Commit graph

757 commits

Author SHA1 Message Date
EmeraldLockdown
e901c04146 Merge remote-tracking branch 'origin/dev' into shader
HELP ME
2026-07-03 10:31:28 -05:00
EmeraldLockdown
a436944b58 Update default shader 2026-07-03 10:17:36 -05:00
EmeraldLockdown
f01c589b5c Update default shaders 2026-07-03 01:07:16 -05:00
EmeraldLockdown
963b9131d9 Finish documentation 2026-07-03 00:02:52 -05:00
EmeraldLockdown
4477fd7c4f Make frame pass viewport system much simpler, fixup scaling with viewports 2026-07-02 17:22:47 -05:00
EmeraldLockdown
ae3de517da Stricter sanitization, fix default lua shader 2026-07-02 16:32:46 -05:00
EmeraldLockdown
0297041d86 Update default lua shader 2026-07-02 16:24:12 -05:00
EmeraldLockdown
2fa69bf576 Add some lua functions for render api, add legacy func to render api, make opengl versions < 4.5 legacy GL 2026-07-02 16:17:56 -05:00
EmeraldLockdown
0f7e7d7744 Fix culling in metal, do a hotfix on flickering in metal 2026-07-01 13:20:47 -05:00
EmeraldLockdown
100b0fd27e Make text input not bind on init
still doesnt fix the issue im having with macos and text tho :(
2026-07-01 10:14:30 -05:00
EmeraldLoc
4ca5c3ca97 Write out some of the dev progress in shaders.md (terrible place to write) 2026-07-01 09:40:38 -05:00
EmeraldLoc
79661cd3cd Tidy up multipass shaders
There is a doulbe free bug somewhere here but need to move to macos for debugging
2026-06-30 08:22:40 -05:00
EmeraldLoc
b272a5421a Update default shader, update some constant names to not be rubbish 2026-06-20 17:23:16 -05:00
EmeraldLoc
02dd40020b Add frame passes to dx11, more uniform changes and fixes, parser fixes, autogen changes 2026-06-18 21:08:03 -05:00
PeachyPeachSM64
a8cc9dbdf7 SOC index is not deprecated
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2026-06-04 18:42:52 +02:00
PeachyPeach
b8fde28886
Fix Mario clones stealing bodystate from player Marios (#1286)
When spawning fake Marios, these objects would steal the bodystate from valid Marios, resulting in nametags rendering in the wrong place and PvP attacks using these fake as origin.
2026-06-01 10:29:18 +10:00
Agent X
2ed8b3252f
Achieve 100% function documentation (1972/1972 smlua functions) (#1289)
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* Achieve 100% function documentation

Jeez man

* Fix borked character

* Fix an error I must have made a while ago
2026-05-31 16:15:18 -04:00
Agent X
46859be47d
Expose DJUI gfx scale function (#1292) 2026-05-31 15:05:41 -05:00
Agent X
db2195249f
Add function to center free camera (#1288)
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2026-05-31 15:11:13 +10:00
PeachyPeachSM64
b6a20eeee6 reran autogen
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2026-05-30 20:10:52 +02:00
Emily♥
15af400a01
Add djui_console_is_open (#1278)
* Add djui_console_is_open

Adds a lua function that returns if the djui console is open or not. Useful with the existing function djui_console_toggle() for disabling the djui console (mainly to prevent reading chat messages, as opposed to the only other solution which is to fill the console with spam). It doesn't affect the console used with the --console launch parameter in case debugging is necessary.

* Fix function description

please I need this

* Fix function description on docs

Silly me forgot to actually change the description where it matters
2026-05-30 12:01:52 -04:00
EmeraldLockdown
55a7590e89 fix incorrect label on playerIndex in HOOK_ON_NAMETAGS_RENDER
I INCORRECTLY assumed that a number was an `s32` and a integer was an `u64`. This is some next level blunders. A `number` is a `f64` and a `integer` is a `s64`. This is, in fact, a integer.
2026-05-29 18:58:35 -05:00
EmeraldLockdown
7980c3b25b
Fix playerIndex type for HOOK_ON_NAMETAGS_RENDER in hooks.md
Before it was a `string` when it should be a `number`. See `smlua_hook_events.inl`

`SMLUA_EVENT_HOOK(HOOK_ON_NAMETAGS_RENDER, _, s32 playerIndex, Vec3f pos, OUTPUT const char **playerNameOverride) // Manually defined hook`

The type `number` is used as an `s32` is equivalent to a `number`. An `integer` is equivalent to a `u64`
2026-05-29 16:45:12 -05:00
PeachyPeach
358a60d74d
Add default values for mod_storage_load functions (#1276) 2026-05-28 08:44:35 +10:00
PeachyPeachSM64
b46f1a26cf Fix inconsistencies with tabs and remove trailing whitespaces
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2026-05-26 23:51:58 +02:00
EmeraldLoc
0f4fa7a664 Before the great reckoning 2026-05-25 22:15:55 -05:00
Agent X
943bbd29e2
Add get_current_play_mode() and get_delayed_warp_op() (#1270) 2026-05-25 19:31:02 -04:00
Agent X
7de436bcb6
Add function to enable a fullbright mode (set_shading_fullbright_enabled) (#1261)
* Add function to enable a fullbright mode

* Requests

* Breaklines
2026-05-23 14:37:58 -04:00
Agent X
eb3de50d07 Default object light ID to -1
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2026-05-23 11:47:05 -04:00
PeachyPeachSM64
2d6848a768 Fix object functions incorrectly using current object instead of the provided object 2026-05-23 12:31:27 +02:00
PeachyPeachSM64
541874fdca make visibleToObjects a boolean 2026-05-21 20:20:23 +02:00
Baconator2558
8f105ea53d
Rename and expose visibleToObjects field (#1251)
* override_mario_visibility_to_objects

* Remove override_mario_visibility_to_objects in favor of exposing visibleToObjects

* Fix comment referencing the field's original name

* Reset visibility each frame

* Minor fix
2026-05-21 14:10:10 -04:00
PeachyPeach
834512a5c5
Fix Lua/custom behaviors bugs and flaws (#1229)
* improve custom behaviors logic

* clarify description of get behavior functions; get name returns last name instead of first; create generic name only when needed

* review

* fix potential buffer overflow
2026-05-19 10:56:08 +10:00
PeachyPeachSM64
925325c5eb copy paste gone wrong
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2026-05-18 14:10:39 +02:00
Sunk
e2035853b9
Change romhack camera options (#1247)
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* Change camera options

* Resolve suggestions
2026-05-16 22:07:51 -04:00
Isaac0-dev
967d120505
much further draw distance option (#1240)
The existing draw distance options don't actually increase the draw distance. It only impacts whether or not distant objects are rendered. 

This PR:
- Adds another option to the draw distance setting in the display menu, called "Infinite". It is not truly infinite, but it is significantly larger than what current options allow. Due to it not being truly infinite, we could use the name "Max" instead to be more accurate.
- Exposes a new function to the Lua API `draw_distance_scalar_is_infinite` which returns whether or not the infinite setting is enabled.
- `draw_distance_scalar_is_infinite` is now used in several places in this repo to bypass distance checks for objects if infinite mode is enabled.
- Fixes a bug where you couldn't bypass the distance check in `obj_is_in_view`, meaning you could never disable all object distance culling.
- The infinite setting now forces the far plane to be at least a minimum of `1,000,000`.
2026-05-16 11:13:02 +10:00
EmeraldLoc
6471135e39 Ton of changes, SPIRV, bunch of stuff 2026-05-15 19:26:37 -05:00
Cooliokid956
e87d118063
Multiline descriptions (#1235)
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2026-05-13 16:06:19 -04:00
EmeraldLockdown
6fdb6a2f6b Merge remote-tracking branch 'origin/dev' into shaders 2026-05-13 07:56:47 -05:00
EmeraldLockdown
14eabd5798 Weewoo 2026-05-12 21:44:18 -05:00
EmeraldLockdown
7b1a6c0d21 More changes 2026-05-11 16:39:44 -05:00
Agent X
19a429dbe5
Add built-in preset screen shader effects configurable through Lua (#1217)
* C++ lighting engine

Runs better using my new system for storing and iterating through lights.

I removed the lighting ctx profiler because after I've realized its very inaccurate and was probably programmed incorrectly from the start. Although I remember it working fine before and not constantly showing 20 ms or higher when I'm in an extremely simple level with extremely simple lights and the FPS is way too high for it to be taking 20 ms.

* Whoops

* Make some optimizations

* Fix small bug with LE inside graphics vertex function

I also brought back the lighting profiler because it's better than nothing.

* Some optimizations

* Cache active lights and 4 lights per vertex limit

Less branching and less iterating with the limit

* Screen shader effects for Lua [OpenGL]

Hue, saturation, brightness, contrast, exposure, dithering, posterization

Global = usually an object in the world
Non global = usually a screen element

Also:
* Changed skyboxes to use environment color instead of vertex color, visually identical
* Changed hud head texture to be non global
* changed power meter to be non global
* changed sparkles to be global
* changed some BBH vertex types to global

OpenGL renderer supported only for now.

* Add default values and better function names

Also fixed sizes in reset function

* Add scanlines effect

* Add global enabled function

* Fix some default values

* Hopefully fix white sparkles

* Whoops

* Address review

* Update function names

* Fix shader crash

* Address reviews
2026-05-11 15:59:48 -04:00
EmeraldLockdown
1f7519f68d Multipass shaders 2026-05-11 12:08:13 -05:00
PeachyPeach
07c229afdc
Fix rendering issues with held objects (#1221)
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Add a way to save and load a gfx state in display lists.
Its primary purpose is to save the gfx state before rendering a held object, then restore it later.
It fixes the issue where Mario had opaque legs with the vanish and metal caps when holding an object.
2026-05-06 07:10:59 +10:00
EmeraldLockdown
82a3afcc0f
Add HOOK_ON_PLAY_MODE_UPDATE and HOOK_BEFORE_PLAY_MODE_UPDATE (#1160)
* Add playmode hooks

* Add hook to docs, fix some crashes semi-related

* Rename that func
2026-05-04 21:01:01 -04:00
DorfDork
f688416483
Scale bone anim support (#1215)
* Scale bone anim support

Code changes provided by ExcellentGamer. Supports model anims which modify scale.

* Peachy code changes by ExcellentGamer

* Autogen constants

* changed vc3f_set to vec3f_copy
2026-05-05 00:15:00 +02:00
jayden
5dabcaa313
Add audio_stream_get/set_volume_channel (#1205)
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Allows modders to play audio streams on channels other than level background music.
4 constants have been added for this purpose:
- `MOD_AUDIO_CHANNEL_MASTER` - sound is only affected by master volume
- `MOD_AUDIO_CHANNEL_MUSIC` - sound is affected by music volume, same as previous behaviour
- `MOD_AUDIO_CHANNEL_SFX` - sound is affected by sfx volume, same as sample behaviour
- `MOD_AUDIO_CHANNEL_ENV` - sound is affected by env volume 
This was done instead of using the existing `SEQ_PLAYER_*` constants to avoid confusion and because there isn't a `NONE`/`MASTER` option.

Additionally, sets the default to `MOD_AUDIO_CHANNEL_MUSIC` as to not break compatibility.

```lua
audio_stream_set_volume_channel(stream, MOD_AUDIO_CHANNEL_SFX) -- wow its just like a sample
audio_stream_get_volume_channel(stream) -- returns MOD_AUDIO_CHANNEL_SFX (its actually 2)
```
2026-05-03 17:59:11 +10:00
djoslin0
e88bd178fc
Refactor collision surface systems and add the ability to add/remove/move surfaces (#1143)
- Add `smlua_collision_add_surface`, `_move_surface`, `_delete_surface` Lua APIs
- Add `remove_static_object_collision` to fully free a SOC and its surfaces
- Split surface pools into separate static, SOC, and dynamic pools
- Replace index-based SOC tracking with unique ID counter (`sSOCIdCounter`)
- Invalidate Lua CObjects for recycled surfaces on pool clear
- Expose `SURFACE_POOL_STATIC/DYNAMIC/SOC` constants to Lua
- Add `growing_array_swap_and_pop` and `growing_array_swap_and_pop_index` to memory utils

Co-authored-by: MysterD <myster@d>
2026-05-02 14:58:46 -04:00
EmeraldLockdown
6e454f1d81 Merge remote-tracking branch 'origin/dev' into shaders 2026-05-01 21:56:58 -05:00
EmeraldLockdown
37f4b2e550
Expose gHudDisplay (#1158)
* Expose `gHudDisplay`

* Fix that
2026-05-01 22:25:06 -04:00