bjorn
ef7ebaef85
core/gpu: vulkan feature detection; rm stats;
2020-02-23 00:47:59 -08:00
bjorn
f8b8d427d7
Opaque Mesh; Opaque OpenGL;
2020-02-23 00:29:21 -08:00
bjorn
aabb8cb830
Opaque Shader;
2020-02-23 00:29:21 -08:00
bjorn
d034e8c01b
Opaque Canvas;
2020-02-23 00:29:21 -08:00
bjorn
52d4f7e520
Opaque Texture;
2020-02-23 00:29:21 -08:00
bjorn
b045d42782
Opaque Buffer;
2020-02-23 00:29:21 -08:00
bjorn
5d8bf1d45a
Fix Source:setLooping assert;
2020-02-22 01:01:17 -08:00
bjorn
2cf6d7b109
Improve lovr.filesystem.load errors;
...
Lua was happily compiling nil chunks and making them return empty
strings, which was not a good error experience in situations where
your file couldn't be loaded properly. Now we return nil plus an
error message, which matches LOVE and other Lua conventions.
2020-02-22 00:30:30 -08:00
bjorn
3d3fb71a98
core/gpu: start shader stuff; coherent buffer mapping;
2020-02-21 18:38:33 -08:00
bjorn
93d556b603
zip: read compressed size from central directory;
...
Some zip writers do not write the compressed size to the local file
headers.
2020-02-21 15:44:48 -08:00
bjorn
b9b8062c18
core/gpu: texture views;
2020-02-21 01:48:58 -08:00
bjorn
f428ceacaf
core/gpu: gl backend compiles;
2020-02-20 15:52:41 -08:00
bjorn
7d2bec7283
core/gpu: add vulkan backend;
2020-02-20 12:23:31 -08:00
bjorn
6452f51680
core/gpu: attribute formats;
2020-02-19 20:28:30 -08:00
bjorn
a658da78ad
core/gpu: Add all uncompressed texture formats;
2020-02-19 19:36:30 -08:00
bjorn
aadadb968b
core/gpu: will it blend;
2020-02-19 18:33:59 -08:00
bjorn
0620cade9e
core/gpu: gpu_set_vertex_buffers; fixes;
2020-02-19 18:02:37 -08:00
bjorn
cb4a7a5a43
core/gpu: indirect drawing commands;
2020-02-19 17:42:33 -08:00
bjorn
238496de29
Start core/gpu;
2020-02-19 17:21:40 -08:00
bjorn
81f4232da5
opengl: Init compareMode for native textures;
2020-02-19 15:34:32 -08:00
Bjorn
98d2cc6cd4
Merge pull request #227 from mcclure/no-post-distortion
...
Instead of showing post-distortion in Oculus mirror, show the left eye (no stereo)
2020-02-17 18:02:47 -08:00
Bjorn
2f78c29c07
Merge pull request #128 from mcclure/jun28-upside-down-mirror
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Y-flip mirror texture on Oculus
2020-02-17 18:02:37 -08:00
Bjorn
c17af6c798
Merge pull request #225 from mcclure/msvc-2019-cpp
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Fix ref.h in recent MSVC when compiled as C++
2020-02-17 17:54:44 -08:00
bjorn
aa0e01ddab
Cleanup;
2020-02-17 17:27:57 -08:00
bjorn
bfdebffb34
Fix volume textures;
2020-02-17 17:27:57 -08:00
Bjorn
74b9258671
Merge pull request #228 from mcclure/skybox-uv
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Fix lovr.graphics.skybox()
2020-02-17 16:48:32 -08:00
mcc
6536216aa2
Fix lovr.graphics.skybox()
2020-02-17 18:19:05 -05:00
mcc
c22c55865a
Instead of showing post-distortion in Oculus mirror, show the left eye (no stereo)
2020-02-17 17:43:47 -05:00
mcc
7db4e4976b
Fix compile warnings (MSVC2019)
2020-02-17 17:42:13 -05:00
mcc
e7938fe514
Fix ref.h in recent MSVC when compiled as C++
...
A cast is required at this point in MSVC 2019 when ref.h is included from a C++ file. This change has no effect on Lovr compiled normally (which compiles only as C), what this change does is make it possible for forks to extend Lovr with C++ files.
2020-02-17 14:47:08 -05:00
bjorn
18dcb07b98
Convert stuff over to use new enum system;
2020-02-16 18:31:02 -08:00
bjorn
d5487cbd40
Better luax_checkoption error messages;
2020-02-16 18:06:06 -08:00
bjorn
c20a6507d2
Add StringEntry for faster enums;
2020-02-16 17:50:51 -08:00
bjorn
47f4319ba8
core/png; rm stb_image_write;
2020-02-16 04:11:55 -08:00
bjorn
7f205d2fb1
WebGL shader fix;
2020-02-16 01:32:07 -08:00
bjorn
2db1f2b743
Fix erroneous GLES enables;
...
None of these exist in OpenGL ES. These were throwing seemingly
innocuous GL errors, so this is mostly just a matter of correctness.
2020-02-16 01:23:27 -08:00
bjorn
8477638fad
Fix warning;
2020-02-15 23:27:25 -08:00
bjorn
d2f4628791
Add pointer devices;
2020-02-14 19:10:37 -08:00
Bjorn
cce7fa8581
Merge pull request #197 from bjornbytes/hand-devices
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More Hand Stuff
2020-02-13 16:35:14 -08:00
bjorn
409c2ad0c6
Fix projection matrices;
2020-02-13 16:33:17 -08:00
Bjorn
f048f6d6f0
Merge pull request #218 from bjornbytes/android-bounds-size
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oculus_mobile: Expose bounds dimensions;
2020-02-13 15:53:25 -08:00
Bjorn
56dad769dd
Merge pull request #217 from bjornbytes/android-button-changed
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oculus_mobile: Expose button changed states;
2020-02-13 15:53:11 -08:00
Bjorn
4b041820aa
Merge pull request #216 from bjornbytes/android-display-frequency
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oculus_mobile: lovr.headset.getDisplayFrequency;
2020-02-13 15:52:56 -08:00
bjorn
e218733ee2
Make splay axis 1D;
2020-02-13 15:18:12 -08:00
bjorn
a0c7d0235f
leap: rm curl/splay emulation;
2020-02-13 15:13:08 -08:00
bjorn
5197d30b94
Add getSkeleton;
2020-02-13 15:08:59 -08:00
bjorn
0e4c42c8b0
Add pinch axis;
2020-02-13 15:08:58 -08:00
bjorn
81e3119321
leap: curl/splay emulation; openvr fixes;
2020-02-13 15:08:58 -08:00
bjorn
7e34c7adcc
leap: getPose for finger devices;
2020-02-13 15:08:58 -08:00
bjorn
71e63ddac2
openvr: add curl/splay axes for finger devices;
2020-02-13 15:08:58 -08:00
bjorn
d448bdc95c
Finger devices/axes; OpenVR finger poses;
2020-02-13 15:08:58 -08:00
Nevyn Bengtsson
f2d5824a2b
desktop: fix wasPressed/wasReleased
2020-02-13 18:28:02 +01:00
bjorn
443376efde
ModelData: Use union for transform fields;
...
Nodes can have either a transform matrix, or decomposed transform
properties, but never both. Using a union means we can store both
of those variants in the same piece of memory, using the existing
matrix boolean to figure out which one to use.
This reduces the size of the struct by 48 bytes (152 -> 104), which
ends up speeding up some model operations, I'm guessing due to the
CPU cache.
2020-02-11 16:38:31 -08:00
bjorn
155718d161
shaders: Change abstract parameters to named parameters;
2020-02-11 16:17:54 -08:00
bjorn
7edb562732
Add lovr.headset.getTime;
...
Unlike lovr.timer.getTime, this is the predicted time at which the
current frame will be displayed. It can be used in place of
lovr.timer.getTime for smoother animations. It's unclear if this
could be used for a suitable replacement for dt though.
2020-02-09 11:26:23 -08:00
bjorn
e8fdd5d7f0
Support KTX textures containing ASTC data;
2020-02-08 03:57:59 -08:00
bjorn
2097241596
Improve ASTC loading;
...
Just a little more reliable and easier to read.
2020-02-08 03:57:59 -08:00
bjorn
c1e231e756
oculus_mobile: Expose bounds dimensions;
2020-02-08 03:32:50 -08:00
bjorn
adcbe6d707
oculus_mobile: Expose button changed states;
2020-02-07 23:01:01 -08:00
bjorn
8d22935c60
oculus_mobile: lovr.headset.getDisplayFrequency;
2020-02-07 22:21:32 -08:00
bjorn
02a73f333e
oculus_mobile: respect t.headset.msaa;
2020-02-07 22:09:47 -08:00
bjorn
c502f5b62a
Add highp shader flag that sets default fragment precision to highp;
...
Also, precision qualifier is required to work on desktop GL, so
we don't need ifdefs for it!
2020-02-07 19:44:51 -08:00
bjorn
cae8bba522
Remove lovrMain macro;
...
We want lovrMain to be the entrypoint but we can't figure out how
to do this in a way that wouldn't break things, on all platforms.
2020-02-07 19:25:55 -08:00
bjorn
723f5684cf
Fix mat4_fov and desktop driver projection;
...
OpenVR may need updating now, but at least we know what the correct
approach is now.
2020-02-06 17:32:44 -08:00
bjorn
4a545e4d04
EGL context creation fixes;
2020-02-04 16:48:03 -08:00
bjorn
67ba5f3a82
Add more graphics stats;
2020-01-31 03:43:52 -08:00
Cassie Jones
9845fee2b6
Use different compute #version with OpenGL ES
...
GLES doesn't like #version 430 for compute, it wants #version 310 es.
We can conditionally compile that.
2020-01-31 06:24:08 -05:00
bjorn
be4db58fa3
"Fix" compute blocks on GLES;
...
There can only be one compute block.
2020-01-30 19:14:25 -08:00
bjorn
c9c5d43829
Shader:hasBlock; Shader:sendBlock errors on missing block;
2020-01-30 18:26:05 -08:00
bjorn
a1a53b4bed
sampler2DMultiview; textureMultiview;
2020-01-30 17:48:15 -08:00
bjorn
78f272247b
newCanvas creates array textures when multiview;
2020-01-30 17:48:01 -08:00
bjorn
d971749b85
oculus_mobile: Fix vrapi_getView* signatures;
2020-01-30 17:09:06 -08:00
bjorn
f8d3172868
opengl: Prefer state.features.compute to ARB_compute_shader;
2020-01-29 18:22:16 -08:00
bjorn
f89998b21f
Add eye/left and eye/right devices;
...
Currently nobody returns data for them, though headset drivers could
start to provide poses estimated from the head pose and IPD info.
This also makes it easier to integrate eye tracking later.
2020-01-29 17:53:03 -08:00
Bjorn
12d2e32903
Merge pull request #206 from bjornbytes/headset-views
...
Headset views;
2020-01-29 17:24:34 -08:00
bjorn
9ea76fac7b
rm placeholder getFov code;
2020-01-29 17:09:23 -08:00
bjorn
c73fadf5a3
Mark compute shaders as available on ES3.2;
2020-01-29 14:08:09 -08:00
bjorn
3c2154c824
Add unused EGL context creation;
2020-01-28 21:42:44 -08:00
bjorn
c9a06a37cb
Refactor main; Add unused android entrypoint;
2020-01-28 21:38:44 -08:00
bjorn
0aa724116e
Headset views;
...
- lovr.headset.getViewCount
- lovr.headset.getViewPose
- lovr.headset.getViewAngles
2020-01-27 22:11:58 -08:00
bjorn
b19a391c32
desktop: emit focus events;
2020-01-27 21:10:27 -08:00
bjorn
56dc8d0b9e
Handle stereo shaders better;
...
- Creating a shader from a DefaultShader will respect the stereo flags.
- Auto shaders will properly be stereo/nonstereo based on the target Canvas.
2020-01-27 16:33:15 -08:00
bjorn
4379d25e1c
Organization;
2020-01-27 14:02:54 -08:00
Cassie Jones
3e09120173
Compile shaders using source lengths
...
The previous implementation relied on glShaderSource inferring source
lengths when the lengths weren't specified. This relies on the sources
being properly null-terminated, however, which isn't the case due to
file loading changes which now use pointer + length. This could cause
intermittent crashes.
Changing this on the shader side meant adding some extra arguments for
passing around shader source lengths. For most of the other cases, where
we're using string literals as the sources, we can just specify -1 as
the length, since OpenGL will calculate the string length for you any
time the length is negative.
2020-01-27 16:13:21 -05:00
bjorn
7ca23bc58a
lovr.headset.getDisplayFrequency;
2020-01-24 23:06:30 -08:00
bjorn
4f7bb9e53e
lovr.headset.wasPressed; lovr.headset.wasReleased;
2020-01-24 22:48:36 -08:00
bjorn
c7f5406ce2
Make clipping planes consistent across most headset drivers;
...
The default far clipping plane was changed from 30 to 100 for openvr
and oculus. oculus_mobile clipping planes can't be changed easily.
2020-01-23 11:25:38 -08:00
bjorn
8c429e89ac
Fix -Wshadow;
2020-01-23 11:18:04 -08:00
bjorn
08577ee91b
Fix cast-qual warning;
2020-01-23 11:01:27 -08:00
bjorn
4c1917f6ce
Fix some prototypes;
2020-01-23 10:55:46 -08:00
bjorn
0f338c3ebd
Fix getDirectoryItems on windows;
2020-01-22 16:09:35 -08:00
bjorn
ddcdce25dc
Minor style stuff;
2020-01-22 15:41:48 -08:00
bjorn
96d3288dae
Update header;
2020-01-22 15:38:57 -08:00
bjorn
a5424a1932
Microphone:getData supports sampleCount/destination;
2020-01-22 15:36:41 -08:00
Bjorn
3c65d238bc
Merge pull request #193 from alloverse/allo/mic
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Sound adjustments: SoundData has-a blob, and mic sample size getter
2020-01-22 14:10:26 -08:00
bjorn
f207c4d9a4
zip: Only call munmap if zip file was actually mapped;
2020-01-20 15:59:53 -08:00
mcc
ea06f8d7dc
Filesystem fixes: Use normalize() in lovrFilesystemMount and dir_resolve; ensure enough room for zero terminator in zip_lookup
2020-01-20 17:12:37 -05:00
Nevyn Bengtsson
e10799b8c8
microphone: less throwy, more MAX()y
2020-01-20 08:52:58 +01:00
Nevyn Bengtsson
a5c59e2d12
Fixes from review
2020-01-20 08:49:11 +01:00
Nevyn Bengtsson
0bdb7c7c80
More has-a-ification of texturedata
...
I forgot to stage this yesterday??
2020-01-20 08:48:59 +01:00