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.
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.
Physics world's "quick step" is executed in multiple iteration steps.
The getter and setter for this value is now made available as two new
methods in the World object.
This is allows user to balance between the less accurate but quick
simulations, and more stable behavior of physics.
Something similar was already possible, by reducing the delta time and
running the sim multiple times per frame. However, any force user applies
to collider is zeroed after each step. User would thus have to keep track
of applied forces, and re-apply them inside the physics iteration loop.
By default ODE uses 20 iterations in quick step.
This includes the memory allocator and the morgue.
You can't actually write any data to the buffer yet, since we don't have
commands or temp buffers. Temp buffers (scratchpads) are coming soon.
- rm dynamicIndexing and nonUniformIndexing, for now (arrays aren't well
supported)
- rename compressed texture features
- move clip/cull distance to limit instead of feature (limit can be 0)
- Image supports loading files with multiple layers
- Image supports semantic flags like srgb, premultiplied, etc.
- Image:getPixel and :setPixel support more formats
- DDS loader supports BC4-BC7, DXT2/DXT4, uncompressed formats, etc.
We don't have a good way of returning filesystem error messages yet,
but it's still useful to return a boolean instead of a number to
detect failure of zero byte writes. Exposing the number of bytes
written is kind of weird since it's not very actionable.
Notes:
- We can actually use a single Activity.java file for oculus/pico now
- We can unconditionally compile os_android.c on Android
- No need for including extra jars in build system
- Headset rendering is guaranteed synchronous now, no need to ref L
- Add an "android flavor" build setting to differentiate between oculus
and pico devices, since they both use OpenXR.
- Update the pico manifest to reflect their OpenXR sample
- Remove some OpenGL hacks that aren't necessary anymore
This adds the ability to load and animate a mesh for hand tracking on
the Oculus Quest. It is more or less identical to the current
functionality on the vrapi driver.
One key part of this change is that getPose in OpenXR will see if action
spaces are active before locating their spaces. This is due to some
behavior observed on the Oculus Quest with hand tracking where pose
actions for controllers would return invalid data with all of the
location flags erroneously set. The only way to detect and work around
this is to check the pose action state. When this happens, we fall back
to returning the pose of the wrist joint, which is where the Oculus hand
mesh wants to be drawn. In the event that both controllers and hand
tracking are active, the controller pose will be returned by getPose but
the wrist joint can still be accessed using getSkeleton.
Note that this does not yet include support for properly scaling the
hand mesh.
There are numerous opportunities for optimization here that may be
investigated in the future, though performance is well within an
acceptable range right now.
The notdef glyph will get rendered instead, which is slightly better.
Note that the default font does not have a notdef glyph (bug).
Note that notdef will be rasterized multiple times right now.
Currently there is a single allocator function used in arr_t. Its
behavior depends on the values for the pointer and size arguments:
- If pointer is NULL, it should allocate new memory.
- If pointer is non-NULL and size is positive, it should resize memory.
- If size is zero, it should free memory.
All instances of arr_t use realloc for this right now. The problem
is that realloc's behavior is undefined when the size argument is zero.
On Windows and Linux, realloc will free the pointer, but on macOS this
isn't the case. This means that arr_t leaks memory on macOS.
It's best to not rely on undefined behavior like this, so let's instead
use a helper function that behaves the way we want.
The VrApi implementation now checks that X, Y, A, B buttons exist on that
specific controller. X,Y are on left; A,B on the right controller. That
mapping covers Quest Touch and Quest 2 controllers.
The current flag did not work because float shader flags are not
supported. It was also not very useful because it was per-shader
and did not use the alpha cutoff property of glTF materials.
Instead, let's turn the shader flag into an enable/disable boolean,
and add a scalar material property named "alphacutoff" that gets
read by the glTF importer.
When the alphaCutoff flag is enabled, the material property will be
compared against the pixel's alpha value to decide whether it should
get discarded.
- When calling lovr.graphics.stencil, the color mask is initially
disabled, and gets restored to its initial state afterwards.
- However, when it's restored, it uses lovrGraphicsSetColorMask, which
just sets shadow state that doesn't make it all the way to GL until
another draw is done.
- The consequence of this is that if you call .stencil and then don't do
a draw, any clears that happen will use the old (disabled) color mask,
preventing the color buffer from being cleared.
- The solution here is to lower the color mask change down into opengl.c
where it can directly hit OpenGL.
- We need some headset initialization to happen upfront
- But we still want some delayed initialization for when graphics is ready
- Go back to headset initialization happening when module is required
- Add lovr.headset.start that can be used for post-graphics init
- Use incoming depth settings to determine whether depth test should be
enabled or disabled (wtf)
- Always track state.depthTest, even if depth test is disabled
- Previously, animate was converting from oculus basis to lovr basis.
- Not all hand models are animated.
- Instead, apply the compensation in newModel.
- This means that both animated and non-animated models have correct orientation.
- Verified that regular getPose is returning correct rotation as well.
- Previously, animate was converting from oculus basis to lovr basis.
- Not all hand models are animated.
- Instead, apply the compensation in newModel.
- This means that both animated and non-animated models have correct orientation.
- Verified that regular getPose is returning correct rotation as well.
If a Texture is created from a handle, that means someone else created
it, so we expect them to destroy it. We were always destroying handles,
and I guess this was usually okay because glDeleteTextures is idempotent.
However, we're seeing a crash in the Oculus driver when OVR is torn
down. Presumably it is trying to access its swapchain textures after we
destroyed them. Not sure why this wasn't an observable issue before,
maybe it's a new regression. Still, it makes sense to only delete the
GL texture handle if we were the one that created it.
We don't need to check this for the renderbuffer since we always own those.
Audio currently stutters on the wasm build. It is much more severe
in Chrome than in Firefox (very rare/subtle in Firefox). miniaudio
is currently using ScriptProcessorNode, which is deprecated because
it processes audio on the main thread. There's a new API that lets
you programmatically process audio on a thread called AudioWorklet,
but it's hella complicated. miniaudio doesn't want to support this
because it's complicated and requires a separate JavaScript request
but it seems like it would be possible to work around using a Blob.
In the meantime, miniaudio bumps up the buffer size on WebAudio, so
let's just use that in hope that it helps.
- Sources without converters always read into the beginning of the
raw buffer, overwriting previous frames if the source was rewound
due to looping. This resulted in an audible click whenever the
source was rewound.
- After looping, Sources without converters would try to read too
many frames -- they would read a full buffer instead of only the
necessary number of frames.
- A list or map of effects can be provided to newSource.
- false can be used to bypass effects.
- All effects are enabled by default.
- Occlusion-y effects should only take effect when setGeometry is called
- Spatializer is responsible for ensuring this.
ODE errors, debugs and messages are redirected into LOVR's log system
by a callback mechanism for each.
The ODE submodule is updated to revision that does not crash when error
or debug occurs.
30e01f upgraded stb_image to include its 95560b commit from its #960
pull request. This made stb_image fail more aggressively on EOF
conditions when refilling huffman buffers in deflate streams. I think
it might be failing _too_ aggressively, though. We are able to pad our
input compressed buffers since the zip file format is guaranteed to have
extra data at the end (for, e.g., the end of central directory record).
This appears to be sufficient to fix compressed zip archives for the
time being. It's possible that more virtual padding needs to be added,
and it may be good to try to fix this in stb_image itself.
The falloff is the minimum distance at which inverse distance
attenuation takes place.
A non-positive value disables distance attenuation.
In the Lua API, nil can be used to disable attenuation, a boolean can be
used to enable attenuation with a default minimum distance, or a number
can be used for full control over the parameter.