- 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
- Type names for love's Lua objects are specified as an argument to luax_register_type, rather than being statically defined in an array.
- luax_register_type takes a variable number of method array arguments, for registering superclass methods without copying them into the subclass' method array.
Also removed most of the header declarations for wrapper functions.
All mipmap levels must be present if custom mipmaps are used (and their sizes must be half the size of the previous mipmap level, rounded down.)
Image:getData now returns all custom mipmaps in an Image.
Previously, calling e.g. love.graphics.getFont() 10,000 times would retain the object 10,000 times (and release it 10,000 times when the Font object was garbage-collected in the Lua state.) Now it will only retain it once and release it once.
The list includes RGBA with 4-bit components, RGBA with 10-bit R, G, and B components and a 2-bit alpha component, RGB with 9-bit RGB components and a 5-bit exponent component (for HDR rendering), and several more.
--HG--
branch : Canvas-formats
love.graphics.newImage(path, “srgb”) creates a new Image whose texels are treated as being in the sRGB color space, so they are linearized when drawing/sampling from the image.
love.graphics.newCanvas(w, h, “srgb”) creates a new Canvas whose texels are treated as being in the sRGB color space, so drawing to the Canvas does a linear->sRGB conversion (but blends linearly), and sampling from it (drawing it or using it in a shader) converts from sRGB to linear space.
The "srgb" window flag does the same as Canvases for the main screen.
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.
luax_pushtype keeps the object in a weak table and checks the table before creating a new userdata, so it re-uses the object's existing wrapper userdata if it can, whenever the object is pushed to Lua.
This fixes some subtle issues with love objects, where using them as keys in tables would not always work as expected (https://love2d.org/forums/viewtopic.php?f=4&t=39398&p=112388#p112415). It also decreases the amount of new Lua objects created, saving the garbage collector some work.
- Simultanious rendering to multiple canvases requires all canvases to be the same size (limitation of pre-GL3.0 framebuffers)
- love.graphics.isSupported("mrtcanvas") was added
- love_Canvases[n] (0-based array of active canvases) can be written to in pixel shaders in the 'effects' callback function
- everything drawn to multiple canvases at once will be duplicated to all canvases if no shader is active or the standard 'effect' shader function is used
--HG--
branch : MRTs
* Add `love.graphics.isSupported("hdrcanvas")' to query whether the hardware
actually supports HDR canvases.
* Add optional third argument to `love.graphics.newCanvas(w,h, type)', where
`type' is one of "normal" or "hdr" and defaults to "normal". HDR canvases
use floating point that can have values > 1 to store pixels, allowing for
HDR rendering and other higher level lighting techniques when combined with
pixel effects.
* Add `canvas:getType()'.