Removed the use_gnu_ext option as well as fallback paths for compilers
that don't support GNU extensions. To my knowledge, none of those
compilers support C11 to a sufficient extent to compile Taisei anyway,
and those fallbacks are very poorly tested.
Pedantic warnings are now disabled, and extensions that are common to
reasonably recent versions of GCC and clang are permitted to be relied
on (list of allowed extensions TBA).
Moved quantization out of the draw code. The laser is now quantized once
per frame, and the segment data is used for both collisions and
rendering. Player motion is now accounted for as well, preventing
phasing through thin lasers. The overall result is more precise *and*
faster collision detection.
Fixed a false negative in lineseg_circle_intersect that could occur when
the closest point lies outside the line segment, yet the segment is
still within the circle's radius. Optimized to avoid square roots. Added
functions for querying the closest point on a line segment without
distance restrictions.
* lasers: new SDF-based renderer (WIP)
* lasers: tweak sdf_apply shader
* lasers: fix incorrect rendering at 'unlucky' resolutions
* lasers: optimize rendering of multiple lasers
Try to coalesce render passes as much as possible
* lasers: fix warning
* lasers: move rendering into a new file
* lasers: correct "time" coordinate mapping for texturing
* lasers: wrote a novel about laser rendering [skip ci]
* lasers: fux tpyo
* remove references to old laser shape shaders
* lasers: fix some rendering edge cases
* Split conversion-related code into a separate file.
* Renamed loaders to fileformat handlers.
* Added API for exporting into one of the supported file formats.
* Replaced serialization APIs with an "internal" fileformat capable of
of storing any Pixmap. It is identical to the serialization format.
* Removed PNG writing code from video_screenshot_task, now using the new
pixmap export API instead.
Previously we assumed that we generally do not need to unbind textures
from shader samplers: if a sampler had no Taisei-level texture binding,
we would simply not update its OpenGL-level binding. This assumption is
no longer valid after introduction of cubemap textures. Shader samplers
always have an OpenGL-level binding to a texturing unit (0 by default).
If the sampler type is not compatible with the type of texture bound to
its texturing unit (e.g. 2D texture with a cube sampler), the draw call
will raise an error, even if the shader does not actually use the
invalid sampler.
For that reason, we now make sure that all samplers without a
Taisei-level texture binding are assigned a texturing unit with no
OpenGL-level texture binding. The texunit juggling logic had to be fixed
quite a bit to correctly handle unbinding textures.
Additionally, some assertions have been added to prevent assigning
incompatible textures to samplers via the renderer API, and the number
of minimum required texturing units has been raised to 8 (we sometimes
need more than 4 bound textures at a time).
On the renderer side, the concept of a "texture class" has been
introduced. There are currently two texture classes: 2D and Cubemap.
These map to `sampler2D` and `samplerCube` in shaders, respectively.
Textures now also have an additional `layers` property. Its meaning
depends on the texture class. For simple 2D textures, there is always
only 1 layer. Cubemaps always have 6 layers, one for each face. In the
future, layers could be used to represent depth in 3D textures and
individual images in array textures.
Much of the texture loading code has been refactored, as it wasn't
adequate for loading multiple images for a single texture. Both Basis
Universal cubemaps and traditional image-based cubemaps are supported,
although no runtime preprocessing is implemented for cubemaps. The Basis
Universal format is strongly recommended.
The mkbasis utility can now convert 2:1 equirectangular panoramas into
`.basis` cubemaps with the --equirect-cubemap map.
A `vec3 fixCubeCoord(vec3 v)` function has been added to `utils.glslh`,
to convert a vector into the suitable coordinate system for sampling a
cubemap. The vector doesn't need to be normalized.
"Re-records" a replay into a file. TAISEI_REPLAY_DESYNC_CHECK_FREQUENCY
is defaulted to 1 in this mode, but may be overriden as normal. Requires
-r or -R; in case of -R will not stop even if a desync is encountered.
* Split replay.c into multiple files under replay/; improve logical
separation of replay-related code.
* Separate replay playback state from data.
* Get rid of global static replay struct and avoid unnecessary replay
copying.
* Replay playback and recording are now independent and may occur
simultaneously, although this functionality is not yet exposed. This
enables replay "re-recording" while synthesizing new desync check
events, possibly at a different rate from the original replay.
* Rate of recorded desync check events can now be controlled with the
TAISEI_REPLAY_DESYNC_CHECK_FREQUENCY environment variable. The default
value is 300 as before.
* Probably other stuff I forgot about.