Commit graph

62 commits

Author SHA1 Message Date
Andrei Alexeyev
8b37d1cbf2
src: the great #include massacre of 2024 2024-05-17 14:11:48 +02:00
Andrei Alexeyev
be7905d6a3
src: run upkeep 2024-05-17 04:58:47 +02:00
Andrei Alexeyev
b9d5c741ba
menu/gameovermenu: add "Load Quicksave" entry when available
Also move the logic of action choice handling out of the menu and into
the stage.
2024-05-03 04:20:45 +02:00
Andrei Alexeyev
27a1a6fc7a
transition: use the callchain system for callbacks 2023-04-07 16:08:49 +02:00
Andrei Alexeyev
89ecc0c55e
Establish more-or-less consistent resource getter functions
Deprecate old ad-hoc stuff like get_sprite, r_texture_get, etc.
2020-06-09 04:33:22 +03:00
Andrei Alexeyev
0cbc86c66e
Add generic type-safe facility for dynamic arrays (#207)
Replace most ad-hoc opencoded dynamic arrays across the codebase
2020-04-05 05:51:00 +03:00
Andrei Alexeyev
9d3bf87559
Refactor matrix stack API to get rid of matrix mode (#177)
This replaces the r_mat_foo functions with specialized r_mat_{mv,tex,proj}_foo counterparts that operate explicitly on the modelview, texture, and projection matrix stacks respectively.
2019-10-12 15:02:15 +03:00
Andrei Alexeyev
5a23fb95fc
make upkeep script preserve existing copyrights 2019-08-03 20:44:22 +03:00
Andrei Alexeyev
3055901998
update my email 2019-07-03 21:00:56 +03:00
Andrei Alexeyev
c2cd91463c
New character art by Afensorm + other visual tweaks (#170)
* implement player spellcard declarations on bomb

* stagedraw: move "bottom text" to a separate (higher) layer

* update boss spell declaration effect

* import afensorm's character portrait art

* improve dialog visuals

* acknowledge afensorm in credits and COPYING

* 'alphamap' functionality; effects for wriggle and youmu portraits

* update afens art

* add cirno alphamap

* dialog: draw active speaker above other other

* charselect: use r_draw_sprite
2019-07-03 20:50:43 +03:00
laochailan
8c4811f8bd cool new black hole menus 2019-04-20 18:06:27 +02:00
Andrei Alexeyev
eea6aa094c
stagedraw: make postprocessing affect the overlay 2019-04-11 12:27:21 +03:00
Andrei Alexeyev
180f9e3856
Emscripten compatibility (#161)
* Major refactoring of the main loop(s) and control flow (WIP)

run_at_fps() is gone 🦀

Instead of nested blocking event loops, there is now an eventloop API
that manages an explicit stack of scenes. This makes Taisei a lot more
portable to async environments where spinning a loop forever without
yielding control simply is not an option, and that is the entire point
of this change.

A prime example of such an environment is the Web (via emscripten).
Taisei was able to run there through a terrible hack: inserting
emscripten_sleep calls into the loop, which would yield to the browser.
This has several major drawbacks: first of all, every function that
could possibly call emscripten_sleep must be compiled into a special
kind of bytecode, which then has to be interpreted at runtime, *much*
slower than JITed WebAssembly. And that includes *everything* down the
call stack, too! For more information, see
https://emscripten.org/docs/porting/emterpreter.html

Even though that method worked well enough for experimenting, despite
suboptimal performance, there is another obvious drawback:
emscripten_sleep is implemented via setTimeout(), which can be very
imprecise and is generally not reliable for fluid animation. Browsers
actually have an API specifically for that use case:
window.requestAnimationFrame(), but Taisei's original blocking control
flow style is simply not compatible with it. Emscripten exposes this API
with its emscripten_set_main_loop(), which the eventloop backend now
uses on that platform.

Unfortunately, C is still C, with no fancy closures or coroutines.
With blocking calls into menu/scene loops gone, the control flow is
reimplemented via so-called (pun intended) "call chains". That is
basically an euphemism for callback hell. With manual memory management
and zero type-safety. Not that the menu system wasn't shitty enough
already. I'll just keep telling myself that this is all temporary and
will be replaced with scripts in v1.4.

* improve build system for emscripten + various fixes

* squish menu bugs

* improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS

Note that stock freetype does not work without
EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the
"emscripten" branch here:

    https://github.com/taisei-project/freetype2/tree/emscripten

* Enable -Wcast-function-type

Calling functions through incompatible pointers is nasal demons and
doesn't work in WASM.

* webgl: workaround a crash on some browsers

* emscripten improvements:

    * Persist state (config, progress, replays, ...) in local IndexDB
    * Simpler HTML shell (temporary)
    * Enable more optimizations

* fix build if validate_glsl=false

* emscripten: improve asset packaging, with local cache

Note that even though there are rules to build audio bundles, audio
does *not* work yet. It looks like SDL2_mixer can not work without
threads, which is a problem. Yet another reason to write an OpenAL
backend - emscripten supports that natively.

* emscripten: customize the html shell

* emscripten: force "show log" checkbox unchecked initially

* emscripten: remove quit shortcut from main menu (since there's no quit)

* emscripten: log area fixes

* emscripten/webgl: workaround for fullscreen viewport issue

* emscripten: implement frameskip

* emscripter: improve framerate limiter

* align List to at least 8 bytes (shut up warnings)

* fix non-emscripten builds

* improve fullscreen handling, mainly for emscripten

* Workaround to make audio work in chromium

emscripten-core/emscripten#6511

* emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 21:32:32 +02:00
Andrei Alexeyev
8fc5abb78a
The Powersurge game mechanic and scoring system (#159) 2019-02-22 01:56:03 +02:00
Andrei Alexeyev
4159ea1249
'upkeep' target for maintenance tasks; back to include guards; happy new year! 2019-01-23 22:10:43 +02:00
Andrei Alexeyev
e4bab8d924
fix #136 2018-08-31 05:34:44 +03:00
Andrei Alexeyev
8490576810
Premultiplied alpha (#133)
* WIP premultiplied alpha

* WIP color API rework (doesn't build yet; lots of things left to convert)

* convert everything remaining to new Color api except stage*_event.c files

* convert the stages to new Color api. builds & runs now; still many rendering errors

* fix the bullet shader for premultiplied alpha

* fix masterspark, graphs and stage 1 fog clouds

* fix marisa_b and most of spellcards

* Add deprecation warnings for BLEND_ADD and PFLAG_DRAWADD

* fix a segfault in stage 6

undo accidental earlier change

* fix text_hud.frag.glsl

* fix scuttle bg and remaining stage3 BLEND_ADDs

* fix marisa laser opacity

* hacky fix for myon

The old implementation relied on alpha being stored inside p->color. In
premul alpha this doesn’t work and functions like color_set_opacity
can’t solve this i think.

So I tried messing around with it until it looked somewhat similar.

* fix marisa_b stars

* remove color_set_opacity i overlooked

* more plrmode blending changes

* fixup additive blending in stage 1

* various premultiplied alpha fixups for bosses and enemies

* stage 2 premul alpha fixups

* stage 4 premul alpha fixups

* stage 5 premul alpha fixups

* stage 6 premul alpha fixups

* make lasers also use the PMA blend mode

* remove PFLAG_DRAWADD and PFLAG_DRAWSUB

* fix remaining PMA issues in menus

* lame extraspell bg workaround

* fix item alpha

* make marisaA lasers look somewhat like in master

* fix marisaA bomb background fadeout

* fixup various r_color4 calls

* fix myon

* remove dead code

* fix use of BLEND_ADD in player death effect

* fix myon shot trails (broken on master as well)

* fix myon shot fade-in

* extend the sprite shaders custom parameter to a vec4

* fix youmuB stuff and make it look somewhat better.

the code looks even worse though.
2018-07-23 20:07:59 +03:00
Andrei Alexeyev
b16f402040
Refactor framebuffer-related stuff (#130)
* Renderer: rename render targets to framebuffers

* Refactor framebuffer pair helper and some of the video API

* Remove hardcoded dimensions from draw_framebuffer_tex

* Make viewport a per-framebuffer property rather than a global one

* Handle config updates via the events system. React to viewport fg/bg quality change requests.
2018-07-04 11:36:16 +03:00
Andrei Alexeyev
322edd0dce
Text rendering rewrite and optimizations; some refactoring (#129)
* wip font rendering stuff; hashtable monstrosity is temporary

* various text rendering fixes/improvements

* HashTables™ 3.0

* Add some comments to aid navigating the hashtable macro maze

* overhaul text rendering API; add default and example shaders

* text: implement text_render for spellcard effect; misc fixes

* README: update dependencies

Bye SDL_ttf, hello freetype2.

* text_draw: fix resolution/scale-dependent bugs

* make text_draw fallback to the current shader, fix hud and stagetext

* repair the bgm loading

* fix spell practice mode

* fix walloftext

forgot one site of text_draw earlier

* fix wrapped text rendering

* fix and simplify the hud text shader

* dynamic glyph cache

* implement font size change on window resize/quality setting change/etc.

* rename text shaders for consistency

* preloads for fonts and text shaders

* make the stagetext shader look somewhat better

* text_render: attempt to normalize height

* small improvement for stagetext
2018-06-30 00:36:51 +03:00
Andrei Alexeyev
fd06ad3026
fix some of the set_ortho/draw_fbo madness 2018-04-26 02:50:48 +03:00
Andrei Alexeyev
59cf8f6300
Rendering system rewrite, tons of refactoring, optimizations, and other cool stuff (#116) 2018-04-12 17:08:48 +03:00
Andrei Alexeyev
485c9a8ed6
Happy New Year! 2018-01-04 19:14:31 +02:00
Andrei Alexeyev
03cfc05397
add restart/quit game shortcuts 2017-12-28 03:35:53 +02:00
Andrei Alexeyev
48b13cd83a
frameskip option for slow GPUs 2017-12-26 13:07:40 +02:00
Andrei Alexeyev
29acd5f58a meson: intel intrinsics, various improvements 2017-12-21 03:58:54 +01:00
Martin Herkt
119535eda4
Fix symbol clashes
Happens to remove some duplicate code as well.
2017-11-12 04:51:04 +01:00
Andrei "Akari" Alexeyev
7c9e54a71d
update copyright and credits 2017-09-12 04:28:15 +03:00
Andrei "Akari" Alexeyev
4611a2077f ingame menu improvements, for replays in particular 2017-04-21 00:50:33 +03:00
Andrei "Akari" Alexeyev
10a5920a89 enable access to options menu from the ingame menu 2017-04-21 00:30:29 +03:00
Andrei "Akari" Alexeyev
0e5d09c87a Moved stage rendering logic into a separate file 2017-04-07 15:20:45 +03:00
Andrei "Akari" Alexeyev
edf584b9f3 WIP rendering quality (resolution) settings.
Rewrote a lot of the stage drawing and FBO handling code. Introduced
some WTFs, hence the WIP.
2017-04-07 12:59:23 +03:00
Andrei "Akari" Alexeyev
927a5d68a0 tweaked the ingame menu appearance 2017-03-19 04:32:14 +02:00
Andrei "Akari" Alexeyev
ca16c30966 large refactoring WIP
windows & osx untested
bgm untested
too many changes to comment on
2017-03-05 00:39:17 +02:00
Andrei "Akari" Alexeyev
57053210dd Refactored and improved menus and transitions 2017-02-24 23:58:27 +02:00
Andrei "Akari" Alexeyev
32f7edd24e Refactored config into a macro hell 2017-02-17 18:03:49 +02:00
Andrei "Akari" Alexeyev
149b62c37c Pass a pointer to the MenuData structure to MenuActions 2017-02-16 18:55:46 +02:00
Andrei "Akari" Alexeyev
f2485d5cb8 stupid menu bullshit 2017-02-12 05:45:19 +02:00
Andrei "Akari" Alexeyev
9a7a874783 Use the standard bool type instead of that stupid enum
Also removed all of the annoying trailing tabs/whitespaces
2017-02-11 05:56:47 +02:00
Andrew "Akari" Alexeyew
536b5b7f09 "Fixed" a stupid input workaround. It doesn't depend on keyboard anymore. 2012-08-17 21:58:23 +03:00
Andrew "Akari" Alexeyew
1b4be54b20 restart option for ingame menus 2012-08-16 16:50:28 +03:00
laochailan
a7685eb6e1 integrated transitions 2012-08-14 17:56:53 +02:00
laochailan
1416a40451 added transition interface 2012-08-13 19:20:40 +02:00
laochailan
c4e0298922 blocked ingame menu, instantselect flag 2012-08-12 20:16:40 +02:00
laochailan
d3bea2f52b revisited menus 2012-08-12 16:54:48 +02:00
Andrew "Akari" Alexeyew
779ff58684 Fixed all the () prototypes, changed to (void) 2012-08-10 23:08:51 +03:00
Andrew "Akari" Alexeyew
4eebea67e0 gameover improvements 2012-08-08 20:09:04 +03:00
Andrew "Akari" Alexeyew
bcf40c0bde wait, what? 2012-08-07 06:32:01 +03:00
Andrew "Akari" Alexeyew
7776443935 multistage replays 2012-08-07 06:28:41 +03:00
Andrew "Akari" Alexeyew
a94479cecf replayover menu 2012-08-04 07:37:59 +03:00
Andrew "Akari" Alexeyew
5308856f1f proper replay saving and some minor stuff 2012-07-16 18:47:06 +03:00