* Allow multiple returns in autogen functions
* condense function member names
* This shouldn't be here
* Relocate these functions
LVT_FIELD shouldn't be there yet
* multi-return part 2: most functions are usable now
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Co-authored-by: PeachyPeachSM64 <72323920+PeachyPeachSM64@users.noreply.github.com>
- `djui_hud_render_texture(_tile)` now accepts properly any `TextureInfo`
- Removed `bitSize`, added `format` and `size` to `TextureInfo`
- `texture_to_lua_table` can now convert any `Texture` into an RGBA table
The dynamic lighting engine conflicted with lightmapped graphics. Now
lightmapped graphics will ignore the lighting engine. Making them work
together is something for the future.
Co-authored-by: MysterD <myster@d>
This command sets the RGB values of a material's environment color without setting the alpha. This is important, as functions like `geo_update_layer_transparency()` use the environment color alpha to control a model's overall opacity. However, if one of the model's materials sets its own environment color alpha, then that will take priority. This command allows these models to still use environment colors in their materials.
improved frame pacing, where frame delaying is done just before displaying the frame.
so, the frame is fully rendered, and then the delay is done to wait the extra time before displaying the frame.
This is a far more reliable and consistent way to manage frame pacing, and it will help to keep the framerate from choking too badly when the game lags a little.
The changes to `gfx_end_frame` is to minimize the steps necessary between delaying and actually displaying the frame. This is an optimization just to increase the accuracy of frame pacing even further.
Also, delta calculation is improved when the number of frames to draw is known.
Djui cursor movement is also updated every frame for smoother movement.
- No one complained about framerate since several updates now; don't fix what isn't broken
- Too much frames are drawn at low framerates when Vsync is enabled
- FPS and delay calculation are wrong with Vsync: 60 FPS looks like 30 with a 120+Hz monitor
- Fixed Auto mode that was broken
- Kept precise_delay_f64 as I have observed no noticeable impact on CPU
plus limited frame rates on the loading and crash screens to go easy on the cpu.
during gameplay, this new system is able to stay true to your fps limit without frame drops.
Vsync causes occasional frame drops by just 1 frame. this is an sdl issue and i know of no workaround; luckily it's very minor.
this commit changes frame pacing by moving frame delaying to just before the frame is displayed. a more precise delay function is also used.
Just making a brief commit and thats all to add onto dj's lighting engine improvements because I heard about the PR, in mine I
* allowed all Vtx objects to be manipulated/retrieved
* updated lighting engine demo to be an SM64 night mode with a flashlight
* Fixed longterm bug where lighting bugs out unless you spawn a light
* Added new default LE mode LE_MODE_AFFECT_ALL_SHADED_AND_COLORED which also affects vertex colored surfaces
* Lighting engine improvements
Now objects will be affected by the lighting engine. This is
accomplished by passing the renderer the object's model matrix
(uncombined with the view or projection). You can now setup the
lighting engine mode to affect all shaded surfaces, lighting can
be affected by surface normals, and you can control what type of
tone mapping is applied.
added le_set_mode(mode)
By default we retain the previous behavior.
When set to LE_MODE_AFFECT_ALL_SHADED the lighting engine will
affect every shaded material.
This way we don't have to recompile every object and level that
we want shaded with special coop-specific commands
added le_get_mode()
added le_set_tone_mapping(toneMapping)
Tone mapping is what happens when a color value exceeds its 0-255
range.
By default we retain the current tone mapping (called
LE_TONE_MAPPING_TOTAL_WEIGHTED).
LE_TONE_MAPPING_WEIGHTED is now accessible, it was the tone
mapping that was previously left out of the compile through ifdefs.
LE_TONE_MAPPING_CLAMP is just simple additive with a clamp at a
color value of 255.
LE_TONE_MAPPING_REINHARD is reinhard tone mapping
(vout = (vin + 1) / vin).
added le_set_light_use_surface_normals(id, useSurfaceNormals)
By default lights retain their previous behavior (of ignoring
surface normals).
When enabled lights cast on one side of the object will not
appear on the other side of the object.
It is kind of like backface culling, but for lights.
added le_calculate_lighting_color_with_normal(pos, normal, outColor, lightIntensityScalar)
It's just like le_calculate_lighting_color(), but you can pass
in normals now.
* Removed normal calculation from vertex colored surfaces - they don't have normals
* Use packed normals correctly
* made LE_MODE_AFFECT_ALL_SHADED the default
* made useSurfaceNormals the default for lights
* Set ambient color, performed le_is_enabled() checks
The ambient color was black, which is why everything was dark by default.
If we set ambient to white then people will never see the effects of their
lights unless they set ambient to a lower value. So I added checks for
if a light has ever been added. The alternative would be to have something
like le_set_enabled()
* Rewrite how we obtain the model matrix - invert the camera
* run autogen
* Change default tonemapper to weighted, make setting ambient enable LE, fix null deref
* Address Peachy's comments
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Co-authored-by: MysterD <myster@d>
* set_gfx_command part 2
* part 3
* get gfx/vtx from name; copy gfx/vtx
* gfx/vtx dynamic allocation lua
* gfx/vtx_new: don't take level/model/vanilla names
* Clean up gbi constants
* update example
* Isaac review; add gfx_get_next_command and vtx_get_next_vertex
* make all commands length 1; missing NULL checks
* More autogen work
- made the `Pointer_` classes into aliases instead so that they're actually associated with their true type
- "Total constants" metric is now accurate
* High Quality Master Volume
* Audio work
it's 12:55am and there are some bright flashes outside (lightning)
- cracked the code (interpreted the "Acc" in `tempoAcc`)
- added several functions that will help greatly in the Streamed Music department (you can now match sequenced music fading (transitions, eepy, etc.))
- introducing `gMasterVolume`! a variable that is only updated when it needs to be, theoretically improving performance (by some amount). this variable is used in many places in place of recalculations of the same number
- made it so that muting the game skips some audio processing (not the main process since that would linger after unmuting (not good))
- fixed an oversight where lua volumes were not taken into account when `audio_stream_set_volume`
- it's its 😁
- removed additional `#include "audio/external.h"`
it is 1:06am
gn
* Add mouse status functions
you can now check if mouse buttons were held, clicked, or released
* Sorting was a bad idea
disabled sorting for constants so that they are represented more closely to their original defines
* Expose playerlist page index
also noticed that sorting still sucks
* Minor (very important) detail
lalette
* Addressing the PeachyPeachSM64 reviews
* Return of the Forced 4:3 Mode
shoutouts to DISPLAY.FORCE_4BY3 for sticking through the toughest of times, waiting for this day to come
* Added scroll support
- Scrolling added to chat box (hold ctrl to scroll fewer lines, shift to scroll faster)
- Scrolling functions added to smlua
* Addressing the Isaac0-dev review + fixes
- mouse scroll is now accumulated
- djui_gfx_get_dimensions
- forced 4:3 won't kick in if the window isn't wide enough
- game now recognizes horizontal resizing when in 4:3 mode
* Run autogen
* gfx_get_dimensions
works just as well
* CONCEPT: Basic vertex lighting engine
Set the geometry mode on your model to G_LIGHTING_ENGINE_EXT, spawn a `bhvAmbientLight`, spawn some `bhvPointLight`s, and then you got yourself a mighty interesting scene.
* Fixes
* How did I miss this
* Make light set home pos
Fixed gfx intepreter bug that has existed for about 5 years now in the PC Port. I have now cleansed this platform of Super Mario 64 of its sin. No longer shall I hear people complain about this specific bug. PC Port has now been deshittified. It is now pure and excellent. Mario 64 is reborn, PC Port is real, the future is now.
P.S. I really hope this doesn't have incredibly strange unintended side effects that cause me to require to revert this and implement it in a more convoluted way.
- fixed "SDL_GetClipboardText" memory leak
- forcing unicode clipboard data format on Windows (UTF-16LE system, UTF-8 in-game)
- all "get_clipboard_text" functions return a zero-width string in case of failure, instead of NULL