Commit Graph

54 Commits

Author SHA1 Message Date
Mathew Velasquez ead39083d1 fixed OS X build 2016-01-04 21:30:25 -05:00
Mathew Velasquez 186dc1bfe9 added SDL controller support 2016-01-04 21:30:25 -05:00
Mathew Velasquez 3b64e7871b Manually rebased over latest mkxp commit. Some features, such as lighting, are not reimplemented yet. 2016-01-04 21:30:25 -05:00
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 3c0a530eba Sprite: Add special case shader for translucent effect
Translucent sprites (opacity < 255) are very common,
so using a custom shader instead of the full blown effect one
helps a lot, especially on mobile.
2014-12-31 18:52:19 +01:00
Jonas Kulla a53163660f Shader: Refine preprocessing on GLES platform
Don't globally set float precision to mediump, only fragment
shaders need that and defining it for vertex shaders causes
tilemap cracks.

Also manually define low precision for variables that hold
color / alpha values.
2014-12-31 18:52:19 +01:00
Jonas Kulla 60f101f2e6 Tilemap(VX): Factor out common code into tilemap-common.h
Renamed flashmap.h to tilemap-common.h as it already contained
shared functions.
2014-11-30 17:46:28 +01:00
Jonas Kulla c1aab96454 Rename src/debuglogger -> src/gl-debug 2014-11-29 17:51:37 +01:00
Jonas Kulla 5979c5f778 Add placeholder application icon 2014-11-29 17:30:53 +01:00
Jonas Kulla 577f606dac Tilemap: Factor out flash tile code
This will be reused later in TilemapVX.
2014-10-26 20:00:56 +01:00
Jonas Kulla dd73db2e9d Introduce F1 menu to reconfigure key bindings at runtime 2014-10-11 20:48:44 +02:00
Jonas Kulla af145c3a01 mkxp.pro: Make MRI version a qmake config option
Example: qmake MRIVERSION=2.2
2014-10-11 15:36:21 +02:00
Jonas Kulla 51a0f3903c Audio: Clean up threading and add AudioStream fadein (RGSS3) 2014-09-30 09:13:12 +02:00
Jonas Kulla 757a1d5e39 Load fluidsynth entrypoints dynamically (and make them optional)
This removes the static dependency on fluidsynth being present
at buildtime (even headers aren't needed anymore).

Even though midi is a default format for the RPG XP/VX series,
it has fallen more and more out of use, with VX Ace completely
abandoning it from the RTP and making ogg vorbis the de facto
standard. Midi support is kept for legacy reasons, but isn't
encouraged. On top of all this, fluidsynth together with glib
is a heavy dependency that often times won't even be used.
Making it optional at build time is an attempt to unify and
keep build config fragmentation low.

In RGSS3, fluidsynth / midi is not initialized at all by
default, but rather on demand when either a midi track is
played back or Audio.setup_midi is called.
2014-09-09 00:08:32 +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 10bfcb57b7 Config: Convert game title to valid UTF-8 (if it isn't already)
Removes the need to manually convert the Game.ini to UTF-8 every
time with eg. Japanese games. Also, setting the window title on
OSX with invalid UTF-8 crashes.

This functionality and the dependency on libiconv and libguess
are optional and can be enabled with `CONFIG+=INI_ENCODING`.
If turned off and invalid UTF-8 is encountered, the game title
is treated as being empty (ie. the folder name is used instead).
2014-08-20 23:32:18 +02:00
Jonas Kulla 858c40591b mkxp.pro: Add proper method to define RGSS version
Eg. `qmake RGSS_VER=3` for VX Ace. Default is 1 (XP).
2014-08-17 00:27:08 +02:00
Jonas Kulla 4daff93e29 Put bundled font into its own translation unit 2014-08-17 00:26:35 +02:00
Jonas Kulla 29995bee7f mkxp.pro: sharedmidistate.h is a header 2014-08-15 22:33:22 +02:00
Jonas Kulla 7790bd6c2c Implement RGSS2 Tilemap class (TilemapVX) 2014-08-15 15:20:32 +02:00
Jonas Kulla 91d19d0a73 Implement RGSS2 Window class (WindowVX) 2014-08-15 15:20:15 +02:00
Jonas Kulla 751fdc599e Audio: Add MIDI format playback support
This adds a new dependency with libfuildsynth. MIDI support
is built by default, but can be disabled if not desired.

All RTP songs should work well, but there are known problems
with other files (see README). Also, the pitch shift implementation
is somewhat poor and doesn't match RMXP (at least subjectively).

A soundfont is not included and must be provided by
the user themself.
2014-08-02 06:42:55 +02:00
Jonas Kulla 1ecdd9f980 filesystem.cpp: Split out RGSSAD parts 2014-07-23 22:57:39 +02:00
Jonas Kulla f73b0ba4b5 audio.cpp: Split up into smaller parts 2014-07-23 17:28:20 +02:00
Jonas Kulla efb2fd2695 GLMeta: Add vertex array object support 2014-07-13 14:05:12 +02:00
Jonas Kulla b73461721c Add meta path with fallback for EXT_unpack_subimage parameters 2014-07-13 05:51:04 +02:00
Jonas Kulla 56226c40c6 Tilemap: Use vertex shader based autotile animation strategy
Previously, we would just stuff the entire tilemap vertex data
four times into the buffers, with only the autotile vertices
offset according to the animation frame. This meant we could
prepare the buffers once, and then just bind a different offset
for each animation frame without any shader changes, but it also
lead to a huge amount of data being duplicated (and blowing up
the buffer sizes).

The new method only requires one buffer, and instead animates by
recognizing vertices belonging to autotiles in a custom vertex
shader, which offsets them on the fly according to the animation
index.

With giant tilemaps, this method would turn out to be a little
less efficient, but considering the Tilemap is planned to be
rewritten to only hold the range of tiles visible on the screen
in its buffers, the on the fly offsetting will become neglient,
while at the same time the amount of data we have to send to the
GPU everytime the tilemap is updated is greatly reduced; so a
net win in the end.
2014-07-06 19:44:19 +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 7b1f599dd6 mkxp.pro: Add 'BOOST_LIB_SUFFIX'
Boost being boost.
2014-05-30 23:13:58 +02:00
Jonas Kulla 70279f0fdc mkxp.pro: Remove stray linker parameter 2014-05-24 18:24:10 +02:00
Jonas Kulla 627ff66e7a mkxp.pro: Add 'EMBED' files to 'OTHER_FILES'
So they show up in the project tree in QtCreator.
2014-05-03 04:07:07 +02:00
Jonas Kulla 42b10fd2ee mkxp.pro: Add RGSS3 config define 2014-02-03 15:24:10 +01:00
Jonas Kulla f163c51eed Try for more consistent indenting 2014-01-01 07:04:41 +01:00
Jonas Kulla 5b736bcfd6 mkxp.pro: Shorten keyword lenght to choose binding
'BINDING=BINDING_MRI' => 'BINDING=MRI'

Also error out if multiple bindings are chosen.
2013-12-29 18:01:57 +01:00
Jonas Kulla 2adf8ab265 Transition from QtCore to stdc++ / STL / boost
This looks like a pretty major change, but in reality,
80% of it is just renames of types and corresponding
methods.

The config parsing code has been completely replaced
with a boost::program_options based version. This
means that the config file format slightly changed
(checkout the updated README).

I still expect there to be bugs / unforseen events.
Those should be fixed in follow up commits.

Also, finally reverted back to using pkg-config to
locate and link libruby. Yay for less hacks!
2013-12-29 13:59:26 +01:00
Jonas Kulla 6604959ec6 mkxp.pro: Don't xxd unneeded resources 2013-12-04 16:57:58 +01:00
Jonas Kulla 04526987e4 Audio: Implement RGSS2 ogg looping
With this we now link to libvorbis/ogg directly.
When this is enabled, one can theoretically also
build SDL_sound without ogg support, although I
doubt it makes much of a difference.

Adittionally, count frames instead of samples
for playback offset calculation.
2013-12-04 16:44:34 +01:00
Jonas Kulla 64f35071ab Audio: Replace SFML solution by using OpenAL directly
This is a major change in the Audio module that comes with
many changes throughout the codebase and dependency list.
The main gist is that we're finally nuking the last pieces
of SFML from the project. sfml-audio brought with itself
unneeded and big dependencies (libsndfile, libvorbisenc)
while at the same time limiting the amount of audio formats
mkxp can support (eg. we now get mp3 for free, and wma/midi
can be implemented by extending SDL_sound directly).

The increased control gained by interfacing with OpenAL directly
will also allow for easy integration of a dedicated audio
stretcher (librubberband), as well as enable us to implement
looped ogg vorbis (via the 'LOOPSTART'/'LOOPLENGTH' tags),
as required by RGSS2, in the future.

The FileSystem class has had its SFML parts removed.
Aditionally, audio file extensions to be supplemented are
now automatically detected based on how SDL_sound was
built (ie. if no mp3 support was built, mkxp won't try
to look for *.mp3 files). The final used extension
can be optionally returned by 'openRead' calls so
SDL_sound and SDL2_image can immediately choose the
right decoder.

The OpenAL context is created and destroyed in main.cpp
along side the GL context.
2013-11-30 12:00:11 +01:00
Jonas Kulla f520b5a32e Fix ruby include paths for config.h, on amd64 2013-10-12 12:51:43 +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 ca5f52d93d Add '$ORIGIN/lib' rpath for now 2013-10-02 22:48:27 +02:00
Jonas Kulla a54acce6b7 Implement Bitmap 'blur'
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 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 307eeb732d Factor out performance timers into separate files
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 32361e513a Track 'tainted' area of Bitmaps to optimize blit operations
The 'tainted' area of a Bitmap describes what parts are no
longer in a 'cleared' state. When we blit to a fully cleared
are of a Bitmap at full opacity, we can completely disregard
the existing pixels in the operation, meaning we can skip any
blending calculations and just blit / upload straight to the
texture. This greatly speeds up text message rendering.

In the process, pixman has become a new dependency for mkxp,
but the results of this optimization are well worth it!
2013-09-25 13:49:24 +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 7a6c05bba0 Implement animated flash tiles in Tilemap
Flash tiles start with an alpha of 60, which ramps up to 120
in 16 frames and 4 steps, then ramps down again over the same period.
2013-09-23 08:27:28 +02:00
Jonas Kulla 22050f7217 Add new shaders. Also output xxd'ed files to top dir. 2013-09-23 00:17:51 +02:00