bjorn
5c6163580b
rm unused headset.h;
2019-05-12 22:22:29 -07:00
bjorn
d8581106d4
Support Vive trackers again;
...
/trackers/1
2019-05-12 22:22:29 -07:00
bjorn
85d461e71c
Fixup lovr.headset.getName;
2019-05-12 22:22:29 -07:00
bjorn
50e77fc023
Combine getVelocity and getAngularVelocity impls;
2019-05-12 22:22:29 -07:00
bjorn
a9ef3656a1
lovr.headset.getDirection;
2019-05-12 22:22:29 -07:00
bjorn
965f39f834
Do less work in lovr.headset.getPosition/getOrientation;
2019-05-12 22:22:29 -07:00
bjorn
9a8b119a81
Add missing enum;
2019-05-12 22:22:29 -07:00
bjorn
77f848ea8f
Update oculus backend;
2019-05-12 22:22:29 -07:00
bjorn
f5b976cfae
Actually read paths in API;
2019-05-12 22:22:29 -07:00
bjorn
e406678b1c
rm luax_pushpath;
2019-05-12 22:22:29 -07:00
bjorn
2584809c23
Reorganize path enum;
2019-05-12 22:22:29 -07:00
bjorn
4edb8de0b0
Shorten path enum prefix;
2019-05-12 22:22:29 -07:00
bjorn
86537141ac
Add eye path;
2019-05-12 22:22:29 -07:00
bjorn
b42c3ffc0e
Rename hands to hand;
2019-05-12 22:22:29 -07:00
bjorn
60d2111937
Add proximity to Subpaths;
2019-05-12 22:22:29 -07:00
bjorn
b0067233f7
getType -> getName;
2019-05-12 22:22:29 -07:00
bjorn
fd985c95ff
rm isMounted;
2019-05-12 22:22:29 -07:00
bjorn
da6fd4d07c
Remove Controllers;
2019-05-12 22:22:29 -07:00
bjorn
bd609fc338
rm Controller:getHand;
2019-05-12 22:21:06 -07:00
bjorn
cb0a40a4b6
lovr.headset.isDown; lovr.headset.isTouched;
2019-05-12 22:21:06 -07:00
bjorn
45757f2fa3
Fixes;
2019-05-12 22:21:06 -07:00
bjorn
b95280006a
lovr.headset.newModel;
2019-05-12 22:21:06 -07:00
bjorn
cb79973b98
lovr.headset.vibrate;
...
Signature changed to take strength, duration, and frequency. All
are optional.
2019-05-12 22:21:06 -07:00
bjorn
36e4529dca
lovr.headset.getAxis;
...
Takes a path and returns 1-3 float values representing the components
of the axis at the path. The "touchx" and "touchy" axes are now just
"touchpad".
2019-05-12 22:21:06 -07:00
bjorn
5ab8904809
Controller polyfill; rm Controller pose functions; OpenVR paths;
2019-05-12 22:21:06 -07:00
bjorn
f87b4e6a25
Read paths; Desktop driver uses paths;
2019-05-12 22:21:06 -07:00
bjorn
48cf7e1874
Start paths;
2019-05-12 22:21:06 -07:00
bjorn
8208238df7
Support multiple tracking drivers;
...
Now the lovr.headset module initializes one display driver (the
first one in the list) and multiple tracking drivers. Only drivers
that implement 'renderTo' will be considered for display driver.
Tracking drivers are stored in a linked list, and retrieving pose
information involves trying all of the tracking drivers until the
pose is found.
2019-05-12 22:21:06 -07:00
bjorn
c9775c84ac
Remove t.gammacorrect flag;
...
Gamma correct rendering is core in all supported OpenGL versions,
and it's usually a good idea to enable it.
2019-05-03 17:53:33 -07:00
bjorn
594921d2ec
newThread: can load thread code from a file or Blob;
...
Also fix a lifetime issue: If the string containing thread code was
garbage collected before you started the thread, you would have been
running free'd memory as Lua code!
2019-05-02 15:09:54 -07:00
bjorn
0e0cfee6e8
Font:getWidth returns lineCount;
2019-04-27 11:13:37 -07:00
bjorn
c021afedae
Fix more warnings;
2019-04-20 18:42:25 -07:00
bjorn
b95c97ff57
rm unused mat4_setTransform function;
2019-04-20 14:15:43 -07:00
bjorn
0341233876
Also support hexcodes in lovr.graphics.clear;
2019-04-20 13:38:09 -07:00
bjorn
f268810d2a
Minor cleanup; Fix some undefined behavior;
2019-04-20 13:11:11 -07:00
bjorn
ec7afed2cb
Update one trailing reference to lib/math.h;
...
In a comment...
2019-04-20 11:41:29 -07:00
bjorn
196b4ed010
Rename math to maf;
...
It's funnier and more compatible with some compiler setups,
since it won't get confused with the system <math.h>.
2019-04-20 11:39:20 -07:00
bjorn
9d90e83657
Fix Mesh attribute normalization;
...
Normalize i8 and u8 attribute by default.
Forward attribute normalization from glTF accessors.
2019-04-13 16:08:58 -07:00
bjorn
44be3608a7
lovr.headset.getDirection; Controller:getDirection;
2019-04-12 15:08:45 -07:00
bjorn
fa4f240b7b
Fix plane uv argument parsing;
2019-04-05 05:50:43 -07:00
bjorn
011db5f1e5
Revert "Free objects in their destructors;"
...
This reverts commit d31dca5520
.
We can't unconditionally free because sometimes objects are temporarily
allocated on the stack.
2019-04-05 05:45:05 -07:00
bjorn
a5891bad92
lovr.graphics.plane uv arguments;
2019-04-05 05:34:28 -07:00
bjorn
941fc1717f
headset: forward declarations;
2019-04-05 05:08:03 -07:00
bjorn
ee27af1a85
graphics: forward declarations;
2019-04-05 04:59:14 -07:00
bjorn
66b7288764
event: forward declarations;
2019-04-05 04:32:58 -07:00
bjorn
0d30448bd0
audio: forward declarations;
2019-04-05 04:16:34 -07:00
bjorn
ae470d8804
Make registertype/extend type a macro;
...
Just a nice-to-have.
2019-04-05 03:48:36 -07:00
bjorn
6fdeda9e61
Make lovrRelease non-generic;
...
We know what type we're releasing 99% of the time, we don't need to
play a guessing game in lovrRelease, just have the caller say which
destructor to use.
There is lovrGenericRelease for situations where we need it, which
does the slower lookup of the destructor.
2019-04-05 03:41:03 -07:00
bjorn
efbc88073e
Write vertices at batch time;
2019-04-05 00:49:50 -07:00
bjorn
7409f34d36
lovr.graphics.getStats does a flush;
2019-04-01 07:37:05 +09:00
bjorn
ab42e2ca18
Fix bug when reading point/line/triangle primitive data;
...
- When reading points from a table of numbers, the array
indexing was not correct and vertex positions were not
getting correctly written.
- The normals/texture coordinates weren't getting written,
so their values were using whatever was in the buffer.
Now they are always set to zero.
2019-03-31 00:23:02 +09:00
bjorn
85c51399a6
Fix MSVC warnings;
2019-03-17 00:58:13 -07:00
bjorn
7441456aab
Rename lovr.graphics.getSupported and getSystemLimits;
...
"Features" and "Limits" will be the standard terminology used now.
2019-03-14 21:24:25 -07:00
bjorn
bf5dd56254
vec3:add and vec3:sub accept numbers;
2019-03-13 20:36:50 -07:00
bjorn
8722b6e296
Improve Canvas attachment errors;
2019-03-13 09:35:28 -07:00
bjorn
921d14014e
TextureData:setPixel supports more formats;
2019-03-11 13:36:22 -07:00
bjorn
569c9f7a11
Refactor asynchronous headset render errors;
...
It's now a more general error stored in the registry instead of
in a global variable. There are more helper functions.
2019-03-06 23:17:29 -08:00
bjorn
d45e56146a
Rename fake to desktop;
2019-03-06 23:02:47 -08:00
bjorn
d340fc7aaa
Polyfill LUA_RIDX_MAINTHREAD;
...
Instead of using a static variable.
2019-03-06 08:42:32 -08:00
bjorn
d4c8382306
Fix improper istype calls in LuaJIT;
2019-03-05 02:45:46 -08:00
bjorn
55670ab408
rm trailing whitespace;
2019-03-05 02:29:21 -08:00
bjorn
3d928c1118
lovr.graphics.newMesh accepts Blob again;
2019-03-05 02:08:53 -08:00
bjorn
27e2c56bee
lovr.filesystem.read takes and returns byte count;
2019-03-05 01:59:31 -08:00
bjorn
a8e201d89e
TextureData:getFormat;
2019-02-28 19:29:30 -08:00
bjorn
5e0c2e531f
Source:getPose; Source:setPose;
2019-02-18 18:07:28 -08:00
bjorn
41dbf6115b
Source:getOrientation; Source:setOrientation;
2019-02-18 18:01:17 -08:00
bjorn
af155ff0c5
Ensure Blob size is positive;
2019-02-17 18:43:52 -08:00
bjorn
0cba1ba28d
lovr.audio.getPose; lovr.audio.setPose;
2019-02-17 18:26:56 -08:00
bjorn
075b71e58c
Collider:getPose; Collider:setPose;
2019-02-17 18:20:35 -08:00
bjorn
90d6e2b407
Make binding functions static;
2019-02-17 14:52:22 -08:00
bjorn
d529620fea
rm unused variables;
2019-02-17 14:19:39 -08:00
bjorn
581d1d7a74
Fix warnings;
2019-02-16 23:43:20 -08:00
bjorn
62bce139d3
Fix mat4 constructor;
2019-02-14 10:31:22 -08:00
bjorn
69b6e599e9
Re-add Model:getMaterial and Model:setMaterial;
2019-02-13 23:55:47 -08:00
bjorn
b9b719e862
Fix gamma correct issue with built-in Camera;
2019-02-13 21:14:45 -08:00
bjorn
be58911276
Fix several Mesh problems;
2019-02-13 17:20:43 -08:00
bjorn
a02d4eb659
rm VertexData;
2019-02-13 15:10:52 -08:00
bjorn
9136c7e3c1
Model:getAABB;
...
It takes animated node transforms into account! But not skinning.
2019-02-13 15:10:52 -08:00
bjorn
a24d7e5447
Bugfixes during testing;
2019-02-13 15:10:52 -08:00
bjorn
3911c9d7c8
Support animation names;
2019-02-13 15:10:52 -08:00
bjorn
bea2140676
Animation optimization; Cleanup;
2019-02-13 15:10:52 -08:00
bjorn
09936a8ae2
Load animation names; General testing;
2019-02-13 15:10:52 -08:00
bjorn
540b6a60e0
Refactoring;
2019-02-13 15:10:52 -08:00
bjorn
0a4344577e
Skinning work; Bugfixes;
2019-02-13 15:10:52 -08:00
bjorn
70dc871f88
More work on Animator;
2019-02-13 15:10:52 -08:00
bjorn
80bb75968e
WIP animator rewrite;
2019-02-13 15:10:52 -08:00
bjorn
6b323e3476
Start parsing glTF;
2019-02-13 15:10:52 -08:00
bjorn
50e86579c2
vec3:min; vec3:max;
2019-02-08 12:39:10 -08:00
bjorn
3c83b36845
LuaJIT: Add .name metafields for compatibility;
2019-02-08 08:13:47 -08:00
bjorn
4a25a0120f
Vector rework;
2019-02-08 08:13:47 -08:00
bjorn
dc7f9cd0d5
lovr.graphics.getPixelDensity;
2019-02-05 12:46:48 -08:00
bjorn
8e942561f1
Simplify CompareMode handling;
2019-02-01 15:10:12 -08:00
bjorn
85ab7c7c6e
Fix comment typo;
2019-02-01 14:44:13 -08:00
mcc
4859360209
Fix compile with -DLOVR_ENABLE_HEADSET=NO
2019-02-01 13:20:28 -08:00
bjorn
eae3669fea
Rebuild math.lua.h;
2019-01-31 13:54:54 -08:00
bjorn
a1361fcd41
mat4:unpack accepts raw flag; rm redundant functions;
2019-01-30 16:18:08 -08:00
bjorn
0eb2789a2d
Improve mat4:set;
...
Ended up removing the diagonal variant, sorry holo.
2019-01-30 16:13:44 -08:00
bjorn
3d4cb166bc
Add quat:length;
2019-01-30 00:56:57 -08:00
bjorn
bf89216997
Explicitly convert lua_Numbers to floats;
2019-01-29 22:04:04 -08:00
bjorn
03e3e14718
Font:setFlipEnabled; Font:isFlipEnabled;
2019-01-29 21:49:49 -08:00
bjorn
6291a5ad5a
Always check malloc result; Less calloc;
...
Some more questions:
- Should there be some kind of allocation helper so you don't need
to always check the result?
- Throwing an error on OOM is convenient and is probably correct 90%
of the time, it even provides a nice error message instead of a
nil dereference somewhere. But it's inflexible. Is it the right
thing to do?
2019-01-29 16:53:01 -08:00
bjorn
5d29ec2db1
Curve supports vec3;
2019-01-29 16:33:44 -08:00
bjorn
a878139e26
rm math out args;
...
Needs more consideration before it can be added at the desired quality level.
2019-01-29 16:05:48 -08:00
bjorn
6c5ceabe02
Fix quat:set(nil) in vanillua;
2019-01-29 16:05:48 -08:00
bjorn
dac289d624
mat4:__mul works with vec3 in vanillua;
2019-01-29 16:05:48 -08:00
bjorn
9839277e8d
Fix quat:mul edge case;
2019-01-29 16:05:48 -08:00
bjorn
c08cb664e7
mat4:mul;
2019-01-29 16:05:48 -08:00
bjorn
6c961bb404
rm math copy functions;
...
They are redundant.
2019-01-29 03:57:11 -08:00
bjorn
b37fc5dbbe
Remove fixed-function mirroring code from headset drivers;
2019-01-28 18:29:50 -08:00
mcc
b09c3adeec
Fixes to lovr.mirror() requested in PR
2019-01-28 15:03:58 -08:00
mcc
aab1bda92d
Implementation of getMirrorTexture()
2019-01-28 15:03:58 -08:00
mcc
95fcc3eb0b
Attempt to make a lovr.mirror() for Window purposes as discussed in chat.
...
Adds lovr.graphics.hasWindow()
2019-01-28 15:03:58 -08:00
bjorn
b410227990
Font:getRasterizer; Font:setPixelDensity(nil);
2019-01-25 12:54:11 -08:00
bjorn
6fd4b9ef4c
Header cleanup;
2019-01-24 17:43:25 -08:00
bjorn
cb9f166234
Revert "Replace sprintf with stb version;"
...
This reverts commit 8f9d24c51f
.
2019-01-24 17:39:27 -08:00
bjorn
c473bf50e8
Buffers individually keep track of their flush range;
...
Fixes bugs with attached Mesh attributes, where flushing wasn't
happening when it should have.
2019-01-22 12:11:01 -08:00
bjorn
25606738c5
rm Curve:getDegree;
2019-01-21 09:49:07 -08:00
bjorn
8e0ccbf09a
Curve:split -> Curve:slice;
2019-01-20 20:36:42 -08:00
bjorn
5deae0a103
Rename setWindow back to createWindow;
...
I'm not sure why this was changed. It doesn't make very much sense
because setWindow can't be called multiple times, and it can't be
called with nil/NULL.
2019-01-20 20:06:40 -08:00
bjorn
8f9d24c51f
Replace sprintf with stb version;
2019-01-18 08:55:29 -08:00
bjorn
e6d9b82bba
Adjust BlockType; getValue -> read;
2019-01-16 10:02:44 -08:00
bjorn
ee7544eba8
ShaderBlock:getValue; Shader:send vector fixes;
...
Allows you to read back values from a ShaderBlock.
- This is also probably useful for Shaders.
- This creates SO MANY tables. It feels so bad to expose this. But
also it's the only way to read values back from a compute operation,
so it's pretty indispensable. In the future there could be a Blob
variant.
2019-01-16 10:02:44 -08:00
bjorn
27000d2238
Rebuild math.lua.h;
2019-01-14 12:30:47 -08:00
bjorn
aa56cbc7b0
Fix crash on repeated calls to Channel:peek;
2019-01-12 20:51:50 -08:00
bjorn
bb9d354ac9
Fix missing LuaJIT return;
2019-01-12 05:06:57 -08:00
bjorn
6bfc6623ac
More consistent matrix out args;
2019-01-12 04:58:05 -08:00
bjorn
577ed57b2d
oops, access the two types of Pools properly;
2019-01-12 04:22:11 -08:00
bjorn
c41a5c4e3c
Math copy functions allow you to specify a Pool;
2019-01-12 03:46:14 -08:00
bjorn
990544d3f4
Fix quat:save in LuaJIT;
2019-01-12 03:06:40 -08:00
bjorn
90cacd03ca
Handle numbers more consistently in Lua API;
...
I still don't know if I should cast or not, but at least now things
will be consistently right or wrong.
2019-01-11 22:37:54 -08:00
bjorn
7338c82d7f
Add resizable vector pools;
...
It seems too dangerous/annoying to have pools error when they run
out of memory. Instead, we'll make it so you can choose to make
a pool resizable, where it enlarges its memory if it runs out. By
default Pools aren't resizable, but the default math pool is.
Also, reduce the size of the default pool from 640k to 4k.
2019-01-10 14:10:04 -08:00
bjorn
f709a6849b
Fix crashes with :save'd vectors in LuaJIT;
2019-01-08 02:37:50 -08:00
bjorn
dee53f953c
Fix vector save functions in LuaJIT;
2019-01-08 00:54:07 -08:00
bjorn
40c7deaefe
Vector API improvements;
2019-01-06 03:25:00 -08:00
bjorn
c7fa8f8497
Fix vec3:set;
2019-01-05 00:21:56 -08:00
bjorn
cc88a0b919
Expose option to flip TextureData on load;
2019-01-04 23:32:25 -08:00
bjorn
379dc74cd5
Mesh fixes;
2019-01-04 18:01:01 -08:00
bjorn
1068dd1081
Rework cylinder;
2019-01-04 18:01:01 -08:00
bjorn
ea3a77a73a
Many batching improvements; Refactoring;
2019-01-04 18:01:01 -08:00
bjorn
d66057ee70
Avoid redundant strlen in font printing;
2019-01-04 18:01:01 -08:00
bjorn
62645cde28
Pipeline -> 4 bytes; lineWidth -> uint8_t;
2019-01-04 18:01:01 -08:00
bjorn
2ceb474b04
DrawCommand -> DrawRequest;
2019-01-04 18:01:01 -08:00
bjorn
779e28353d
Rebuild math.lua.h;
2019-01-04 02:19:10 -08:00
bjorn
4f716499b0
Fix declspec for math functions;
...
LuaJIT can't find math functions on windows unless they are exported.
2019-01-04 02:18:21 -08:00
bjorn
60a12a6b7e
Rename thread module init/destroy;
2018-12-19 01:04:42 -08:00
bjorn
ab8e86b9a5
Fix vec3() in LuaJIT;
2018-12-17 20:14:10 -08:00
bjorn
68a0bf4a10
mat4:transformPoint;
2018-12-17 20:07:19 -08:00
bjorn
b0a146919f
Add vec3:length;
2018-12-17 19:32:43 -08:00
bjorn
1fb2d6be02
Always use pushliteral when possible;
2018-12-15 21:45:32 -08:00
bjorn
ad10f3bc37
Fix rgb10a2 constant;
2018-12-15 17:35:57 -08:00
bjorn
ff581d2e07
Fix Mesh:draw;
2018-12-12 19:39:01 -08:00
bjorn
a67f59000f
DrawMode -> DrawStyle; MeshDrawMode -> DrawMode;
...
Renaming enums doesn't really have an impact on the API usage, just
the docs and internal naming of things.
2018-12-12 18:43:04 -08:00
bjorn
2540953422
lovr.graphics.setAlphaSampling for alpha to coverage;
2018-12-11 22:52:58 -08:00
bjorn
2435108d4d
rm drawInstanced (last argument of draw instead);
...
Willing to revert this, but I think this is the cleaner API to use.
2018-12-11 22:16:40 -08:00
bjorn
259dbd5758
completely rm lovrGraphics from opengl.c;
2018-12-11 22:12:19 -08:00
bjorn
b02eae30b4
Autoinstancing;
2018-12-11 22:10:29 -08:00
bjorn
18fdd0c062
Autobatching;
2018-12-11 13:27:59 -08:00
bjorn
387a91d5e4
lovr.graphics.flush;
2018-12-11 11:13:46 -08:00
bjorn
2e5c927b92
Expose max UBO size in lovr.graphics.getSystemLimits;
2018-12-11 11:13:02 -08:00
bjorn
7f333ce956
Refactor Mesh attributes;
2018-12-07 19:11:14 -08:00
bjorn
e2886d3bb5
Mesh uses Buffer;
2018-12-07 15:57:45 -08:00
bjorn
9a0f7c919a
ShaderBlocks use Buffers;
2018-12-06 16:34:14 -08:00
bjorn
3a774354e8
Remove lovrHeadsetGetEyePose;
...
A lot of drivers didn't bother to support it, it's not used very often,
and there are better ways to expose it that will soon be implemented.
2018-12-02 13:27:55 -08:00
bjorn
9a3ba5fb52
LuaJIT: mat4:scale accepts single number;
2018-12-02 13:03:29 -08:00
bjorn
9d965e1d7a
LuaJIT: mat4:translate, rotate, scale support chaining;
2018-12-02 13:02:10 -08:00
bjorn
0054c771b2
Properly release Curves on creation;
2018-12-02 12:51:20 -08:00
bjorn
fb455a671c
LuaJIT: dereference vector pointers before use;
...
That way __sub doesn't break due to built-in pointer operator.
2018-12-02 12:48:44 -08:00
bjorn
4e6bf41e67
mat4 fixes;
2018-12-02 12:08:07 -08:00
bjorn
ecabec9bf2
Finish LuaJIT API;
2018-12-02 12:08:07 -08:00
bjorn
43567e561a
Update lovr.graphics.points/lines to work with vectors;
2018-12-02 12:08:07 -08:00
bjorn
2aadc9bde1
rm Transform;
2018-12-02 12:08:07 -08:00
bjorn
c7934b3b13
Update API to work with vectors;
2018-12-02 12:08:07 -08:00
bjorn
ba192374dc
Start math types;
2018-12-02 12:08:07 -08:00
mcc
778b654f1d
Move lovr.android.getApplicationId() to lovr.filesystem.getApplicationId(). Kill Android module
...
This requires adding an application id function to platform and adding a mini definition to sds into platform.h. All platforms except Android return NULL (no application id)
2018-11-27 15:02:25 -08:00
mcc
adabf4c6ef
Fix broken android lua module
...
The LOVR_ENABLE_ANDROID flag wasn't getting passed to C, and the getApplicationId code had bugs
2018-11-27 15:02:25 -08:00
mcc
99026af5ca
Fix Android compile
2018-11-27 15:02:25 -08:00
mcc
961bf859f6
Android lua module
...
Currently provides only a lovr.android.getApplicationId(). This returns an Android-specific identifier that doesn't cleanly map to anything specific in other OSes.
2018-11-27 15:02:25 -08:00
bjorn
0e99d47394
Fix module destruction;
...
There is a problem when a Thread stops: it destroys all of the modules
that it required. This is because we unconditionally call luax_atexit
when modules are required, and when the thread lua_State dies it takes
all of the modules with it. To fix this, lovr<Module>Init will return
whether or not initialization successfully happened, which provides us
with enough info to know if we should place the luax_atexit destructor
2018-11-19 09:24:28 -08:00
bjorn
465e5c2010
Controller:getVelocity; Controller:getAngularVelocity;
2018-11-19 09:24:10 -08:00
bjorn
ba60e99890
lovrPlatform: Window creation;
2018-11-16 02:26:56 -08:00
bjorn
005d4b93f2
Move math helpers into lib;
...
They aren't really part of the math module since they are shared
across several modules, more "util"-y.
2018-11-15 08:03:51 -08:00
bjorn
784d61ef4a
Modify module loading;
...
Dynamically loading things was cool but is causing more pain than
pleasure because it just barely doesn't work everywhere. Instead,
find a better way to load modules. Use a data driven luaL_Reg array
to define the module mapping and luaL_register to smoosh it into
package.preload at boot time. Benefits:
- LOVR_ENABLE_<x> defines are respected and only require a single #if
- Module list is data driven and defined in one place
- It's faster (luax_preloadmodule did a global lookup every invocation)
- It works everywhere
Oh also threads were totally broken and this (mostly) fixes them.
2018-11-15 07:51:21 -08:00
mcc
64b187ef3f
Manual merge args-and-physfs PR branch with master
2018-11-13 22:09:47 -05:00
mcc
91daeae634
Style/functional fixes to args for PR. --inside is now --root
2018-11-13 22:07:19 -05:00
mcc
96eed2786c
Amend oculus_mobile error handling so headset.c renderHelper drives
...
Back out lovrHeadsetExtractRenderFn, don't let oculus_mobile.c pcall the render function, instead fit the render error saving inside renderHelper (emscripten/oculusmobile path). The render error is now saved in the environment at _lovrHeadsetRenderError. For this to work, luax now keeps track of a global variable for the current "main" environment.
This does means the render error path now works on emscripten (this has not been tested).
2018-11-13 16:50:31 -08:00
mcc
684fd77316
Various changes around error reporting to support Oculus Mobile
...
General changes:
- Amended the boot.lua error handling so when an error occurs in the error handler, the inner error is printed before quitting
- Silent quit instead of crash if a user implements lovr.errhand but it doesn't return a function
Oculus Mobile changes:
- The lovr.errhand screen is now correctly invoked for errors that occur inside lovr.draw. Multiple changes were needed to make this work:
- Instead of calling renderHelper, which uses lua_call (unsafe as Oculus Mobile does not call renderHelper) the oculus driver gets hold of the Lua ref and lua_pcalls itself. A new lovrHeadsetExtractRenderFn is added to make this possible.
- A mechanism is added where if the coroutine resume in boot.lua returns a value, boot.lua treats this as the string returned from luax_getstack and invokes lovr.errhand.
- Added a custom atpanic that routes through lovrThrow (since stderr gets eaten). With the draw() changes this should never be encountered, but it's good just in case. In current testing the tracebacks this prints don't seem to be right.
- Fix major bug in android_vthrow that meant % codes didn't work in lovrThrow on Android
- Nothing to do with errors, but fix getAxis("trigger")
2018-11-13 16:50:31 -08:00
mcc
2213b3bcfd
Allow the mountpoint to be set "inside" a zip file, using an --inside parameter.
...
This is used in the oculus mobile driver, allowing replacement of the (dubious) recursive-copy-from-zip code.
In order for this to work, the argument parsing must be beefed up a bit and also PhysFS must be updated to the newest master in order to get a new PHYSFS_setRoot. The github submodule source has been changed to one which updates more frequently to get this.
2018-11-13 15:20:04 -05:00
mcc
26af794e3c
Adjust the lovr command line construction to follow the lua/love standards. This is a BC-breaking change.
...
Source for lua standard: https://en.wikibooks.org/wiki/Lua_Programming/command_line_parameter
2018-11-13 16:28:56 -05:00
bjorn
a1237029de
lovr.graphics.translate: Arguments default to 0;
2018-11-12 19:28:41 -08:00
bjorn
112d775635
Font:hasGlyphs;
2018-11-11 17:29:41 -08:00
bjorn
76c2dc757a
Curve:getTangent;
2018-11-08 12:56:45 -08:00
bjorn
2703192f1d
Make a constructor;
2018-11-08 12:56:45 -08:00
bjorn
2acf49fb34
Curve;
2018-11-08 12:56:45 -08:00
bjorn
bfeb3d2d51
lovr.graphics.discard;
2018-11-08 11:58:31 -08:00
mcc
a46b4afbb8
Split out the "oculus mobile" headset type into GEAR and GO.
2018-11-07 14:34:51 -05:00
mcc
8301bd7dd8
Remerge oculus-mobile branch with master
2018-11-02 18:10:08 -04:00
mcc
79b0c19254
Oculus mobile: First round of fixes requested in PR review
...
Formatting, back out bad change to Win32 build, support getOs()
2018-10-28 22:55:37 -04:00
mcc
dd440b2ada
Code cleanup after all these changes, fix build
2018-10-28 15:31:27 -04:00
bjorn
654b894ded
Add lovr.graphics.setProjection;
...
It's not very good. It only takes Transforms and sets the projection
for both eyes. And the projection gets reset at the beginning and
end of lovr.headset.renderTo. It's meant to be a backdoor.
2018-10-26 17:17:18 -07:00
mcc
b892d0143f
Remerge oculus mobile and master branches (to get lovrCanvasCreateFromHandle)
2018-10-25 00:06:39 -04:00