A null-char is valid part of Lua string. When such a string is sent
through the channel, its length should be stored as well to be able to
correctly reconstruct it on the other thread.
The bug was triggered with this code:
s1 = 'a \0 b'
print(#s1) -- 5
ch:push(s1)
s2 = ch:pop()
print(#s2) -- 2
- glowTexture is on by default, but still requires the glow flag.
- occlusionTexture is named ambientOcclusion, and is on by default,
but is still not used by any builtin shaders/helpers.
Sigh, back to getPass. I don't even know at this point. Basically now
that we came up with a half-solution for temp buffers, it makes sense to
apply this to passes as well, since we aren't going with the workstream
idea and temp passes are more convenient than retained passes.
- They no longer live in temporary memory, but in a dedicated pool.
- There are error checks for using a temporary buffer after it's invalid
- However, these are imperfect, and could be improved. One idea is to
avoid recycling a temporary buffer until its refcount decays (i.e.
Lua finally decides to garbage collect it). This would explode
memory usage sometimes, so it could only be enabled when
t.graphics.debug is true.
A lot of clean up can happen now that C doesn't push delayed errors to
Lua. This was happening for Pico and WebVR, neither of which are used
anymore.
Also default vsync to true but force it off if VR is active.
They are now destroyed explicitly after tearing down the Lua state
instead of relying on finalizers. It's definitely annoying to make it
coordinated in a centralized way like this instead of being distributed,
but there's not really any reliabel way to ensure that graphics objects
are destroyed before the graphics module/device is destroyed, which is a
problem.
It uses newPass instead of getPass. Temporary objects had lifetime
issues that were nearly impossible to solve. And normal objects are
easier to understand because they behave like all other LÖVR objects.
However, Pass commands are not retained from frame to frame. Pass
objects must be re-recorded before every submit, and must be reset
before being recorded again.
Pass objects now provide a natural place for render-pass-related info
like clears and texture handles. They also allow more information to be
precomputed which should reduce overhead a bit.
It is now possible to request a stencil buffer and antialiasing on the
window and headset textures, via conf.lua.
lovr.graphics.setBackground should instead set the clear color on the
window pass. Though we're still going to try to do spherical harmonics
in some capacity.
There are still major issues with OpenXR that are going to be ironed
out, and the desktop driver hasn't been converted over to the new
headset Pass system yet. So lovr.headset integration is a bit WIP.
- Rename/reorder some projection matrix functions.
- Make perspective functions flip Y and use 0-1 NDC range.
- Flip winding and font vertices based on handedness.
This stuff is really confusing
I guess it's better to match them up with the default attributes.
In most cases you're going to want to manually specify them with names
or numbers anyway.
- Put in casts/checks in audio code when assigning size_t to 32 bit
- () is different from (void)
- Turned off warnings for anonymous unions and negating unsigned integers which were technically accurate but unhelpful (and interfered with bit conversion and a weird bit math construct in audio.c) (CMakeLists only)
- Padding is automatically computed from spread.
- Spread increases detail at small sizes.
- Remove failure cases where padding < spread/2
- UVs are un16x2, making room for color
- Don't center glyphs inside their atlas bounding box
- Cache normalized UVs and update them (for glyphs and vertices) when
the atlas changes size.
- Updating the UVs is UGLY and duplicates a lot of code. It may be
better to normalize the UVs on the fly, or just re-render the entire
string if the atlas is updated.
- If you return a truthy value from lovr.draw, the pass won't be
submitted. A falsy value will submit the input pass.
- For convenience, lovr.graphics.submit returns true.
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.
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.
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.
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.
- 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)
- Image supports loading files with multiple layers
- Image supports semantic flags like srgb, premultiplied, etc.
- Image:getPixel and :setPixel support more formats
- DDS loader supports BC4-BC7, DXT2/DXT4, uncompressed formats, etc.
We don't have a good way of returning filesystem error messages yet,
but it's still useful to return a boolean instead of a number to
detect failure of zero byte writes. Exposing the number of bytes
written is kind of weird since it's not very actionable.
Notes:
- We can actually use a single Activity.java file for oculus/pico now
- We can unconditionally compile os_android.c on Android
- No need for including extra jars in build system
- Headset rendering is guaranteed synchronous now, no need to ref L
- Add an "android flavor" build setting to differentiate between oculus
and pico devices, since they both use OpenXR.
- Update the pico manifest to reflect their OpenXR sample
- Remove some OpenGL hacks that aren't necessary anymore
Currently there is a single allocator function used in arr_t. Its
behavior depends on the values for the pointer and size arguments:
- If pointer is NULL, it should allocate new memory.
- If pointer is non-NULL and size is positive, it should resize memory.
- If size is zero, it should free memory.
All instances of arr_t use realloc for this right now. The problem
is that realloc's behavior is undefined when the size argument is zero.
On Windows and Linux, realloc will free the pointer, but on macOS this
isn't the case. This means that arr_t leaks memory on macOS.
It's best to not rely on undefined behavior like this, so let's instead
use a helper function that behaves the way we want.
Functions to calculate the angle between two vectors. Angle is always
positive. Implementations give the same result as this Lua code:
```lua
local function lua_angle(v1, v2)
return math.acos(v1:dot(v2) / (v1:length() * v2:length()))
end
```
If either vector is zero-length, the pi/2 value is returned.
These functions read an unsigned 32 bit integer from the Lua stack
and error if the value is negative or too big. Currently converting
Lua numbers to integers will silently wrap or invoke undefined behavior
when they are outside of the acceptable range.
For projects that don't want the overhead of type/bounds checks, the
supercharge build option (LOVR_UNCHECKED) can now be used to skip all
type/bounds checks.
Correcting the order of stack operations to fetch RGB components from
the table and to put in conversion the results.
Before the fix these two calls produced different results:
`lovr.math.gammaToLinear( 0.1, 0.2, 0.3 )`
`lovr.math.gammaToLinear( {0.1, 0.2, 0.3} )`
The current flag did not work because float shader flags are not
supported. It was also not very useful because it was per-shader
and did not use the alpha cutoff property of glTF materials.
Instead, let's turn the shader flag into an enable/disable boolean,
and add a scalar material property named "alphacutoff" that gets
read by the glTF importer.
When the alphaCutoff flag is enabled, the material property will be
compared against the pixel's alpha value to decide whether it should
get discarded.
Vector methods are extended to receive vectors as individual numbers
for each of x,y,z,w component. The vector objects are still supported
as well.
Previously only single value scalar was supported. This change maintains
backward compatibility.
```
v = vec3():add( 1, 2, 3 ) -- both do the same
v = vec3():add( vec3(1, 2, 3) ) _/
v = vec4():mul( 2 ) -- x component is a default for y, z
v = vec4():mul( 2, 2, 2, 2 ) _/
v = vec2():lerp( 2, 2, 0.5 ) -- in lerp, dot, cross, distance
v = vec2():lerp( vec2(2, 2), 0.5 ) _/ all components are mandatory
```
- You were able to write a Blob to a ShaderBlock
- Using ShaderBlock:send(Blob, offset, size)
- It was not flexible enough and it was broken
- The data was read from `offset` bytes into the Blob.
- The data was written to the beginning of the Buffer.
- The Buffer was flushed at `offset` bytes into the Buffer.
- This commit changes the signature of the variant
- to ShaderBlock:send(Blob, srcOffset, dstOffset, size)
- and hopefully fixes the behavior.
- Also why is this entire commit description a bulleted list
If you create and destroy objects quickly (using :release), malloc
might give you the same pointer. When we look up this pointer in
the userdata cache, it'll give you an invalid Proxy/pointer, which
throws an error like "Calling 'fn' on bad self".
When collecting objects, remove them from the userdata cache.
Start is mainly used for setting up graphics-related stuff, since it
was created to perform setup after the window/graphics module is
initialized. Since the display driver is the only one doing rendering,
it makes sense to only call start on the display driver.
...also fixes a bug where start is getting called twice.