Resource files are no longer packaged and preloaded all in advance.
Instead, they are downloaded while the game is running.
The implementation is less than ideal, but it works. Resources are
requested on demand and cached into IDBFS. Unfortunately, since the
resource system was not designed with web-style asynchrony in mind and
we aren't ready for threads either, we have no way to do any useful work
while a required file is downloading. To somewhat offset that, we also
pre-fetch files that were not requested yet. The pre-fetching is limited
to 4 files at a time, which seems to be a reasonable compromise between
throughput and cold-cache load latency on slow connections. Also
unfortunately, it's dumb as rocks: we have no way of knowing which files
we will actually be needing soon, so the pre-fetching is done in
whatever order the files were indexed.
Possibly the easiest way to improve this system would be to bundle (and
compress) all of the tiny text files together to alleviate the overhead
of hundreds of HTTP requests.
* WIP compressed textures, swizzles, sRGB sampling, ...
* refactor texture type info & fix random bugs
* fix preprocessing of sRGB textures
* handle y-flipped basis textures
* glcommon: better WebGL compat for compressed format detection
* missed WEBGL_compressed_texture_pvrtc
* implement compressed texture xcoding and uploading
* Add basis_universal submodule
* Reorganize texture loader code
Clean up some code
Isolate Basis Universal loader into a separate module
* Add wrapper script for encoding .basis textures
* basisu: honor custom metadata written by the mkbasis.py script
* mkbasis.py: add --incredibly-slow and --dry-run
* Move pixmap code from util/ to pixmap/
* Add an on-disk transcode cache for basis textures to speed up loads
* Compress texture cache with zlib
* Use readable format names for basisu cache filenames
* basisu: mip bias test code
* basisu: small caching cleanup
* add TAISEI_BASISU_MIP_BIAS env variable
* Improve OpenGL format matching heuristics
* Document considerations for compressed format priority
* Remove dead code
* Enable two forgotten formats, BC3_RGBA and ATC_RGBA
Also prefer BC7 over BC1/BC3
* Recognize GL_ANGLE_compressed_texture_etc for ETC2 textures
* Default depth buffers to 24-bit; remove ANGLE hack
* Fix glcommon_check_extension for GLES2/legacy gl
* Add renderer feature bit for texture swizzle masks
* glcommon: Fixup internal formats for GLES2
Sized internal formats are not allowed in GLES2
* Fix emscripten compile errors
* Update basis_universal
* remove more dead code
* revert irrelevant stage4 change
* shut up UBSan
* basisu: shut up some debug spam
* Add normalmap sampling helper to util.glslh
* basisu: add a gray-alpha mode
* mkbasis.py: Abort if image dimansions aren't multiples of 4
* Add basic Basis Universal encoding documentation (WIP)
* doc/basisu: Add paragraph about modes; minor tweaks
* basisu: workarounds for GL texture size requirements
* gles20: fix uncompressed sRGB formats
* Partial workaround for missing swizzles in gles2 and webgl
* remove invalid assertion
* New renderer API to expose glDrawBuffers-like functionality
* stagedraw: disable all color outputs for copy_depth pass
required for WebGL compatibility
* support GL_ANGLE_request_extension
* emscripten: include *.basis in gfx package
Also fix a potential problem when more than one .pkgdir is used to
construct emscripten packages
* Don't rely on emscripten runtime to enable webgl extensions
* 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