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
ffd7a1202c
rm lovrCanvasIsDirty;
2019-01-04 18:01:01 -08:00
bjorn
709a91ac56
rm Shader.dirty;
2019-01-04 18:01:01 -08:00
bjorn
09832dab8f
rm Mesh.dirty;
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
4c9b02a6ff
Release builtin ShaderBlock;
2018-12-19 01:32:54 -08:00
bjorn
e6b7c41860
Improve lovrDrawData uniform names;
2018-12-14 16:02:25 -08:00
bjorn
68a69eec2b
Fix sphere and cylinder;
2018-12-13 23:05:56 -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
28ab5377c8
Fix Mesh batching stuff;
2018-12-11 22:23:38 -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
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
b586bc2cce
lovrFontRender uses raw float* instead of VertexPointer;
2018-12-05 10:23:26 -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
b7deda3758
lovrPlatform: Keyboard/mouse;
...
Update fake.c
2018-11-16 03:18:08 -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
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
5ad8fdd3e3
Fixes as far as running without crashes, no display yet
2018-10-24 23:40:11 -04:00
mcc
56f8f1e26b
Untested merge of Oculus Mobile branch and Oct 2018 lovr master
2018-10-22 10:44:04 -04:00
mcc
1b7942e02f
First pass oculus mobile support
...
First of several commits, this is the state of hg:6b437880cc01 in my private repo. A version of shakesoda's Oculus-desktop support is tied up in this commit.
The oculus mobile version builds lovr as a library. To run it, you need to use a separate repo which includes this one and which builds an Android app.
2018-10-20 15:22:24 -04:00
bjorn
28c56f959d
Use MAT4_IDENTITY macro;
2018-10-06 21:58:40 -07:00
bjorn
8d076f31c1
Fill accepts UV subrect to use;
2018-09-30 18:58:51 -07:00
bjorn
40e6f6a81c
Handle window resizes properly;
...
Fix for the web where the window actually resizes.
2018-09-05 11:11:57 -07:00
bjorn
ea331a12be
Fix bugs;
2018-08-31 23:24:59 -07:00
bjorn
a5256aaa27
Happy little graphics refactors;
2018-08-31 06:03:35 -07:00