Commit Graph

72 Commits

Author SHA1 Message Date
bjorn d1dc2f3199 rm pico;
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
2022-03-22 16:03:21 -07:00
bjorn 2da18d419b mv util src; 2022-03-22 00:13:38 -07:00
bjorn a4faad39f8 Font:getFilter; Font:setFilter; 2022-03-15 16:02:35 -07:00
bjorn fdfcb5539f Merge branch 'master' into dev 2022-03-14 13:19:59 -07:00
murat g ee3ba6ef3e Font filtering now respects the default setting. 2022-03-03 22:41:47 -08:00
bjorn 20e4567bd6 Merge branch 'master' into dev 2021-12-20 17:12:39 +02:00
bjorn 0a2f968850 Fix circle uvs;
After changing circle scale from diameter to radius, the uvs broke,
since they are calculated from the position.
2021-10-09 03:52:11 -07:00
bjorn 04d6996b94 Font:getWidth also returns width of last line; 2021-09-06 16:14:47 -07:00
bjorn a3b791a7e7 Fix Canvas flushing; 2021-03-07 21:19:24 -07:00
bjorn 4f5adbc64c lovr.system; 2021-02-25 09:00:12 -07:00
bjorn 39a4d2c1d5 rm lovr.graphics.triangle; 2021-02-24 17:45:31 -07:00
bjorn 0919da4091 Improve MSDF font shader; Add spread/padding settings to Font; 2021-02-10 07:08:29 -07:00
bjorn 8c714c45b0 Clean up some includes; 2021-02-08 11:16:00 -07:00
bjorn bc4cde1653 Adjust lovrRelease signature; 2021-02-08 17:52:26 -07:00
bjorn 3ded60948f rm core/ref; rm lovrAlloc; util does refcounting; 2021-02-08 17:26:44 -07:00
bjornbytes 80a33c0544 mat4_multiply -> mat4_mul;
quat_mul vs. mat4_multiply is inconsistent.  Going with mul over
multiply is consistent with vec3_sub and Lua's __mul metamethod.
2020-11-21 14:32:59 -07:00
bjorn e8db2f8187 Basic cylinder uvs; 2020-11-12 18:08:05 -07:00
bjornbytes 5c381ead34 Force set vsync in lovrGraphicsCreateWindow;
Headset drivers are allowed to override the vsync setting if vsync
messes up their frame timing.  The vsync property is effectively a
global piece of state in core/os and doesn't change across restarts
because the window is persistent.  This can mean that if you switch
from a headset driver that wants vsync off (anything except desktop)
to a headset driver that doesn't care what the vsync is (desktop),
you could end up with a vsync setting that doesn't match t.window.vsync.
I think this is a symptom of poor design somewhere and the best solution
to this probem is "to just not have it".  Similar issues exist for, e.g.
the window size (but that one is less weird because at least you were
the one who changed it).  For now we are just going to ensure that
lovr.graphics.createWindow always modifies the vsync property.
Untested, may need to adjust this fix later.
2020-11-02 11:57:02 -07:00
bjorn 38875cb399 Fix buffer flushing;
lovrGraphicsMapBuffer had the potential to cause a flush.  Flushing
unmaps buffers.  This meant that during any of the calls to map while
creating a Batch, it was possible to cause a flush and unmap other
buffers that expected to be mapped.  This caused writes to unmapped
pointers and subsequent skipping of calls to glFlushMappedBufferRange.

The fix is to figure out if we need to flush upfront and get it out
of the way before mapping any buffers.
2020-10-29 12:12:34 -06:00
bjorn 0388213be4 Reset camera after lovr.headset.renderTo; 2020-10-02 19:50:00 -06:00
bjorn f1447fd69a lovr.graphics.get/setViewPose; lovr.graphics.get/setProjection; 2020-09-24 19:03:37 -07:00
bjorn 82159a9885 rm persistent mapping; sync Mesh and ShaderBlock; 2020-08-17 03:29:30 -06:00
Nevyn Bengtsson b938a839e0 fix crash in lovrGraphicsGetPixelDensity
Neither Quest nor Pico check for null on its out-params.
Better to send in dummy params to avoid nulls.
2020-08-05 14:48:58 +02:00
bjorn e3aa4c7d5d t.graphics.debug flag; 2020-07-28 16:12:15 -06:00
bjorn ac58a1aeba Pico: Draw the rest of the owl;
Add entrypoints, headset backend code, fill in the Activity, and
add various special cases to account for the asynchronous render loop,
lack of sRGB support, and OpenGL state resets.
2020-07-27 14:56:21 -06:00
bjorn a1aa3c8ae8 Finish vrapi driver; 2020-06-09 18:02:03 -06:00
bjorn 1185fcf6e1 Autodetect integer attribute types;
Fixes inability to use integer attributes with Mesh.
2020-05-21 00:31:49 -06:00
bjorn c0d73ab541 Add resize event; lovr.resize callback; 2020-05-02 13:09:10 -06:00
bjorn 90b605f012 Add restart cookie; lovr.event.restart; arg.restart; 2020-02-26 14:40:40 -08:00
bjorn d034e8c01b Opaque Canvas; 2020-02-23 00:29:21 -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 0841268d45 Fix garbled text when printing out spaces;
Apparently requesting/rendering zero vertices was clogging stuff
somewhere.  It seems good enough to just explicitly not render
anything if we weren't gonna do it anyway.
2020-01-14 00:37:09 -08:00
bjorn 48b887f7ee Always pass identity matrix for animated shader;
So at least something shows up if you have an unskinned mesh with
a skinned shader.
2020-01-13 20:47:47 -08:00
bjorn e316e6156b lovr.graphics.get/setColorMask; 2019-12-10 13:44:51 -08:00
bjorn c87d6dec3d lovrPlatformGetProcAddress;
Seems nicer than a global and allows for logging/hooks;
2019-12-10 13:15:12 -08:00
bjorn d21911d010 Add core/map hash table; rm lib/map; 2019-10-30 00:07:05 -07:00
bjorn ac441ec15b lovrGraphicsGetCamera; 2019-10-12 12:45:11 -07:00
bjorn 17ae64baec Fix sphere winding; 2019-08-31 03:00:40 -07:00
bjorn a4781c7013 Fix cylinder winding; 2019-08-12 20:03:32 -07:00
bjorn edd162052c Fix diffuse texture batching; 2019-08-06 11:38:12 -07:00
bjorn 96c47d590c rm lovrEnvironmentTexture from Material; 2019-08-05 15:20:17 -07:00
bjorn aab987dbef Fix WebGL gamma correction;
Ugh, WebGL doesn't have sRGB backbuffers.
2019-08-01 13:26:45 -07:00
bjorn af29e29e4d Fix lovr.graphics.setProjection;
Needed to be using new frameData stuff.
2019-07-08 14:35:54 -07:00
bjorn 2d6aa18069 Be a little more correct about when draw id is written; 2019-07-02 00:14:01 -07:00
bjorn 775cf5cda1 Don't accidentally draw meshes too many times;
Oops!
2019-07-02 00:09:43 -07:00
bjorn 44da36b610 Write draw ids at the right time (fix flicker); 2019-07-01 02:47:59 -07:00
bjorn 2fb393306c rm skybox args;
They used to always be necessary, now they are almost never necessary.
2019-06-29 21:01:03 -07:00
bjorn e3e930d6cc Set index buffer at the right time;
Just a small ordering issue with previous commit.
2019-06-29 20:39:01 -07:00
bjorn 6256acfc6d Ahhh fix everything;
- If you have an instanced batch, it will use the instanced mesh.  That
  has a drawID attribute that uses the identity buffer, which has a vertex
  divisor.  BUT if you only have one instance, then we won't emit an
  instanced draw, and the use of a divisor'd attribute w/ a non-instanced
  draw is causing mega problems on macOS.
- This also fixes observed macOS bugs like:
  - Needing to have a small UBO
  - Flickering at startup
  - Flicker when writing to the last byte of a UBO
  - etc.
- Also make the generic attribute value for lovrDrawID more correct (scalar instead of vector).
2019-06-29 20:24:36 -07:00
bjorn 4222be88b5 Use UBO for Camera matrices;
Ugh I don't like the "Camera" concept anymore, but I can't figure
out how to easily get rid of it.  Maybe wait till displays are a thing.
2019-06-27 22:17:50 -07:00