1
0
Fork 0
mirror of https://github.com/bjornbytes/lovr.git synced 2024-07-03 04:53:35 +00:00
Commit graph

97 commits

Author SHA1 Message Date
bjorn a5256aaa27 Happy little graphics refactors; 2018-08-31 06:03:35 -07:00
bjorn 3fb1b49549 MSAA canvases/textures but no resolving yet; 2018-08-29 21:22:12 -07:00
bjorn b8faff6986 Add writable and usage flags to ShaderBlock; 2018-08-02 05:04:40 -07:00
bjorn bc2d638b00 Refs know their type; 2018-07-24 19:14:29 -07:00
bjorn 5641afee13 Remove isDefault flag from Material; 2018-07-18 00:34:21 -07:00
bjorn 132442cb01 Fix something that got messed up in Model; 2018-07-17 17:21:15 -07:00
bjorn f57810cd7a Morganization; 2018-07-17 17:21:15 -07:00
bjorn 56bbf1cf56 Organization; 2018-07-17 17:21:15 -07:00
bjorn 0ee5d0b8f2 Anonymous materials for draw calls; 2018-07-17 17:21:14 -07:00
bjorn e0063995b3 More data driven primitives; 2018-07-17 17:21:14 -07:00
bjorn e6e8e137c0 Clean up drawing; 2018-07-17 17:21:14 -07:00
bjorn 57c8dfe146 Clean up includes; 2018-07-04 13:51:35 -07:00
bjorn 183f6003e9 rm mapped buffers mostly; 2018-06-03 19:00:31 -07:00
bjorn 7273811120 Some extra graphics state diffing; 2018-06-02 15:30:26 -07:00
bjorn c0ea3240c3 Organize drawing code; 2018-03-22 09:57:44 -07:00
bjorn e6a76e2a61 rm MatrixType; 2018-03-22 09:57:44 -07:00
bjorn 4c2cd458ad calloc is cool; 2018-03-21 15:36:02 -07:00
bjorn d77b139d21 Make Mesh more lightweight; 2018-03-21 15:36:00 -07:00
bjorn d2e0642b59 Use calloc in lovrAlloc; 2018-03-21 12:56:16 -07:00
bjorn c0d4d33d47 lovr.graphics.newMesh accepts VertexData; 2018-03-11 11:24:11 -07:00
bjorn 6916137dc6 VertexData and TextureData properly extend Blob;
...He hates it!
2018-03-10 21:28:22 -08:00
bjorn 4df836727c Simplify refcounting; 2018-02-26 00:59:03 -08:00
bjorn f54d1c1e03 rm containerof; 2018-02-25 23:19:39 -08:00
bjorn 272cce65a2 Weird compile fixes; 2018-02-25 21:41:02 -08:00
bjorn f75530b9e1 Add support for 2d array textures; Improve mipmaps;
lovr.graphics.newTexture has been changed.
2018-02-20 17:15:47 -08:00
bjorn cca1f32d10 PBR material properties; 2018-02-11 19:16:40 -08:00
bjorn 8ad882e7a4 Add VertexData object; 2018-02-10 17:27:29 -08:00
bjorn 14a54fa7b0 rm MaterialData; 2018-01-29 21:44:32 -08:00
bjorn 032788003a VertexData; IndexData; 2018-01-27 12:51:41 -08:00
bjorn 66d0e42908 Refactor VertexFormat; 2018-01-26 19:11:40 -08:00
bjorn ea7f3d48a2 Refactor MeshFormat; 2018-01-26 19:01:41 -08:00
bjorn 3cce5fd991 ModelData; 2018-01-22 18:24:39 -08:00
bjorn 881a515687 Fix model transform initialization; 2018-01-04 08:49:58 -08:00
bjorn ddd905627b Mesh:drawInstanced; Model:drawInstanced;
No attribute divisors yet.
2017-11-25 19:45:44 -08:00
bjorn cb2265e547 Remove material from graphics state;
It is now local state to models and meshes and can be passed as
an optional first argument to most primitives.
2017-11-25 19:02:28 -08:00
bjorn a9c53372ad Ensure animator is NULL on model creation; 2017-11-25 13:30:02 -08:00
bjorn 1695cc6be1 Subdivide meshes with high bone counts; 2017-11-25 12:03:59 -08:00
bjorn 65418da1ec Use nodeMap to avoid node index lookup; 2017-11-20 21:19:46 -08:00
bjorn 652c31f8d4 Optional pose; 2017-11-20 21:16:16 -08:00
bjorn c1b95c2bd6 More multidimensional arrays; 2017-11-20 18:50:06 -08:00
bjorn 5edd616da8 Cleanup; 2017-11-20 18:42:29 -08:00
bjorn 803cdaa8a5 Early return for renderNode; 2017-11-20 18:19:39 -08:00
bjorn 17ffebd6ae Use computed global transforms instead of local; 2017-11-20 18:17:06 -08:00
bjorn 2f0aab03be Model:getAnimationCount; 2017-11-20 18:15:10 -08:00
bjorn 1a73fcb3cc Use pose instead of boneTransform; 2017-11-20 18:12:08 -08:00
bjorn b9b9a42a05 Everything works but is gross; 2017-11-19 16:45:00 -08:00
bjorn 49ab151b53 WIP; 2017-11-13 17:47:56 -08:00
bjorn 69b5569f9e Model computes bone transforms from Animator; 2017-11-06 20:25:08 -08:00
bjorn c3749eb9bd Model:getAnimator; Model:setAnimator; 2017-11-05 13:41:47 -08:00
bjorn 2c6cb28224 Use references when dealing with model materials; 2017-11-01 23:11:35 -07:00