1
0
Fork 0
mirror of https://github.com/bjornbytes/lovr.git synced 2024-07-08 23:23:38 +00:00
Commit graph

3267 commits

Author SHA1 Message Date
bjorn ce4364fed2 Fix openvr_getSkeleton signature; 2020-08-17 03:30:20 -06:00
bjorn 82159a9885 rm persistent mapping; sync Mesh and ShaderBlock; 2020-08-17 03:29:30 -06:00
bjorn 810086e1ba Make WindowFlags const in createWindow; 2020-08-17 00:55:12 -06:00
bjorn e9841dd562 openvr hand -> device; 2020-08-16 20:28:21 -06:00
bjorn 9d1a685eb7 OpenVR: Remove skeletal input;
To fix the build, it will be re-added soon.
2020-08-16 20:27:24 -06:00
bjorn 4848d9a43a Model:hasJoints; 2020-08-16 00:49:16 -06:00
bjorn 65470f1e0e Update webxr driver; rm webvr; 2020-08-16 00:31:20 -06:00
bjorn 1b5e7b2203 vrapi_getSkeleton; 2020-08-12 15:47:10 -06:00
bjorn 438f7ef0d6 Add more Android keycodes; 2020-08-10 20:52:30 -06:00
bjorn 544c7a72e6 Add missing headers to os_web; 2020-08-08 19:19:56 -06:00
bjorn 4177202cc7 Don't enable GL debug output in WebGL; 2020-08-08 17:38:12 -06:00
bjorn 2a8c454de1 Add some more keys; 2020-08-08 16:04:20 -06:00
bjorn 40594317c3 Android textinput event; 2020-08-08 12:36:09 -06:00
bjorn 6823942e3d utf8_encode function; 2020-08-08 12:13:37 -06:00
bjorn 079338c0cc textinput event utf8 encode; 2020-08-07 16:25:56 -06:00
bjorn c24317d982 Start textinput event; 2020-08-07 15:17:19 -06:00
bjorn 682633d98b Add scancode and key repeat arguments to key events; 2020-08-07 14:15:45 -06:00
bjorn 414c5b991d Event module cleans up pending events on quit; 2020-08-06 20:09:45 -06:00
bjorn 1e30c0d93c Android key events; 2020-08-06 19:42:12 -06:00
bjorn cb4281b889 Add keypressed and keyreleased events; rm t.hotkeys; 2020-08-06 19:19:45 -06:00
bjorn c20c5508b4 vrapi: lovr.headset.newModel and lovr.headset.animate; 2020-08-06 18:00:54 -06:00
bjorn 3e9c877507 Add missing malloc assert; 2020-08-05 15:08:35 -06:00
bjorn 7e941cd22f lovr.headset.animate; Animated OpenVR controller models;
- lovr.headset.newModel accepts an optional options table as the
  second argument.  There is currently a single option named
  'animated' that can be used to request an animatable model.
  Currently it isn't clear if this should be a hint or not.
- lovr.headset.animate (name pending) can be called with a device
  and a model (usually with an animated model from headset.newModel,
  but this is not required).  The function attempts to animate the
  Model to match the pose of the device in an opaque driver-specific
  way, and returns whether or not this was successful.
- OpenVR has models for controllers with a system called "components"
  that can be used to animate the individual buttons.  Now the OpenVR
  headset driver implements the 'animate' function to make use of the
  controller components, to easily load and render animated controllers.
2020-08-05 15:05:59 -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 e0decf5327 Fix ModelData pointer alignment;
ModelData manages a single allocation and creates pointers into
that allocation.  These pointers were tightly packed, creating
alignment issues which triggered undefined behavior.  Now, the
pointers are all aligned to 8 byte boundaries.
2020-08-04 12:28:21 -06:00
bjorn 83ff4783c2 ALIGN macro aligns up instead of down;
So you don't have to add (n - 1).  Hopefully this turns out to be
the common case.
2020-08-04 12:23:45 -06:00
bjorn 86fee211f1 Default errhand implementation handles restart event; 2020-08-04 12:21:38 -06:00
bjorn f1b447662d Fix lovr.headset.getDriver when passed a Device; 2020-08-04 12:19:22 -06:00
Nevyn Bengtsson 27384ac62c Fix Pico build
* lovrPlatformGetBundlePath was missing the root argument
* ANDROID_SDK can't be assumed to be the parent of the ndk folder, in case it's a side-by-side installation of the NDK. Instead, ANDROID_SDK should be provided with -D
* One more thing we could mention in the docs that I ran into: Installing java with apt gave me an incompatible version. It worked better to just -DJAVA_HOME= to the java that comes with Android studio (/snap/android-studio/91/android-studio/jre on ubuntu).
2020-08-04 10:42:04 +02:00
bjorn ee95e6c6bd Refactor OBJ model loading;
It no longer uses sscanf and no longer overflows its buffer.
2020-08-04 00:12:58 -06:00
bjorn b45baacb66 Handle active attributes that don't have a location;
There are some attributes that don't have a location (gl_InstanceID
is being reported for some reason).  Their location is -1 and this
causes a left shift of a negative value which is undefined.
2020-07-30 02:46:17 -06:00
bjorn 4160743b77 Fix desktop game packaging issue;
Accidentally hardcoded it to "assets" when updating Android.
2020-07-29 16:30:14 -06:00
bjorn 826fc098bc Set identity to empty string if save mount fails; 2020-07-29 16:27:17 -06:00
Bjorn 617d508d68
Merge pull request #269 from jmiskovic/savemount
Config parameter for save directory precedence
2020-07-29 16:26:07 -06:00
bjorn ae2e14f98f rm save directory mount failure fix;
This is a temporary revert to make a merge easier.
2020-07-29 16:25:29 -06:00
bjorn 99fdcc8287 Fix calling convention of GL debug callback; 2020-07-29 14:56:46 -06:00
bjorn d4f88f3d8d lovr.log: strip trailing newline in default implementation;
GL debug messages sometimes have newlines...
2020-07-29 14:24:57 -06:00
bjorn f0a5a8838b OpenGL debug messages and contexts;
The new t.graphics.debug flag controls the following:

- If enabled, a debug context is created
- If disabled, a no-error context is created
- If enabled, GL debug messages are forwarded to lovr.log
2020-07-28 16:12:30 -06:00
bjorn e3aa4c7d5d t.graphics.debug flag; 2020-07-28 16:12:15 -06:00
bjorn 5a17b48e4e Add GL_KHR_debug; 2020-07-28 16:08:37 -06:00
bjorn b024e71a98 Fix luax_vlog stack balancing; 2020-07-28 15:31:02 -06:00
bjorn c423b1292a Fix save directory to use system path separator; 2020-07-27 18:15:16 -06:00
bjorn 55f66f217e Adjust pico SDK version to 27; 2020-07-27 17:09:16 -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 58ab637465 Custom os implementation for pico; 2020-07-27 14:28:40 -06:00
bjorn b0b9e38da6 Pico: add pico jar and missing DRIVER_PICO enumerant; 2020-07-27 14:25:57 -06:00
bjorn e7d4e6cf7b Start pico headset backend; 2020-07-27 13:58:52 -06:00
bjorn d25e20fb9d mv AndroidManifest.xml AndroidManifest_vrapi.xml; 2020-07-27 13:47:32 -06:00
bjorn 87b979f51c mv Activity.java Activity_vrapi.java; 2020-07-27 12:50:27 -06:00
bjorn 066a8a3795 opps; 2020-07-27 11:28:35 -06:00
bjorn 472c59bc7b Fix windows build; 2020-07-19 17:57:05 -06:00
Elias Fleckenstein 7860322af9
Reverted size_t in ine 104 back to ssize_T 2020-07-11 15:32:15 +02:00
Elias Fleckenstein ea9fadc1ad
Fixed errors & warnings when compiling on linux
I added header files with #include to prevent the implicit declaration warnings and fixed a typo in function size_t lovrPlatformGetExecutablePath(char* buffer, size_t size).
2020-07-10 16:32:45 +02:00
bjorn 9abed055d8 lovr.log;
lovr.log is a new callback that is invoked whenever LÖVR wants to
send the project a message.  For example, this could be a performance
warning from the graphics module, an error message from one of the
headset backends, or an API deprecation notice.

The callback's signature is (message, level, tag).  The message is a
string containing the message to log, level is a string that is currently
one of "debug", "info", "warn", "error", and tag is an optional string
that is used to indicate the source of the message for grouping purposes.

The default implementation of the callback just prints the message,
but the callback can be overridden to do things like filter messages,
write them to a file, or even render them in VR.  Projects can also
invoke the callback directly to log their own messages.
2020-07-06 16:20:55 -06:00
bjorn 8b8681ad2f rm core/hash; 2020-07-06 16:01:31 -06:00
bjorn d045929065 ShaderBlock:getShaderCode: add namespace support; 2020-07-04 17:50:00 -06:00
bjorn 29f8365eed Clean up os_android and fix event polling issues; 2020-07-03 20:17:39 -06:00
bjorn eb008935e8 vrapi: wasPressed/wasReleased; 2020-07-03 18:12:14 -06:00
bjorn 59a1c14c04 rm oculus_didChange; 2020-07-03 17:59:18 -06:00
bjorn a9aaedae61 rm oculusmobile from t.headset.drivers;
Replaced by vrapi
2020-07-02 20:17:09 -06:00
bjorn 515cec673c Fix quit request for glfw; 2020-07-02 20:15:06 -06:00
bjorn 96337bf8cc rm core/gpu;
This is far from done and will probably be structured a bit differently.
2020-07-02 10:46:13 -06:00
bjorn 9777306b70 rm oculus mobile; 2020-07-02 10:46:10 -06:00
Bjorn 26b4b58479
Merge pull request #273 from bjornbytes/android-tup
Android Support
2020-07-02 09:26:14 -07:00
bjorn a0d2ba94ad vrapi: haptics, tracking space fixes; 2020-07-02 10:22:38 -06:00
bjorn 0dd4a1191c rm getApplicationId; 2020-06-29 18:10:03 -06:00
bjorn d8f7325bc7 lovr-oculus-mobile fixes; 2020-06-29 17:40:57 -06:00
Josip Miskovic c314824304 Initialize vec3 from mat4
Rotation and scaling is lost, only position is extracted from mat4.
2020-06-28 11:49:43 +03:00
bjorn 4d6ad2239e Quest input fixes; 2020-06-26 16:09:16 -06:00
bjorn afaae2febb Remaining android filesystem work; 2020-06-25 18:18:44 -06:00
bjorn b77276fd1f Android: make printf and print work; 2020-06-25 16:42:19 -06:00
bjorn 27b04b2bde vrapi: Add support for focus awareness; 2020-06-25 15:00:12 -06:00
bjorn 6819a04f31 Bugfixes/cleanup for octupus go; 2020-06-25 14:29:44 -06:00
bjorn 2042010b5b Move core/fs paths to core/os;
Usually these are more of a platform-specific concept, and they
don't really interact with files or do any io.

There is a little bit of duplication among the *nix platforms since
they're similar, but overall this organization feels a bit better.
2020-06-25 13:28:40 -06:00
bjorn 8b281d56e3 Android: Organize tup rules; Fix manifest; 2020-06-25 13:27:18 -06:00
Josip Miskovic 66d7e887c7 Config parameter for save directory precedence 2020-06-21 18:02:36 +03:00
mcc cf05249b8b Oculus: Fix bug where vibration never stops
(because of a sign error)
2020-06-11 12:33:42 -04:00
bjorn a1aa3c8ae8 Finish vrapi driver; 2020-06-09 18:02:03 -06:00
bjorn b34c03bcc8 Tup build system for android; 2020-06-09 18:02:03 -06:00
bjorn 6bce095660 Fix newComputeShader(nil); 2020-06-07 15:47:53 -06:00
bjorn f58c7075b1 OpenVR: Emit quit event when exiting from SteamVR dashboard; 2020-06-07 00:42:44 -06:00
Bjorn 27b2c0abad
Merge pull request #263 from jmiskovic/world-settings
Physics simulation access to global ERP and CFM
2020-06-04 10:06:51 -07:00
Bjorn f800fc64ed
Merge pull request #264 from alloverse/fix/mic-overrun
lovrMicrophoneGetData: fix potential buffer overrun
2020-06-04 10:04:03 -07:00
mcc 0dcf86bc3d Check shaderblock offset exists before reading. Prevents a segfault 2020-06-04 12:10:56 -04:00
Nevyn Bengtsson e34953f064 lovrMicrophoneGetData: fix potential buffer overrun
With the check for samples==0 being done BELOW the assert for offset+samples<soundData->samples,
setting samples to 0 and then having more samples available in the mic than present in
the created buffer would cause buffer overrun
2020-06-04 14:31:24 +02:00
Josip Miskovic 5d18933411 Limit simulation parameters to positive values 2020-06-03 20:13:13 +03:00
Josip Miskovic 139808cab0 Get/set World and Joint simulation parameters
Tightness parameter is amount of force is exerted on collider to resolve
collisions and enforce joint operation. Low values make joints loose,
high values make it tight and can cause collider to overshot the joint
target. With tightness set to 0 the joint loses its function. Going
above 1 puts even more energy into joint oscillations. Tightness
parameter is called ERP in ODE manual.

The responseTime affects the time constant of physics simulation, both
for collisions and for joint inertia. Low responseTime values make
simulation tight and fast, higher values make it sluggish. For
collisions it affects how fast penetration is resolved, with higher
values resulting in spongy objects with more surface penetration and
slower collision resolving. For joints the responseTime is similar to
inertia, with higher responseTime values resulting in slow oscillations.
The oscillation frequency is also affected by collider mass, so
responseTime can be used to tweak the joint to get desired frequency
with specific collider mass. Values higher than 1 are often desirable,
especially for very light objects. Unlike tightness, responseTime is
tweaked in orders of magnitude with useful values (depending on mass)
being between 10^-8 and 10^8.

Both parameters can be applied to World for simulation-wide usage, or
specified per-joint in case of distance and ball joints. Other joints
don't allow customizing these parameters, and will use World settings
instead..
2020-06-03 19:03:38 +03:00
bjorn 90e985c45b Fix MSAA Canvas readback; 2020-05-26 09:53:26 -06:00
bjorn 6d2fdac89f Prefix headset implementation files with headset_; 2020-05-24 13:32:13 -06:00
bjorn d6abcdfb0e Fix 2 memory leaks; 2020-05-23 13:03:16 -06:00
bjorn 86ad4f654c Fix bug with Mesh:setVertices; 2020-05-21 00:31:50 -06:00
bjorn 1185fcf6e1 Autodetect integer attribute types;
Fixes inability to use integer attributes with Mesh.
2020-05-21 00:31:49 -06:00
mcc 89cdeb1e4f shaderBlock:send(blob) did not work due to typo 2020-05-20 16:34:19 -04:00
bjorn 75e26f0051 Move core/hash to core/util; 2020-05-19 13:49:40 -06:00
bjorn 92ac93e6b8 Improve image uniform errors; 2020-05-18 15:14:17 -06:00
bjorn f7dddfe3fd Fix PNG IDAT CRC; 2020-05-18 12:41:49 -06:00
bjorn 680dc00b5b rm menu button from oculus touch bindings;
Saw an error about this in logs, let's see if it fixes touch controllers.
2020-05-11 18:04:37 -06:00
bjorn ebc69c6c93 win32: AllocConsole if AttachConsole fails;
This may help retrieve stdout when running lovr outside of cmd.
2020-05-11 15:23:35 -06:00
bjorn dab0be7055 World:getColliders; 2020-05-11 12:05:30 -06:00
bjorn 95635b4b02 Support loading 16 bit images;
With 1, 2, or 4 channels;
2020-05-10 02:35:45 -06:00
bjorn 6539bc1bd2 Make physics orientation getters more consistent; 2020-05-10 02:08:36 -06:00
Bjorn 62fbf7e0e3
Merge pull request #257 from jmiskovic/physics-vectors
Physics API support for vectors
2020-05-10 01:04:23 -07:00
bjorn 1e78ac8669 Add r16, rg16, rgba16 texture formats; 2020-05-10 01:59:58 -06:00
Josip Miskovic e2d1b33eed Shapes API accepts both vec3 and number coords 2020-05-10 01:12:45 +03:00
Josip Miskovic 2d6f7802f1 Joints API accepts both vec3 and number coords 2020-05-10 01:12:45 +03:00
Josip Miskovic f2fcc4e5c4 Collider API accepts both vec3 and number coords 2020-05-10 01:12:45 +03:00
Josip Miskovic add346519a Physics API accepts both vec3 and number coords
When creating shapes and joints, arguments accept either coordinate
numbers as before, or vec3 objects. For functions that receive more than
one set of coordinates, any combination of coordinates and vectors is
accepted.
2020-05-10 01:12:45 +03:00
bjorn 0be36da334 Add beacon devices;
There are 4 new devices: beacon/1 through beacon/4.  They represent
tracking reference like StemaVR base stations or Oculus cameras.
There are 4 because that's how many base stations you can have in
a single tracking setup.

Right now only OpenVR exposes poses for them.
2020-05-07 17:11:25 -06:00
Bjorn 195966b964
Merge pull request #251 from jmiskovic/world-vectors
Physics world accepts both vec3 and number coords
2020-05-07 09:32:36 -07:00
Josip Miskovic 2463737722 Physics world accepts both vec3 and number coords
When creating colliders, setting gravity or casting rays on world,
arguments accept either coordinate numbers as before, or vec3 objects.
For functions that receive more than one set of coordinates, any
combination of coordinates and vectors is accepted.
2020-05-07 19:01:30 +03:00
bjorn 9ba814fe3f omg; 2020-05-04 17:30:41 -06:00
bjorn ed4b8d1f3d rm unneeded internal Source functions;
Now that things are in the same file, setters for internal source
fields are unnecessary, making things a bit simpler.
2020-05-03 13:02:19 -06:00
bjorn c455b0750e rm unused Source functions from header; 2020-05-03 13:00:02 -06:00
bjorn d847dd663a rm unused audio headers; 2020-05-03 12:57:50 -06:00
bjorn b9a2bddd25 Put all the audio stuff in one file;
If there was ever some sort of hypothetical switch to a different
audio library, this would make such a switch easier.
2020-05-03 12:54:35 -06:00
bjorn b0289de9a6 Error instead of crashing when skin has too many joints;
ModelData is still allowed to load skins with more joints, since
the limitation is in the graphics side of things (Model).

Eventually we will use a buffer for joints to alleviate this.
2020-05-02 14:14:29 -06:00
bjorn c0d73ab541 Add resize event; lovr.resize callback; 2020-05-02 13:09:10 -06:00
bjorn b035f8e4dc core/fs: Use DWORD instead of uint32_t in fs_read and fs_write;
Fixes a warning.
2020-04-30 16:53:10 -06:00
bjorn ce2a28360d Unconditionally cast ref to volatile long on win32;
This was originally a C++-only contribution, but clang also warns
about it on windows when compiling as C.

It's nice to have one less thing specific to C++.
2020-04-30 16:49:53 -06:00
bjorn eea73792a6 Minor formatting; 2020-04-30 14:15:36 -06:00
Josip Miskovic 097d39628a Initialize inertia information for new colliders
Inertia matrix has to be calculated with algorithm specific for each
shape. Without calculated matrix the physics behaves very floaty and
slowed down.
2020-04-29 23:05:11 +03:00
Josip Miskovic a4b0d004a1 Fix collider setOrientation() and setPose()
The conversion from angle,ax,ay,az to quaternion is already done in
physics module.
2020-04-28 20:15:09 +03:00
bjorn 7d316d6218 Add internal filesystem module comment; 2020-04-22 01:47:16 -06:00
pendingchaos 28a2e5fd4c Fix when depth test is disabled but depth write is enabled
GL_DEPTH_TEST controls both whether depth testing and depth writes are
enabled. So if depth testing is disabled and depth writes are enabled,
GL_DEPTH_TEST has to be enabled and the compare mode should be GL_ALWAYS.
2020-04-21 23:39:16 +01:00
mcc b5e72d8bd9 Restart cookie minor changes for PR review 2020-04-16 10:57:13 -04:00
mcc c32fbdd8fc oculus mobile driver now supports restart cookie 2020-04-16 00:33:35 -04:00
mcc fbcce7fc59 Reworked quit/restart events (compatibility break)
Based on Slack conversation, the following changes:
- lovr.event.quit("restart") no longer supported
- lovr.event.quit no longer takes restart "cookie"
- When lovr.event.restart() called, lovr.quit() is not called, instead lovr.restart() is called
- Value returned from lovr.restart(), when called, becomes the cookie
- lovr.event.quit takes the lovr.event.quit() return code as an argument

lovr.run() is unchanged, it still returns (exit code | "restart", cookie).
2020-04-16 00:32:54 -04:00
mcc 334077c9f8 Fix crash on lovr.event.quit("restart") 2020-04-15 17:59:25 -04:00
mcc 9f5fd60545 The Quest has thumbsticks, not touchpads. Fix constants. 2020-04-15 16:44:39 -04:00
Colby Klein 34cef2673c
use clamp/max macros 2020-04-12 16:17:01 -07:00
Colby Klein 809d9b7385
ignore haptics for non-hands
seems a little strange that vibrating head or something would affect the right controller.
2020-04-12 16:12:06 -07:00
Colby Klein 14e79bf8ef
implement haptics on oculus 2020-04-12 16:02:59 -07:00
Bjorn 89e2e6df8e
Merge pull request #236 from mcclure/no-mat4-project
Kill mat4_transform_project
2020-04-05 18:07:56 -06:00
mcc d8abfcfae3 Remove mat4_transform_project, it not only duplicates mat4_transform, it is buggy 2020-04-05 19:51:37 -04:00
Colby Klein 077d90bc79
update ovr driver to newer frame submission api
as mentioned on slack.

there are some situations you can get into (high load in some place or other) where the newer frame submission api will behave much more consistently, and I've noticed no negative effects.

besides, the other one is deprecated as best i can tell.
2020-04-02 22:35:12 -07:00
bjorn aed0499c5f Add oculus_touch to action manifest; 2020-04-02 22:47:36 -06:00
bjorn 37d8df4784 Allow initializing empty TextureData with Blob; 2020-03-29 13:47:57 -06:00
bjorn e553672b5a Fix sampler uniform error message enum;
Surprisingly, this appears to be the only place reading out of enum
arrays like this, so there shouldn't be any other places to fix.
2020-03-14 16:46:35 -07:00
bjorn 6d0369d365 Convert some collider functions to use vectors; 2020-03-07 16:35:32 -08:00
bjorn a01cc5a376 Fix lovr.graphics.getDefaultFilter; 2020-03-05 19:27:08 -08:00
bjorn c02839f5c2 Allow anisotropy to be used with any TextureFilter;
Instead of anisotropic being its own filter, it is now removed and
anisotropy settings can be used with any of the other filter modes.
2020-03-05 09:46:49 -08:00
bjorn 6f6de92d19 Add preliminary WebXR backend; 2020-03-04 22:47:24 -08:00
bjorn 8dcc97745e Tup: emscripten support; LuaJIT flag; 2020-03-02 23:06:42 -08:00
bjorn 45648baa1c Scope a variable better; 2020-03-02 22:23:59 -08:00
bjorn 1d6b7619ea oculus_mobile: Add handModels to bridge; 2020-03-01 18:08:59 -08:00
bjorn 0d098410b3 Shader:send doesn't error on unknown uniform;
Instead it returns a boolean indicating if the send worked.
2020-02-27 20:20:02 -08:00
bjorn 90b605f012 Add restart cookie; lovr.event.restart; arg.restart; 2020-02-26 14:40:40 -08:00
bjorn 69dd0d4674 audio: rm paused and stopped states; rm rewind;
- There is now just one "playing" state.
- Instead of rewind, use :seek(0).

Note that now there is no way to resume or rewind all tracked sources.
This can be improved in the future if there's a need for it, probably
using variadic or table-based variants of the audio module functions.
2020-02-26 00:25:49 -08:00
bjorn fa771b04bd Fix CMake; 2020-02-23 01:01:34 -08:00
bjorn ef7ebaef85 core/gpu: vulkan feature detection; rm stats; 2020-02-23 00:47:59 -08:00
bjorn f8b8d427d7 Opaque Mesh; Opaque OpenGL; 2020-02-23 00:29:21 -08:00
bjorn aabb8cb830 Opaque Shader; 2020-02-23 00:29:21 -08:00
bjorn d034e8c01b Opaque Canvas; 2020-02-23 00:29:21 -08:00
bjorn 52d4f7e520 Opaque Texture; 2020-02-23 00:29:21 -08:00
bjorn b045d42782 Opaque Buffer; 2020-02-23 00:29:21 -08:00
bjorn 5d8bf1d45a Fix Source:setLooping assert; 2020-02-22 01:01:17 -08:00
bjorn 2cf6d7b109 Improve lovr.filesystem.load errors;
Lua was happily compiling nil chunks and making them return empty
strings, which was not a good error experience in situations where
your file couldn't be loaded properly.  Now we return nil plus an
error message, which matches LOVE and other Lua conventions.
2020-02-22 00:30:30 -08:00
bjorn 3d3fb71a98 core/gpu: start shader stuff; coherent buffer mapping; 2020-02-21 18:38:33 -08:00
bjorn 93d556b603 zip: read compressed size from central directory;
Some zip writers do not write the compressed size to the local file
headers.
2020-02-21 15:44:48 -08:00
bjorn b9b8062c18 core/gpu: texture views; 2020-02-21 01:48:58 -08:00
bjorn f428ceacaf core/gpu: gl backend compiles; 2020-02-20 15:52:41 -08:00
bjorn 7d2bec7283 core/gpu: add vulkan backend; 2020-02-20 12:23:31 -08:00
bjorn 6452f51680 core/gpu: attribute formats; 2020-02-19 20:28:30 -08:00
bjorn a658da78ad core/gpu: Add all uncompressed texture formats; 2020-02-19 19:36:30 -08:00
bjorn aadadb968b core/gpu: will it blend; 2020-02-19 18:33:59 -08:00
bjorn 0620cade9e core/gpu: gpu_set_vertex_buffers; fixes; 2020-02-19 18:02:37 -08:00
bjorn cb4a7a5a43 core/gpu: indirect drawing commands; 2020-02-19 17:42:33 -08:00
bjorn 238496de29 Start core/gpu; 2020-02-19 17:21:40 -08:00
bjorn 81f4232da5 opengl: Init compareMode for native textures; 2020-02-19 15:34:32 -08:00
Bjorn 98d2cc6cd4
Merge pull request #227 from mcclure/no-post-distortion
Instead of showing post-distortion in Oculus mirror, show the left eye (no stereo)
2020-02-17 18:02:47 -08:00
Bjorn 2f78c29c07
Merge pull request #128 from mcclure/jun28-upside-down-mirror
Y-flip mirror texture on Oculus
2020-02-17 18:02:37 -08:00
Bjorn c17af6c798
Merge pull request #225 from mcclure/msvc-2019-cpp
Fix ref.h in recent MSVC when compiled as C++
2020-02-17 17:54:44 -08:00
bjorn aa0e01ddab Cleanup; 2020-02-17 17:27:57 -08:00
bjorn bfdebffb34 Fix volume textures; 2020-02-17 17:27:57 -08:00
Bjorn 74b9258671
Merge pull request #228 from mcclure/skybox-uv
Fix lovr.graphics.skybox()
2020-02-17 16:48:32 -08:00
mcc 6536216aa2 Fix lovr.graphics.skybox() 2020-02-17 18:19:05 -05:00
mcc c22c55865a Instead of showing post-distortion in Oculus mirror, show the left eye (no stereo) 2020-02-17 17:43:47 -05:00
mcc 7db4e4976b Fix compile warnings (MSVC2019) 2020-02-17 17:42:13 -05:00
mcc e7938fe514 Fix ref.h in recent MSVC when compiled as C++
A cast is required at this point in MSVC 2019 when ref.h is included from a C++ file. This change has no effect on Lovr compiled normally (which compiles only as C), what this change does is make it possible for forks to extend Lovr with C++ files.
2020-02-17 14:47:08 -05:00
bjorn 18dcb07b98 Convert stuff over to use new enum system; 2020-02-16 18:31:02 -08:00
bjorn d5487cbd40 Better luax_checkoption error messages; 2020-02-16 18:06:06 -08:00
bjorn c20a6507d2 Add StringEntry for faster enums; 2020-02-16 17:50:51 -08:00
bjorn 47f4319ba8 core/png; rm stb_image_write; 2020-02-16 04:11:55 -08:00
bjorn 7f205d2fb1 WebGL shader fix; 2020-02-16 01:32:07 -08:00
bjorn 2db1f2b743 Fix erroneous GLES enables;
None of these exist in OpenGL ES.  These were throwing seemingly
innocuous GL errors, so this is mostly just a matter of correctness.
2020-02-16 01:23:27 -08:00
bjorn 8477638fad Fix warning; 2020-02-15 23:27:25 -08:00
bjorn d2f4628791 Add pointer devices; 2020-02-14 19:10:37 -08:00
Bjorn cce7fa8581
Merge pull request #197 from bjornbytes/hand-devices
More Hand Stuff
2020-02-13 16:35:14 -08:00
bjorn 409c2ad0c6 Fix projection matrices; 2020-02-13 16:33:17 -08:00
Bjorn f048f6d6f0
Merge pull request #218 from bjornbytes/android-bounds-size
oculus_mobile: Expose bounds dimensions;
2020-02-13 15:53:25 -08:00
Bjorn 56dad769dd
Merge pull request #217 from bjornbytes/android-button-changed
oculus_mobile: Expose button changed states;
2020-02-13 15:53:11 -08:00
Bjorn 4b041820aa
Merge pull request #216 from bjornbytes/android-display-frequency
oculus_mobile: lovr.headset.getDisplayFrequency;
2020-02-13 15:52:56 -08:00
bjorn e218733ee2 Make splay axis 1D; 2020-02-13 15:18:12 -08:00
bjorn a0c7d0235f leap: rm curl/splay emulation; 2020-02-13 15:13:08 -08:00
bjorn 5197d30b94 Add getSkeleton; 2020-02-13 15:08:59 -08:00
bjorn 0e4c42c8b0 Add pinch axis; 2020-02-13 15:08:58 -08:00
bjorn 81e3119321 leap: curl/splay emulation; openvr fixes; 2020-02-13 15:08:58 -08:00
bjorn 7e34c7adcc leap: getPose for finger devices; 2020-02-13 15:08:58 -08:00
bjorn 71e63ddac2 openvr: add curl/splay axes for finger devices; 2020-02-13 15:08:58 -08:00
bjorn d448bdc95c Finger devices/axes; OpenVR finger poses; 2020-02-13 15:08:58 -08:00
Nevyn Bengtsson f2d5824a2b desktop: fix wasPressed/wasReleased 2020-02-13 18:28:02 +01:00
bjorn 443376efde ModelData: Use union for transform fields;
Nodes can have either a transform matrix, or decomposed transform
properties, but never both.  Using a union means we can store both
of those variants in the same piece of memory, using the existing
matrix boolean to figure out which one to use.

This reduces the size of the struct by 48 bytes (152 -> 104), which
ends up speeding up some model operations, I'm guessing due to the
CPU cache.
2020-02-11 16:38:31 -08:00
bjorn 155718d161 shaders: Change abstract parameters to named parameters; 2020-02-11 16:17:54 -08:00
bjorn 7edb562732 Add lovr.headset.getTime;
Unlike lovr.timer.getTime, this is the predicted time at which the
current frame will be displayed.  It can be used in place of
lovr.timer.getTime for smoother animations.  It's unclear if this
could be used for a suitable replacement for dt though.
2020-02-09 11:26:23 -08:00
bjorn e8fdd5d7f0 Support KTX textures containing ASTC data; 2020-02-08 03:57:59 -08:00
bjorn 2097241596 Improve ASTC loading;
Just a little more reliable and easier to read.
2020-02-08 03:57:59 -08:00
bjorn c1e231e756 oculus_mobile: Expose bounds dimensions; 2020-02-08 03:32:50 -08:00
bjorn adcbe6d707 oculus_mobile: Expose button changed states; 2020-02-07 23:01:01 -08:00
bjorn 8d22935c60 oculus_mobile: lovr.headset.getDisplayFrequency; 2020-02-07 22:21:32 -08:00
bjorn 02a73f333e oculus_mobile: respect t.headset.msaa; 2020-02-07 22:09:47 -08:00
bjorn c502f5b62a Add highp shader flag that sets default fragment precision to highp;
Also, precision qualifier is required to work on desktop GL, so
we don't need ifdefs for it!
2020-02-07 19:44:51 -08:00
bjorn cae8bba522 Remove lovrMain macro;
We want lovrMain to be the entrypoint but we can't figure out how
to do this in a way that wouldn't break things, on all platforms.
2020-02-07 19:25:55 -08:00
bjorn 723f5684cf Fix mat4_fov and desktop driver projection;
OpenVR may need updating now, but at least we know what the correct
approach is now.
2020-02-06 17:32:44 -08:00
bjorn 4a545e4d04 EGL context creation fixes; 2020-02-04 16:48:03 -08:00
bjorn 67ba5f3a82 Add more graphics stats; 2020-01-31 03:43:52 -08:00
Cassie Jones 9845fee2b6 Use different compute #version with OpenGL ES
GLES doesn't like #version 430 for compute, it wants #version 310 es.
We can conditionally compile that.
2020-01-31 06:24:08 -05:00
bjorn be4db58fa3 "Fix" compute blocks on GLES;
There can only be one compute block.
2020-01-30 19:14:25 -08:00
bjorn c9c5d43829 Shader:hasBlock; Shader:sendBlock errors on missing block; 2020-01-30 18:26:05 -08:00
bjorn a1a53b4bed sampler2DMultiview; textureMultiview; 2020-01-30 17:48:15 -08:00
bjorn 78f272247b newCanvas creates array textures when multiview; 2020-01-30 17:48:01 -08:00
bjorn d971749b85 oculus_mobile: Fix vrapi_getView* signatures; 2020-01-30 17:09:06 -08:00
bjorn f8d3172868 opengl: Prefer state.features.compute to ARB_compute_shader; 2020-01-29 18:22:16 -08:00
bjorn f89998b21f Add eye/left and eye/right devices;
Currently nobody returns data for them, though headset drivers could
start to provide poses estimated from the head pose and IPD info.

This also makes it easier to integrate eye tracking later.
2020-01-29 17:53:03 -08:00
Bjorn 12d2e32903
Merge pull request #206 from bjornbytes/headset-views
Headset views;
2020-01-29 17:24:34 -08:00
bjorn 9ea76fac7b rm placeholder getFov code; 2020-01-29 17:09:23 -08:00
bjorn c73fadf5a3 Mark compute shaders as available on ES3.2; 2020-01-29 14:08:09 -08:00
bjorn 3c2154c824 Add unused EGL context creation; 2020-01-28 21:42:44 -08:00
bjorn c9a06a37cb Refactor main; Add unused android entrypoint; 2020-01-28 21:38:44 -08:00
bjorn 0aa724116e Headset views;
- lovr.headset.getViewCount
- lovr.headset.getViewPose
- lovr.headset.getViewAngles
2020-01-27 22:11:58 -08:00
bjorn b19a391c32 desktop: emit focus events; 2020-01-27 21:10:27 -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 4379d25e1c Organization; 2020-01-27 14:02:54 -08:00
Cassie Jones 3e09120173 Compile shaders using source lengths
The previous implementation relied on glShaderSource inferring source
lengths when the lengths weren't specified. This relies on the sources
being properly null-terminated, however, which isn't the case due to
file loading changes which now use pointer + length. This could cause
intermittent crashes.

Changing this on the shader side meant adding some extra arguments for
passing around shader source lengths. For most of the other cases, where
we're using string literals as the sources, we can just specify -1 as
the length, since OpenGL will calculate the string length for you any
time the length is negative.
2020-01-27 16:13:21 -05:00
bjorn 7ca23bc58a lovr.headset.getDisplayFrequency; 2020-01-24 23:06:30 -08:00
bjorn 4f7bb9e53e lovr.headset.wasPressed; lovr.headset.wasReleased; 2020-01-24 22:48:36 -08:00
bjorn c7f5406ce2 Make clipping planes consistent across most headset drivers;
The default far clipping plane was changed from 30 to 100 for openvr
and oculus.  oculus_mobile clipping planes can't be changed easily.
2020-01-23 11:25:38 -08:00
bjorn 8c429e89ac Fix -Wshadow; 2020-01-23 11:18:04 -08:00
bjorn 08577ee91b Fix cast-qual warning; 2020-01-23 11:01:27 -08:00
bjorn 4c1917f6ce Fix some prototypes; 2020-01-23 10:55:46 -08:00
bjorn 0f338c3ebd Fix getDirectoryItems on windows; 2020-01-22 16:09:35 -08:00
bjorn ddcdce25dc Minor style stuff; 2020-01-22 15:41:48 -08:00
bjorn 96d3288dae Update header; 2020-01-22 15:38:57 -08:00
bjorn a5424a1932 Microphone:getData supports sampleCount/destination; 2020-01-22 15:36:41 -08:00
Bjorn 3c65d238bc
Merge pull request #193 from alloverse/allo/mic
Sound adjustments: SoundData has-a blob, and mic sample size getter
2020-01-22 14:10:26 -08:00
bjorn f207c4d9a4 zip: Only call munmap if zip file was actually mapped; 2020-01-20 15:59:53 -08:00
mcc ea06f8d7dc Filesystem fixes: Use normalize() in lovrFilesystemMount and dir_resolve; ensure enough room for zero terminator in zip_lookup 2020-01-20 17:12:37 -05:00
Nevyn Bengtsson e10799b8c8 microphone: less throwy, more MAX()y 2020-01-20 08:52:58 +01:00
Nevyn Bengtsson a5c59e2d12 Fixes from review 2020-01-20 08:49:11 +01:00
Nevyn Bengtsson 0bdb7c7c80 More has-a-ification of texturedata
I forgot to stage this yesterday??
2020-01-20 08:48:59 +01:00
Nevyn Bengtsson 95edb43654 TextureData: holds Blob instead of being Blob, just like SoundData
also replaces TextureData:getPointer with TextureData;getBlob
2020-01-19 22:59:44 +01:00
Nevyn Bengtsson 91cc385340 Remove redundant SoundData:getPointer() 2020-01-19 22:43:13 +01:00
Nevyn Bengtsson 9127dd823c Fix bugs in sounddata-has-blob 2020-01-19 21:22:23 +01:00
Nevyn Bengtsson 7107ecd235 SoundData:getBlob() 2020-01-19 17:50:04 +01:00
Nevyn Bengtsson 790629bc3e SoundData: has-a blob instead of is-a blob 2020-01-19 17:50:04 +01:00
Nevyn Bengtsson 8515cd98fe Add destination buffer size to microphone:getData()
So that we can use OpenAL's internal ring buffer and only dequeue
exactly the amount we need at the moment.
2020-01-19 17:03:35 +01:00
Bjorn c5edc6dedb
Merge pull request #190 from bjornbytes/android-canvas
Android Canvas
2020-01-17 12:19:49 -08:00
bjorn b1eeda96cb Small safety fix; 2020-01-16 09:32:12 -08:00
bjorn 0ecd8f6b49 Fix lovr.filesystem.getExecutablePath on macOS; 2020-01-16 09:21:21 -08:00
Bjorn 3a5c3ca97c
Merge pull request #189 from bjornbytes/channel-mutex
Channel ownership stuff
2020-01-15 17:54:00 -08:00
bjorn 2a52796c6f Commenting; 2020-01-15 17:56:09 -08:00
bjorn c0d1e28deb Fix ifdef for glTexStorage;
It's always present on GLES.
2020-01-14 19:39:10 -08:00
bjorn da88766e5a oculus_mobile: Discard depth/stencil buffers after rendering;
This was present in lovr-oculus-mobile.
2020-01-14 18:46:00 -08:00
bjorn 541400e0fe oculus_mobile: Create framebuffers from bridged swapchain textures;
This is a change that shifts the responsibility regarding the creation
of OpenGL framebuffers from vrapi-provided swapchain texture handles.
Previously, the LovrApp component of lovr-oculus-mobile was creating
framebuffers and passing native framebuffer IDs to lovr.  With this
change, lovr-oculus-mobile passes vrapi's swapchain textures to lovr
unmodified.  This allows lovr to create canvases using its conventional
method and also means that the properties of the canvases are no longer
hardcoded, so things like resolution and multisampling can be
customized.

There were also some issues with multiview canvases in LÖVR due to some
misconceptions about how multisampled multiview rendering works.  These
issues have also been fixed in this commit.
2020-01-14 18:26:01 -08:00
bjorn afa5523773 Curve:render always returns 2 points if it's a line; 2020-01-14 01:08:57 -08:00
bjorn f728496608 Make math module work better in threads;
conf doesn't work in threads.  While this seems problematic, it can
kinda be considered the right thing.  Right now the math module can't
be required at all in threads which seems bad, so we'll make it work
and just ignore the "globals" flag for now.
2020-01-14 00:39:38 -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 3b8d485fe9 Mesh:setVertices(Blob); 2020-01-14 00:22:35 -08:00
bjorn bd6d45cd30 Add comment; 2020-01-13 23:51:59 -08:00
bjorn 056c1e7fe4 Simplify Channel cleanup; 2020-01-13 23:49:52 -08:00
bjorn 46c685bd27 Make channel creation threadsafe; 2020-01-13 23:49:52 -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 3c68e9e97a Fix some compile warnings/style;
Also I am little unsure about the _unused part.  It seems like we
were passing it ALuint** when the spec says it takes ALuint*.
2020-01-13 20:45:36 -08:00
bjorn bb7bcb9b3d Fix lovr.data.newBlob(blob); 2020-01-13 20:39:43 -08:00
Bjorn 5dd35edcb3
Merge pull request #188 from mcclure/newthread-crash
Fix segfault on lovr.thread.newThread(nil)
2020-01-13 19:50:35 -08:00
Bjorn 180a3adb8f
Merge pull request #180 from alloverse/raw-audiostream
Real-time raw AudioStreams
2020-01-13 19:49:57 -08:00
mcc 2a3b4694f5 Fix crash on lovr.thread.newThread(nil) 2020-01-11 14:56:26 -05:00
Nevyn Bengtsson 972eb108c0 NULL is not valid for buffers in UnqueueBuffers 2020-01-11 16:31:06 +01:00
bjorn dc1c011380 Fix bug with std140 offset logic; 2020-01-09 21:57:25 -08:00
Nevyn Bengtsson 3279c0d3f0 Document buffer unqueueing in source play 2020-01-09 16:37:28 +01:00
bjorn 42c85c39fb rm 1ms sleep from main loop;
It's causing massive problems on windows, and sleeping for zero ms
is good enough to relinquish CPU time to the OS.  VR APIs also do
their own sleeping.
2020-01-08 23:58:11 -08:00
Nevyn Bengtsson ab3e7a52fa AudioStream: fix broken GetDurationInSeconds
d'oh
2020-01-09 00:01:18 +01:00
Nevyn Bengtsson 86ba2feeeb RawAudioStream: Use cursor instead of realloc-remainder
Previous code would wastefully reallocate memory for every time a buffer is too big to fit. New code just uses an index into the next buffer at which to start reading, requiring no extra allocation.
2020-01-08 23:52:08 +01:00
Nevyn Bengtsson 1ca57a073c style fixes after review 2020-01-08 23:44:28 +01:00
Nevyn Bengtsson edbfbf9bdc audiostream: make getDuration consistent between raw and buffer-based
queueLength was in samples, samples was samples/channelCount. Now samples is always samples, and the division by channels occurrs in the new getter
2020-01-08 17:58:25 +01:00
Nevyn Bengtsson af6b3515ef audiostream: use samples instead of queueLength
Instead of having a bogus samples ivar in AudioStream when it's raw, use it to denote the amount of audio data enqueued.

This means `stream:getDuration()` gets the same meaning as `stream:getQueueLength()` (except in seconds instead of samples), so we can remove the latter.
2020-01-08 17:55:04 +01:00
Nevyn Bengtsson 3cb7649996 audiostream: what the heck is memory.h
fixes review comment
2020-01-08 17:49:13 +01:00
mcc dac50c4687 Pragma once in core/hash.h 2020-01-06 13:55:39 -05:00
Nevyn Bengtsson ae5877a299 Rewind raw sources on explicit stop
I missed this one in dbe2edd8
2020-01-05 21:26:41 +01:00
Nevyn Bengtsson 1db932d856 Source: Stop, then unqueue buffers
Doing it the other way around is illegal; you may not unqueue unprocessed buffers, so we need to stop first.
2020-01-05 21:26:14 +01:00
Nevyn Bengtsson b3fb31f5a4 Destructor for raw audio stream 2020-01-05 21:19:08 +01:00
Nevyn Bengtsson dbe2edd89d Source: Do rewind on stop like before, and clear buffers
I changed my mind. Let's use rewind to clear buffers on a raw stream like Bjorn suggested, and put rewind at stop like it was before.
2020-01-05 21:08:30 +01:00
Nevyn Bengtsson a8b4dc673d Accessor for RawAudioStream:getQueueLength
Useful for determining current amount of latency.
2020-01-05 00:05:29 +01:00
Nevyn Bengtsson 5232aa2ff2 RawAudioStream: Add a limit to amount of queued data
This is useful for making sure the audio subsystem doesn't go haywire with too much generated data
2020-01-04 23:49:58 +01:00
Nevyn Bengtsson 2d681260e5 RawAudioStream: Fix byte/sample confusion
dequeue_raw thought that size was in bytes, but it's in samples.
2020-01-04 23:22:58 +01:00
Nevyn Bengtsson a3720b494b RawAudioStream: Fix use-after-free 2020-01-04 02:02:32 +01:00
Nevyn Bengtsson e85a9b74c6 Audio source: unqueue before playing 2020-01-04 01:58:03 +01:00
Nevyn Bengtsson a274eb05d1 RawAudioStream: Fix a buncha crashes
It's still buggy but at least less so
2020-01-03 23:01:21 +01:00
Nevyn Bengtsson 33bee6ce44 Audio: Rewind on play, not stop
Before, streams were rewound when they stopped, so that next time they're played they're played from the start.

Instead, rewind on play instead, so that it's done when it's needed. This gets us a good point to make sure we're not rewinding raw streams too.
2020-01-03 23:00:58 +01:00
Nevyn Bengtsson c6806f50e1 RawAudioStream: getter for isRaw
And disallow looping raw streams
2020-01-03 22:59:37 +01:00
Nevyn Bengtsson 4fb4f6cdd1 RawAudioStream lua API 2020-01-03 17:15:12 +01:00
Nevyn Bengtsson f6abb8d714 Raw audiostream implementation
Naive unoptimized implementation to get a feel
for the API design.
2020-01-02 20:34:55 +01:00
Jason Dogariu 163367a3ba rm pragma pack to fix OpenVR on Linux and Mac 2020-01-01 17:34:45 -05:00
bjorn c9b1f257bf api: try new file naming convention; Tupfile: cleanup;
I assume full responsibility for any catastrophes this causes.
2019-12-31 19:31:44 -08:00
bjorn d228dc95d7 Automatically convert binary resources;
- Teach CMake how to compile binary resources to C headers, like xxd.
- Note: tup is already using xxd to do this.
- gitignore binary resource headers to reduce git noise and avoid problematic
  interactions between git and build systems.
2019-12-29 11:25:30 -08:00
bjorn 12fcaffc3b Slight update to lovrDirSep;
Macro instead of global variable.
2019-12-29 10:30:26 -08:00
bjorn 79fd5ad7d8 Name boot.lua chunk properly;
This makes error messages nicer.
2019-12-28 23:18:03 -08:00
bjorn e538965f77 Add newline to end of stb_image.h; 2019-12-28 23:16:36 -08:00
bjorn a5db2d6c5c mv appveyor config to resources folder; 2019-12-28 20:13:19 -08:00
mcc 21a52368f5 Patch in thread local storage for stb_image vflip
This makes loading images in multiple threads concurrently safe.

Adds a new CMake variable LOVR_USE_THREADLOCAL, by default on
2019-12-20 16:09:18 -05:00
mcc 735d2e1011 Upgrade stb_image from v2.12 to v2.23 2019-12-20 16:24:05 -05:00
bjorn a103637419 Fix ModelData refcounting; 2019-12-20 04:52:55 -08:00
bjorn d1657f401d Fix some memory leaks; 2019-12-20 04:13:38 -08:00
Bjorn ebde129204
Merge pull request #174 from mcclure/android-0.14
Android fixes. Major change is lovrMain() {} is now lovrMain {}
2019-12-17 17:23:50 -08:00
Bjorn 6c6e5bb60d
Merge pull request #173 from mcclure/file
Bring back old File C API (read-only currently)
2019-12-17 17:22:09 -08:00
mcc c563787f7d Android fixes. Major change is lovrMain() {} is now lovrMain {}
The oculus drivers choke on #define lovrMain()
2019-12-17 20:20:09 -05:00
mcc 3ff94d8797 Bring back old File C API (read-only currently)
This code path is not used anywhere in this commit, but aids in developing Lovr addons.
2019-12-17 20:06:42 -05:00
mcc ff1ae2c050 Minor fix to let header files compile in C++ 2019-12-17 20:02:33 -05:00
bjorn fd437423e7 Fix refcount alignment;
Once and for all?  How does alignment even work.
2019-12-15 17:04:26 -08:00
Bjorn 16b93869ee
Merge pull request #143 from bjornbytes/shadow-samplers
Shadow samplers;
2019-12-14 11:34:38 -08:00
bjorn 0d156549f7 Fix remaining references to platform; 2019-12-13 19:59:09 -08:00
bjorn bb279b451c Fix remaining platform references; 2019-12-13 19:58:22 -08:00
bjorn e2d8f8c645 platform -> os;
The function names are staying the same for now.
2019-12-13 19:55:46 -08:00
bjorn 63dc8f6c9b Only use glfw for window creation;
This allows for headless operation.  Currently GLFW throws an error
if you call glfwInit without an X server running, preventing lovr
from starting at all in that situation.

Because GLFW is currently used for time functions, those had to be
moved into the platform layer.  There's lots of duplication here,
ideally the platform layer would just return raw timer values and the
timer module would handle the epoch logic, but it was too difficult to
coordinate that right now.

Also, lovrPlatformInit is guaranteed to set the time epoch to 0 now.
2019-12-13 19:55:46 -08:00
bjorn 5957a1d007 Channel:peek also returns status; 2019-12-13 19:53:31 -08:00
bjorn e2f67c106d Thread:start supports up to 4 arguments;
They are passed to the chunk.
2019-12-13 15:50:10 -08:00
bjorn 33991b41ad tup macOS fixes;
- Need to use dylib suffix.
- Need pagezero stuff (should we only do this when using LuaJIT?)
- rpath is totally different.
- stb_vorbis alloca broke?
2019-12-13 07:27:37 -08:00
bjorn 6f24da9f7f Rework Tupfiles;
- One toplevel Tupfile that makes it more clear what happens.
- Add config flags for -Werror, -fsanitize, and separate debug/optimize flags.
- Automatically integrate with libs built by CMake (build folder, rpath, libs folder).
- Disabling modules actually works, only the stuff that's needed is built.
2019-12-13 06:52:57 -08:00
bjorn 5957d07448 Fix warnings; 2019-12-13 03:41:35 -08:00
bjorn fe422ba60f Use nanosleep instead of usleep;
usleep is deprecated and does not exist on some new Linux systems.
2019-12-13 03:41:02 -08:00
bjorn 1ebe68b934 tup: make CONFIG_ENET=n work; 2019-12-10 15:21:34 -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 2f9400a5f7 Adjust includes; 2019-12-10 13:01:28 -08:00
bjorn b518a4c983 rm misc physfs; 2019-12-10 12:38:06 -08:00
bjorn 403ed8d3b0 Windows; 2019-12-10 12:19:50 -08:00
bjorn 8795ebb31d Windows WIP; 2019-12-10 12:19:50 -08:00
bjorn 488c125c5f Draw the rest of the owl; 2019-12-10 12:19:50 -08:00
bjorn 6a8048765f luax_loadfile uses core/fs; 2019-12-10 12:19:50 -08:00
bjorn d2b0b30faf Texture:encode doesn't use File; 2019-12-10 12:19:50 -08:00
bjorn 8da7df68d8 core/fs; 2019-12-10 12:19:50 -08:00
bjorn f3745a1edc Use uint64_t for seed in luax_checkrandomseed; 2019-12-05 13:46:12 -08:00
bjorn bc948e7ea5 rm trailing whitespace; 2019-12-05 13:40:05 -08:00
bjorn bfd63e3515 Use restrict modifier in curve evaluation;
Allows compiler to emit SIMD, way smaller/faster.
2019-12-05 13:39:04 -08:00
bjorn c07b9e3fec rm unnecessary include; 2019-11-28 16:04:41 -08:00
bjorn 08f90ab1bd Make refcount 64 bits to avoid alignment issues;
There may be a better way to solve this, but I can't think of one
that doesn't also violate strict aliasing.
2019-11-28 16:03:42 -08:00
bjorn 1030c01a35 Stop aligning pool memory;
It isn't necessary anymore since we aren't hiding data in the alignment
bits and it seems to be causing problems in wasm.
2019-11-28 15:59:04 -08:00
bjorn b9f5ece72b Fix arr_splice; 2019-11-28 15:58:38 -08:00
bjorn 3e347f0521 Properly initialize uniform.dirty; 2019-11-28 15:31:27 -08:00
bjorn ad5389b1f4 Improve luax_readquat(nil); 2019-11-28 15:26:52 -08:00
bjorn 898a3f9f35 rm double underscores from glsl;
This naming pattern is reserved.
2019-11-28 15:25:19 -08:00
bjorn b69a5ba1a3 Update conf.version;
opps
2019-11-27 20:48:58 -08:00
bjorn 2a5bae0b18 Improve error messages for unknown types; 2019-11-27 20:45:18 -08:00
bjorn 2ecc1c552f Fix uniform array hashing; 2019-11-26 11:34:39 -08:00
bjorn 31b5792713 ifdef out glfwInitHint on emscripten; 2019-11-22 19:36:30 -08:00
Bjorn 539e25897b
Merge pull request #157 from bjornbytes/shape-sensor
Shape:isSensor; Shape:setSensor;
2019-11-20 18:35:24 -08:00
bjorn 6ad2d8ccef Add lovrMain macro to shaders (no breaking change); 2019-11-18 23:20:08 -08:00
bjorn c031c0c578 Fix comment; 2019-11-18 03:37:42 -08:00
bjorn bd169a4a4d Fix readable buffers;
Unsynchronized/invalidated mapping doesn't work if the read bit is set.
2019-11-14 12:42:52 -08:00
bjorn 9ac34ff190 Add :release to all objects; 2019-11-11 18:42:11 -08:00
bjorn 13136482b9 Fix Channel memory leak;
Channels need to be removed from the global array/map when destroyed.

Note that this exposes an infinite loop in map_remove, which will
be fixed later.

Note also that Channel's are retained if they have any messages in
them, to prevent releasing a channel while it has pending messages.
2019-11-11 18:33:33 -08:00
bjorn 8d12f0b867 Make userdata hashes 64 bit; 2019-11-11 16:39:02 -08:00
bjorn a7e24ab28e Joint:isEnabled; Joint:setEnabled; 2019-11-11 16:39:02 -08:00
bjorn 0bd5fced12 Use new glfw method for avoiding chdir; 2019-11-03 15:31:21 -08:00
bjorn d21911d010 Add core/map hash table; rm lib/map; 2019-10-30 00:07:05 -07:00
bjorn b35ebc15b6 rm LOVR_USE_SSE;
It doesn't really improve performance on an average LÖVR app and
isn't worth the complexity.
2019-10-22 16:46:54 -07:00
bjorn d51d2b4105 Fix stack balance with luax_checkvariant;
Was breaking Channel:push.
2019-10-22 16:42:10 -07:00
bjorn b940f2d53f Add AABB to OBJ models; 2019-10-21 17:46:28 -07:00
Bjorn d7b3e1cf46
Merge pull request #160 from nevyn/fix/objc_msgsend_cast
Cast objc_msgSend before calling it
2019-10-15 13:12:19 -07:00
Bjorn 0bb3271bb5
Merge pull request #159 from nevyn/fake-controller-position
Desktop driver: Move left controller with mouse
2019-10-15 13:05:36 -07:00
Nevyn Bengtsson ab6e4891e1 Cast objc_msgSend before calling it
Calling objc_msgSend with its vararg signature will only work most
of the time, and fail very weirdly when it doesn't. It's weird,
but you're supposed to always cast it to the signature of the
selector you're calling.

I think this is even required when building on Catalina, or for arm64?
2019-10-15 22:00:15 +02:00
Nevyn Bengtsson e35a5435ca update leftHandTransform in desktop_update
to be consistent with how headTransform is calculated.

also, rename ‘transform’ to ‘headTransform’ for consistency.
2019-10-15 21:50:28 +02:00
bjorn 4d2aa81647 Reset active texture in lovrGpuInit; 2019-10-15 11:34:49 -07:00
bjorn e32c3ea2df v0.13.0; 2019-10-14 18:21:07 -07:00
bjorn d93e17e800 Texture:setCompareMode; Shadow samplers; 2019-10-14 17:12:34 -07:00
bjorn 25fa80f1d5 Fix comment; 2019-10-14 16:10:34 -07:00
bjorn c3f91e9ff3 Actually fix/test the issue with .lovr files on macOS apps; 2019-10-14 15:24:02 -07:00
bjorn f6cd8120ad Add macOS bundle resources; 2019-10-14 15:23:46 -07:00
Nevyn Bengtsson cb75b387e5 Desktop driver: Move left controller with mouse 2019-10-14 10:08:12 +02:00
bjorn 77258ec4dd mat4 multiplication works with vec4; 2019-10-13 16:02:21 -07:00
bjorn ac441ec15b lovrGraphicsGetCamera; 2019-10-12 12:45:11 -07:00
bjorn f0342341af Fix quat:mul accidentally working on vec2/vec4; 2019-10-12 12:43:49 -07:00
bjorn b6093eda2a Shape:isSensor; Shape:setSensor; 2019-10-10 15:36:28 -07:00
bjorn 8c0ae3fbb3 More WebVR (controller) fixes; 2019-10-09 14:54:07 -07:00
bjorn ac53f5a56f Fix Collider:addShape and Collider:removeShape; 2019-10-08 15:45:53 -07:00
bjorn 6ef27ec7cc Merge branch 'master' of github.com:bjornbytes/lovr 2019-10-08 15:29:04 -07:00
programmer2 ba0aa13835 Fix World:Collide to use new luax_checkshape
This appears to have been missed in commit 22fe333
2019-10-08 21:30:03 +02:00
bjorn 5f404e2b1f WebVR fixes;
- Re-add the maf.c file that exports all the maf symbols.
- Fix lovrGpuTock for WebGL.
2019-10-07 19:50:17 -07:00
bjorn 0c642a6790 Improve mat4:unpack;
- Orientation is correct when the matrix is scaled
- Orientation calculation is more efficient
2019-10-04 19:26:09 -07:00
bjorn eb83962fc6 OpenXR fixes; 2019-10-02 16:29:09 -07:00
bjorn 17dda66b69 boot.lua works without headset module; 2019-10-02 16:20:50 -07:00
bjorn cc858e062c Don't mind me; 2019-09-26 21:58:26 -07:00
Bjorn c210d4e11d
Merge pull request #152 from bjornbytes/mac-bundle
Load .lovr files from the macOS app bundle;
2019-09-26 20:21:50 -07:00
bjorn 2e44926767 Cleanup; 2019-09-26 20:19:50 -07:00
bjorn f4c6e9bd12 oculus_mobile: set error callback based on current coroutine;
Currently:

- load/update/run/etc. take place on the boot.lua coroutine.
- draw happens "asynchronously" on the main thread.

When C needs to throw an error, it doesn't know which thread to
throw the error on.  If it throws it on the wrong thread, you get
a crash instead of an error screen.

One way to fix this is to change the error context based on the
thread that's currently running, so that errors in C are thrown
on the correct thread.  This is the approach that's taken here.

A potentially better approach would be to run all the code on the
same thread, but I ran into issues when I tried to do this.

It may also be possible to (ab)use the Lua panic handler to catch
errors on one of the threads and somehow forward them to the other.
2019-09-26 18:46:19 -07:00
Bjorn d23f2f5810
Merge pull request #151 from sophiabaldonado/oculus-mobile-fix-error-screen
Throw lua errors in the error handler
2019-09-26 18:44:05 -07:00
mcc dc92eb5c58 Oculus mobile vibrate() returns false on illicit second call; style changes 2019-09-26 19:32:12 -04:00
mcc 4a41f98562 Vibrate function for Oculus Quest, first pass
Only does "simple" vibrate (hard on/off). Supports duration but not frequency. Requires a corresponding commit in the lovr-oculus-mobile repo.
2019-09-26 18:40:04 -04:00
bjorn 0129a80b27 Load .lovr files from the macOS app bundle; 2019-09-24 21:37:44 -07:00
sophia ef84a16716 Throw lua errors in the error handler; 2019-09-24 12:04:36 -07:00
bjorn 403b217781 Fix Model destructor memory issues;
- Memory leaks.
- Freeing things that weren't allocated.
2019-09-20 13:46:27 -07:00
bjorn 2c29119e44 Fix non-interpolated cubic spline keyframe evaluation; 2019-09-19 23:01:50 -07:00
bjorn 22beccedc3 Model:getAnimationDuration; 2019-09-19 19:21:31 -07:00
bjorn 1902787b1b Modify GPU timer API;
- lovr.graphics.tock returns the latest value of the timer, or 0.
- Timers are not in the stats table anymore.

This is to prepare for an upcoming internal change that affects timers.
2019-09-18 18:21:38 -07:00
bjorn e96c541244 Multithreaded builds on Windows; Formatting; 2019-09-18 16:12:08 -07:00
bjorn f82bcb703b Finalize skeletal input API; 2019-09-18 16:12:08 -07:00
bjorn 6c130ebd86 Fix warning; 2019-09-18 16:12:08 -07:00
bjorn b3f1b1db0c mat4:rotate uses y axis by default; 2019-09-13 23:22:29 -07:00
Bjorn e4d54f8aa6
Merge pull request #148 from mcclure/signed-lovrViewID
Make lovrViewID signed on Oculus Mobile (fix "mask" example)
2019-09-12 00:01:28 -07:00
mcc 785c7c722b Oculus mobile: Promote Lua print() statements to INFO
This means Lua print() statements can be uniquely filtered out vs anything else (because internal Lovr logging uses loglevel DEBUG and lovr errors use loglevel WARN).
2019-09-11 19:43:44 -04:00
mcc 38f4204661 Make lovrViewID signed on Oculus Mobile
The "mask" example was failing on Oculus Mobile on the line of glsl:
if (lovrViewID == 1) {
because lovrViewID was unsigned and 1 was signed. One way to fix this would be to replace 1 with 1u as that is unsigned, but this would be the wrong fix because lovrViewID is in fact signed on all platforms other than Oculus Mobile. lovrViewID was depending on platform defined to either gl_ViewportIndex (signed), a signed uniform, or gl_ViewID_OVR (unsigned). The solution is to place an explicit cast in the multiview definition of lovrViewID so that it is signed on all platforms.
2019-09-11 18:22:06 -04:00
mcc c9cc5362bd model:getAnimationName(idx) and model:getNodeName(idx) 2019-09-04 21:09:54 -04:00
mcc 8b18c735ca model:getMaterialName(idx) 2019-09-04 17:17:56 -04:00
bjorn 5ed132635a Fix error screen when headset module is disabled; 2019-09-03 15:34:41 -07:00
bjorn 3e47f958ad Fix mat4:lookAt; 2019-08-31 05:45:19 -07:00
bjorn 39376a10d5 normalTexture -> normalMap; 2019-08-31 05:31:20 -07:00
bjorn 79b5d2962c Fix problem with vector lightuserdata handles; 2019-08-31 03:08:42 -07:00
bjorn 9ea785d210 Fix normal matrix;
Now that lighting is in world space.
2019-08-31 03:00:54 -07:00
bjorn 17ae64baec Fix sphere winding; 2019-08-31 03:00:40 -07:00
bjorn 00412e2e79 Add a conf.lua flag for making the window resizable; 2019-08-28 00:59:03 -07:00
bjorn 50a1629dbc Model:get[Animation|Material|Node]Count; 2019-08-27 15:02:24 -07:00
bjorn 31fed6a940 Fix stereo flag for custom shaders; 2019-08-27 14:59:17 -07:00
bjorn f97031a8ec Fix Android print with multiple arguments; 2019-08-26 16:19:58 -07:00
bjorn 305596adf8 Fix windows build;
LOVR_EXPORT needs to be on the declaration, unfortunately.
2019-08-26 15:53:10 -07:00
bjorn f64e2064ef Adjust Canvas padding so it's 128 bytes; 2019-08-23 01:43:35 -07:00
bjorn 80eaea21f1 Adjust Buffer padding so it's 48 bytes; 2019-08-23 01:35:46 -07:00
bjorn 8d8f4eef73 Adjust Texture padding so it's 64 bytes; 2019-08-23 01:34:23 -07:00
bjorn a073206c20 Standard shader: Fix some precision issues in GLES; 2019-08-22 21:57:59 -07:00
bjorn e9654cd067 Fix function prototypes; 2019-08-21 23:19:42 -07:00
bjorn 28344928c9 Simplify arr; 2019-08-21 23:16:58 -07:00
bjorn 9b0e43b249 Fix t.window = nil; 2019-08-21 22:26:31 -07:00
bjorn 13655d0df4 Simplify logging; 2019-08-21 19:02:02 -07:00
bjorn cd09e1e695 rm sds; 2019-08-21 16:30:20 -07:00
bjorn 8d4760167f luax is now api; 2019-08-21 15:27:26 -07:00
bjorn 7c8a44cc57 Cleanup function pointer typedefs; 2019-08-21 14:44:54 -07:00
bjorn fb279057b8 maf no longer needs to export symbols; 2019-08-21 03:29:37 -07:00
bjorn b51dece762 Fix bug with permanent vectors; 2019-08-20 00:54:42 -07:00
bjorn f91eed3834 Rebuild boot.lua.h; 2019-08-20 00:54:36 -07:00
bjorn 3050d70f3d Slightly better OpenVR head pose; 2019-08-19 14:55:28 -07:00
bjorn e6c9fd1a6e rm error screen buttons; 2019-08-19 14:52:56 -07:00
bjorn 26e7233fde Fix some API issues with lightuserdata; 2019-08-19 14:35:06 -07:00
bjorn b1b97ddb02 quat:direction returns vec3; 2019-08-19 14:19:10 -07:00
bjorn 97e90a8699 Fix checkvariant error message; 2019-08-19 14:16:42 -07:00
bjorn 2f7743583f Rebuild actions.json.h; 2019-08-19 14:16:37 -07:00
bjorn 584261e21f rm ffi vectors; 2019-08-19 14:13:36 -07:00
bjorn e6bedba0bc Fix OpenVR head pose; 2019-08-17 22:50:35 -07:00
bjorn c703092f87 Add missing timers GraphicsFeature; 2019-08-13 22:11:59 -07:00
bjorn a4781c7013 Fix cylinder winding; 2019-08-12 20:03:32 -07:00
bjorn d3bf51daef Add alphaCutoff shader flag; 2019-08-12 17:38:03 -07:00
bjorn c3af8c14c1 Add uniformScale shader flag;
Used to switch to a faster version of lovrNormalMatrix, can be used
with all shader types.
2019-08-12 17:33:32 -07:00
bjorn 8821ecd340 Standard shader: Tonemap by default; 2019-08-12 02:36:23 -07:00
bjorn 4eb768b13b Fix GLSL type cast; 2019-08-11 18:47:12 -07:00
bjorn 265931e474 Standard shader: Multiply with graphics color;
I guess.
2019-08-11 18:34:16 -07:00
bjorn 51b4064801 Standard shader: Refactoring; 2019-08-11 18:15:43 -07:00
bjorn 3d8313a7f1 Add analytical approximation for specular BRDF lookup; 2019-08-11 17:22:09 -07:00
bjorn 4719e5edbe Well that was broken; 2019-08-10 18:12:16 -07:00
bjorn 93f076acc9 Fix default uniform values;
Not supported in GLES.
2019-08-09 17:36:14 -07:00
bjorn b8cb53e021 Standard shader: Refactoring; 2019-08-09 17:31:30 -07:00
bjorn 948363e7df OpenGL: Enable seamless cubemap filtering;
It is always used in WebGL 2 and OpenGL ES 3.
2019-08-09 17:22:00 -07:00
bjorn 4d3bfea67c Model:getMaterial(name|index); rm Model:setMaterial; 2019-08-09 16:10:46 -07:00
bjorn bd773d2d6c Add materialMap to ModelData; 2019-08-09 15:14:22 -07:00
bjorn 83b2f8d745 Add uniform for controlling light color and intensity; 2019-08-09 00:27:17 -07:00
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 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
bjorn 2eb4b779ab Model cleanup; 2019-07-11 20:13:47 -07:00
bjorn 4b4020d3a7 Model:pose; Model:getNodePose; 2019-07-11 20:09:46 -07:00
bjorn 8e2775ef6d Math: cleanup; 2019-07-11 11:35:50 -07:00
bjorn 6b87576e6d Channel: cleanup; 2019-07-11 11:29:18 -07:00
bjorn 8c76e6f19b RandomGenerator: cleanup; 2019-07-11 11:24:34 -07:00
bjorn 1f8a7e073f Curve: cleanup; 2019-07-11 11:22:03 -07:00
bjorn f81a65430b Add support for cubic spline keyframe interpolation; 2019-07-11 11:05:53 -07:00
bjorn 3c07ad6b0b Replace Animator with Model:animate; 2019-07-10 22:08:19 -07:00
bjorn 4372eb293e rm comma operator;
everyone is making fun of me haha
2019-07-10 18:46:51 -07:00
mcc f5633f4248 Fix lovr.filesystem.append()
Previously, this program function lovr.update(dt) lovr.filesystem.append("/test123", lovr.timer.getTime()) end would fail in lovr because lovrFileWrite required the file to be in write mode (not append)
2019-07-10 16:29:09 -07:00
mcc a6936b5649 Fix -DLOVR_ENABLE_THREAD=OFF compile
l_event.c was processing a thread-related event and in the process using a thread struct, even when LOVR_ENABLE_THREAD is undefined and threads do not exist. I caused the thread event type to simply not exist when the thread module is not being built.

Since the event is now only sometimes present, I put it at the end of the enum as slight protection against binary mismatches with dynamically loaded modules.
2019-07-10 16:23:20 -07:00
mcc 070892ee12 Fix crash with lovr.event.quit("restart") on Oculus Mobile
Because of how and when draws occur in our Oculus Mobile path, during a restart it would attempt to draw a frame after lovrGraphicsDestroy() is called, leading to a crash in lovrGraphicsSetCamera(). This blocks draws until the restart is finished and renderTo() has been called (conveniently detectable using the existing state.renderCallback).
2019-07-10 16:10:02 -07:00
mcc 8bfc8683db Patch maf.h so it can be included in C++
A C-only feature is used in one spot currently, which would be fine if maf.h were maf.c, but it's designed to be #included...
2019-07-10 14:58:55 -07:00
mcc 38886f0dc4 Patch sds.h so that it can be #included from C++
Empty arrays aren't allowed in C++, so a single dummy element has to be added. sds works by scary cast magic so this dummy element is never actually allocated. A #define is used in this patch so in C this compiles exactly the same as before.
2019-07-10 14:58:55 -07:00
mcc 99f8122f23 ref.h compiles in C++
Check for GCC version >=4.7 [covers GCC or, theoretically, Intel C Compiler] or __has_builtin(__atomic_add_fetch) [covers Clang]. If either of these are found, prefer the GCC atomic builtins instead of the C11 builtins.

Also: Gates Microsoft atomics on _MSC_VER, not _WIN32. This may help improve compatibility with mingw but has not been tested.
2019-07-10 14:58:25 -07:00
bjorn f208a5e067 Fix array initialization;
Because the new arr.h contains an array on the stack, we can't
initialize it and then copy it, or the pointer to the stack array
will be pointing to the wrong thing, causing incorrect behavior.
2019-07-09 09:06:11 -07:00
bjorn af29e29e4d Fix lovr.graphics.setProjection;
Needed to be using new frameData stuff.
2019-07-08 14:35:54 -07:00
bjorn f2feda9420 oculus: Remove offset;
Since we are calling SetTrackingOriginType with floor level, we don't
need to apply the seated-level t.headset.offset adjustment.
2019-07-05 01:05:02 -07:00
bjorn 348798b86c Make shader in nogame screen more correct; 2019-07-02 20:12:24 -07:00
mcc dc98846169 Fix error screen on Android
As discussed in slack, lovr.errhand appears to predate lovr.graphics.hasWindow() and does not use it. This resulted in a crash on Oculus Go
2019-07-02 18:45:08 -07:00
mcc 53270fbd76 mat4_transform_project in maf.h
mat4_transform ignores the final row of the matrix, which normally contains scale data. This is fine for modelview matrices, which is all lovr currently uses mat4_transform for. However it fails if you ever use mat4_transform on a projection matrix.

mat4_transform_project takes the final row into account, so you can use it with projection matrices. This was useful in my fork and might be useful to have around in lovr someday later.
2019-07-02 13:37:33 -07:00
mcc 1b085a00ea As discussed in slack, Oculus should be letting lovrCanvasCreate decide whether to double 2019-07-02 13:28:36 -07:00
bjorn 57f97056da Use I4ui instead of I1ui for lovrDrawID constant value;
glVertexAttribI1ui isn't supported on GLES for some reason.
2019-07-02 12:51:36 -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 afe4d8c0e3 Fix GL error with buffer unmapping;
This doesn't seem to fix any of the macOS rendering bugs though...
2019-06-29 20:08:31 -07:00
bjorn d3f08fd1f0 rm logo.png; 2019-06-29 18:28:20 -07:00
bjorn b2df3e9816 Update nogame screen;
- Slightly dim background color (may change).
- Use a shader for the logo (it's centered now, not quite 100% like the image).
- Adjust text optical weight (I hate it).
2019-06-29 18:27:55 -07:00
bjorn e82ba030a6 lovr.headset.getDisplayTime;
Returns the predicted display time, which is the estimated time at which
the photons of the next frame will hit the eyeballs of a person in the HMD.

This should be used instead of lovr.timer.getTime when used for rendering
something that is time-dependent.  Updating simulations, logic, or access
to high frequency times should still use lovr.timer.getTime.
2019-06-29 17:36:36 -07:00
bjorn 8faff22f38 Regenerate math.lua.h; 2019-06-28 22:07:31 -07:00
mcc c604149428 Y-flip mirror texture on Oculus
Oculus gives us the mirror texture "upside down" compared to every other driver, so flip it rightside up before drawing in boot.lua.
2019-06-28 22:46:23 -04:00
bjorn d87fc56b63 lovr.headset.getDisplayMask; 2019-06-28 00:13:45 -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
bjorn fa6c4a6b39 Organization; 2019-06-27 21:04:15 -07:00
bjorn 370124c88d Batching cleanup;
- Rename drawMode to topology in some places.
- Batch uses DrawCommand internally to simplify stuff.
- Do less work while flushing.
- Store global head/tail cursors instead of unused per-batch cursors.
2019-06-27 20:58:42 -07:00
bjorn 779949964f More small batching changes;
- Reduce number of batches to 4.  Yeah it's arbitrary, will monitor.
- Just use memcmp for BatchParams.  Since we're using designated initializers,
  we aren't running into issues with memcmp+struct padding bits, and in the
  event it does lead to false positives on some platforms, at worst we'll just
  experience a harmless reduction in batching efficiency.
2019-06-27 19:05:54 -07:00
bjorn 6da17b0a91 Optimize gamma correction;
Currently, we gamma correct colors on every clear and every draw.
It's taking a lot of time.  Instead, we'll gamma correct colors
when they're changed using lovr.graphics.setColor/setBackgroundColor.
2019-06-27 15:41:57 -07:00
bjorn 7e067da8e7 Add defaultCanvas;
Having a normal Canvas object that represents the backbuffer reduces
some indirection where we have to last-minute check if a Canvas is
set.  It also means that all of the draw-related info that was _sometimes_
on the Canvas is now _always_ on the Canvas, which reduces the amount
of redundant information we need to provide for a draw call.

There may be some issues related to changing the width/height/stereo
of the default Canvas.
2019-06-27 15:36:51 -07:00
bjorn 26e474bcfc Simplify Mesh handling;
Removes some indirection from flush (I guess moves it into batch,
not sure what's better).
2019-06-27 14:14:31 -07:00
bjorn 551dea8c86 Adjust includes; 2019-06-27 13:44:09 -07:00
bjorn b8e63adcbf graphics: Cleanup;
Make batching structs and defines private.
2019-06-27 13:38:38 -07:00
bjorn fe21de403b lovrGraphicsDrawMesh; 2019-06-27 13:35:43 -07:00
bjorn b3080ae5d9 rm macos instancing hack;
I haven't been able to see adverse affects from it anymore.  Can
always put it back if it resurfaces.
2019-06-27 13:27:43 -07:00
bjorn 39b0d2d754 graphics: Minor refactoring; 2019-06-27 13:26:39 -07:00
bjorn 297208c205 Minor cleanup to stream buffer code; 2019-06-27 13:01:04 -07:00
bjorn 052990aa47 Make some graphics structs private; 2019-06-27 01:48:35 -07:00
bjorn 2baa8d03ee Make singlepass detection more readable; 2019-06-26 21:47:22 -07:00
bjorn adf5e69ea1 oculus: Remove unused variable; 2019-06-26 14:51:32 -07:00
mcc fc90a03584 Fix MSVC-specific warnings 2019-06-25 19:16:48 -07:00
mcc 430fbc27d5 ovrHand -> ovrHandType in oculus.c. We don't understand how this worked before but it fixes the oculus-windows build. 2019-06-25 19:16:48 -07:00
bjorn 6b2de4a0a1 Temporary implementation for persistent buffer discard;
Should fix potential crashes with persistent buffers.
2019-06-25 19:16:08 -07:00
bjorn 010bbff519 openvr: Fix stereo Canvas dimensions mismatch;
(The width is automatically doubled when stereo now)
2019-06-25 19:15:38 -07:00
bjorn 312a7617c3 Fix typo in shader; 2019-06-25 19:15:11 -07:00
bjorn 09b6f74acf Native textures: initialize mipmapCount; 2019-06-25 18:59:31 -07:00
bjorn 749774e2fc Native texture depth must be explicitly specified;
To fix validation errors when attaching them to Canvases.
2019-06-25 18:57:18 -07:00
bjorn 7e65116add Fix oculus backend; 2019-06-25 18:16:54 -07:00
bjorn a3d5371d01 rm lib/vec/vec from oculus.c; 2019-06-25 18:07:56 -07:00
bjorn 928ccee5f1 Multiview; 2019-06-25 01:21:59 -07:00
bjorn a691192af9 lovrBufferDiscard; 2019-06-25 01:21:59 -07:00
bjorn 5cd93b66c6 rm fence syncs;
They are too buggy and are not as efficient as orphaning.
2019-06-24 19:17:55 -07:00
bjorn b17d01e4aa Don't return NULL from mat4_invert; 2019-06-22 17:25:48 -07:00
bjorn 8d2f005bf3 Add stdlib.h to oculus_mobile; 2019-06-21 11:28:40 -07:00
bjorn 9f3638b018 TextureData:paste; 2019-06-20 23:36:18 -07:00
bjorn 7ebee200ea rm strdup;
It isn't part of C, causing compiler errors on some platforms.
2019-06-20 22:21:31 -07:00
bjorn 879c789a08 Polyfill M_PI;
It technically isn't part of C, which is causing problems on some systems.
2019-06-20 21:43:40 -07:00
bjorn 807c519397 Fix typo; 2019-06-20 21:36:07 -07:00
bjorn b6d65922af Standard shader: spherical harmonics irradiance; 2019-06-20 21:17:32 -07:00
bjorn 286cb711e4 Standard shader: emissive; 2019-06-20 18:22:49 -07:00
bjorn a9241e781b Standard shader: emissive; 2019-06-20 18:20:07 -07:00
bjorn 179071023f Standard shader: diffuse, specular, normal mapping;
No shader flags yet.  Still need occlusion, emissive, configurable
lighting, IBL.
2019-06-20 17:46:22 -07:00
bjorn b54f68a3d5 glTF: Support Textures with missing images and samplers; 2019-06-20 17:44:30 -07:00
bjorn 5881bdd5b1 Fix gpu timer array; 2019-06-20 14:44:28 -07:00
bjorn 4611b1c9a3 Add no-op standard shader; 2019-06-20 14:21:35 -07:00
bjorn 612f699aa4 Rename default shader to unlit; 2019-06-20 14:09:55 -07:00
bjorn c10851d726 Fix tostring; 2019-06-20 13:47:43 -07:00
bjorn d856f6d592 opengl: Create default texture at startup;
More predictable performance, fixes an obscure bug.
2019-06-20 11:35:46 -07:00
bjorn 6b2d06e766 Add lovrPlatformOpenConsole; 2019-06-16 18:55:43 -07:00
bjorn eb1e257209 Add new array implementation; Upgrade filesystem;
Filesystem:

- Uses streaming file IO.
- Uses less memory when requiring files.
- Simplifies its require path implementation.
2019-06-16 13:30:30 -07:00
bjorn f8f6d98df4 Use better default for identity quat; 2019-06-14 15:04:17 -07:00
bjorn 9e42fe295a math.lua: Fix vec3:sub; 2019-06-14 13:30:07 -07:00
bjorn 9c322495fa Fix bug when reading mat4s; 2019-06-14 13:22:13 -07:00
bjorn 2f3c23ed7e Ensure getHands uses 4-element vec3; 2019-06-14 13:04:10 -07:00
bjorn 79083c7df1 Fix warnings on newer versions of gcc; 2019-06-11 19:57:20 -07:00
bjorn 909ee1ad79 Use highp in vertex shaders on GLES; 2019-06-10 08:12:36 -07:00
bjorn de6d3dab5b Add tup build system;
It's still a rough draft and likely only works on my machine, but can be
improved over time.

Rough explanation:

- tup.config contains high-level build configuration defaults.
- Tuprules.tup contains mostly compiler flags (generated from the
  tup.config) and declares some macros used to compile code.
- Tupfile takes all generated object files and links them into the
  lovr executable.
- src/Tupdefault defines the default build steps for src and all
  subdirectories, which is to compile all .c files to .o files and put
  them in the <objects> bucket for linking by the toplevel Tupfile.

It's possible to have multiple configs active at once for different
platforms, projects, etc.  To do this, create a folder for each build
variant you want, and place a tup.config in each folder (it can be a
symlink, which is helpful).  Then, invoking `tup` will build all your
variants, or you can build a specific one by doing `tup <foldername>`.
2019-06-10 04:06:22 -07:00
bjorn 31a1dc6cee Details; 2019-06-10 03:39:53 -07:00
bjorn e9853ed3c7 t.math.ffi conf flag; 2019-06-10 00:11:20 -07:00
bjorn 98f4365474 Add astc and dxt GraphicsFeatures; 2019-06-09 23:59:57 -07:00
bjorn b0a7d5c122 ASTC textures;
I like typing numbers.
2019-06-09 09:11:29 -07:00
bjorn 0b5c609264 Add OpenVR touch bindings;
Untested.
2019-06-06 01:10:50 -07:00
bjorn 5551f76557 Reset render data when restarting in oculus_mobile;
Fixes a crash where rendering would occur with the old Lua state
after a restart.
2019-06-05 20:23:21 -07:00
bjorn c0f4e2848b Update android build; 2019-06-05 20:22:51 -07:00
bjorn 0c75f40793 rm the other restrict;
I guess it just isn't portable.
2019-06-04 04:43:02 -07:00
bjorn feae7bdf3a rm extra restrict qualifier;
Maybe this is confusing MSVC.  Doesn't appear to impact codegen.
2019-06-04 04:20:23 -07:00
bjorn d1f754d5f9 Fix Model memory leaks; 2019-06-03 08:13:42 -07:00
bjorn 06c6b172de vec3 has 4 elements; 2019-06-03 07:20:03 -07:00
bjorn 31e086edaf Inline all the maf functions; 2019-06-03 07:19:25 -07:00
bjorn 4eb03006d7 Fix SoundData loading; 2019-06-03 00:29:41 -07:00
Bjorn Swenson 68c1b6a201
Merge pull request #122 from bjornbytes/hand-updates
Hand updates
2019-06-03 00:14:45 -07:00
bjorn dc34ed4570 Start to trend towards 4-element arrays for vec3;
It will be important for enabling more SIMD.
2019-06-02 20:35:52 -07:00
bjorn c7a2e513d3 Inline hash function; 2019-06-02 04:15:46 -07:00
bjorn 575552a147 Restart hotkey works on default error screen; 2019-06-02 03:29:34 -07:00
bjorn 374492c586 Add experimental hotkeys flag;
- Add t.hotkeys flag to conf.lua, which defaults to true.
- If t.hotkeys is truthy, the following hotkeys will be enabled:
  - Escape: Quit the experience
  - F5: Restart the experience
2019-06-02 03:00:12 -07:00
bjorn cf7a738a9f Fix openvr.c; 2019-06-02 02:27:19 -07:00
bjorn 83c2d3ceef Optimize timer module slightly; 2019-06-02 02:02:15 -07:00
bjorn 22fe333150 Update refcounting (again);
- Ref struct only stores refcount now and is more general.
- Proxy stores a hash of its type name instead of an enum.
- Variants store additional information instead of using a vtable.
- Remove the concept of superclasses from the API.
- Clean up some miscellaneous includes.
2019-06-02 01:02:26 -07:00
bjorn d2bff7d239 lovr.graphics.tick and tock;
Initial support for GPU timer queries.
2019-06-01 17:29:53 -07:00
bjorn 84bd50379d Add primary button/axis;
It's called "primary".
2019-05-31 12:00:15 -07:00
bjorn 7ac3d6938b rm TRACKER devices for now;
This is not the correct way to expose them.  It doesn't seem like
there is consensus on how to expose them yet.  At the very least
LÖVR should instead use the hardcoded OpenVR tracker paths like
/camera, /keyboard, /foot/left, /foot/right, etc.

See these issues:

- https://github.com/ValveSoftware/openvr/issues/1030
- https://github.com/ValveSoftware/openvr/issues/962
2019-05-31 10:57:29 -07:00
bjorn 9674276ff7 Add lovr.headset.getHands;
The iterator is nice and concise, but a table is more conventional
and allows you to easily retrieve the number of tracked hands.  The
iterator version may be removed in favor of the table version, since
you can always iterate over a table yourself.
2019-05-31 10:52:31 -07:00
bjorn af0678f9e9 rm DEVICE_HAND;
If we expose both unhanded hands and handed hands, people need to
deal with handling (haha) both cases in their apps.  It's simpler
to always deal with left and right hands, even though it is a bit
less general.  Still, this is congruent with the current state of
OpenVR and OpenXR, and I think there are still open questions about
the more uncommon cases where there are more than two hands.
2019-05-31 10:41:40 -07:00
bjorn fe559903e1 Oculus Go controller has handedness; 2019-05-31 10:37:43 -07:00
bjorn d11e9be175 Lua userdata store their destructor in their metatable; 2019-05-28 16:31:13 -07:00
Bjorn Swenson 5ec6f1d1d1
Merge pull request #120 from mcclure/oculus-quest
Oculus quest support
2019-05-28 16:30:17 -07:00
mcc 1449d4c914 Oculus mobile: Support getAcceleration 2019-05-28 18:59:05 -04:00
bjorn 06e3ef702c Add built-in ShaderFlag for skinning vertices;
Now you can pass in the { skinned = true } flag when creating a Shader
to get skinning behavior without needing to write it yourself.  The
default is still false.

Need to profile to make sure the if is getting optimized out.
2019-05-28 03:43:54 -07:00
bjorn c5210deae8 Fix ShaderFlag parsing; 2019-05-28 03:43:12 -07:00
bjorn f3d31cf4ef Add multiview and timer query extensions; 2019-05-28 03:14:08 -07:00
bjorn 1cfc2adf4a Fix typo; 2019-05-28 02:45:08 -07:00
bjorn 6b439327fa Make refcounts atomic; 2019-05-28 02:43:15 -07:00
bjorn 29b2420dea Work around macOS flicker bug;
At this point I don't know if maybe I'm just using UBOs wrong but whatever.
2019-05-27 19:05:47 -07:00
bjorn 4221c547d7 glTF: Add support for base64 buffer data; 2019-05-26 21:13:59 -07:00
bjorn 56f4c812ce Small intermediate fix for models without animators; 2019-05-26 21:12:07 -07:00
bjorn d08c454f46 Fix sign issue in rasterizer;
Fixes missing glyphs.
2019-05-26 12:51:25 -07:00
mcc f4189d13e8 Oculus Mobile fixes: Fix potential crash, fix touches on Go after Quest changes 2019-05-26 11:17:49 -04:00
mcc 991b35a628 Oculus mobile: revamp bridge to support Oculus Quest 2019-05-26 10:29:42 -04:00
bjorn 0b8bc4145e openxr: Begin the session at the correct time; 2019-05-25 20:15:42 -07:00
bjorn b26e29cb7b Fix more LuaJIT math casts; 2019-05-24 20:54:38 -07:00
bjorn 831ebda303 Fix LuaJIT Pool integration; 2019-05-24 20:39:05 -07:00
bjorn d5ad10f408 Permit symbolic links in lovr.filesystem;
If needed, it can be made configurable later.
2019-05-24 19:16:43 -07:00
bjorn 9b6f7c35b4 Fix lovr.headset.isTouched; 2019-05-24 15:14:20 -07:00
bjorn 3bf08f0ca3 Add the ability to create default shaders;
lovr.graphics.newShader('font')
2019-05-22 18:00:02 -07:00
bjorn c464bde609 Add DefaultShaders enum; 2019-05-22 16:36:40 -07:00
bjorn db5076a100 Rename SHADER_DEFAULT to SHADER_UNLIT; 2019-05-22 16:34:57 -07:00
bjorn 3dc4d06285 Fix eye enum; 2019-05-22 14:37:46 -07:00
bjorn 698466d19c Add missing include in animator.h; 2019-05-21 00:32:20 -07:00