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2547 commits

Author SHA1 Message Date
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