taisei/README.rst
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

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Taisei
======
.. contents::
Introduction
------------
Taisei is an open clone of the Tōhō Project series. Tōhō is a one-man
project of shoot-em-up games set in an isolated world full of Japanese
folklore.
Installation
------------
Dependencies
^^^^^^^^^^^^
- SDL2 >= 2.0.5, SDL2_mixer, SDL2_image
- zlib
- libzip >= 1.0
- libpng >= 1.5.0
- libjpeg
- freetype2
- OpenGL >= 3.3, or OpenGL ES >= 3.0
- libshaderc (optional, for OpenGL ES backends)
- crossc >= 1.5.0 (optional, for OpenGL ES backends)
Build-only dependencies
^^^^^^^^^^^^^^^^^^^^^^^
- meson >= 0.45.0 (build system)
- Python >= 3.4
- pkg-config
- docutils (optional, for documentation)
To build and install Taisei just follow these steps.
::
mkdir build
cd build
meson --prefix=$yourprefix ..
ninja
ninja install
This will install game data to ``$prefix/share/taisei/`` and build this
path *statically* into the executable. This might be a package
maintainers choice. Alternatively you may want to add
``-Dinstall_relative=true`` to get a relative structure like
::
$prefix/taisei
$prefix/data/
``install_relative`` is always set when building for Windows.
The OpenGL ES 3.0 backend is not built by default. To enable it, do:
::
meson configure -Dr_gles30=true -Dshader_transpiler=true
See `here <doc/ENVIRON.rst>`__ for information on how to activate it.
Alternatively, do this to make GLES 3.0 the default backend:
::
meson configure -Dr_default=gles30
Note that while it's also possible to enable a GLES 2.0 backend, it's currently
not functional.
Where are my replays, screenshots and settings?
-----------------------------------------------
Taisei stores all data in a platform-specific directory:
- On **Windows**, this will probably be ``%APPDATA%\taisei``
- On **macOS**, it's ``$HOME/Library/Application Support/taisei``
- On **Linux**, **\*BSD**, and most other **Unix**-like systems, it's
``$XDG_DATA_HOME/taisei`` or ``$HOME/.local/share/taisei``
This is referred to as the **Storage Directory**. You can set the
environment variable ``TAISEI_STORAGE_PATH`` to override this behaviour.
Game controller support
-----------------------
Taisei uses SDL2's unified GameController API. This allows us to
correctly support any device that SDL recognizes by default, while
treating all of them the same way. This also means that if your device
is not supported by SDL, you will not be able to use it unless you
provide a custom mapping. If your controller is listed in the settings
menu, then you're fine. If not, read on.
An example mapping string looks like this:
::
03000000ba2200002010000001010000,Jess Technology USB Game Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b0,
There are a few ways to generate a custom mapping:
- You can use the
`controllermap <https://aur.archlinux.org/packages/controllermap>`__
utility, which `comes with SDL source
code <https://hg.libsdl.org/SDL/file/68a767ae3a88/test/controllermap.c>`__.
- If you use Steam, you can configure your controller there. Then you
can add Taisei as a non-Steam game; run it from Steam and everything
should *just work™*. In case you don't want to do that, find
``config/config.vdf`` in your Steam installation directory, and look
for the ``SDL_GamepadBind`` variable. It contains a list of SDL
mappings separated by line breaks.
- You can also try the `SDL2 Gamepad Tool by General
Arcade <http://www.generalarcade.com/gamepadtool/>`__. This program
is free to use, but not open source.
- Finally, you can try to write a mapping by hand. You will probably
have to refer to the SDL documentation. See
`gamecontrollerdb.txt <misc/gamecontrollerdb/gamecontrollerdb.txt>`__
for some more examples.
Once you have your mapping, there are two ways to make Taisei use it:
- Create a file named ``gamecontrollerdb.txt`` where your config,
replays and screenshots are, and put each mapping on a new line.
- Put your mappings in the environment variable
``SDL_GAMECONTROLLERCONFIG``, also separated by line breaks. Other
games that use the GameController API will also pick them up.
When you're done, please consider contributing your mappings to
`SDL <https://libsdl.org/>`__,
`SDL_GameControllerDB <https://github.com/gabomdq/SDL_GameControllerDB>`__,
and `us <https://github.com/taisei-project/SDL_GameControllerDB>`__, so
that other people can benefit from your work.
Also note that we currently only handle input from analog axes and
digital buttons. Hats, analog buttons, and anything more exotic will not
work, unless remapped.
Troubleshooting
---------------
Sound problems (Linux)
^^^^^^^^^^^^^^^^^^^^^^
If your sound becomes glitchy, and you encounter lot of console messages
like:
::
ALSA lib pcm.c:7234:(snd_pcm_recover) underrun occurred
it seems like you possibly have broken ALSA configuration. This may be
fixed by playing with parameter values of ``pcm.dmixer.slave`` option
group in ``/etc/asound.conf`` or wherever you have your ALSA
configuration. Commenting ``period_time``, ``period_size``,
``buffer_size``, ``rate`` may give you the first approach to what to do.
Contact
-------
http://taisei-project.org/
#taisei-project on Freenode