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
6b2de4a0a1
Temporary implementation for persistent buffer discard;
...
Should fix potential crashes with persistent buffers.
2019-06-25 19:16:08 -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
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
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
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
d856f6d592
opengl: Create default texture at startup;
...
More predictable performance, fixes an obscure bug.
2019-06-20 11:35:46 -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
909ee1ad79
Use highp in vertex shaders on GLES;
2019-06-10 08:12:36 -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
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
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
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
56f4c812ce
Small intermediate fix for models without animators;
2019-05-26 21:12:07 -07:00
bjorn
3bf08f0ca3
Add the ability to create default shaders;
...
lovr.graphics.newShader('font')
2019-05-22 18:00:02 -07:00
bjorn
db5076a100
Rename SHADER_DEFAULT to SHADER_UNLIT;
2019-05-22 16:34:57 -07:00
bjorn
698466d19c
Add missing include in animator.h;
2019-05-21 00:32:20 -07:00
bjorn
4cc154fdfa
More number conversions;
2019-05-20 20:35:07 -07:00
bjorn
df6b7fc96a
Ref is mostly private now;
...
It's really nice how objects don't need to care about how they're
allocated/managed now.
2019-05-20 15:09:06 -07:00
bjorn
57aad490ae
Start sized int conversions;
2019-05-20 14:34:03 -07:00
bjorn
67b76e08c2
Details;
2019-05-20 04:15:24 -07:00
bjorn
7645f4c014
Add core folder;
2019-05-20 02:47:33 -07:00
bjorn
a17f10e273
Add modules folder;
2019-05-19 00:38:35 -07:00