Commit Graph

17 Commits

Author SHA1 Message Date
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 f8c26fc515 Core/MRI: Fix handling of Etc/Font properties
The gist of it is that for Etc and Font props, the assignment
operator (eg. 'sprite.color=') does not take a reference of the
right hand parameter and replaces its previous one with it (this
was the old behavior). Rather, it keeps its internal property
object and copies the parameter object into it by value.
The getter is unchanged; it still returns a reference to the
internal property object.

s = Sprite.new
c = Color.new
s.color = c
p s.color == c # => true
p s.color.object_id == c.object_id # => false (true before)
c = s.color
p s.color.object_id == c.object_id # => true
2014-09-05 01:58:41 +02:00
Jonas Kulla e7882c0d3e Plane: Fix screen shaking in wrong direction 2014-08-16 16:14:00 +02:00
Jonas Kulla d128375d62 DisposeWatch: Make private and constify members 2014-08-12 21:41:59 +02:00
Jonas Kulla e858bbdcf5 Lift 'Disposable' concept from core into bindings
Instead of replicating the RGSS Disposable interface in C++
and merely binding it, redefine the 'disposed' state as the
entire core object being deleted (and the binding object's
private pointer being null).

This makes the behavior more accurate in regard to RMXP.
It is now for example possible to subclass disposable classes
and access their 'dispose'/'disposed?' methods without
initializing the base class first (because the internal pointer
is simply null before initialization). Accessing any other
base methods will still raise an exception.

There are some quirks and irregular behavior in RMXP; eg.
most nullable bitmap attributes of disposable classes
(Sprite, Plane etc.) can still be queried afterwards, but
some cannot (Tilemap#tileset), and disposing certain
attributes crashes RMXP entirely (Tilemap#autotiles[n]).
mkxp tries to behave as close possible, but will be more
lenient some circumstances.

To the core, disposed bitmap attributes will look
identically to null, which slightly diverges from RMXP
(where they're treated as still existing, but aren't drawn).
The Disposable interface has been retained containing a
single signal, for the binding to inform core when
objects are disposed (so active attributes can be set to null).
2014-08-09 21:21:38 +02:00
Jonas Kulla 20e46a98dd Plane: Add fallback without GL_REPEAT texture wrapping
This isn't supported under GLES 2.0 for npot textures.
2014-07-17 10:09:58 +02:00
Jonas Kulla 3a3ccf590e Plane: Don't set dirty flags when settings props to existing value 2014-07-16 13:43:13 +02:00
Jonas Kulla e0a4dfe372 Bitmap: Make #get_pixel/#set_pixel more accurate
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.
2014-01-31 10:19:16 +01:00
Jonas Kulla 0035c23641 Shader: Group all shaders in one collective struct
Makes sharedstate.{cpp|h} a lot easier to read, and
adding new shaders a one liner.
2013-12-11 05:22:13 +01:00
Jonas Kulla 82e2901726 Plane, Sprite: Fix Bitmap flushes in draw handler
Comparing the current SceneElement classes to the earlier
written documentation actually immediatelly exposed some
bugs. Yay! :D
2013-10-17 15:28:55 +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 2226927b08 Null deref fixes / cleanups 2013-09-28 21:48:02 +02:00
Jonas Kulla a9454fdf9c Fix nullpointer deref 2013-09-24 22:42:10 +02:00
Jonas Kulla 10ec55e39b 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.
2013-09-24 19:35:38 +02:00
Jonas Kulla 9e63fb6b64 Remove the remaining bits of deprecated GL usage
The drawing is now completely shader based, which makes away
with all usage of the depracted matrix stack. This also allows
us to do things like simple translations and texture coordinate
translation directly instead of doing everything indirectly
through matrices.

Fixed vertex attributes ('vertexPointer()' etc) are also
replaced with user defined attribute arrays.
2013-09-23 07:50:22 +02:00
Jonas Kulla b151a22f6e Rename 'Tex' to 'TEX' for consistency 2013-09-06 12:26:41 +02:00
Jonas Kulla ff25887f41 Initial commit 2013-09-01 16:27:21 +02:00