Commit Graph

1000 Commits

Author SHA1 Message Date
bjorn 7625ef9bd8 Rasterizer:getGlyphImage; 2022-06-20 18:24:12 -07:00
bjorn 3df9aea3fd Add Font shader; 2022-06-20 18:17:37 -07:00
bjorn 7def390f9c OpenXR/CMake fixes; 2022-06-20 15:51:24 -07:00
bjorn af8c061c50 Default buffer can be used for colors; 2022-06-18 23:31:51 -07:00
bjorn a654cec40f lovr.graphics.newFont; 2022-06-18 17:43:12 -07:00
bjorn 0d7fed1fa7 Rasterizer:getBoundingBox;
For the global bounding box
2022-06-18 17:40:14 -07:00
bjorn 717f95f6bd Start updating Rasterizer; 2022-06-17 17:43:58 -07:00
bjorn cb121d3d36 Material fixes; Pass cleanup; 2022-06-17 17:43:26 -07:00
bjorn c1bb47d737 Merge branch 'master' into dev 2022-06-16 23:50:11 -07:00
bjorn 86b2c934e8 Materials, mostly; 2022-06-16 23:49:09 -07:00
bjorn fcc2758046 Potentially add support for KHR_texture_transform; 2022-06-15 23:51:23 -07:00
bjorn fb42bf3fbb Rearrange some ModelData stuff; 2022-06-15 23:17:11 -07:00
bjorn 7de6bdf242 Shaders; Rework vertex formats; 2022-06-15 20:46:43 -07:00
bjorn fbe54d5dca Physics shape dimensions must be positive;
Or the world will explode.  That would be bad.
2022-06-12 18:18:48 -07:00
bjorn 70e0f5c5cf Synchronization; 2022-06-11 22:55:43 -07:00
bjorn d9b5237851 Sync cleanup; 2022-06-11 19:07:46 -07:00
bjorn 3d83d0fcfe Pass:multimesh;
IT'S ALIVE
2022-06-09 23:38:33 -07:00
bjorn fc616f92c2 Pass:mesh; Pass:setMeshMode; 2022-06-09 23:05:32 -07:00
bjorn 3009e1d45c Rename transfers to uploads; 2022-06-09 22:44:23 -07:00
bjorn ab2c52bc05 Fix attachment cache; 2022-06-09 20:05:31 -07:00
bjorn 1cc8cf9f4a Update glslang to accept array of shader strings; 2022-06-09 17:44:46 -07:00
bjorn 6f16385fa1 Improve graphics error handling; 2022-06-08 23:59:36 -07:00
bjorn 0d4d7bc0e3 Fix vertex shader draw count; Simplify upload sync; 2022-06-08 21:23:30 -07:00
bjorn ef19a334a9 Pass:setSampler;
This is an experimental take on the "default filter" system.  Each
render Pass has its own "global sampler", initialized to trilinear.  The
global sampler will be used by default to sample textures/materials in
shaders.  You can set it to a filter mode or a full Sampler object.  You
can always send your own Sampler objects to Shaders if you want
per-texture sampler settings.  The global sampler is designed to be set a
small number of times per pass instead of on every draw.  Basically,
just do Pass:setSampler('nearest') and draw your minecraft world.
2022-06-07 20:42:10 -07:00
bjorn 2b65b50ed9 Pass:setViewport; Pass:setScissor;
It pretends to be like a pipeline state even though it isn't.
Might be nice for nil to mean "the framebuffer size" which is the default.
2022-06-06 12:38:15 -07:00
bjorn d5325b87b4 Headset support; 2022-06-05 20:38:14 -07:00
bjorn a8b35074e0 Pass:send supports push constants; 2022-06-05 18:54:26 -07:00
bjorn 8effa7424f Pass:circle; 2022-06-05 13:12:49 -07:00
bjorn 7b5c816345 More efficient resource tracking;
- Temporary buffers are not tracked
- Sample-only textures are not tracked, but their initial upload is synchronized.
- Default texture something something
2022-06-04 14:54:04 -07:00
bjorn 6245aaa9d9 I have made a mistake; 2022-06-04 14:49:58 -07:00
bjorn 3a43d44460 Pass tracks resources for sync purposes; 2022-06-04 14:28:23 -07:00
bjorn ea80936af7 Pass:compute; 2022-06-04 11:54:05 -07:00
bjorn d3a1a0ec22 Pass:cube; Pass:box; 2022-06-04 11:28:35 -07:00
bjorn e07a2691e0 Clean up plane; 2022-06-04 11:19:28 -07:00
bjorn 62f2d9a800 Organization; 2022-06-04 09:57:06 -07:00
bjorn e652ae67af Pass:plane; 2022-06-04 01:34:13 -07:00
bjorn ebc6d9d3a3 Pass:line; 2022-06-04 01:33:50 -07:00
bjorn a2668a1632 Fix canvas always trying to add depth buffer; 2022-06-04 01:33:11 -07:00
bjorn ac3801902b Pipeline stack; 2022-05-31 21:57:55 -07:00
bjorn ec8b7f9727 Adjust; 2022-05-31 21:45:54 -07:00
bjorn 8431fc72ba Adjust; 2022-05-31 21:41:43 -07:00
bjorn 513a1876c9 Simplify vertex buffers;
The default buffer is always bound to slot 0 once at the beginning of
command buffers, reducing the amount of rebinding.
2022-05-31 21:20:01 -07:00
bjorn ab04577495 Enforce maximum spirv version; 2022-05-31 20:47:47 -07:00
bjorn 1f39ed8c51 Ensure binding numbers are less than 32;
We use u32 masks...
2022-05-31 20:24:43 -07:00
bjorn 99e45c22ad Add some descriptor set limits; 2022-05-31 20:16:16 -07:00
bjorn aa929482cd Fix default air absorption; 2022-05-31 13:55:38 -07:00
bjorn 42a924b0ee lovrPassDraw; Pass:points; 2022-05-30 15:36:31 -07:00
bjorn dd043cbf07 Fix bundle allocation; 2022-05-30 15:06:57 -07:00
bjorn 32fb5e63ac Destroy descriptor pools properly; 2022-05-30 13:12:04 -07:00
bjorn e59a75fce8 Pass camera functions; 2022-05-30 12:29:52 -07:00
bjorn 205767bc81 VertexFormat; 2022-05-30 12:18:42 -07:00
bjorn 541ebc1b61 Bundle allocator; 2022-05-30 12:17:17 -07:00
bjorn ff77a30f01 Default shaders; 2022-05-27 20:47:20 -07:00
bjorn 6440bc68f3 Pass:mipmap; 2022-05-26 00:07:10 -07:00
bjorn af0e388e91 Pass:copy; Pass:blit; 2022-05-25 23:52:24 -07:00
bjorn 885e335f8c Image dimension accessors take mip level; 2022-05-25 23:51:51 -07:00
bjorn 6771ff64b5 Pass:clear; 2022-05-25 19:45:01 -07:00
bjorn a5f37f7d7d better lovrBufferIsTemporary; 2022-05-25 19:23:01 -07:00
bjorn 73f13ef3c7 Initialize buffer data properly; 2022-05-24 22:30:59 -07:00
bjorn 99ecd04e27 Pass:send; 2022-05-23 23:10:11 -07:00
bjorn 5c0b9e51ed Pass:setShader clears/resets bindings; 2022-05-23 22:32:36 -07:00
bjorn d9e8b81b72 Default buffer/texture/sampler; 2022-05-23 22:32:12 -07:00
bjorn 6dce0be2da pipeline lookup; 2022-05-23 21:44:42 -07:00
bjorn e054218713 gpu_bundle; gpu_bundle_pool; layouts; 2022-05-23 21:40:57 -07:00
bjorn a0db01959d Shader:clone; 2022-05-22 15:10:07 -07:00
bjorn a64fd216ea newShader; 2022-05-22 15:09:09 -07:00
bjorn 355b2bf85b Switch to glslang fork;
The reason is that the glslang C API doesn't support the extra
overloads that let you provide multiple strings or the lengths for
strings.  In our case our shader blobs are not null terminated, so
sending them to glslang would overrun the buffer.  I forked glslang
and modified the C API to support a length parameter.
2022-05-22 14:58:07 -07:00
bjorn 4f568ed84d s/setColorMask/setColorWrite; Pass:setColor; 2022-05-11 17:30:08 -07:00
bjorn 070e4f304d lovr.graphics.get/setBackground; 2022-05-11 15:38:05 -07:00
bjorn 970a84a514 Surface, swapchain, window texture, vsync; 2022-05-11 15:28:04 -07:00
bjorn f7b4ec725f Render passes; 2022-05-11 12:51:13 -07:00
bjorn bfa0d94f2d Pass pipeline API; 2022-05-11 12:50:26 -07:00
bjorn e820e40e08 Move window opening to lovr.system; 2022-05-09 12:43:19 -07:00
bjorn d9e5ba8b9f Slightly broken compileShader/newShader; 2022-05-09 11:47:06 -07:00
bjorn 5d078461a2 Rename copy texture usage to transfer; 2022-05-06 17:26:59 -07:00
bjorn 1fde5a36d0 Transform stack; 2022-05-06 17:26:38 -07:00
Samuel Gosselin 255f4e4a34 fixup: keep coding style consistent. 2022-05-06 10:55:29 -07:00
Samuel Gosselin 02c67d090d fixup: gracefully handle XR_ERROR_DISPLAY_REFRESH_RATE_UNSUPPORTED_FB and return |false| instead. 2022-05-06 10:55:29 -07:00
Samuel Gosselin 425a2ca343 Add support for setting the display refresh-rate.
OpenXR provides APIs to enumerate the supported refresh-rates, and
selecting a new refresh-rate. This patch adds two new APIs to the
lovr.headset module:

  - lovr.headset.getDisplayFrequencies():
	Returns a table containing the supported refresh-rates on
	success; nil otherwise.
  - lovr.headset.setDisplayFrequency(refreshRate:number):
	Returns true on success, false otherwise.

Only the OpenXR backend has support for this feature and it is
gated by the "refreshRate" feature flag, similarly to what the
"getDisplayFrequency()" API does.
2022-05-06 10:55:29 -07:00
Ryan Pavlik 307d33b327 Allow XR_KHR_android_create_instance to be optional.
It's essentially replaced by KHR_loader_init_android,
and will eventually not be provided by new/updated runtimes
2022-05-06 09:28:15 -07:00
bjorn 22e15513f9 Sampler; 2022-05-01 15:47:17 -07:00
bjorn 203a60c63a rm model samplers; 2022-05-01 15:41:34 -07:00
bjorn 211e3ef0f8 Compile fixes; 2022-05-01 15:18:56 -07:00
bjorn 77a32333e0 lovr.graphics.pass; 2022-04-30 18:56:38 -07:00
bjorn ebe77e5924 Sketch out Texture uploads; 2022-04-30 18:49:46 -07:00
bjorn 0316378f74 Fix renderView precedence; 2022-04-30 09:13:21 -07:00
bjorn 0772d8b4de newTexture; 2022-04-30 03:06:14 -07:00
bjorn e80d254dc6 Texture API;
Except newTexture because it's hard or something
2022-04-29 20:56:23 -07:00
bjorn c60116ad61 rm Color; 2022-04-29 20:55:54 -07:00
bjorn 4be958195d Start Texture; 2022-04-29 20:38:34 -07:00
bjorn e53ddfa03b isFormatSupported; 2022-04-29 17:16:16 -07:00
bjorn 48e2509a3c lovr.graphics.wait; 2022-04-28 22:37:03 -07:00
bjorn 7aee0a4656 Add Pass; Buffer transfers; lovr.graphics.submit; Bugfixes; 2022-04-28 22:30:31 -07:00
bjorn 4483145d53 Allow passing a file to lovr;
The file will be treated as main.lua.
Its directory will be treated as the source.
2022-04-28 17:36:05 -07:00
bjorn a97193caac Buffer stride can not be smaller than the size of a single item; 2022-04-28 15:39:45 -07:00
Josip Miskovic 24a0751c16 Add `World:setStepIterations(num)` and its getter
Physics world's "quick step" is executed in multiple iteration steps.
The getter and setter for this value is now made available as two new
methods in the World object.

This is allows user to balance between the less accurate but quick
simulations, and more stable behavior of physics.

Something similar was already possible, by reducing the delta time and
running the sim multiple times per frame. However, any force user applies
to collider is zeroed after each step. User would thus have to keep track
of applied forces, and re-apply them inside the physics iteration loop.

By default ODE uses 20 iterations in quick step.
2022-04-27 11:39:08 -07:00
bjorn a8b7bc75a8 Adjust; 2022-04-27 00:35:09 -07:00
bjorn e8c809a870 Temporary buffers; 2022-04-27 00:28:39 -07:00
bjorn 43f56c223c Tell Vulkan about the engine name and version; 2022-04-27 00:21:04 -07:00
bjorn 65b0f95ca9 Add lovrUnreachable macro; 2022-04-27 00:05:14 -07:00