Commit Graph

39 Commits

Author SHA1 Message Date
Alex Szpakowski 7d7f8e0a92 Mark classes as ‘final’
--HG--
branch : minor
2017-01-29 02:06:17 -04:00
Alex Szpakowski c0e66eba83 Move backend-agnostic Mesh and SpriteBatch code out of the opengl implementation folder.
--HG--
branch : minor
2017-01-29 01:05:20 -04:00
Alex Szpakowski d990044288 love.graphics internal Buffer objects are no longer OpenGL-specific.
--HG--
branch : minor
2017-01-28 19:26:57 -04:00
Alex Szpakowski bea7cfdaab Add low-level hardware instancing support to Meshes.
Add “instancing” Graphics Feature constant.

Add love.graphics.drawInstanced(mesh, instancecount, x, y, …) which draws the mesh multiple times in a single draw call. Each instance of the mesh will appear in the exact same spot unless one of the following are used:

- Add an optional vertex attribute step type argument to Mesh:attachAttribute. “pervertex” is the default. “perinstance” causes the attribute to be per-instance instead of per-vertex, when the mesh is drawn.

- Add love_InstanceID as a built-in read only int variable in GLSL 3 vertex shaders. It is always 0 except when a Mesh is drawn with more than 1 instance specified in the draw call. It can be used to manually compute or index into per-instance values in a shader.

--HG--
branch : minor
2017-01-22 20:52:11 -04:00
Alex Szpakowski 734be1afad Add a variant of Mesh:setVertexMap which takes a Data object, an index data type (“uint16” or “uint32”), and an optional index count. Thanks Shell32!
--HG--
branch : minor
2017-01-14 20:35:56 -04:00
Alex Szpakowski abb72cb813 Happy new year! 🥂
--HG--
branch : minor
2017-01-02 01:28:29 -04:00
Alex Szpakowski f12596dd19 More code restructuring.
Move all love.graphics functionality that doesn’t call OpenGL out of the OpenGL backend Graphics class.

--HG--
branch : minor
2016-12-30 18:36:54 -04:00
Alex Szpakowski 0d2e08baff Implement automatic batching for points, lines, shapes, and images/quads.
The above are batched together into a single draw call when called without other drawing calls in between, as long as the following criteria are met:

- The texture is the same.
- The primitive type is the same (points cannot be batched with non-points).
- The love.graphics state is the same (aside from the current color - i.e. setColor - and the transform state).
- The active shader’s uniform values are the same.

You can examine the ‘drawcalls’ field of love.graphics.getStats() to help determine if your code is allowing for optimum batching.

--HG--
branch : minor
2016-12-27 21:02:58 -04:00
Bart van Strien 24a7a3d367 Merge minor into dynamiccore2
--HG--
branch : dynamiccore2
2016-11-26 22:19:12 +01:00
Alex Szpakowski cbba8c40a6 Split Mesh:attachAttribute(name, nil) out into Mesh:detachAttribute. Fix attachAttribute.
Don’t let me push commits on a friday night…

--HG--
branch : minor
2016-11-26 01:50:36 -04:00
Alex Szpakowski 2c28eef74a Added 2 new variants of Mesh:attachAttribute (resolves issue #1233). Thanks xenthral!
- Added Mesh:attachAttribute(name, mesh, nameInMesh) which retargets the attribute name in the specified Mesh (3rd argument) to a new name for this mesh (1st argument).
- Added Mesh:attachAttribute(name) which detaches any attached attributes from other meshes for that attribute name.

--HG--
branch : minor
2016-11-25 22:51:31 -04:00
Bart van Strien c761202486 Build type information on first use (load-time), instead of using a hardcoded list
--HG--
branch : dynamiccore2
2016-11-13 16:38:57 +01:00
Alex Szpakowski b8b670e0ae Simplify Drawable code
--HG--
branch : minor
2016-10-18 22:06:52 -03:00
Alex Szpakowski 7ab76b1ef6 Mesh:setDrawRange now takes start and count parameters, instead of min and max.
--HG--
branch : minor
2016-09-21 19:44:53 -03:00
Alex Szpakowski 46a2e7b85c Happy new year! 🎉 2016-01-01 00:05:06 -04:00
Alex Szpakowski ebf6ca822c Added an optional 'startvertex' argument to Mesh:setVertices, which specifies a (1-based) offset within the Mesh's vertices to replace. 2015-11-26 23:04:04 -04:00
Alex Szpakowski 3c1c13793e Added SpriteBatch:attachAttribute(attributename, mesh), which lets SpriteBatches use per-vertex information from a vertex attribute in a Mesh when drawing.
Each sprite in a SpriteBatch has 4 vertices in the following order: top-left, bottom-left, top-right, bottom-right. The index returned by SpriteBatch:add (and used by SpriteBatch:set) can be multiplied by 4 to determine the first vertex in a specific sprite.
2015-11-26 21:24:29 -04:00
Alex Szpakowski bb24c1b7a6 Mesh:getVertexMap now returns nil rather than an empty table, if no vertex map is set (resolves issue #1096.) 2015-11-02 19:37:18 -04:00
Alex Szpakowski a45c1332a7 Cleaned up some Mesh and SpriteBatch code. 2015-08-11 23:07:33 -03:00
Alex Szpakowski 4e1011a52e Re-added Mesh:setVertices. 2015-05-02 14:05:29 -03:00
Alex Szpakowski 2844499ef7 Added the ability to have custom vertex attributes in Meshes (resolves issue #768.)
Added new love.graphics.newMesh variants: newMesh(vertexformat, vertices [, drawmode, meshusage]) and newMesh(vertexformat, numvertices [, drawmode, meshusage]).

Replaced the regular love.graphics.newMesh variants with newMesh(vertices [, drawmode, meshusage]) and newMesh(numvertices [, drawmode, meshusage]). To use an image or canvas with a mesh, use Mesh:setTexture.

vertexformat is a table with the following prototype:
{
  {attributename, datatype, components},
  {attributename, datatype, components},
  ...
}

Where attributename is the name of the vertex attribute (can be the built-in names 'VertexPosition', 'VertexTexCoord', or 'VertexColor', or a custom name for use in a vertex shader), datatype is the type of values used for the attribute ('float' or 'byte'), and components is the number of components in the vertex attribute (between 1 and 4.)

The vertex format is used to determine the layout of the vertices in the mesh, for example the 'regular' newMesh variants use this vertex format:
format = {
  {"VertexPosition", "float", 2},
  {"VertexTexCoord", "float", 2},
  {"VertexColor", "byte", 4},
}

The mesh usage parameter accepts the same constants as the spritebatch usage hint in love.graphics.newSpriteBatch - "dynamic", "static", and "stream".

Mesh:setVertex now sets *all* vertex attributes for a specific vertex in the Mesh.

Added Mesh:setVertexAttribute(vertexindex, attributeindex, attributevalue1, ...), which sets the values for a specific vertex attribute in a specific vertex in the Mesh (resolves issue #784.)

Added Mesh:getVertexFormat and Mesh:flush.

Added Mesh:setAttributeEnabled(attributename, enable) and Mesh:isAttributeEnabled(attributename), to enable or disable the use of a specific attribute when drawing the Mesh.

Added Mesh:attachAttribute(attributename, mesh), which makes the Mesh use a vertex attribute from another mesh when drawing the Mesh. This can be used to separate out vertex attributes which are updated at different rates into different meshes, and to share vertex data between multiple meshes.

Removed Mesh:setVertices, Mesh:getVertices, and Mesh:setVertexColors.
2015-04-08 22:24:17 -03:00
Alex Szpakowski 8277eb9abd Renamed the internal OpenGL buffer class from VertexBuffer to GLBuffer. 2015-03-03 02:21:28 -04:00
Alex Szpakowski 3830a0969c Moved the Texture and Quad Lua wrapper files out of the opengl graphics implementation folder.
--HG--
branch : minor
2015-03-01 03:51:44 -04:00
Alex Szpakowski cf60cf89fc De-namespaced a class, to make it less verbose. 2015-01-24 04:09:56 -04:00
Alex Szpakowski c7b45b3505 Updated copyright for the new year 2014-12-31 19:32:43 -04:00
Alex Szpakowski d59c76a55f Reduced the number of explicit retain/release method calls on love objects. Less chance of bugs! 2014-08-07 14:53:17 -03:00
Alex Szpakowski 6971ece4cb Fixed Mesh:setDrawRange when the Mesh has a vertex map and the first argument to setDrawRange is non-zero. Removed mesh-specific instancing code. 2014-05-30 17:52:58 -03:00
Alex Szpakowski 6259e38d84 Meshes will now use the smallest integer data type possible for index buffer (vertex map) values, instead of always using 32-bit integer numbers. 2014-02-12 02:22:57 -04:00
Alex Szpakowski b625bb6624 moved Mesh:setWireframe to love.graphics.setWireframe (affects all draws until it's disabled.)
Wireframe mode should only be used for debugging: the wireframe lines behave differently than regular lines, their widths aren't affected by the graphics scale, and the mode isn't available on OpenGL ES.
2014-02-03 04:59:58 -04:00
Alex Szpakowski 7556fde5e6 Added antialiasing (MSAA) support to Canvases via a new optional parameter. Added Canvas:getFSAA. 2014-01-27 01:31:41 -04:00
Alex Szpakowski ba7e69d776 Added Mesh:setDrawRange(min, max) and Mesh:getDrawRange().
If no vertex map is set, this restricts the drawn vertices to those whose indices in the vertex array are between [min, max] inclusive.
If a vertex map is set, this restricts the values used in the vertex map to those whose indices in the vertex map array are between [min, max] inclusive.

Added Mesh constructor variant: love.graphics.newMesh(vertexcount, texture, drawmode). Creates a Mesh with a certain number of vertices with x,y,u,v,r,g,b,a values of (0,0,0,0,255,255,255,255).
2014-01-21 06:16:47 -04:00
Alex Szpakowski 73f1ce0d40 Added instancing support to Meshes via Mesh:setInstanceCount. Added a new built-in variable to vertex shaders: int love_InstanceID.
love.graphics.draw(mesh) will draw the mesh instancecount times, using hardware instancing when available. The only way to draw individual instances differently from each other is to use the love_InstanceID variable in a vertex shader.

Added love.graphics.isSupported(“instancing”). Hardware instancing is supported if true, otherwise a (slower) pseudo-instancing fallback is used internally when drawing instanced meshes.
2014-01-21 06:01:50 -04:00
Alex Szpakowski 3120a0e650 Goodbye 2013, hello 2014! 2014-01-03 17:28:58 -04:00
Alex Szpakowski aa69a695d3 Canvases can now be used in SpriteBatches, ParticleSystems, and Meshes (resolves issue #782).
Canvases and Images are now subclasses of the new Texture class.
Added setTexture and getTexture methods for Meshes, ParticleSystems, and SpriteBatches (the old set/getImage methods are deprecated but not removed.)
Canvas texture coordinates are no longer flipped.
2014-01-03 17:07:12 -04:00
Alex Szpakowski cd303c7c62 Added Mesh:setWireframe and Mesh:isWireframe.
This should *only* be used for debugging: the wireframe lines behave differently from regular love.graphics lines, and the functionality may not work on OpenGL ES.
2013-12-30 01:44:04 -04:00
Alex Szpakowski 206a1abd81 Added Mesh:getVertices (resolves issue #771) 2013-10-23 21:23:24 -03:00
Alex Szpakowski c426998b04 Fixed Mesh:setVertexMap when the mesh has more than 2^16-1 vertices (still needs more work to make it use smaller data types when available), added Mesh:setVertices
--HG--
branch : Mesh
2013-09-30 04:30:17 -03:00
Alex Szpakowski b59e3d9c35 Meshes now use vertex buffers for more efficient drawing.
--HG--
branch : Mesh
2013-09-29 21:24:19 -03:00
Alex Szpakowski 1e696c4505 Added Mesh objects and love.graphics.newMesh. Mesh objects are similar to Geometry but they're drawables (the relationship between meshes and images is the opposite of geometry and images.)
Removed Geometry objects and re-added Quads.

example:
local vertices = {{0, 0, 0, 0}, {100, 0, 1, 0}, {100, 100, 1, 1}, {0, 100, 0, 1}}
mesh = love.graphics.newMesh(vertices, image, "fan")
..
love.graphics.draw(mesh, 0, 0)

--HG--
branch : Mesh
2013-09-28 18:26:47 -03:00