Introduces wrappers around memory allocation functions in `memory.h`
that should be used instead of the standard C ones.
These never return NULL and, with the exception of `mem_realloc()`,
zero-initialize the allocated memory like `calloc()` does.
All allocations made with the memory.h API must be deallocated with
`mem_free()`. Although standard `free()` will work on some platforms,
it's not portable (currently it won't work on Windows). Likewise,
`mem_free()` must not be used to free foreign allocations.
The standard C allocation functions are now diagnosed as deprecated.
They are, however, available with the `libc_` prefix in case interfacing
with foreign APIs is required. So far they are only used to implement
`memory.h`.
Perhaps the most important change is the introduction of the `ALLOC()`,
`ALLOC_ARRAY()`, and `ALLOC_FLEX()` macros. They take a type as a
parameter, and allocate enough memory with the correct alignment for
that type. That includes overaligned types as well. In most
circumstances you should prefer to use these macros. See the `memory.h`
header for some usage examples.
Most client code no longer needs to care about paddings at all, aside
from some very special cases involving dynamic creation of padded
sprites. So far we only have one known example of this in portrait_render().
This should let us optimize most of our sprites with autotrimming in the
future.
Additionally, support for deprecated offset_{x,y} keys in sprite files
has been removed.
this means glm_mat_proj_perspective is no longer meant to be called by the stage code. The parameters are set to sensible defaults of the pbr stages.
I found that the old stages use STAGE3D_DEFAULT_ASPECT which is somehow stretched. I did not change the behavior but added a FIXME comment to lines that should at some point just be deleted to use the correct default aspect.
I did not fix the extra stage code to avoid conflicts.
* basic stage 6 structure (nothing here yet)
* it compiles and runs (needs testing)
* reindent
* missing import
* fix baryons
* import cleanups
* moving spells from elly.c to their spellcard sources
* code review changes, and some additional cleanup
* more PR changes, removing more dead code
* clean up some imports, move functions to spellcards
* remove dual initalization
This replaces SDL_mixer with an internal streaming and mixing system,
relying only on basic SDL audio support. It's also a partial refactor of
the audio API, most notably BGM-related. The BGM metadata resource type
is gone, as well as the `.bgm` files. The metadata is now stored inside
the `.opus` files directly, using standard Opus tags.
* new story doc for Taisei Project
* more romanization fixes
* new Reimu script, yay
* accidentally stomped on some dashes
* typo in iku's dialogue
* marisa dialogue, complete!
* formatting fixes, and some timing changes
* youmu script! all three routes complete!
* youmu typoes
* remove trailing whitespaces, use smartquotes, move a couple of words around
* good/bad endings complete!
* remove unneccesary whitespaces
* revert --
* story doc typo
* formatting issues, a couple of word changes
* smart-quotes
* typoes and minor grammar changes to dialogue/story/endings
* one last typo in Marisa's dialogue
* correct smartquotes on STORY.txt
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.
* 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
* Switch BGMs to Opus
* Switch SFX to Opus; use floating-point mixing
* opus sfx: support resampling via SDL_AudioStream
* bump SDL2 version requirement to 2.0.6
2.0.5 doesn't have the SDL_AudioStream API, and is ancient anyway.
* 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
* Added (and fixed) a few useful warnings
* Removed some dead code
* Cleaned up the build system files a bit
* Once again separated ZIP support from data packaging
* Converted macOS cross-compilation options into cross-file properties
* Refacor uniforms API:
- More complete and consistent
- Type-safety
- Usage correctess assertions missing for now, planned
* Redesign texturing API: texunits gone, assign textures to sampler uniforms directly
r_texture_create now allocates memory and returns an opaque Texture
pointer; similar changes to the other renderer APIs will follow.
* Framebuffers: make _create return an opaque pointer, add debug label APIs (unused for now)
* opaque pointers and debug label APIs for vertex arrays and buffers
* fix null renderer
* Refactor glsl preprocessing into an independent module
* Separate shader resource management from renderer backend
This makes it possible to add more shading languages and/or include a
transpiler, which will be useful for the GLES backend.
* refactor r_clear into a stateless API
* add r_texture_clear API; fix gl33_framebuffer_clear
* Replace deprecated glsl_objects with objects in all *.prog files
* fix missing texture_clear implementation in null renderer
* remove some dead code in null renderer
* fix GLES segfault
* GLES 3.0 actually has glVertexAttribDivisor
* Query GL for supported GLSL versions (preparing to add shader transcompilation)
* 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.
* 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