Commit Graph

47 Commits

Author SHA1 Message Date
Sasha Szpakowski dbc7d7f3ca Add love.graphics.newMesh variant to create a Mesh from existing Buffers.
This allows a Mesh to be created that doesn't have its own internal vertex buffer and purely references other vertex buffers instead.

The prototype looks like this:
mesh = love.graphics.newMesh(attributelist, drawmode)

where attributelist is an array of tables each with the following fields, similar to Mesh:attachAttribute:
{
    buffer = vertexbuffer,
    name = "VertexPosition", -- the name this vertex attribute will use in a shader
    nameinbuffer = nil, -- the name of the attribute in the vertex buffer. Defaults to the name field.
    step = nil, -- vertex attribute step ("pervertex" or "perinstance"), defaults to "pervertex".
    startindex = nil, -- 1-based array index within the given vertex buffer where the attribute data will start being pulled from during rendering. Defaults to 1.
}
2023-09-30 20:12:43 -03:00
Sasha Szpakowski 691d910c3e Improve error message when Mesh:setVertexMap is used with an empty array. 2023-09-30 17:54:09 -03:00
Sasha Szpakowski 2178b634c8 Add functions for indirect draws and compute dispatches.
Resolves #1879.

- Add an 'indirectdraw' boolean field to the graphics feature support table returned by love.graphics.getSupported. This is almost always supported when compute shaders are supported, except on a few older phones.

- Add an 'indirectarguments' boolean field to the settings table in love.graphics.newBuffer.

- Add love.graphics.dispatchIndirect(shader, argumentsbuffer [, argumentsindex = 1]).
    The compute dispatch's threadgroup width, height, and depth values are fetched from the buffer (as 3 uints) instead of coming from function parameters.

- Add love.graphics.drawIndirect(mesh, argumentsbuffer, argumentsindex, x, y, ....).
    Vertex or index count, instance count, and other related parameters for drawing the mesh are fetched from the buffer (as 4 or 5 uints depending on whether the mesh has an index buffer) instead of coming from function parameters. It's usually a good idea to keep parameters other than the instance count in sync with what the mesh should be using.

- Add love.graphics.drawFromShaderIndirect(drawmode, argumentsbuffer [, argumentsindex = 1] [, maintexture = nil]) and drawFromShaderIndirect(indexbuffer, argumentsbuffer [, argumentsindex] [, maintexture = nil]).
    Vertex or index count, instance count, and other related parameters are fetched from the buffer as 4 or 5 uints, as above.

For the dispatch indirect arguments buffer, it has to have 3 uint32 elements: { uint threadgroupsX, uint threadgroupsY, uint threadgroupsZ }.

For non-indexed draws, the arguments buffer has to have 4 uint32 elements: { uint vertexCount, uint instanceCount, uint baseVertex, uint baseInstance }. Note that baseInstance should always be set to 0 as many drivers don't support non-zero values.

For draws which use an index buffer, the arguments buffer has to have 5 uint32 elements: { uint indexCount, uint instanceCount, uint firstIndex, uint baseVertex, uint baseInstance }. As above, the baseInstance value should always be 0.

A buffer can be created to have an array of those structures, which can be used with the argumentsindex parameter of the Indirect dispatch/draw functions.
2023-02-05 15:55:19 -04:00
Sasha Szpakowski f6cdbdc868 Merge branch 'main' into 12.0-development 2022-12-31 22:46:34 -04:00
Sasha Szpakowski c823dbca96 Update copyright year for 2023 2022-12-31 22:25:49 -04:00
Sasha Szpakowski a37c2fb9a9 Mesh:attachAttribute: add an optional start array index parameter.
Allows easier use of a single instance buffer with multiple draws when instanced attributes are used (#1878).
2022-12-10 21:11:59 -04:00
Alex Szpakowski 62de8f62c7 metal: hook up emulated 'fan' mesh draw mode. 2022-01-22 12:59:09 -04:00
Alex Szpakowski de35999de3 Prevent meshes with the 'fan' draw mode from using an index buffer. 2022-01-15 21:23:15 -04:00
Alex Szpakowski 7f3538d2ba Merge branch 'main' into 12.0-development 2022-01-05 21:10:27 -04:00
Alex Szpakowski 8e7fd10b6f Update copyright year for 2022 2021-12-31 18:33:40 -04:00
Alex Szpakowski 17c26dc902 Fix compile error on older C++ compilers 2021-04-20 19:18:59 -03:00
Alex Szpakowski 3d3c665f3c Fix Mesh:setVertexMap.
Fixes #1686
2021-04-20 19:09:20 -03:00
Alex Szpakowski 21f5ba86d3 Merge branch 'master' into 12.0-development 2021-04-07 20:33:44 -03:00
Alex Szpakowski f89aabb0bb Update copyright year for 2021 2021-04-04 16:14:45 -03:00
Alex Szpakowski 1e3e4faba7 Fix the wrong type of deletion used in some internal Mesh data 2021-04-04 16:02:59 -03:00
Alex Szpakowski 694d448e83 Vertex shaders can write to gl_PointSize (fixes #1603).
If a shader uses gl_PointSize then it can only be used when drawing points. If a shader doesn't use gl_PointSize then it can't be used when drawing points.

Added 'ConstantPointSize' and 'CurrentDPIScale' built-in shader uniforms.

ConstantPointSize is in DPI-scaled points, whereas gl_PointSize is in pixels, so to get the correct default behaviour a shader needs to do gl_PointSize = ConstantPointSize * CurrentDPIScale
2021-01-23 13:47:12 -04:00
Alex Szpakowski deff795908 Rename some internal buffer enums to better match what they do 2021-01-17 20:59:16 -04:00
Alex Szpakowski 1f9d98263d Refactor Buffer internals.
Allows buffers created with love.graphics.newBuffer to only allocate VRAM data. Previously they had a copy of their contents in RAM.
Also makes it easier to implement Buffers in other graphics APIs and to implement more types of Buffers in the future.
2020-12-22 19:23:02 -04:00
Alex Szpakowski 7ad5e5a21a Fix newMesh(format, ...). Fix Mesh:attachAttribute.
Deprecate the mesh argument variant of attachAttribute in favor of the buffer argument variant.
2020-07-21 21:46:45 -03:00
Alex Szpakowski e60736f5a6 Add Mesh:set/getIndexBuffer. 2020-07-20 22:10:08 -03:00
Alex Szpakowski bbdadcba8a Fix build 2020-02-28 23:12:22 -04:00
Alex Szpakowski 7fbb68e90e Merge branch '12.0-development' into GraphicsBuffer 2020-02-28 23:10:21 -04:00
Alex Szpakowski d77dabaa6b Add Mesh:getAttachedAttributes. 2020-02-28 23:01:35 -04:00
Alex Szpakowski 9425c9224b Rename internal batched draw code to be more clear 2020-02-27 20:08:50 -04:00
Alex Szpakowski 4197a364fd Internal restructuring of some Mesh code 2020-02-23 22:39:18 -04:00
Alex Szpakowski 1ddfcd4cc8 Always use explicitly typed buffers, even in internal code 2020-02-23 16:30:55 -04:00
Alex Szpakowski c9809d8d82 Clean up some Mesh code 2020-02-01 15:59:38 -04:00
Alex Szpakowski 2572f0c7a1 Meshes expose GraphicsBuffers, part 2 2020-02-01 15:39:59 -04:00
Alex Szpakowski 25d9ae2ba0 Meshes expose vertex buffers, part 1
(compiles, but is currently half-implemented and broken)
2020-01-19 15:03:19 -04:00
Alex Szpakowski 1bc2b947fc Rename Attributes struct to VertexAttributes 2020-01-13 20:44:39 -04:00
Alex Szpakowski ee5304ba53 Remove vertex namespace 2020-01-13 20:41:05 -04:00
Alex Szpakowski b0232a4a6b Initial work on unified graphics buffers representing different types of data. 2020-01-12 16:41:23 -04:00
Alex Szpakowski 23bc1a7aae Add new mesh data formats: int32, uint32, [u]int8, [u]int16, snorm8, and snorm16.
Integer formats for vertex attributes are only supported in glsl3 shaders. They use ivec/uvec types in glsl.

--HG--
branch : minor
2020-01-11 22:24:38 -04:00
Alex Szpakowski fc4847c69d Update copyright for the new year 2020-01-03 22:40:36 -04:00
Alex Szpakowski 9ab2a94037 Rename internal C++ Color struct to Color32 to help differentiate it from Colorf. 2019-09-14 23:13:40 -03:00
Alex Szpakowski 55d4dc0f9e Restructure some internal vertex buffer binding code to be closer to how graphics APIs actually behave. 2019-08-25 16:50:15 -03:00
Alex Szpakowski 8455ef22d5 More consistent naming for vertex and index buffers in love's code. 2019-06-04 20:29:44 -03:00
Alex Szpakowski 0752f27bdf Update copyright year for 2019 2019-01-03 21:09:05 -04:00
Bart van Strien e80247c191 Happy new year! 2018-01-03 19:47:35 +01:00
Alex Szpakowski 7354de2059 Add (low level) functionality to allow rendering 3D Meshes.
- Add love.graphics.setDepthMode(testcomparison, enablewrites).
- Add love.graphics.setMeshCullMode.
- Add love.graphics.setFrontFaceWinding.

Depth testing and depth writes require a depth buffer to work. The mesh cull mode controls whether front/back faces of a mesh are culled. The front face winding determines whether a clockwise or counterclockwise-oriented face in a mesh is considered front facing.

--HG--
branch : minor
2017-12-09 23:34:08 -04:00
Alex Szpakowski e3fd489373 Abstracted lower level drawing code, moved all type-specific drawing code out of opengl backend, deleted obsolete files
--HG--
branch : minor
2017-10-26 20:58:19 -03:00
Alex Szpakowski 15cc540e4c Make internal vertex attribute code less OpenGL-specific.
--HG--
branch : minor
2017-10-25 23:12:39 -03:00
Alex Szpakowski 7a2e52b12d Cleaned up some vertex data-related code.
--HG--
branch : minor
2017-10-22 12:33:47 -03:00
Bart van Strien 9e4374935d Show (short) list of possible enum values when an invalid value is encountered (resolves #1318)
All enum errors have (hopefully) been changed to a luax_enumerror, which has a
fixed error message. If additionally a list of valid options is passed, it
lists that in the error message. For every enum error with few options I've
implemented this using a getConstants call.

This solution has been designed specifically to reduce the number of template
instantiations (as I've been told that was a concern). All new template code
happens in places where there already was an instantiation of the relevant
StringMap. Of course there is still std::vector<std::string>...

--HG--
branch : minor
2017-10-02 17:11:53 +02:00
Alex Szpakowski 864147c38c love.graphics: move more platform-independent code out of the opengl backend
--HG--
branch : minor
2017-07-22 23:34:39 -03:00
Alex Szpakowski 54a049e206 Restructured internal code for graphics capabilities. Added love.graphics.getTextureTypes which returns a table of Texture Type to boolean supported fields.
--HG--
branch : minor
2017-06-27 22:26:30 -03:00
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