s-ol
043f9c7920
store headset model metadata for animations
2022-11-22 12:24:57 +01:00
bjorn
9783140725
Fix window resize;
2022-11-09 19:05:01 -08:00
bjorn
b81f86b5ad
rm Android flavors for now;
...
There used to be oculus and pico but pico doesn't work anymore.
Eventually things will converge on the standard loader and we won't
need different loaders, but manifests may require flavors.
2022-11-09 00:21:49 -08:00
bjorn
36e1471cf0
lovr.graphics.isInitialized;
...
Returns whether the graphics module is initialized. Used by the default
error handler to know if it's safe to try to render the error screen.
2022-11-07 19:12:11 -08:00
bjorn
5e2b44ad08
Fix stereo mirror window;
...
For some reason this was rendering both layers of a multi-layer
texture all squished. I think it was supposed to just render the
first layer.
2022-11-07 17:14:27 -08:00
bjorn
904fb282c2
v0.16.0;
2022-10-15 21:49:25 -07:00
bjorn
ee3cc30851
Animator renormalizes quantized weights;
...
It would be nice to do this in the importer, but it was 50+ lines and
was really tricky to write without reading from uncached GPU-mapped
memory. Instead, it's 1 line here.
I hope zero-weight vertices aren't a thing?
2022-10-03 01:29:01 -07:00
bjorn
cd04060467
Use correct roughness for indirect specular lighting;
2022-09-23 23:58:47 -07:00
bjorn
d905b649a4
Lighting helper fixes;
2022-09-23 23:44:31 -07:00
bjorn
ef407fd564
Add var shader helper;
...
Now you can write var(0) instead of layout(set = 2, binding = 0).
The advantage is less typing and resilience in the event that the
default set changes.
The disadvantage is that now you can't use var.
2022-09-22 20:44:06 -07:00
bjorn
952bff414a
Add more oculus manifest permissions;
...
- Keyboard tracking
- Render model
- Passthrough
2022-09-21 14:58:30 -07:00
bjorn
72334cc1f2
Fix cubemaps being horizontally flipped;
2022-09-20 22:17:58 -07:00
bjorn
28869431fb
Fix stereo mirror window;
2022-09-15 20:45:26 -07:00
bjorn
1dd737d8a4
Make the logo a default shader;
...
Improves build system, improves filesize, seemingly improves startup time
2022-09-13 17:36:10 -07:00
bjorn
d8c6c47e00
Add normal DefaultShader;
...
It's a pretty normal shader.
2022-09-10 11:07:55 -07:00
bjorn
5c4fc79242
mv lovr.graphics.init lovr.graphics.initialize;
...
init is undocumentable due to Lua conventions.
2022-09-10 10:22:52 -07:00
bjorn
688c698808
Enable hand tracking 2.0 in AndroidManifest.xml;
2022-09-02 18:53:31 -07:00
bjorn
8697466009
Shader flag adjustments;
...
- glowTexture is on by default, but still requires the glow flag.
- occlusionTexture is named ambientOcclusion, and is on by default,
but is still not used by any builtin shaders/helpers.
2022-09-02 15:33:18 -07:00
bjorn
0b0faf6dc6
DefaultColor respects flag_colorTexture;
2022-09-02 15:07:45 -07:00
bjorn
d513b98ce2
Fix cubemap shader;
2022-08-26 22:22:37 -07:00
bjorn
085550da33
Tonemapping, I guess;
2022-08-26 10:34:32 -07:00
bjorn
ad7c854571
Add evaluateSphericalHarmonics helper;
2022-08-26 10:28:43 -07:00
bjorn
70aff00a11
Rename shader flags; Add color flags;
2022-08-26 10:28:23 -07:00
bjorn
5a2fe54c04
Improve Pass:fill;
...
It can now fill an array texture to a multiview pass, copying to
the corresponding layers.
2022-08-26 09:57:51 -07:00
bjorn
f4f95a64d7
Pass blends by default;
2022-08-25 22:01:12 -07:00
bjorn
ede1036694
Temporary Passes;
...
Sigh, back to getPass. I don't even know at this point. Basically now
that we came up with a half-solution for temp buffers, it makes sense to
apply this to passes as well, since we aren't going with the workstream
idea and temp passes are more convenient than retained passes.
2022-08-25 21:57:15 -07:00
Josip Miskovic
11f2d052ef
Skybox view matrix includes local transform
2022-08-18 09:04:42 -07:00
bjorn
51312f4704
Add attachmentCount/defaultPointSize specialization constants;
2022-08-14 09:43:00 -07:00
bjorn
5799b0effb
Rename setBackground back to setBackgroundColor;
...
The "fancy background" idea won't go here.
2022-08-13 21:10:58 -07:00
bjorn
f894c87723
Clamp roughness to .05;
2022-08-13 00:26:18 -07:00
bjorn
13f40a05c3
Update getPixel syntax for array textures;
...
vec3 is just kinda weird.
2022-08-13 00:00:00 -07:00
bjorn
507c02bfb1
Invert surface normal when backfacing;
2022-08-12 23:30:39 -07:00
bjorn
efdbc7f7ba
Fix equirect shader;
2022-08-12 22:46:59 -07:00
bjorn
f6a1fbdfb9
Add new 'Constants' helper;
2022-08-12 22:44:18 -07:00
bjorn
3cbf85c98a
Adjust error screen font size and default perspective;
2022-08-12 21:08:25 -07:00
bjorn
23932c6e7c
Default errhand stops audio playback;
2022-08-12 20:46:59 -07:00
bjorn
016d3753d5
Further boot.lua cleanup;
2022-08-12 20:32:45 -07:00
bjorn
ad6360d2fd
Clean up boot.lua;
...
A lot of clean up can happen now that C doesn't push delayed errors to
Lua. This was happening for Pico and WebVR, neither of which are used
anymore.
Also default vsync to true but force it off if VR is active.
2022-08-12 20:18:55 -07:00
bjorn
5324ae9a84
Fix error screen;
2022-08-12 19:28:25 -07:00
bjorn
b51d4e7de7
Normal mapping;
2022-08-12 17:59:06 -07:00
bjorn
7e5221492d
rm pointSize from Material;
...
It's weird, and about as inconvenient as just putting it in the shader.
2022-08-09 19:54:54 -07:00
bjorn
0a599ccdd6
Rename PixelColors to PixelColor;
2022-08-09 19:51:53 -07:00
bjorn
63a327c0b2
Add getLighting builtin function to shaders;
2022-08-09 19:49:47 -07:00
bjorn
6d6e79e704
Recompile nogame shader;
...
Need to automate better, but later
2022-08-08 20:46:27 -07:00
bjorn
2047127a97
Enable depth submission by default;
2022-08-06 23:45:37 -07:00
bjorn
9b7b4e323c
appveyor rebuilds when CMakeLists changes;
2022-08-06 18:56:52 -07:00
bjorn
7efd19c45c
Add uniform buffer for global constants;
...
So far it has resolution and timestamp.
Broke the nogame shader, need to recompile.
2022-08-06 13:37:27 -07:00
bjorn
642388709b
Shader helper improvements;
2022-08-06 13:06:42 -07:00
bjorn
c41188c4b4
Merge branch 'master' into dev
2022-08-06 11:08:02 -07:00
bjorn
8b2fe0aa31
Adjust VulkanSDK path;
2022-08-06 10:58:42 -07:00