rpgmaker-linux/mkxp-z/Kawariki-patches/libs/XP_TilemapOverrideLib.rb
2024-11-18 17:17:57 +02:00

136 lines
4.5 KiB
Ruby

# ======================================================================
# MKXP-Z Custom tilemap workaround tools
#
# Authors: Roza, Taeyeon Mori
#
# Contains library code only, must be added to custom
# tilemap classes using a preload patch or similar.
# ======================================================================
# SUPER TILEMAP VERTICAL WRAPPER THING
#
# This is a little fix for Pokemon Essentials' custom tilemap code
# that works around MKXP's GPU texture size limit that would normally
# stop you from playing a lot of games.
#
# The concept is simple enough: If your tileset is too big, a new
# bitmap will be constructed with all the excess pixels sent to the
# image's right side. This basically means that you now have a limit
# far higher than you should ever actually need.
#
# 1024 -> 4096
# 2048 -> 16384 (enough to get the normal limit)
# 4096 -> 65536 (enough to load pretty much any tileset)
# 8192 -> 262144
# 16384 -> 1048576 (what most people have at this point)
#
# Because of the extra math the game will have to do to find the right
# pixels, this will probably cause a slight performance hit while on these
# maps which would normally be megasurfaces.
#
# This script was written for games based on 17.1. This workaround is
# already implemented in 19.
#
# ~Roza/Zoroark
#=======================================================================
module TileWrap
MAX_TEX_SIZE = Bitmap.max_size
TILESET_WIDTH = 0x100
MAX_TEX_SIZE_BOOSTED = MAX_TEX_SIZE**2/TILESET_WIDTH
def self.clamp(val, min, max)
val = max if val > max
val = min if val < min
return val
end
def self.wrapTileset(originalbmp)
width = originalbmp.width
height = originalbmp.height
if width == TILESET_WIDTH && originalbmp.mega?
columns = (height / MAX_TEX_SIZE.to_f).ceil
if columns * TILESET_WIDTH > MAX_TEX_SIZE
raise "Tilemap is too long!\n\nSIZE: #{originalbmp.height}px\nHARDWARE LIMIT: #{MAX_TEX_SIZE}px\nBOOSTED LIMIT: #{MAX_TEX_SIZE_BOOSTED}px"
end
bmp = Bitmap.new(TILESET_WIDTH*columns, MAX_TEX_SIZE)
remainder = height % MAX_TEX_SIZE
columns.times{|col|
srcrect = Rect.new(0, col * MAX_TEX_SIZE, width, (col + 1 == columns) ? remainder : MAX_TEX_SIZE)
bmp.blt(col*TILESET_WIDTH, 0, originalbmp, srcrect)
}
return bmp
end
return originalbmp
end
def self.wrapRect(srcrect)
column, y = srcrect.y.divmod MAX_TEX_SIZE
raise "Rect split across column wrap!" if y + srcrect.height > MAX_TEX_SIZE
return srcrect if column == 0
Rect.new(column * MAX_TEX_SIZE + srcrect.x, y, srcrect.width, srcrect.height)
end
def self.wrapRect!(rect)
column, y = rect.y.divmod MAX_TEX_SIZE
raise "Rect split across column wrap!" if y + rect.height > MAX_TEX_SIZE
return if column == 0
rect.x = column * MAX_TEX_SIZE + rect.x
rect.y = y
end
def self.blitWrappedPixels(destX, destY, dest, src, srcrect)
if (srcrect.y + srcrect.width < MAX_TEX_SIZE)
# Save the processing power
return dest.blt(destX, destY, src, srcrect)
end
merge = (srcrect.y % MAX_TEX_SIZE) > ((srcrect.y + srcrect.height) % MAX_TEX_SIZE)
srcrect.x = clamp(srcrect.x, 0,TILESET_WIDTH)
srcrect.width = clamp(srcrect.width, 0, TILESET_WIDTH - srcrect.x)
col = (srcrect.y / MAX_TEX_SIZE.to_f).floor
srcX = col * TILESET_WIDTH + srcrect.x
srcY = srcrect.y % MAX_TEX_SIZE
if !merge
dest.blt(destX, destY, src, Rect.new(srcX, srcY, srcrect.width, srcrect.height))
else
#FIXME won't work on heights longer than two columns, but nobody should need
# more than 32k pixels high at once anyway
side = {:a => MAX_TEX_SIZE - srcY, :b => srcrect.height - (MAX_TEX_SIZE - srcY)}
dest.blt(destX, destY, src, Rect.new(srcX, srcY, srcrect.width, side[:a]))
dest.blt(destX, destY + side[:a], src, Rect.new(srcX + TILESET_WIDTH, 0, srcrect.width, side[:b]))
end
end
# May be applied using Module#prepend
# it's probably better to integrate custom tilemap code manually
# XXX: is it OK to dispose of the original bitmaps?
module TilemapPatch
def tileset=(value)
if value.mega?
super TileWrap::wrapTileset value
value.dispose
else
super value
end
end
end
module SpritePatch
def bitmap=(bmp)
if bmp.mega?
super TileWrap.wrapTileset bmp
bmp.dispose
else
super bmp
end
end
def src_rect=(rect)
super TileWrap.wrapRect rect
end
end
end