If you create and destroy objects quickly (using :release), malloc
might give you the same pointer. When we look up this pointer in
the userdata cache, it'll give you an invalid Proxy/pointer, which
throws an error like "Calling 'fn' on bad self".
When collecting objects, remove them from the userdata cache.
Start is mainly used for setting up graphics-related stuff, since it
was created to perform setup after the window/graphics module is
initialized. Since the display driver is the only one doing rendering,
it makes sense to only call start on the display driver.
...also fixes a bug where start is getting called twice.
- We need some headset initialization to happen upfront
- But we still want some delayed initialization for when graphics is ready
- Go back to headset initialization happening when module is required
- Add lovr.headset.start that can be used for post-graphics init
lovrCheck is a new way of performing runtime assertions.
It's identical to lovrAssert, except it's compiled out if
LOVR_UNCHECKED is defined.
It is meant to be used for non-mission-critical validation, for
example proper usage of types passed to the Lua API. lovrAssert
should still be used to check return values from platform APIs.
- Use incoming depth settings to determine whether depth test should be
enabled or disabled (wtf)
- Always track state.depthTest, even if depth test is disabled
- Previously, animate was converting from oculus basis to lovr basis.
- Not all hand models are animated.
- Instead, apply the compensation in newModel.
- This means that both animated and non-animated models have correct orientation.
- Verified that regular getPose is returning correct rotation as well.
- Previously, animate was converting from oculus basis to lovr basis.
- Not all hand models are animated.
- Instead, apply the compensation in newModel.
- This means that both animated and non-animated models have correct orientation.
- Verified that regular getPose is returning correct rotation as well.
If a Texture is created from a handle, that means someone else created
it, so we expect them to destroy it. We were always destroying handles,
and I guess this was usually okay because glDeleteTextures is idempotent.
However, we're seeing a crash in the Oculus driver when OVR is torn
down. Presumably it is trying to access its swapchain textures after we
destroyed them. Not sure why this wasn't an observable issue before,
maybe it's a new regression. Still, it makes sense to only delete the
GL texture handle if we were the one that created it.
We don't need to check this for the renderbuffer since we always own those.
Audio currently stutters on the wasm build. It is much more severe
in Chrome than in Firefox (very rare/subtle in Firefox). miniaudio
is currently using ScriptProcessorNode, which is deprecated because
it processes audio on the main thread. There's a new API that lets
you programmatically process audio on a thread called AudioWorklet,
but it's hella complicated. miniaudio doesn't want to support this
because it's complicated and requires a separate JavaScript request
but it seems like it would be possible to work around using a Blob.
In the meantime, miniaudio bumps up the buffer size on WebAudio, so
let's just use that in hope that it helps.
- Sources without converters always read into the beginning of the
raw buffer, overwriting previous frames if the source was rewound
due to looping. This resulted in an audible click whenever the
source was rewound.
- After looping, Sources without converters would try to read too
many frames -- they would read a full buffer instead of only the
necessary number of frames.
- A list or map of effects can be provided to newSource.
- false can be used to bypass effects.
- All effects are enabled by default.
- Occlusion-y effects should only take effect when setGeometry is called
- Spatializer is responsible for ensuring this.
ODE errors, debugs and messages are redirected into LOVR's log system
by a callback mechanism for each.
The ODE submodule is updated to revision that does not crash when error
or debug occurs.
30e01f upgraded stb_image to include its 95560b commit from its #960
pull request. This made stb_image fail more aggressively on EOF
conditions when refilling huffman buffers in deflate streams. I think
it might be failing _too_ aggressively, though. We are able to pad our
input compressed buffers since the zip file format is guaranteed to have
extra data at the end (for, e.g., the end of central directory record).
This appears to be sufficient to fix compressed zip archives for the
time being. It's possible that more virtual padding needs to be added,
and it may be good to try to fix this in stb_image itself.
The falloff is the minimum distance at which inverse distance
attenuation takes place.
A non-positive value disables distance attenuation.
In the Lua API, nil can be used to disable attenuation, a boolean can be
used to enable attenuation with a default minimum distance, or a number
can be used for full control over the parameter.
Add support for importing ambisonic WAV files and 24/32 bit PCM WAV files.
The standard ambisonic format used internally in LÖVR is ACN channel ordering with SN3D normalization.
Anything else will be converted to this form.
There are a few restrictions and assumptions:
- Only 1st order ambisonics are supported. They need to have 4 channels.
- They can be in AMB format (Furse-Malham order/normalization), detected via WAVE_EXTENSIBLE GUID.
- Any other 4 channel file is assumed to be in "AmbiX" ACN/SN3D format.
- It seems that most ambisonic files in the wild that claim to be AmbiX are just 4 channel WAVs without any metadata.
- This means that non-ambisonic 4 channel WAVs could ambiguously be mistaken as ambisonic. This is incurred as a limitation of LÖVR.
- Ambisonic files can not currently be played back. SteamAudio currently has numerous bugs with this.
- Perhaps it would be possible to write an ambisonic rotator/panning decoder to use as a default implementation.
- Compute feature requires compute shaders, image load/store, and SSBOs.
- GLSL 330 is always used, instead of changing depending on compute shader extension.
- Explicitly enable compute shaders, image load/store, and SSBO extensions when needed.
This allows implementations that don't support GLSL 430 to run compute shaders,
and keeps the min supported GL version more consistently at GL3.3.
If 64 sources are playing and a new one is started, Source:play will
return false.
Instead of a linked list, a static list of 64 Sources is used.
Bit scanning intrinsics are used to efficiently iterate the list,
using a mask (still deciding on this).