Commit Graph

157 Commits

Author SHA1 Message Date
Alex Szpakowski 7a2e52b12d Cleaned up some vertex data-related code.
--HG--
branch : minor
2017-10-22 12:33:47 -03:00
Alex Szpakowski e5b0d96b27 Restructured some Shader code. Added runtime temporary caching and sharing of shader stages. Resolves issue #1235.
--HG--
branch : minor
2017-10-21 03:08:18 -03:00
Alex Szpakowski 5f64737956 Shader:send now optionally accepts a Data object (with optional byte offset and size parameters). Resolves issue #1343.
Also changed the optional 'columnMajor' argument of the matrix variant of Shader:send and Transform:setMatrix to accept enum constants instead. Valid values are "row" and "column".

--HG--
branch : minor
2017-09-23 19:47:57 -03:00
Alex Szpakowski d338f274ff Update naming convention for builtin shader matrices.
- ClipSpaceFromLocal replaces TransformProjectionMatrix
- ViewSpaceFromLocal replaces TransformMatrix
- ClipSpaceFromView replaces ProjectionMatrix
- ViewNormalFromLocal replaces NormalMatrix

--HG--
branch : minor
2017-07-29 01:25:56 -03:00
Alex Szpakowski e03c763215 Fix love.graphics.drawLayer.
--HG--
branch : minor
2017-05-20 15:37:29 -03:00
Alex Szpakowski a0ef2ac28b Add Depth compare / shadow sampler support. Officially this is only supported in glsl3 shaders.
- Add Texture:setDepthSampleMode(comparemode). Only works on textures with depth pixel formats. A texture with the depth sample mode set will only work with a depth sampler.
- Add DepthImage, DepthArrayImage, and DepthCubeImage sampler keywords to glsl3.

--HG--
branch : minor
2017-04-12 20:26:06 -03:00
Alex Szpakowski 018a3831cb Add a new “stencil8” pixel format for Canvases (resolves issue #1003).
Also fixed Canvas MSAA (resolves issue #1271).

stencil-formatted Canvases can’t be drawn, and can only be used as the value for a new ‘depthstencil’ field to the table-argument variant of love.graphics.setCanvas.

--HG--
branch : minor
2017-04-11 00:00:22 -03:00
Alex Szpakowski 73fd45558b Implement Array, Cubemap, and Volume texture types (issue #1111).
- Add love.graphics.newArrayImage, newCubeImage, and newVolumeImage.
- Add love.graphics.newCanvas(w, h, layers) and newCanvas(w, h, layers, settings). Add ‘type’ field to the settings table of newCanvas.

- Add new love.graphics.setCanvas variants: setCanvas(canvas, slice), and setCanvas(canvastable) where canvastable is in the format: {{canvas1, layer=2}, {canvas2, face=5}}

- Add Texture:getTextureType, getDepth, getLayerCount, getMipmapCount, and getFormat.

- Remove Image:getData and Image:refresh.
- Add Image:replacePixels(imagedata [, slice] [, mipmap]).

- Update Canvas:newImageData to accept a slice argument.

- Add love.image.newCubeFaces(imagedata).

--HG--
branch : minor
2017-02-20 14:58:13 -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 470098b7e6 Shader code cleanup
--HG--
branch : minor
2017-01-27 23:19:04 -04:00
Alex Szpakowski 731b5d5cf0 Added support for GLSL 3 shaders (GLSL 3.30 and GLSL ES 3.00).
To use GLSL 3 in a shader, the first line of the shader has to be: #pragma language glsl3

glsl1 is the default language.

Added “glsl3” graphics feature as part of the table returned by love.graphics.getSupported().

Added love.graphics.validateShader(boolean gles, shadercode). It returns a boolean along with an error string if the shader code has errors for its target language and platform (gles or desktop).

Implemented support for Core Profile OpenGL 3.3 in love.graphics.

--HG--
branch : minor
2017-01-22 18:54:04 -04:00
Alex Szpakowski c5b7a07064 Merge default into minor.
--HG--
branch : minor
2017-01-12 22:52:24 -04:00
Alex Szpakowski 8899c03651 Add C++ side support for unsigned int shader uniforms. Note that the shader languages love currently supports (glsl 1.20, glsl es 1.00) don’t support uints at the moment.
--HG--
branch : minor
2017-01-02 20:41:07 -04:00
Alex Szpakowski abb72cb813 Happy new year! 🥂
--HG--
branch : minor
2017-01-02 01:28:29 -04:00
Alex Szpakowski bdd51d547f Minor code cleanup
--HG--
branch : minor
2017-01-02 01:21:22 -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 52b7b0f80d Unify separate GL/GLES code paths for love’s built in matrices in shaders.
--HG--
branch : minor
2016-12-28 19:32:43 -04:00
Alex Szpakowski 80f269d252 Improve performance of Shader:send when the Shader is not active.
It now defers uploading the uniforms to the program object until the shader becomes active again, instead of activating the shader program and deactivating it each time Shader:send is called.

--HG--
branch : minor
2016-12-28 16:24:57 -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 77949030e2 Fix various spelling mistakes (mostly in luasocket)
Thanks to Alexandre Detiste for reporting them
2016-12-21 09:54:37 +01:00
Alex Szpakowski 2a47a8c9e2 Revert most render pass API changes. The APIs need more work and iteration before they’re better to use than the old setCanvas APIs.
love.graphics.captureScreenshot has not been reverted.

--HG--
branch : minor
2016-12-11 16:33:05 -04:00
Alex Szpakowski 0a8c6f3ee6 Cleaned up some love.graphics code.
--HG--
branch : minor
2016-12-10 23:46:00 -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 100404c917 Revert a dumb change that caused a crash due to reading from invalid memory
--HG--
branch : minor
2016-11-26 00:36:59 -04:00
Alex Szpakowski 82f66e3026 Hopefully fix a couple potential issues with restoring Shader texture units after a setMode.
--HG--
branch : minor
2016-11-25 23:50:37 -04:00
Alex Szpakowski 5e5b247fc7 Work around buggy C++11 standard libraries (mingw)
--HG--
branch : minor
2016-11-24 21:37:13 -04:00
Alex Szpakowski 9d2ee6d909 Shader uniforms keep their values after love.window.setMode (resolves issue #1174).
Also allow arrays of images/samplers in shaders, although driver support is iffy and you have to index into the array using a compile-time constant (which might exclude loop indexing).

--HG--
branch : minor
2016-11-21 18:28:16 -04:00
Alex Szpakowski bed9bc1bae We don’t need a list of projection matrices..
--HG--
branch : minor
2016-11-19 20:12:12 -04:00
Alex Szpakowski 3e80ec2257 Render pass API. Replaces love.graphics.setCanvas and friends.
- Removed love.graphics.set/getCanvas, Canvas:renderTo, Canvas:newImageData, love.graphics.clear, love.graphics.discard, and love.graphics.newScreenshot.

- Added love.graphics.beginPass and love.graphics.endPass. All rendering must happen within a pass. love.draw is now called while a render pass to the main screen is active.
- Added love.graphics.renderPass, which is a wrapper for begin/endPass which calls the supplied function argument in between a begin/end. This is similar to the old Canvas:renderTo.
- Added love.graphics.isPassActive, getPassCanvases, getPassWidth, getPassHeight, and getPassDimensions.
- Added love.graphics.captureScreenshot.

- Added a new love.run callback love.drawpasses, which is called after love.update and before love.draw. It is the place to render to Canvases using beginPass or renderPass, since love.draw now always draws to the main screen.

- Renamed the ‘canvasswitches’ field in the table returned by love.graphics.getStats to ‘renderpasses’.

love.graphics.beginPass has the following variants (and renderPass mirrors them with an additional function argument at the end):

- love.graphics.beginPass(), begins rendering to the main screen without clearing it.
- love.graphics.beginPass(r, g, b [, a]), begins rendering to the main screen and clears the screen to the specified color.

- love.graphics.beginPass(canvas [, willstencil]), begins rendering to the specified Canvas without clearing it. love.graphics.stencil can only be used within the Canvas if ‘willstencil’ is true.
- love.graphics.beginPass(canvas, r, g, b [, a] [, willstencil]), beings rendering to the specified Canvas and clears it to the specified color. love.graphics.stencil can only be used within the Canvas if ‘willstencil’ is true.

- love.graphics.beginPass(info), where ‘info’ is a table in the following form:
{
    {canvas [, r, g, b, a]}, — A canvas and an optional color to clear the Canvas to when the pass begins.
    {canvas2, [r, g, b, a]}, — Additional Canvases and optional clear colors for multi-canvas rendering.
    …,
    stencil = false, — Optional boolean field to specify whether love.graphics.stencil is allowed within this pass. False by default.
}

The pass info table can be created once up-front and used for multiple beginPass/renderPass calls.

love.graphics.endPass can take an optional callback function argument, which causes endPass to capture the contents of the Canvas drawn to in the render pass to a new ImageData and passes it to the supplied function (this replaces Canvas:newImageData). This does not work on the main screen.

love.graphics.captureScreenshot replaces love.graphics.newScreenshot. It takes a callback function argument which causes love.graphics.present to capture the contents of the screen to a new ImageData and passes it to the supplied function. captureScreenshot can only be called before drawing to the main screen begins in the current frame (e.g. in love.keypressed, love.update, etc.)

--HG--
branch : minor
2016-11-19 19:13:26 -04:00
Bart van Strien d967a755e5 Make love::Type handle type names
TODO: Fix undefined behaviour in luax_register_type, you can't use a va_list after a reference type

--HG--
branch : dynamiccore2
2016-11-14 21:06:53 +01:00
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 14f1afa446 Reduce redundant glActiveTexture calls.
--HG--
branch : minor
2016-10-21 22:19:16 -03:00
Alex Szpakowski 0653ec9564 Address some compiler warnings about implicit integer conversions.
--HG--
branch : minor
2016-10-18 22:32:35 -03:00
Alex Szpakowski 593f96a08c Add support for non-square matrix uniforms in desktop GLSL. The notation is columns x rows, e.g. a mat4x2 has 4 columns and 2 rows.
Fixed the memory layout of matrices sent to shaders via Shader:send. Note that this is a breaking fix and will probably cause matrices designed to work with older versions of LÖVE to be transposed in shaders compared to what they were previously, if Shader:send or sendMatrix was used to put them in the shader.

--HG--
branch : minor
2016-09-11 14:53:23 -03:00
Alex Szpakowski 54efa825c3 Merge default into minor
--HG--
branch : minor
2016-09-11 13:09:01 -03:00
Alex Szpakowski a9c83897bb Shader:send improvements.
Type and value checking is now completely based on the shader uniform's information, instead of on the arguments to Shader:send. This means Shader:send now converts numbers to integers or floats depending on the uniform's type, and matrices can now be passed in as a flat array (without requiring the 'dimension' field that shader:sendMatrix previously needed).
As a result, Shader:sendTexture, Shader:sendMatrix, Shader:sendInt, and Shader:sendFloat are all deprecated in favour of Shader:send.

Performance of Shader:send has also increased, especially when sending small amounts of values per call.
2016-09-11 12:40:02 -03:00
Alex Szpakowski 7a904de2e1 In fact, lets just replace Shader:getUniformVariable with Shader:hasUniform. The latter returns true if the uniform with the specified name exists and contributes to the final output of the shader.
--HG--
branch : minor
2016-09-01 18:32:12 -03:00
Alex Szpakowski ee79038572 Renamed Shader:getExternVariable to Shader:getUniformVariable. The "extern" alias for shader uniforms is considered deprecated, although it still exists.
--HG--
branch : minor
2016-09-01 18:15:25 -03:00
Alex Szpakowski 901cc362df Added 'shaderswitches' to love.graphics.getStats. 2016-04-02 18:14:52 -03:00
Alex Szpakowski aa88383793 Fixed per-vertex colors (e.g. spritebatch colors) improperly applying gamma correction when the default shader is used and gamma correction is requested but not supported on OpenGL ES. 2016-03-26 12:01:34 -03:00
Alex Szpakowski 46a2e7b85c Happy new year! 🎉 2016-01-01 00:05:06 -04:00
Alex Szpakowski 67fe29b30e More accurate comment. 2015-12-24 17:33:50 -05:00
Alex Szpakowski c751e4881a Possibly fixed everything showing up as black on some Android devices. 2015-12-24 17:09:30 -05:00
Bart van Strien 22f2175bec Add initial video playback support for Ogg Theora videos (resolves issue #66.)
The basic APIs are:

video = love.graphics.newVideo("myvideo.ogv")

love.graphics.draw(video, ...) -- Video objects are Drawables.

video:play(), video:pause()

video:getDuration(), video:tell(), video:rewind(), video:seek(seconds)

video:getSource()

video:getWidth(), video:getHeight(), video:setFilter(min, mag)

More advanced APIs include video:setSource(source), video:getStream(), and videostream:setSync.

To use a custom pixel shader when drawing a Video, call the new TexelVideo(texcoords) function instead of Texel(texture, texcoords) in order to get the pixel colors of a video frame.
2015-12-08 22:41:19 -04:00
Alex Szpakowski 1e8786879b Re-added the built-in NormalMatrix uniform 3x3 matrix variable to shaders. 2015-06-26 21:51:22 -03:00
Alex Szpakowski d8fd1413d6 Renamed the internal 'Matrix' class to 'Matrix4'. 2015-06-26 19:34:05 -03:00
Alex Szpakowski 247daa85b5 Added a couple comments documenting why some codepaths have been chosen. 2015-06-24 22:25:55 -03:00
Alex Szpakowski 4c571e8fd7 Prevent redundant shader uniform uploads for built-in uniforms when OpenGL ES 2 is used.
As a result, the graphics primitive drawing functions (e.g. love.graphics.rectangle) are now more efficient on mobile devices.
2015-06-24 22:04:19 -03:00
Alex Szpakowski c82ccbb89b love.graphics.setColor no longer uses the main per-vertex color attribute. This lets it affect the color of ParticleSystems, and SpriteBatches and Meshes even when they use custom per-vertex colors. 2015-06-21 11:20:26 -03:00