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https://github.com/mkxp-z/mkxp-z.git
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109 lines
3.7 KiB
Ruby
109 lines
3.7 KiB
Ruby
# ======================================================================
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# TILEMAP VERTICAL WRAPPER
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#
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# This is a little fix for Pokemon Essentials' custom tilemap code
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# that works around MKXP's GPU texture size limit that would normally
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# stop you from playing a lot of games.
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#
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# The concept is simple enough: If your tileset is too big, a new
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# bitmap will be constructed with all the excess pixels sent to the
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# image's right side. This basically means that you now have a limit
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# far higher than you should ever actually need.
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#
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# Because of the extra math the game will have to do to find the right
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# pixels, this will probably cause a performance hit while on these
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# maps which would normally be megasurfaces.
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#
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# It can probably be improved by changing CustomTilemap.getRegularTile
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# to just find the correct pixels on its own, without having to
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# translate the coordinates afterwards, but this will satisfy me just
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# for the moment.
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#
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# Really, it'd be far better to cut up the image on the C++ end and
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# use a custom shader to get the image right or something like that,
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# but that's work for another day.
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#
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# For now, I'm just happy I can finally test whatever game I like.
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#
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$GL_TEX_CAP = 16384 # << This should be automatically set at some point.
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#
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# ~Zoro
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#=======================================================================
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module VWrap
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def self.clamp(val, min, max)
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val = max if val > max
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val = min if val < min
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return val
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end
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def self.makeVWrappedTileset(originalbmp)
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width = originalbmp.width
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height = originalbmp.height
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if width == 256 && height > $GL_TEX_CAP
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columns = (height / $GL_TEX_CAP.to_f).ceil
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return nil if columns * 256 > $GL_TEX_CAP
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bmp = Bitmap.new(256*columns, $GL_TEX_CAP)
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remainder = height % $GL_TEX_CAP
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columns.times{|col|
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srcrect = Rect.new(0, col * $GL_TEX_CAP, width, (col + 1 == columns) ? remainder : $GL_TEX_CAP)
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bmp.blt(col*256, 0, originalbmp, srcrect)
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}
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return bmp
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end
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return originalbmp
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end
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def self.blitVWrappedPixels(destX, destY, dest, src, srcrect)
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merge = (srcrect.y % $GL_TEX_CAP) > ((srcrect.y + srcrect.height) % $GL_TEX_CAP)
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srcrect.x = clamp(srcrect.x, 0,256)
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srcrect.width = clamp(srcrect.width, 0, 256 - srcrect.x)
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col = (srcrect.y / $GL_TEX_CAP.to_f).floor
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srcX = col * 256 + srcrect.x
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srcY = srcrect.y % $GL_TEX_CAP
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if !merge
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dest.blt(destX, destY, src, Rect.new(srcX, srcY, srcrect.width, srcrect.height))
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else
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#FIXME won't work on heights longer than two columns, but nobody should need
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# more than 32k pixels high at once anyway
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side = {:a => $GL_TEX_CAP - srcY, :b => srcrect.height - ($GL_TEX_CAP - srcY)}
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dest.blt(destX, destY, src, Rect.new(srcX, srcY, srcrect.width, side[:a]))
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dest.blt(destX, destY + side[:a], src, Rect.new(srcX + 256, 0, srcrect.width, side[:b]))
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end
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end
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end
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# -------------------------
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if $MKXP == true
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class CustomTilemap
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def tileset=(value)
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if value.height > $GL_TEX_CAP || value.width > $GL_TEX_CAP
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@tileset = VWrap::makeVWrappedTileset(value)
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else
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@tileset = value
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end
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@tilesetchanged = true
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end
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alias old_getRegularTile getRegularTile
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def getRegularTile(sprite, id)
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return old_getRegularTile(sprite, id) if @tileset.width <= 256
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bitmap = @regularTileInfo[id]
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if !bitmap
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bitmap = Bitmap.new(@tileWidth, @tileHeight)
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rect=Rect.new(((id - 384)&7)*@tileSrcWidth,((id - 384)>>3)*@tileSrcHeight,
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@tileSrcWidth,@tileSrcHeight)
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VWrap::blitVWrappedPixels(0,0, bitmap, @tileset, rect)
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@regularTileInfo[id]=bitmap
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end
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sprite.bitmap = bitmap if sprite.bitmap != bitmap
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end
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end
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end
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