Commit Graph

227 Commits

Author SHA1 Message Date
bjorn 4909a1963b Fix clear alpha; 2022-07-14 00:03:58 -07:00
bjorn bca10c9e98 Make info structs const; 2022-07-13 00:07:15 -07:00
bjorn 1c571001e7 Finish Model API; 2022-07-12 19:35:23 -07:00
bjorn cd65e8d34c Cache only rebinds vertex/index buffers when needed; 2022-07-12 17:19:30 -07:00
bjorn 83245afae6 Fix Font:getLines; 2022-07-11 22:43:42 -07:00
bjorn 4e92a4e503 Super ultra cool geometry cache;
Pass stores a small 16-bucket cache of vertices/indices it recently
generated.  Draws that have relatively predictable geometry can provide
a hash along with their draw.  The Pass will reuse vertices based on the
hash, when possible, and return a NULL vertex pointer to let the draw-er
know they don't need to generate any vertices.

This provides a dramatic speedup when drawing the same shape many times
in a row.  The overhead is negligible, with benefits kicking in with
just a small handful of repeated draws (3-5 for cubes, less for more
complex shapes).
2022-07-11 20:52:35 -07:00
bjorn a0cd36a77b Fix torus winding; 2022-07-10 18:02:49 -07:00
bjorn 0a251495bc Fix normal matrix; 2022-07-10 18:02:44 -07:00
bjorn 4e8fe82f94 Font:getVertices; 2022-07-10 12:49:47 -07:00
bjorn f7d7281e70 Add index16/index32 FieldTypes;
Similar to u16/u32 but are 1-indexed when written using tables.
2022-07-10 12:18:31 -07:00
bjorn 8e89026678 Shader:getLocalWorkgroupSize; 2022-07-09 23:39:03 -07:00
bjorn 886bfe18c1 Shader "improvements"; 2022-07-09 23:09:02 -07:00
bjorn c7f4e11b0b Improve shader errors; 2022-07-09 21:39:31 -07:00
bjorn e8a5f02e7b Start stats; 2022-07-09 21:19:51 -07:00
bjorn 159352770f Model:getTriangles;
Doesn't 100% work, Buffers are kind of a mess, ugh.
2022-07-09 18:30:36 -07:00
bjorn 40cbb18346 Ugly Pass:capsule; 2022-07-09 16:38:25 -07:00
bjorn b0c1dd5f12 Put nogame in its own file; 2022-07-06 23:50:43 -07:00
bjorn f2cfb19d4d Material textures must be sample-only;
Tracking every material's texture would add a lot of overhead, probably
2022-07-06 23:00:39 -07:00
bjorn 3bf5ec5744 Shader improvements;
Mostly renaming things and adding helper functions.
2022-07-06 22:54:56 -07:00
bjorn 5f19c2e1be Model:getBoundingBox; Model:getBoundingSphere; 2022-07-06 19:22:02 -07:00
bjorn 516ac2a925 Fix validation issue when first draw uses empty vertex format; 2022-07-06 16:43:42 -07:00
bjorn a44ab9bcfa Fix presentation sequence issue;
Fixes crash on error inside lovr.draw.
2022-07-05 21:58:54 -07:00
bjorn dbc34c0fdc Update internal resource limit caps; 2022-07-04 15:54:43 -07:00
bjorn dd8d8fe67e Adjust; 2022-07-04 15:22:54 -07:00
bjorn b7e5bd1d67 Require 64KB uniform buffers;
64KB is near-ubiquitous, and the per-draw UBO needs this much space.
2022-07-04 15:21:43 -07:00
bjorn b934fac1df Pass:skybox; 2022-07-04 00:18:38 -07:00
bjorn 8aa14ba42b Shader:hasAttribute; 2022-07-03 23:04:56 -07:00
bjorn 2c339dd944 Shader:hasStage; 2022-07-03 22:59:49 -07:00
bjorn 4f15e7e34a Fix plane winding; 2022-07-03 20:07:00 -07:00
bjorn de090971f7 rm erroneous union; 2022-07-03 19:59:51 -07:00
bjorn 0d23d10e43 Animate normals; Use material color; 2022-07-03 19:20:30 -07:00
bjorn d088c5471d Model;
Does not include some of the fancier accessors yet.
2022-07-03 17:26:31 -07:00
bjorn e8e9e7fd57 Fix leaks; 2022-07-03 12:59:51 -07:00
bjorn 56a9d81254 Fix push constants; 2022-07-01 18:34:31 -07:00
bjorn d9d54ce348 Pass:copy(tally, buffer); 2022-06-30 18:51:03 -07:00
bjorn 8b37b25e54 TIME WIZARD; 2022-06-30 18:47:01 -07:00
bjorn a521f11a44 lovrPassCopyTallyToBuffer; 2022-06-30 18:46:47 -07:00
bjorn c327eb103f Tally; 2022-06-30 17:34:29 -07:00
bjorn 9e7bd34ab1 Font:getWidth; 2022-06-30 17:25:47 -07:00
bjorn 4125b1dc7e mv getWrap getLines; Include bearing/advance in width; 2022-06-30 17:07:47 -07:00
bjorn 8e968cecd0 Fixes; 2022-06-30 00:29:52 -07:00
bjorn 1f8d37a160 Font:getKerning; 2022-06-29 21:49:55 -07:00
bjorn 078b54a7a5 Font:getWrap doesn't return width; 2022-06-29 21:33:39 -07:00
bjorn 7711fe8b65 Font:getWrap; Simplify Font internals; 2022-06-29 20:17:26 -07:00
bjorn fa2bd2b05c Shuffle around Rasterizer;
Shorter names, ditch linegap
2022-06-28 20:18:45 -07:00
bjorn 90092c55e4 Font: ignore \r; Fix uv adjustment; Ignore linegap; 2022-06-28 16:28:14 -07:00
bjorn 63f45de9de Fix Pass:setShader(nil); 2022-06-27 23:15:19 -07:00
bjorn 1752b220bf Pass:text supports multicolor strings; 2022-06-27 21:42:51 -07:00
bjorn e5d4ac10cb Fix Font atlas expansion; 2022-06-26 21:22:45 -07:00
bjorn 9d84d3907b Font texture is u8;
Originally we made the font texture f16 due to "clamping" of the
distance field, and kept it as floats (but f32 since conversion isn't
automatic with Vulkan) here.  However, clamping isn't really an issue.
You can increase the spread of the font to literally get a wider spread
of the SDF for glows, etc.  Switching to u8 uses 4x less texture memory,
which is significant.
2022-06-26 20:57:57 -07:00