bjorn
cb4275bff7
Add DrawStyle;
2022-06-22 00:05:26 -07:00
bjorn
ad0595ff35
lovr.graphics.getDefaultFont;
2022-06-20 18:58:12 -07:00
bjorn
362b389131
Pass:text;
...
Code is still messy, but it works okay.
2022-06-20 18:26:15 -07:00
bjorn
3df9aea3fd
Add Font shader;
2022-06-20 18:17:37 -07:00
bjorn
a654cec40f
lovr.graphics.newFont;
2022-06-18 17:43:12 -07:00
bjorn
86b2c934e8
Materials, mostly;
2022-06-16 23:49:09 -07:00
bjorn
7de6bdf242
Shaders; Rework vertex formats;
2022-06-15 20:46:43 -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
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
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
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
e652ae67af
Pass:plane;
2022-06-04 01:34:13 -07:00
bjorn
ebc6d9d3a3
Pass:line;
2022-06-04 01:33:50 -07:00
bjorn
99e45c22ad
Add some descriptor set limits;
2022-05-31 20:16:16 -07:00
bjorn
42a924b0ee
lovrPassDraw; Pass:points;
2022-05-30 15:36:31 -07:00
bjorn
e59a75fce8
Pass camera functions;
2022-05-30 12:29:52 -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
6771ff64b5
Pass:clear;
2022-05-25 19:45:01 -07:00
bjorn
99ecd04e27
Pass:send;
2022-05-23 23:10:11 -07:00
bjorn
a0db01959d
Shader:clone;
2022-05-22 15:10:07 -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
bfa0d94f2d
Pass pipeline API;
2022-05-11 12:50:26 -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
bjorn
22e15513f9
Sampler;
2022-05-01 15:47:17 -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
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
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
e8c809a870
Temporary buffers;
2022-04-27 00:28:39 -07:00
bjorn
a3438274b5
Add non-scratchpad Buffers;
...
This includes the memory allocator and the morgue.
You can't actually write any data to the buffer yet, since we don't have
commands or temp buffers. Temp buffers (scratchpads) are coming soon.
2022-04-26 15:32:54 -07:00
bjorn
50ebed697e
Update some features and limits;
...
- rm dynamicIndexing and nonUniformIndexing, for now (arrays aren't well
supported)
- rename compressed texture features
- move clip/cull distance to limit instead of feature (limit can be 0)
2022-04-26 15:31:51 -07:00
bjorn
3ae0ff568f
Rework device info;
2022-04-22 13:28:59 -07:00
bjorn
f37c1824da
lovr.graphics.getDevice/getFeatures/getLimits;
2022-04-21 17:39:59 -07:00
bjorn
40e9a4ab73
core/gpu;
2022-04-21 17:39:59 -07:00
bjorn
37221afbc6
rm graphics module;
2022-04-21 17:39:58 -07:00