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
a5891bad92
lovr.graphics.plane uv arguments;
2019-04-05 05:34:28 -07:00
bjorn
ee27af1a85
graphics: forward declarations;
2019-04-05 04:59:14 -07:00
bjorn
a28b333899
Split draw data stream into two streams;
...
Also the max number of draws can be hardcoded to 256 now.
2019-04-05 00:49:50 -07:00
bjorn
88b54a7ab9
Make cursors generic;
2019-04-05 00:49:50 -07:00
bjorn
efbc88073e
Write vertices at batch time;
2019-04-05 00:49:50 -07:00
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
e05b835927
Fix prototypes;
2019-02-17 14:39:51 -08:00
bjorn
f0a975b522
lovrGraphicsGetPixelDensity;
2019-02-05 12:46:48 -08:00
bjorn
8e942561f1
Simplify CompareMode handling;
2019-02-01 15:10:12 -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
e6d9b82bba
Adjust BlockType; getValue -> read;
2019-01-16 10:02:44 -08:00
bjorn
dac6b0fdbb
Cache geometry;
2019-01-04 18:01:01 -08:00
bjorn
6382c1f71c
Cleanup;
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
fae7786c8d
Simplify Pipeline;
2019-01-04 18:01:01 -08:00
bjorn
1c5d73e3da
Make more GPU functions static;
2019-01-04 18:01:01 -08:00
bjorn
c87645e8ef
Put non-opengl-specific stuff in their own files;
2019-01-04 18:01:01 -08:00
bjorn
55e889824f
lovrGpuSubmit;
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
561805450d
rm Pipeline.dirty;
2019-01-04 18:01:01 -08:00
bjorn
498c25a544
Move Shader out of Pipeline;
2019-01-04 18:01:01 -08:00
bjorn
c99527ec2e
Move pointSize out of Pipeline;
2019-01-04 18:01:01 -08:00
bjorn
9f79dd95f4
Move font out of Pipeline;
2019-01-04 18:01:01 -08:00
bjorn
29748dc0db
Move color out of Pipeline;
2019-01-04 18:01:01 -08:00
bjorn
dffcc8c295
Move Canvas out of Pipeline;
2019-01-04 18:01:01 -08:00
bjorn
030c765c6b
Move backgroundColor out of Pipeline;
2019-01-04 18:01:01 -08:00
bjorn
2ceb474b04
DrawCommand -> DrawRequest;
2019-01-04 18:01:01 -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
c3dcf03194
Minor param fix;
2018-12-11 22:54:13 -08:00
bjorn
2540953422
lovr.graphics.setAlphaSampling for alpha to coverage;
2018-12-11 22:52:58 -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
2e5c927b92
Expose max UBO size in lovr.graphics.getSystemLimits;
2018-12-11 11:13:02 -08:00
bjorn
c531852932
Refactor rendering;
2018-12-10 23:05:02 -08:00
bjorn
40454d1380
Use ShaderBlock for transforms/colors;
2018-12-07 18:19:03 -08:00
bjorn
e2886d3bb5
Mesh uses Buffer;
2018-12-07 15:57:45 -08:00
bjorn
a8361677f5
Move pose from Mesh to DrawCommand;
2018-12-05 10:22:12 -08:00
bjorn
c7934b3b13
Update API to work with vectors;
2018-12-02 12:08:07 -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
217a2f6354
Fix problems not caught by MSVC;
2018-11-16 07:19:29 -08:00
bjorn
ba60e99890
lovrPlatform: Window creation;
2018-11-16 02:26:56 -08:00
bjorn
a06734ae97
Use alpha to coverage and alpha test for text;
2018-11-08 11:58:43 -08:00
bjorn
bfeb3d2d51
lovr.graphics.discard;
2018-11-08 11:58:31 -08:00
mcc
8301bd7dd8
Remerge oculus-mobile branch with master
2018-11-02 18:10:08 -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
d17dec1b0e
Graphics now draw, although head tracking is not correct
2018-10-26 01:05:28 -04:00