Commit Graph

77 Commits

Author SHA1 Message Date
Jonas Kulla 3ea24bd757 EventThread: Make system cursor visible over black aspect ratio bars
Should be less confusing for the player.
2017-04-08 18:45:24 +02:00
Mook 8e411cbcfe Graphics: Stub out play_movie
Some people are using it to detect the RGSS version.
2015-10-30 08:01:36 -07:00
Jonas Kulla 384249c31a Unify float literals to use f suffix and avoid double promotions
I might have missed some.
2015-07-21 12:13:24 +02:00
Jonas Kulla 9acdd206f6 Vec4: Rename 'xyzHasEffect()' to something that makes sense 2015-07-07 16:07:04 +02:00
Jonas Kulla 6e176a454c Constify 2015-07-07 16:06:45 +02:00
Jonas Kulla afab51279e Graphics: Fix viewport color/flash effectiveness calculation
Fixes #121.
2015-07-07 16:06:11 +02:00
Jonas Kulla 6380a93cec Graphics: Fix ::transition() "filename" default value
The default value is an empty string, which triggers the simple
transition. Passing null is not legal (and wasn't possible in
mkxp from Ruby side anyway).

Fixes #108.
2015-06-10 13:30:26 +02:00
Jonas Kulla 7cbe1eef94 Graphics: Improve transition "vague" parameter accuracy 2015-01-15 08:26:33 +01:00
Jonas Kulla 7c6a2b2c62 Pause RGSS execution when moving into background on Android
Assuming that there is enough memory for mkxp to stay in the
background and that the OS doesn't kill the process, this should
allow smooth resuming after moving back into the foreground.

For now, EGL context loss is not handled.
2015-01-15 08:02:21 +01:00
Jonas Kulla 146e0294b4 Add option to fix the framerate to the native screen refresh rate
Useful on mobile devices where using non-standard framerates
looks absolutely horrible and screen refresh rates vary highly.
2015-01-03 18:58:13 +01:00
Jonas Kulla 3411435138 Factor out some thread communication code (window size, bindings) 2015-01-02 01:41:23 +01:00
Jonas Kulla 373b90af00 Graphics: Optimize Viewport effect rendering
Using the kitchen sink plane shader for viewport effects, even
if only a small part of them are active, incurs great performance
loss on mobile, so split the rendering into multiple optional
passes which additionally use the blending hardware for faster
mixing (lerping).
Also, don't mirror the PingPong textures if the viewport effect
covers the entire screen area anyway.
2014-12-31 18:52:19 +01:00
Jonas Kulla d223d83cbf Implement F12 game reset (MRI only)
Can be disabled with "enableReset=false".

While at it, also replace the flakey volatile bool flags
with proper atomics.
2014-09-26 06:25:47 +02:00
Jonas Kulla 81ac0780f8 Revert Disposable concept back into core
Pretty much a revert of
e858bbdcf5.

We need this in core to properly implement F12 reset.
2014-09-23 21:12:58 +02:00
Jonas Kulla 55f1542c76 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.
2014-08-28 23:22:05 +02:00
Jonas Kulla b1981055e1 Core: Remove ifdefs that don't influence RGSS specific behavior
This is the first step in eliminating the build time RGSS
versioning.
2014-08-28 19:43:13 +02:00
Jonas Kulla 3968ebb538 Graphics: Transition without previous freeze is a noop 2014-08-23 21:26:50 +02:00
Jonas Kulla b751858b16 Graphics: Fadein/out should interpolate from current brightness 2014-08-22 23:57:12 +02:00
Jonas Kulla 50e393fe6e Graphics: Fix resize_screen 2014-08-22 23:57:12 +02:00
Jonas Kulla 52e2f2304a Spacing 2014-08-17 00:27:08 +02:00
Jonas Kulla 8d375b5cac Graphics: Execute one frame reset at construction
Fixes RGSS3 title screen transition looking skipped
2014-08-16 06:04:02 +02:00
Jonas Kulla 150c280c1e Graphics: Default framerate in RGSS2 is 60 2014-08-16 06:04:02 +02:00
Jonas Kulla 3550cc0ff5 Use correct default resolution for RGSS2/3 (544x416) 2014-08-12 22:21:57 +02:00
Jonas Kulla 27b7815f52 GLState: Remove 'BlendNone' mode in favor of disabling blending alltogether 2014-07-20 13:17:12 +02:00
Jonas Kulla b8d861b4cd gl-util.h: Remove wrappers for things abstracted via GLMeta 2014-07-16 05:22:43 +02:00
Jonas Kulla bae977d4ab GLMeta: "Finish" -> "End" 2014-07-16 04:53:08 +02:00
Jonas Kulla a26c73930d GLMeta: Add framebuffer blitting support 2014-07-16 04:48:40 +02:00
Jonas Kulla 4a3a769b15 Graphics: Properly initialize uniform before drawing 2014-07-15 11:54:31 +02:00
Jonas Kulla 97f18beb91 Graphics: Remove dubious optimization 2014-07-15 11:53:34 +02:00
Jonas Kulla a541cb1205 Some RGSS2/RGSS3 compile fixes 2014-07-13 05:34:18 +02:00
Jonas Kulla 4a0084801e Graphics: Respect non-default initial window size 2014-07-03 02:48:28 +02:00
Jonas Kulla 282d547ad4 Remove Perftimer classes
Performance can still be crudely measured by turning off
the framelimit and observing the FPS count. For everything
else, there's always callgrind / apitrace.
2014-06-13 19:01:15 +02:00
Jonas Kulla 6c481e5eb8 Eliminate GLEW dependency
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.
2014-06-13 18:46:45 +02:00
Jonas Kulla 640b01e518 Graphics: Fix double calculation being a fixed point division 2014-06-12 14:31:29 +02:00
Jonas Kulla 3ac8f1e8aa Actually, don't disable that on Windows 2014-06-12 12:54:10 +02:00
Jonas Kulla aed7ba6672 Graphics: Check for nanosleep errors, disable on Windows (for now) 2014-06-12 10:40:17 +02:00
Jonas Kulla c6a3c5aa59 Graphics: Setting 'fixedFramerate' to -1 disables frame limit
Can be useful for benchmarking
2014-05-05 09:21:20 +02:00
Jonas Kulla 58d86039d5 Merge branch 'dev' 2014-04-17 08:19:24 +02:00
Jonas Kulla f11cc182df Remove screenshot functionality
It was only meant for debugging and brought with it
unneeded platform dependant issues.
2014-04-16 13:48:45 +02:00
Jonas Kulla 51c5ca1410 Graphics: Taint entire Bitmap in #snap_to_bitmap 2014-04-15 19:05:36 +02:00
Jonas Kulla b729da249b Graphics: Don't unbind shader 2014-01-20 00:56:00 +01:00
Edward Rudd 318162a229 fix screen grab crash when in fullscreen
- read the FBO size NOT the screen size.
2014-01-04 13:52:11 +01:00
Jonas Kulla 43321b8ed7 Coding style fixes 2014-01-04 13:49:32 +01:00
Jonas Kulla a0a27889a3 Merge #8 2014-01-02 00:11:57 +01:00
Jonas Kulla 3f08b6b3db Remove dead code 2014-01-01 02:13:02 +01:00
Edward Rudd e87bdb8a95 cleaner approach to handling the viewport bug 2013-12-31 19:56:20 -05:00
Edward Rudd 1120c60cae fix viewport resizing on screen resize. 2013-12-31 19:31:14 -05:00
Jonas Kulla 19bb6c924e Gaphics: Make frame skip a config option
When using something like Valgrind that will run
mkxp 20 times slower than normal, frame skip will
make the redraw loop completely grind to a halt.
Set 'frameSkip' to false in the config to
avert this.
2013-12-21 21:18:20 +01:00
Jonas Kulla cb36a28b09 Add a very crude screenshot function (press F3)
Files are named after the current date+time (down to seconds),
and written to the gameFolder directory.
2013-12-20 09:17:15 +01:00
Jonas Kulla 1f2470deb7 Graphics: Fix some RGSS2 bitrot 2013-12-11 21:07:41 +01:00