bjorn
83245afae6
Fix Font:getLines;
2022-07-11 22:43:42 -07:00
bjorn
4e92a4e503
Super ultra cool geometry cache;
...
Pass stores a small 16-bucket cache of vertices/indices it recently
generated. Draws that have relatively predictable geometry can provide
a hash along with their draw. The Pass will reuse vertices based on the
hash, when possible, and return a NULL vertex pointer to let the draw-er
know they don't need to generate any vertices.
This provides a dramatic speedup when drawing the same shape many times
in a row. The overhead is negligible, with benefits kicking in with
just a small handful of repeated draws (3-5 for cubes, less for more
complex shapes).
2022-07-11 20:52:35 -07:00
bjorn
a0cd36a77b
Fix torus winding;
2022-07-10 18:02:49 -07:00
bjorn
0a251495bc
Fix normal matrix;
2022-07-10 18:02:44 -07:00
bjorn
4e8fe82f94
Font:getVertices;
2022-07-10 12:49:47 -07:00
bjorn
f7d7281e70
Add index16/index32 FieldTypes;
...
Similar to u16/u32 but are 1-indexed when written using tables.
2022-07-10 12:18:31 -07:00
bjorn
8e89026678
Shader:getLocalWorkgroupSize;
2022-07-09 23:39:03 -07:00
bjorn
886bfe18c1
Shader "improvements";
2022-07-09 23:09:02 -07:00
bjorn
c7f4e11b0b
Improve shader errors;
2022-07-09 21:39:31 -07:00
bjorn
e8a5f02e7b
Start stats;
2022-07-09 21:19:51 -07:00
bjorn
159352770f
Model:getTriangles;
...
Doesn't 100% work, Buffers are kind of a mess, ugh.
2022-07-09 18:30:36 -07:00
bjorn
40cbb18346
Ugly Pass:capsule;
2022-07-09 16:38:25 -07:00
bjorn
b0c1dd5f12
Put nogame in its own file;
2022-07-06 23:50:43 -07:00
bjorn
f2cfb19d4d
Material textures must be sample-only;
...
Tracking every material's texture would add a lot of overhead, probably
2022-07-06 23:00:39 -07:00
bjorn
3bf5ec5744
Shader improvements;
...
Mostly renaming things and adding helper functions.
2022-07-06 22:54:56 -07:00
bjorn
f9c07f852b
gltf: KHR_texture_basisu; Only load active images;
2022-07-06 20:24:02 -07:00
bjorn
5f19c2e1be
Model:getBoundingBox; Model:getBoundingSphere;
2022-07-06 19:22:02 -07:00
bjorn
516ac2a925
Fix validation issue when first draw uses empty vertex format;
2022-07-06 16:43:42 -07:00
bjorn
a44ab9bcfa
Fix presentation sequence issue;
...
Fixes crash on error inside lovr.draw.
2022-07-05 21:58:54 -07:00
bjorn
dbc34c0fdc
Update internal resource limit caps;
2022-07-04 15:54:43 -07:00
bjorn
dd8d8fe67e
Adjust;
2022-07-04 15:22:54 -07:00
bjorn
b7e5bd1d67
Require 64KB uniform buffers;
...
64KB is near-ubiquitous, and the per-draw UBO needs this much space.
2022-07-04 15:21:43 -07:00
bjorn
b934fac1df
Pass:skybox;
2022-07-04 00:18:38 -07:00
bjorn
8aa14ba42b
Shader:hasAttribute;
2022-07-03 23:04:56 -07:00
bjorn
2c339dd944
Shader:hasStage;
2022-07-03 22:59:49 -07:00
bjorn
917b97ca2d
Adjust;
2022-07-03 21:48:43 -07:00
mcc
28d64b6ced
Fix various compiler warnings in MSVC (non graphics edition)
...
- Put in casts/checks in audio code when assigning size_t to 32 bit
- () is different from (void)
- Turned off warnings for anonymous unions and negating unsigned integers which were technically accurate but unhelpful (and interfered with bit conversion and a weird bit math construct in audio.c) (CMakeLists only)
2022-07-03 21:34:16 -07:00
bjorn
4f15e7e34a
Fix plane winding;
2022-07-03 20:07:00 -07:00
bjorn
de090971f7
rm erroneous union;
2022-07-03 19:59:51 -07:00
bjorn
0d23d10e43
Animate normals; Use material color;
2022-07-03 19:20:30 -07:00
bjorn
d088c5471d
Model;
...
Does not include some of the fancier accessors yet.
2022-07-03 17:26:31 -07:00
bjorn
e8e9e7fd57
Fix leaks;
2022-07-03 12:59:51 -07:00
bjorn
45f74bad3d
Fix Image UB;
2022-07-03 12:59:17 -07:00
bjorn
56a9d81254
Fix push constants;
2022-07-01 18:34:31 -07:00
bjorn
d9d54ce348
Pass:copy(tally, buffer);
2022-06-30 18:51:03 -07:00
bjorn
8b37b25e54
TIME WIZARD;
2022-06-30 18:47:01 -07:00
bjorn
a521f11a44
lovrPassCopyTallyToBuffer;
2022-06-30 18:46:47 -07:00
bjorn
c327eb103f
Tally;
2022-06-30 17:34:29 -07:00
bjorn
9e7bd34ab1
Font:getWidth;
2022-06-30 17:25:47 -07:00
bjorn
4125b1dc7e
mv getWrap getLines; Include bearing/advance in width;
2022-06-30 17:07:47 -07:00
bjorn
8e968cecd0
Fixes;
2022-06-30 00:29:52 -07:00
bjorn
1f8d37a160
Font:getKerning;
2022-06-29 21:49:55 -07:00
bjorn
078b54a7a5
Font:getWrap doesn't return width;
2022-06-29 21:33:39 -07:00
bjorn
7711fe8b65
Font:getWrap; Simplify Font internals;
2022-06-29 20:17:26 -07:00
bjorn
fa2bd2b05c
Shuffle around Rasterizer;
...
Shorter names, ditch linegap
2022-06-28 20:18:45 -07:00
bjorn
90092c55e4
Font: ignore \r; Fix uv adjustment; Ignore linegap;
2022-06-28 16:28:14 -07:00
bjorn
63f45de9de
Fix Pass:setShader(nil);
2022-06-27 23:15:19 -07:00
bjorn
408fcb8b37
Fix typo;
2022-06-27 21:43:23 -07:00
bjorn
1752b220bf
Pass:text supports multicolor strings;
2022-06-27 21:42:51 -07:00
bjorn
e5d4ac10cb
Fix Font atlas expansion;
2022-06-26 21:22:45 -07:00
bjorn
9d84d3907b
Font texture is u8;
...
Originally we made the font texture f16 due to "clamping" of the
distance field, and kept it as floats (but f32 since conversion isn't
automatic with Vulkan) here. However, clamping isn't really an issue.
You can increase the spread of the font to literally get a wider spread
of the SDF for glows, etc. Switching to u8 uses 4x less texture memory,
which is significant.
2022-06-26 20:57:57 -07:00
bjorn
bac57dc0d2
Add stack allocation to temp allocator;
...
It can be used to push the current cursor onto the stack, perform some
tmep allocations, and then pop the stack to "free" them all at once.
This can be nice if you're doing some temporary allocations that aren't
going to be needed when the function returns, since it reduces the
amount of allocator growth a bit.
This allocator is meant to be threadlocal eventually, so there are no
thread-safety concerns.
2022-06-26 20:53:12 -07:00
bjorn
cbe24f482f
Adjust font uvs;
...
- Padding is automatically computed from spread.
- Spread increases detail at small sizes.
- Remove failure cases where padding < spread/2
- UVs are un16x2, making room for color
- Don't center glyphs inside their atlas bounding box
- Cache normalized UVs and update them (for glyphs and vertices) when
the atlas changes size.
- Updating the UVs is UGLY and duplicates a lot of code. It may be
better to normalize the UVs on the fly, or just re-render the entire
string if the atlas is updated.
2022-06-26 20:28:30 -07:00
bjorn
756b184306
Some font cleanup;
2022-06-25 19:54:13 -07:00
bjorn
02daeb1a2b
The font code is pretty I promise;
2022-06-25 15:26:42 -07:00
bjorn
4021d4e893
Pass:monkey;
...
Questionable.
2022-06-24 23:05:09 -07:00
bjorn
75e8df58df
Pass:cylinder;
2022-06-24 23:01:22 -07:00
bjorn
5c43ad0792
Pass:fill;
2022-06-24 19:59:48 -07:00
bjorn
0a3ccb4f8a
stb_image sets srgb flag properly;
2022-06-24 19:38:57 -07:00
bjorn
fbf2a039b7
setMaterial takes Texture in addition to Material;
2022-06-24 19:38:45 -07:00
bjorn
dc9e93103f
Pass:sphere;
2022-06-23 21:23:16 -07:00
bjorn
dc73d2309a
Pass:donut;
2022-06-23 19:52:37 -07:00
bjorn
8c63f47b8a
Fix default shader switching;
2022-06-23 17:07:39 -07:00
bjorn
173c9a258e
Sketch render pass automipmap;
2022-06-22 19:05:36 -07:00
bjorn
c1d8c64c45
Pass:copy can copy tables to buffers;
2022-06-22 00:39:56 -07:00
bjorn
cb4275bff7
Add DrawStyle;
2022-06-22 00:05:26 -07:00
bjorn
499cf9c0dc
More Font APIs;
2022-06-21 15:28:03 -07:00
bjorn
71f6a88a62
Font uses padding;
2022-06-20 19:24:41 -07:00
bjorn
ad0595ff35
lovr.graphics.getDefaultFont;
2022-06-20 18:58:12 -07:00
bjorn
cfc0f52449
Support tab codepoints;
2022-06-20 18:52:10 -07:00
bjorn
362b389131
Pass:text;
...
Code is still messy, but it works okay.
2022-06-20 18:26:15 -07:00
bjorn
7625ef9bd8
Rasterizer:getGlyphImage;
2022-06-20 18:24:12 -07:00
bjorn
3df9aea3fd
Add Font shader;
2022-06-20 18:17:37 -07:00
bjorn
7def390f9c
OpenXR/CMake fixes;
2022-06-20 15:51:24 -07:00
bjorn
af8c061c50
Default buffer can be used for colors;
2022-06-18 23:31:51 -07:00
bjorn
a654cec40f
lovr.graphics.newFont;
2022-06-18 17:43:12 -07:00
bjorn
0d7fed1fa7
Rasterizer:getBoundingBox;
...
For the global bounding box
2022-06-18 17:40:14 -07:00
bjorn
717f95f6bd
Start updating Rasterizer;
2022-06-17 17:43:58 -07:00
bjorn
cb121d3d36
Material fixes; Pass cleanup;
2022-06-17 17:43:26 -07:00
bjorn
c1bb47d737
Merge branch 'master' into dev
2022-06-16 23:50:11 -07:00
bjorn
86b2c934e8
Materials, mostly;
2022-06-16 23:49:09 -07:00
bjorn
fcc2758046
Potentially add support for KHR_texture_transform;
2022-06-15 23:51:23 -07:00
bjorn
fb42bf3fbb
Rearrange some ModelData stuff;
2022-06-15 23:17:11 -07:00
bjorn
7de6bdf242
Shaders; Rework vertex formats;
2022-06-15 20:46:43 -07:00
bjorn
fbe54d5dca
Physics shape dimensions must be positive;
...
Or the world will explode. That would be bad.
2022-06-12 18:18:48 -07:00
bjorn
70e0f5c5cf
Synchronization;
2022-06-11 22:55:43 -07:00
bjorn
d9b5237851
Sync cleanup;
2022-06-11 19:07:46 -07:00
bjorn
3d83d0fcfe
Pass:multimesh;
...
IT'S ALIVE
2022-06-09 23:38:33 -07:00
bjorn
fc616f92c2
Pass:mesh; Pass:setMeshMode;
2022-06-09 23:05:32 -07:00
bjorn
3009e1d45c
Rename transfers to uploads;
2022-06-09 22:44:23 -07:00
bjorn
ab2c52bc05
Fix attachment cache;
2022-06-09 20:05:31 -07:00
bjorn
1cc8cf9f4a
Update glslang to accept array of shader strings;
2022-06-09 17:44:46 -07:00
bjorn
6f16385fa1
Improve graphics error handling;
2022-06-08 23:59:36 -07:00
bjorn
0d4d7bc0e3
Fix vertex shader draw count; Simplify upload sync;
2022-06-08 21:23:30 -07:00
bjorn
ef19a334a9
Pass:setSampler;
...
This is an experimental take on the "default filter" system. Each
render Pass has its own "global sampler", initialized to trilinear. The
global sampler will be used by default to sample textures/materials in
shaders. You can set it to a filter mode or a full Sampler object. You
can always send your own Sampler objects to Shaders if you want
per-texture sampler settings. The global sampler is designed to be set a
small number of times per pass instead of on every draw. Basically,
just do Pass:setSampler('nearest') and draw your minecraft world.
2022-06-07 20:42:10 -07:00
bjorn
2b65b50ed9
Pass:setViewport; Pass:setScissor;
...
It pretends to be like a pipeline state even though it isn't.
Might be nice for nil to mean "the framebuffer size" which is the default.
2022-06-06 12:38:15 -07:00
bjorn
d5325b87b4
Headset support;
2022-06-05 20:38:14 -07:00
bjorn
a8b35074e0
Pass:send supports push constants;
2022-06-05 18:54:26 -07:00
bjorn
8effa7424f
Pass:circle;
2022-06-05 13:12:49 -07:00
bjorn
7b5c816345
More efficient resource tracking;
...
- Temporary buffers are not tracked
- Sample-only textures are not tracked, but their initial upload is synchronized.
- Default texture something something
2022-06-04 14:54:04 -07:00
bjorn
6245aaa9d9
I have made a mistake;
2022-06-04 14:49:58 -07:00
bjorn
3a43d44460
Pass tracks resources for sync purposes;
2022-06-04 14:28:23 -07:00
bjorn
ea80936af7
Pass:compute;
2022-06-04 11:54:05 -07:00
bjorn
d3a1a0ec22
Pass:cube; Pass:box;
2022-06-04 11:28:35 -07:00
bjorn
e07a2691e0
Clean up plane;
2022-06-04 11:19:28 -07:00
bjorn
62f2d9a800
Organization;
2022-06-04 09:57:06 -07:00
bjorn
e652ae67af
Pass:plane;
2022-06-04 01:34:13 -07:00
bjorn
ebc6d9d3a3
Pass:line;
2022-06-04 01:33:50 -07:00
bjorn
a2668a1632
Fix canvas always trying to add depth buffer;
2022-06-04 01:33:11 -07:00
bjorn
ac3801902b
Pipeline stack;
2022-05-31 21:57:55 -07:00
bjorn
ec8b7f9727
Adjust;
2022-05-31 21:45:54 -07:00
bjorn
8431fc72ba
Adjust;
2022-05-31 21:41:43 -07:00
bjorn
513a1876c9
Simplify vertex buffers;
...
The default buffer is always bound to slot 0 once at the beginning of
command buffers, reducing the amount of rebinding.
2022-05-31 21:20:01 -07:00
bjorn
ab04577495
Enforce maximum spirv version;
2022-05-31 20:47:47 -07:00
bjorn
1f39ed8c51
Ensure binding numbers are less than 32;
...
We use u32 masks...
2022-05-31 20:24:43 -07:00
bjorn
99e45c22ad
Add some descriptor set limits;
2022-05-31 20:16:16 -07:00
bjorn
aa929482cd
Fix default air absorption;
2022-05-31 13:55:38 -07:00
bjorn
42a924b0ee
lovrPassDraw; Pass:points;
2022-05-30 15:36:31 -07:00
bjorn
dd043cbf07
Fix bundle allocation;
2022-05-30 15:06:57 -07:00
bjorn
32fb5e63ac
Destroy descriptor pools properly;
2022-05-30 13:12:04 -07:00
bjorn
e59a75fce8
Pass camera functions;
2022-05-30 12:29:52 -07:00
bjorn
205767bc81
VertexFormat;
2022-05-30 12:18:42 -07:00
bjorn
541ebc1b61
Bundle allocator;
2022-05-30 12:17:17 -07:00
bjorn
ff77a30f01
Default shaders;
2022-05-27 20:47:20 -07:00
bjorn
6440bc68f3
Pass:mipmap;
2022-05-26 00:07:10 -07:00
bjorn
af0e388e91
Pass:copy; Pass:blit;
2022-05-25 23:52:24 -07:00
bjorn
885e335f8c
Image dimension accessors take mip level;
2022-05-25 23:51:51 -07:00
bjorn
6771ff64b5
Pass:clear;
2022-05-25 19:45:01 -07:00
bjorn
a5f37f7d7d
better lovrBufferIsTemporary;
2022-05-25 19:23:01 -07:00
bjorn
73f13ef3c7
Initialize buffer data properly;
2022-05-24 22:30:59 -07:00
bjorn
99ecd04e27
Pass:send;
2022-05-23 23:10:11 -07:00
bjorn
5c0b9e51ed
Pass:setShader clears/resets bindings;
2022-05-23 22:32:36 -07:00
bjorn
d9e8b81b72
Default buffer/texture/sampler;
2022-05-23 22:32:12 -07:00
bjorn
6dce0be2da
pipeline lookup;
2022-05-23 21:44:42 -07:00
bjorn
e054218713
gpu_bundle; gpu_bundle_pool; layouts;
2022-05-23 21:40:57 -07:00
bjorn
a0db01959d
Shader:clone;
2022-05-22 15:10:07 -07:00
bjorn
a64fd216ea
newShader;
2022-05-22 15:09:09 -07:00
bjorn
355b2bf85b
Switch to glslang fork;
...
The reason is that the glslang C API doesn't support the extra
overloads that let you provide multiple strings or the lengths for
strings. In our case our shader blobs are not null terminated, so
sending them to glslang would overrun the buffer. I forked glslang
and modified the C API to support a length parameter.
2022-05-22 14:58:07 -07:00
bjorn
4f568ed84d
s/setColorMask/setColorWrite; Pass:setColor;
2022-05-11 17:30:08 -07:00
bjorn
070e4f304d
lovr.graphics.get/setBackground;
2022-05-11 15:38:05 -07:00
bjorn
970a84a514
Surface, swapchain, window texture, vsync;
2022-05-11 15:28:04 -07:00
bjorn
f7b4ec725f
Render passes;
2022-05-11 12:51:13 -07:00
bjorn
bfa0d94f2d
Pass pipeline API;
2022-05-11 12:50:26 -07:00
bjorn
e820e40e08
Move window opening to lovr.system;
2022-05-09 12:43:19 -07:00
bjorn
d9e5ba8b9f
Slightly broken compileShader/newShader;
2022-05-09 11:47:06 -07:00
bjorn
5d078461a2
Rename copy texture usage to transfer;
2022-05-06 17:26:59 -07:00
bjorn
1fde5a36d0
Transform stack;
2022-05-06 17:26:38 -07:00
Samuel Gosselin
255f4e4a34
fixup: keep coding style consistent.
2022-05-06 10:55:29 -07:00
Samuel Gosselin
02c67d090d
fixup: gracefully handle XR_ERROR_DISPLAY_REFRESH_RATE_UNSUPPORTED_FB and return |false| instead.
2022-05-06 10:55:29 -07:00
Samuel Gosselin
425a2ca343
Add support for setting the display refresh-rate.
...
OpenXR provides APIs to enumerate the supported refresh-rates, and
selecting a new refresh-rate. This patch adds two new APIs to the
lovr.headset module:
- lovr.headset.getDisplayFrequencies():
Returns a table containing the supported refresh-rates on
success; nil otherwise.
- lovr.headset.setDisplayFrequency(refreshRate:number):
Returns true on success, false otherwise.
Only the OpenXR backend has support for this feature and it is
gated by the "refreshRate" feature flag, similarly to what the
"getDisplayFrequency()" API does.
2022-05-06 10:55:29 -07:00