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