, which should help packaging a lot. This also greatly reduces the danger of introducing code that wouldn't compile on all RGSS version paths (as certain code paths were completely ifdef'd out). This can be optimized more, eg. not compiling shaders that aren't needed in the active version.
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b1981055e1
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41 changed files with 460 additions and 465 deletions
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@ -280,13 +280,14 @@ void build(TEXFBO &tf, Bitmap *bitmaps[BM_COUNT])
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FBO::clear();
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glState.clearColor.pop();
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#ifdef RGSS3
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SDL_Surface *shadow = createShadowSet();
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TEX::bind(tf.tex);
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TEX::uploadSubImage(shadowArea.x*32, shadowArea.y*32,
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shadow->w, shadow->h, shadow->pixels, GL_RGBA);
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SDL_FreeSurface(shadow);
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#endif
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if (rgssVer >= 3)
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{
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SDL_Surface *shadow = createShadowSet();
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TEX::bind(tf.tex);
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TEX::uploadSubImage(shadowArea.x*32, shadowArea.y*32,
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shadow->w, shadow->h, shadow->pixels, GL_RGBA);
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SDL_FreeSurface(shadow);
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}
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Bitmap *bm;
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#define EXEC_BLITS(part) \
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@ -585,12 +586,12 @@ onTile(Reader &reader, int16_t tileID,
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{
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int16_t flag = tableGetSafe(flags, tileID);
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bool overPlayer = flag & OVER_PLAYER_FLAG;
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bool isTable;
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#if RGSS_VER == 3
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bool isTable = flag & TABLE_FLAG;
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#elif RGSS_VER == 2
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bool isTable = (tileID - 0x0B00) % (8 * 0x30) >= (7 * 0x30);
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#endif
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if (rgssVer >= 3)
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isTable = flag & TABLE_FLAG;
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else
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isTable = (tileID - 0x0B00) % (8 * 0x30) >= (7 * 0x30);
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/* B ~ E */
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if (tileID < 0x0400)
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@ -683,11 +684,8 @@ void readTiles(Reader &reader, const Table &data,
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for (int i = 0; i < 2; ++i)
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readLayer(reader, data, flags, ox, oy, w, h, i);
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#ifdef RGSS3
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readShadowLayer(reader, data, ox, oy, w, h);
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#else
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(void) createShadowSet; (void) readShadowLayer;
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#endif
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if (rgssVer >= 3)
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readShadowLayer(reader, data, ox, oy, w, h);
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readLayer(reader, data, flags, ox, oy, w, h, 2);
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}
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