bjorn
a1cc3fb838
rm lovr.headset.getDisplayTime;
...
It is not useful in its current state, but will be useful later.
2019-08-09 00:01:08 -07:00
bjorn
851f5f27ec
Add more default headset drivers;
2019-08-09 00:00:42 -07:00
bjorn
30ea8995d2
Fix view vector;
2019-08-07 17:53:38 -07:00
bjorn
2c115ce66e
Automatically detect mipmap count for IBL;
2019-08-07 15:56:52 -07:00
bjorn
b5be93b94b
Fix problem with falsy shader flags;
2019-08-07 15:56:13 -07:00
bjorn
289d365866
Better error messages when loading cubemaps;
2019-08-07 15:14:59 -07:00
bjorn
fe939213be
Initial standard shader flags;
...
- normalTexture = true
- indirectLighting = true (requires uniform setup!)
- occlusion = true (only affects indirect lighting)
- emissive = true
- tonemap = true
2019-08-06 14:39:14 -07:00
bjorn
54d58c79cd
Fix issue where multiple shader flags don't work;
2019-08-06 14:38:49 -07:00
bjorn
edd162052c
Fix diffuse texture batching;
2019-08-06 11:38:12 -07:00
bjorn
b08d9d0b30
Standard shader: Add tonemapping;
...
ACES.
2019-08-05 15:34:21 -07:00
bjorn
96c47d590c
rm lovrEnvironmentTexture from Material;
2019-08-05 15:20:17 -07:00
bjorn
e4ab5aa85a
Standard shader: Add image-based lighting;
...
Very WIP, still need to add the BRDF lookup table.
2019-08-05 14:49:09 -07:00
bjorn
bff9399308
Rename skinned flag to animated;
2019-08-04 15:08:21 -07:00
bjorn
017dd15c78
Update OpenXR to 1.0;
...
Still untested, gib runtimes pls.
2019-08-03 19:06:57 -07:00
bjorn
06fb8b2503
Simplify fill;
...
lovr.graphics.fill renders a fullscreen quad, it's convenient because
you don't need to set up a mesh and toggle all the pipeline states.
However, if you are dealing with copying/rendering between stereo
textures, you have to write your own shader for that. For now.
2019-08-03 16:03:13 -07:00
bjorn
db57592646
Attempt to display SOME relevant message for 'error occurred while displaying another error' in the luajit-only nonstandard crash path
2019-08-02 20:29:28 -07:00
bjorn
e9fd052fc6
Start fixing lovr.graphics.fill;
2019-08-02 15:48:35 -07:00
bjorn
0d5c776b02
Windows opens console with --console argument;
...
Instead of all the time.
2019-08-01 13:49:39 -07:00
bjorn
aab987dbef
Fix WebGL gamma correction;
...
Ugh, WebGL doesn't have sRGB backbuffers.
2019-08-01 13:26:45 -07:00
bjorn
d03d0a39ec
Fix GCC compilation;
2019-08-01 13:02:31 -07:00
bjorn
15cdc78c6b
Rebuild xxd files;
...
xxd on windows is different or something.
2019-08-01 13:01:47 -07:00
bjorn
38671d4ca9
Fix warning;
2019-08-01 13:01:41 -07:00
bjorn
ecac39c08b
Add experimental buttons to default error screen;
2019-08-01 00:14:37 -07:00
bjorn
7690db28af
Windows: Fix all the int warnings;
2019-07-31 17:51:49 -07:00
bjorn
c384d54aa5
OpenVR: Default haptic frequency to 1Hz;
2019-07-31 17:17:41 -07:00
bjorn
9e8fcc01af
Knuckles: Use force sensor as grip axis;
2019-07-31 16:54:56 -07:00
bjorn
ca8e280dcd
Fix texture refcounting in lovr.graphics.newTexture;
...
Also a memory leak with window icons (does anyone use that?)
2019-07-31 14:43:35 -07:00
bjorn
507736ba2d
Oh no;
2019-07-31 14:43:31 -07:00
bjorn
78f2060405
rm lovr.headset.getAcceleration, getAngularAcceleration;
...
Because OpenXR did...
2019-07-30 20:22:08 -07:00
bjorn
9712f4765c
lovr.headset.hands is CURSED;
2019-07-30 20:17:38 -07:00
bjorn
947c468eb1
Don't restart twice on F5;
2019-07-29 11:52:06 -07:00
bjorn
4b9e6849c8
Better boolean shader flags; Multicanvas flag;
...
Instead of boolean shader flags turning into actual booleans defines
in the shader source, for GLSL they turn into defines. This lets you
use ifdef, which is the more common intended usage.
Also MULTICANVAS is now a boolean shader flag. The old MULTICANVAS
define is deprecated.
2019-07-28 18:08:23 -07:00
bjorn
f564444641
Fix some WebGL issues;
2019-07-28 17:28:18 -07:00
mcc
d391a4750f
Use base diffuse color from materials in Standard shader
2019-07-25 15:08:53 -07:00
bjorn
239a9514ea
Model: Fix animations that aren't keyed at t=0;
2019-07-19 16:42:51 -07:00
bjorn
d0ee0d9b1a
glTF: Fix transform for scenes with multiple root nodes;
2019-07-19 16:42:13 -07:00
bjorn
2b19c64aca
rm primary DeviceButton and DeviceAxis;
...
It is confusing and doesn't really solve the intended problem very well.
For now we will all just suffer with our tedious device-specific Lua code.
2019-07-17 17:33:21 -07:00
bjorn
c92c0ef3c5
lovr.headset.isTracked;
2019-07-17 17:09:45 -07:00
bjorn
416f28990a
Tracking functions return 0 instead of nil; rm lovr.headset.getDirection;
2019-07-17 17:07:33 -07:00
bjorn
62fe520da1
maf: Fix quat_getDirection;
2019-07-16 23:03:37 -07:00
bjorn
a04d55d13e
Fix quat indexing in vanilla Lua;
2019-07-16 23:03:27 -07:00
bjorn
013d301c35
Fix vec3:sub in vanilla lua;
2019-07-16 22:53:01 -07:00
bjorn
a5326d530a
LuaJIT: Fix quaternion __newindex;
2019-07-16 22:52:34 -07:00
bjorn
7f445db3cc
Update mat4:set for vanilla lua;
2019-07-16 22:51:26 -07:00
bjorn
db519f7f53
mat4:scale: Allow for a single argument in LuaJIT;
2019-07-16 22:02:18 -07:00
bjorn
122143b13a
vec4;
2019-07-16 20:30:51 -07:00
bjorn
23bba1d59b
CMake;
2019-07-16 20:30:51 -07:00
bjorn
9156fa2cbf
Vector rework;
2019-07-16 20:30:51 -07:00
mcc
39f8203442
Don't reset camera position of desktop driver on reset
2019-07-16 20:27:45 -07:00
bjorn
84cdc592bc
Make sure lovrBufferUnmap always unmaps;
2019-07-12 20:16:18 -07:00