Commit graph

17 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
8d2ee76710
replace include guards with #pragma once 2021-08-31 23:34:46 +03:00
Andrei Alexeyev
9f10dfef21
bunch of portrait and dialog-related shuffling around 2020-04-27 22:59:16 +03:00
Andrei Alexeyev
2e9904e83c
New system to manage auto-resized framebuffers 2019-08-25 02:52:39 +03:00
Andrei Alexeyev
80fda75ffb
Dialogue updates with dynamic facial expressions and defeated character portraits (#175)
* WIP portrait faces

* character expressions for dialogue in first 3 stages (wip)

* dialog: simplified face system, new faces, script revisions (wip)

* fix wrong face name in reimu script

* cirno angry face; elly beaten variant

* render_character_portrait(): fix garbage bg and filter-bleeding

* workaround for incorrect face blending on dialog fade

* render_character_portrait(): fix bogus debug labels

* Replace sprite offsets with the more powerful paddings

* new faces for youmu, wriggle, kurumi; dialogue updates

* fix release build

* Update portraits; add Iku faces and Elly shouting face

* Add Reimu sigh face and Marisa sweat_smile face

* Add Kurumi dissatisfied face

* update Hina
2019-08-22 22:43:34 +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
4159ea1249
'upkeep' target for maintenance tasks; back to include guards; happy new year! 2019-01-23 22:10:43 +02:00
Andrei Alexeyev
49d0d54a2e
Lots of disorganized (mostly) visual overhaul (#156)
* WIP some projectile effects

* fix segfault

* Laser smoothing and glow via post-processing blur magic

TODO: make it optional

* fix memory corruption

* fix memory corruption for realsies now

* fix color_get_hsl for out-of-range colors

* some more bullet flare tweaks

* some lame clear effect workarounds

* spawn bullet flares after frame 0; looks better and fixes some problems

* New baryon explosion; fix petal_explosion; leanify everything

* Add missing bullet flare sprite, rebuild main atlas

* improve batching efficiency with bullet spawn flares

* forgot git add

* Group projectiles/particles by shader where possible

* Another take on baryon explosion; make fg framebuffers 16bit

* WIP some settings for toasters

* remove stupid debug log

* microoptimization that probably does nothing anyway

* somewhat more intuitive quality settings

* Whitelist more particles (MarisaB is on hold)

* Whitelist (and fix) some more stage6 particles (mostly ToE)

* Add a spell name background

* Experimental radial healthbar for bosses

* healthbar tweaks

* thiccer healthbars in response to feedback

* remove healthbar survival timer; just fade out on survivals

* Add linear healthbars option; WIP other boss HUD tweaks

* Use the proper spell card name format

* New font and some random garbage to go along with it

* Generate static font outlines for use in text shaders

* Use outlines in overlay text shader

* Complete boss HUD/healthbar fading logic

* fix boss timer limit

* stage5 bombs explosion effect

* split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE;

introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two
values OR'd together)

simplify vampiric vapor bullet spawning effect

* Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters)

* lower particle density in v.vapor in minimal mode

* graze effect tweaks

* fix text shortening, tweak replay menu layout

* stupid debug spam

* revisit grazing effects again

* dumb debug spam again

* improve boss attack timer

* overlay effect for boss deaths (similar to the player one)

* spice up spellcard declaration (HUD)

* don't spawn boss death overlay if fleed

* modify Exo2 font to use tabular figures

* adjust replay menu for the font change

* draw timer & power with standard font (phasing out the numbers font)

* WIP new HUD; random fixes/tweaks

* hud: move difficulty indicator

* hud: move debug stuff around

* preloads, mostly

* fix youmuA batching conflict

* shitty workaround for the shitty screenshake shit

* remove extraspell lag by stopping to draw stagebg sooner

which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells!

* new stain particle

*  i disabled background rendering…

* "batch" marisa_b masterspark draws

* remove these once a new atlas is generated

* make toe quick again

* hopefully fix all occurences of changed stain and ScaleFade behavior

* tweaking reimu_a and toe boson launch effects

* make lhc fast again

* softer involnerability effect

* fix stage 1 snow on the water bug (and improve performance)

translated the time to the future a bit because it only seemed to be an issue for small time values

* remove unnecessary spawnflare from toe

* tone down extra spell start effect

* experimental ReimuB gap shader optimization

* fix python3 shebangs

* generate simple blur shaders w/ hardcoded kernels

* New loading screen

* lasers: fix incorrect draw hook registration

* add webp support for atlas generator

* Use ImageMagick for atlas composition (adds 16-bit support)

* Atlas maintenance

* make the vampiric vapor bullets less prone to invisibility

* Revert a few particles to the quadratic fade curve

* experimental baryon effect

* improve baryon sprites

* disable the baryon effect on minimal postprocessing setting
2019-01-05 00:59:39 +02:00
Andrei Alexeyev
2414474c89
OpenGL ES 3.0 rendering backend (#148)
* First steps towards shader transpilation

Needs to be manually enabled via -Dshader_transpiler=true.

Requires shaderc. https://github.com/google/shaderc

Not yet functional due to missing SPIRV-Cross integration. SPIRV-Cross
currently does not have an official C API, and crossc is too minimal to
be useful. The current plan is to extend crossc and vendor it, while
also sending PRs upstream.

* Integrate crossc; shader transpilation for GLES now works

* fix leak

* gles30 backend now playable on Mesa with 3.2 context

Some rendering issues are present. Identified so far:
    - Marisa's lasers are invisible
    - Death effect looks wrong

Also, a small pixmap manipulation library has been written, and the
texture uploading API redesigned around it.

* fix marisa lasers in GLES (uniform name clashed with builtin)

* fix player death effect in GLES (another name clash)

* Dump ANGLE's translated shader code in debug log

* fix screenshots

* Drop support for triangle fans, switch to strips

Fans offer no advantage over strips, and they've been removed in D3D10+,
so ANGLE has to emulate them.

* crude workaround for an ANGLE bug

* Re-enable GL debug labels, fix an issue with them that affected ANGLE (but was always technically a bug)

* fix race condition in shaderc initialization

* New SDL_RWops interface for vertex buffers

* Optimize VBO streaming via buffering updates

Measurable performance improvement even with the main gl33 renderer,
drastic improvement with ANGLE.

* Fix the depth texture binding problem under ANGLE

Apparently it hates GL_DEPTH_COMPONENT16 for some reason. Sized internal
formats are not supported in GLES 2.0 anyway, so not using them is
probably a good idea.

* fix GLES2.0 segfault (the backend still doesn't work, though)

* dump GL extensions at info log level, not debug

* get around a Mesa bug; more correct texture format table for GLES2

* Correct GLES3 texture format table according to the spec

Not a Mesa bug after all

* require crossc>=1.5.0, fallback to subproject

* Request at least 8bit per color channel in GL backends

* Forbid lto for static windows builds with shader_transpiler=true

* fix edge case segfault

* Add basic ANGLE bundling support to the build system

Windows only, and no NSIS support yet

* Fix various windows-related build system and installer brokenness

* Disable gles backends by default

* update documentation
2018-10-02 01:36:10 +03:00
Andrei Alexeyev
e4f49310ff
Fix textures being internally Y-flipped (#142)
* WIP: upload textures with the bottom-left-origin convention, as OpenGL expects

* unflip: fix spellcard_walloftext, text_hud

* unflip: fix reimu's and marisa's bombs

* unflip: fix stagetext

* unflip: fix graph.frag.glsl

* fix sprite_circleclipped_indicator
2018-08-28 11:25:54 +03:00
Andrei Alexeyev
4e9ec77c91
My take on the Marisa bombs. Also blur shaders, minor fixes, etc. 2018-08-27 10:08:14 +03:00
Andrei Alexeyev
56f066ca3e
Add optional FXAA for the 3D views; fix nasty rendering bug 2018-08-17 01:32:58 +03:00
Andrei Alexeyev
3615b95f13
Add Reimu Hakurei as a playable character (#106)
* Reimu (#101)

* add the reimu

* Add Reimu story

* account for various blunders

* add reimu dialog picture

* Reimu: WIP yin-yang orbs

* reimu: fix up indents

* Reimu: swap the shotmode names to match the kanji order in her Japanese name

* Reimu: compatibility with the latest system

* WIP ReimuA crap

* ReimuA homing trails

* more ReimuA stuff

* more ReimuA adjustments + enhanced DPS stats

* Reimu: stubs for new player animation sequences

* Reimu: occupy the 0th character slot

* Reimu: tweak needle sprite

* Reimu: buff movement speed to better match Touhou

* Reimu: fixup for the recent projectile changes

* ReimuA: make homing shots a bit smaller; give them custom effect on collision

* Reimu: add intermediate frames; move some loose sprites to the atlas

* Reimu: fix compile errors

* replace DBL_MAX by INFINITY

* Don’t draw reimu orbs twice

fixes #127

* add new reimu dialog pic

* ReimuA adjustments (mostly homing); it's still OP

* wip ReimuB gaps

* still not sure where i'm going with these gaps

* meh

* Reimu: premultiplied alpha fixups after rebase

* reimuB shot pattern with basic power scaling (not balanced at all)

* reimuB: some lame-ass particle effects

* ReimuB bomb effect prototype

* reimuA bomb prototype

* fix reimu shots for the new damage system

* Reimu: use the new player_is_bomb_active() function, add placeholder BG for ReimuB

* some reimuB bomb projectiles

* ReimuB bomb bg and some framebuffer utils required to support it.

Might reuse this at least in part for ReimuA unless we come up with
something better.

* hack to fix ReimuB bomb fade; refactoring needed

* reimuA damaging bombs

* fix ub

* prevent nan when reimuA bombs without enemies present

* add a bomb_bg to reimuA

* ...

* various fantasy seal tweaks

* Reimu: placeholder bomb sounds; slight fantasy seal buff

* fix null pointer dereference

* Reimu "balance" adjustments; minor fixes

* putting bandaids over gunshot wounds

* Add aoe damage and bullet cancel to ReimuB's bomb

* more exorcism porn

* make reimu bomb bg runes better visible on dark backgrounds

* More ReimuA shot changes
2018-08-11 22:13:48 +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
2932247249
attempt to refactor the util disaster into several smaller disasters 2018-05-15 03:27:25 +03:00