Commit graph

18 commits

Author SHA1 Message Date
Andrei Alexeyev
8480d41b7b
Audio rewrite (#236)
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.
2020-06-22 17:41:03 +03:00
Andrei Alexeyev
7474ff3a25
OpenGL ES 2.0 support (#187)
* WIP gles2 compat

* More gles2 compat. Playable with ANGLE now, with some rendering bugs.

* fix matrix mult. order in generic laser shader

* gles20: fix indexed rendering

* Update docs about gles20 status

* fix formatting
2020-02-15 19:45:09 +02:00
Andrei Alexeyev
436339a38d
Fix meson 0.48.0 compat; require >=0.48.0 and recommend >=0.49.0 2019-09-29 22:02:38 +03:00
Andrei Alexeyev
b0856ce07d
Switch audio assets to Opus (#167)
* 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.
2019-05-11 09:46:26 +03:00
Andrei Alexeyev
84cba0224c
Switch to official SPIRV-Cross C API instead of crossc 2019-04-07 04:47:55 +03:00
Andrei Alexeyev
cc6514151a
Implement seeking in zip files without reading everything to memory
In particular, this greatly reduces memory usage for music tracks.
2019-03-16 22:11:37 +02:00
Andrei Alexeyev
bd5bcf7b03
Lower minimum meson version back to 0.45.0
Note that some configurations (e.g. an emscripten build) will definitely
fail on this version. The minimum recommended version is 0.48.0, and a
warning will be printed if using something older.
2019-03-12 02:05:35 +02:00
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
f52fa4e2e6
add submodule helper scripts, update readme 2019-02-22 23:46:54 +02:00
Andrei Alexeyev
1d9a307b94
Add a basic shader cache; move some files around
The cache is currently only used to speed up SPIR-V transpilation.
2019-02-08 21:08:24 +02:00
Andrei Alexeyev
56e94dbff6
packaging woes (fuck debian) 2018-10-19 02:51:59 +03:00
Andrei Alexeyev
3937618c84
Kick SDL_image's ass out and replace JPEG with WebP 2018-10-19 00:16:06 +03:00
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
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
c460b45b28
Explicitly require Meson >= 0.45.0 to build
Closes #117
2018-04-17 19:33:11 +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
a9561d7baf
Sprites and texture atlases; upgrade most graphics to a higher resolution (optimized for 1600x1200) (#113) 2018-02-06 08:19:25 +02:00
Andrei Alexeyev
af82877c7d
Replace Markdown+Pandoc with RST+Docutils (#110) 2018-01-20 05:21:21 +02:00