mirror of https://github.com/bjornbytes/lovr.git
Rename blit to fill;
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db756f347f
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@ -811,9 +811,9 @@ int l_lovrGraphicsStencil(lua_State* L) {
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return 0;
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}
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int l_lovrGraphicsBlit(lua_State* L) {
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int l_lovrGraphicsFill(lua_State* L) {
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Texture* texture = luax_checktypeof(L, 1, Texture);
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lovrGraphicsBlit(texture);
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lovrGraphicsFill(texture);
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return 0;
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}
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@ -1173,7 +1173,7 @@ const luaL_Reg lovrGraphics[] = {
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{ "skybox", l_lovrGraphicsSkybox },
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{ "print", l_lovrGraphicsPrint },
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{ "stencil", l_lovrGraphicsStencil },
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{ "blit", l_lovrGraphicsBlit },
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{ "fill", l_lovrGraphicsFill },
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{ "newAnimator", l_lovrGraphicsNewAnimator },
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{ "newCanvas", l_lovrGraphicsNewCanvas },
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{ "newFont", l_lovrGraphicsNewFont },
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@ -1068,7 +1068,7 @@ void lovrGraphicsStencil(StencilAction action, int replaceValue, StencilCallback
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lovrGraphicsSetStencilTest(state.stencilMode, state.stencilValue);
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}
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void lovrGraphicsBlit(Texture* texture) {
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void lovrGraphicsFill(Texture* texture) {
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float vertices[] = {
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-1, 1, 0, 0, 0, 0, 0, 1,
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-1, -1, 0, 0, 0, 0, 0, 0,
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@ -1076,7 +1076,7 @@ void lovrGraphicsBlit(Texture* texture) {
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1, -1, 0, 0, 0, 0, 1, 0
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};
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lovrGraphicsSetDefaultShader(SHADER_BLIT);
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lovrGraphicsSetDefaultShader(SHADER_FILL);
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Material* material = lovrGraphicsGetDefaultMaterial();
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lovrMaterialSetTexture(material, TEXTURE_DIFFUSE, texture);
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VertexPointer vertexPointer = lovrGraphicsGetVertexPointer(4);
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@ -202,7 +202,7 @@ void lovrGraphicsSphere(Material* material, mat4 transform, int segments);
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void lovrGraphicsSkybox(Texture* texture, float angle, float ax, float ay, float az);
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void lovrGraphicsPrint(const char* str, mat4 transform, float wrap, HorizontalAlign halign, VerticalAlign valign);
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void lovrGraphicsStencil(StencilAction action, int replaceValue, StencilCallback callback, void* userdata);
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void lovrGraphicsBlit(Texture* texture);
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void lovrGraphicsFill(Texture* texture);
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// Internal State
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VertexPointer lovrGraphicsGetVertexPointer(uint32_t capacity);
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@ -271,7 +271,7 @@ Shader* lovrShaderCreateDefault(DefaultShader type) {
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case SHADER_CUBE: return lovrShaderCreate(lovrCubeVertexShader, lovrCubeFragmentShader); break;
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case SHADER_PANO: return lovrShaderCreate(lovrCubeVertexShader, lovrPanoFragmentShader); break;
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case SHADER_FONT: return lovrShaderCreate(NULL, lovrFontFragmentShader);
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case SHADER_BLIT: return lovrShaderCreate(lovrBlitVertexShader, NULL);
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case SHADER_FILL: return lovrShaderCreate(lovrFillVertexShader, NULL);
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default: lovrThrow("Unknown default shader type");
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}
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}
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@ -37,7 +37,7 @@ typedef enum {
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SHADER_CUBE,
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SHADER_PANO,
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SHADER_FONT,
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SHADER_BLIT
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SHADER_FILL
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} DefaultShader;
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typedef struct {
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@ -732,7 +732,7 @@ static void openvrRenderTo(void (*callback)(void*), void* userdata) {
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Shader* lastShader = lovrGraphicsGetShader();
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lovrRetain(lastShader);
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lovrGraphicsSetShader(NULL);
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lovrGraphicsBlit(&state.canvas->texture);
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lovrGraphicsFill(&state.canvas->texture);
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lovrGraphicsSetShader(lastShader);
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lovrRelease(lastShader);
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lovrGraphicsSetColor(oldColor);
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@ -155,7 +155,7 @@ const char* lovrFontFragmentShader = ""
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" return vec4(graphicsColor.rgb, graphicsColor.a * alpha); \n"
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"}";
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const char* lovrBlitVertexShader = ""
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const char* lovrFillVertexShader = ""
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"#define MONOSCOPIC \n"
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"vec4 position(mat4 projection, mat4 transform, vec4 vertex) { \n"
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" return vertex; \n"
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@ -13,4 +13,4 @@ extern const char* lovrCubeVertexShader;
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extern const char* lovrCubeFragmentShader;
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extern const char* lovrPanoFragmentShader;
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extern const char* lovrFontFragmentShader;
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extern const char* lovrBlitVertexShader;
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extern const char* lovrFillVertexShader;
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