[a Work In Progress fork, expect history overwriting]
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Andrei Alexeyev b13f98c681
Support 16-bit uint and 32-bit float textures
When textures are loaded as resources, the best available format is now
picked by default. That means that if your source image is 16-bit RGB,
you will get a 16-bit RGB texture (the alpha channel is added only if
necessary). However, grayscale images currently get expanded into RGB(A)
by the loaders automatically, so you will never get less than 3 channels
by default. This is good, because you most often expect grayscale images
to stay gray, and not red.

This behavior can be overriden with the new 'format' key in .tex files.
For example, if you only care about one channel in a gray image, you can
do this to save some VRAM:

    format = R16

The following is equivalent:

    format = R16U

And so is this:

    format = r 16 uint

The general syntax is:

    format = <channels><depth>[datatype]

    Where:
        * Channels is one of: R, RG, RGB, RGBA;
        * Depth is one of: 8, 16, 32;
        * Datatype is one of: uint (or just u), float (or just f)

    All fields are case-insensitive and may be separated by whitespace.

Note that the rendering backend may not support all of these formats,
and fallback to an inferior or a redundant one. The gl33 backend should
support all of them. The gles30 backend only supports 8-bit uint
textures for now.
2018-10-19 05:27:54 +03:00
atlas High-res portraits 2018-08-13 19:56:43 +03:00
doc OpenGL ES 3.0 rendering backend (#148) 2018-10-02 01:36:10 +03:00
external git subrepo pull external/gamecontrollerdb 2018-10-02 01:44:25 +03:00
misc OpenGL ES 3.0 rendering backend (#148) 2018-10-02 01:36:10 +03:00
resources Kick SDL_image's ass out and replace JPEG with WebP 2018-10-19 00:16:06 +03:00
scripts OpenGL ES 3.0 rendering backend (#148) 2018-10-02 01:36:10 +03:00
src Support 16-bit uint and 32-bit float textures 2018-10-19 05:27:54 +03:00
subprojects OpenGL ES 3.0 rendering backend (#148) 2018-10-02 01:36:10 +03:00
xdg meson: fixed some install_relative issues 2017-12-21 03:58:54 +01:00
.gitignore Rendering system rewrite, tons of refactoring, optimizations, and other cool stuff (#116) 2018-04-12 17:08:48 +03:00
COPYING COPYING: small clarification 2018-02-09 08:38:09 +02:00
meson.build packaging woes (fuck debian) 2018-10-19 02:51:59 +03:00
meson_options.txt OpenGL ES 3.0 rendering backend (#148) 2018-10-02 01:36:10 +03:00
README.rst packaging woes (fuck debian) 2018-10-19 02:51:59 +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
-  zlib
-  libzip >= 1.0
-  libpng >= 1.5.0
-  libwebpdecoder >= 0.5 or libwebp >= 0.5
-  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