Commit Graph

150 Commits

Author SHA1 Message Date
Bart van Strien 571503c02e Don't use deprecated isFile in love.joystick.loadGamepadMappings (fixes #1391) 2018-04-04 17:49:51 +02:00
Alex Szpakowski 3857d09132 Don't use persistently mapped buffers on Intel Ivy Bridge GPUs on Windows. glClientWaitSync can hang with those drivers, apparently. 2018-01-06 00:42:16 -04:00
Bart van Strien e80247c191 Happy new year! 2018-01-03 19:47:35 +01:00
Alex Szpakowski a31b500b03 Simplify quad drawing code, and use glDrawElementsBaseVertex when available. 2017-12-24 22:05:10 -04:00
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 e099e57052 Cleaned up some internal love.graphics code.
--HG--
branch : minor
2017-12-03 23:04:40 -04:00
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
Alex Szpakowski 68f1ab5f47 Check a couple more vendor strings to determine if an AMD driver is being used.
--HG--
branch : minor
2017-07-29 02:06:32 -03:00
Alex Szpakowski 30a63b6642 Fix crashes on OpenGL ES (thanks xenthral!)
--HG--
branch : minor
2017-06-08 21:10:17 -03:00
Alex Szpakowski 7694edfd52 Auto-batched draws (except for love.graphics.print, for now) are affected by 3D transforms.
--HG--
branch : minor
2017-05-17 22:03:09 -03:00
Alex Szpakowski b019a4a64c Cleaned up texture VRAM usage tracking.
--HG--
branch : minor
2017-05-06 23:56:10 -03:00
Alex Szpakowski 7161d600b7 Add mipmapping support to Canvases.
- Added an optional mipmap index argument to the non-table variant of love.graphics.setCanvas, and an optional ‘mipmap’ field to the table variant.
- Canvas:setMipmapFilter now works.
- Added Canvas:generateMipmaps.
- Added Canvas:getMipmapMode.
- Added a new ‘mipmaps’ enum field to the table passed into love.graphics.newCanvas. Accepted values are “none” (default), “manual”, and “auto”.

If a Canvas has the manual mipmap mode, you will either need to render to a mipmap level or call Canvas:generateMipmaps. If it has the auto mode, mipmaps will be automatically generated after rendering to that Canvas. Generating mipmaps is not free.

--HG--
branch : minor
2017-04-15 01:58:03 -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 43172bd3f6 Add optional ‘readable’ boolean field to the table passed into love.graphics.newCanvas. Added new variant of love.graphics.getCanvasFormats which takes a ‘readable’ boolean.
--HG--
branch : minor
2017-04-11 19:03:13 -03:00
Alex Szpakowski c36a53fdcb Add new non-readable Canvas formats: depth16, depth24, depth32f, depth24stencil8, and depth32fstencil8.
--HG--
branch : minor
2017-04-11 18:34:04 -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 1a9262dda9 Fix compilation on iOS. Fix shader compilation on OpenGL ES. Fix (harmless) GL errors on OpenGL ES 2. Resolves issue #1266.
--HG--
branch : minor
2017-03-09 20:46:26 -04:00
Alex Szpakowski 66b299822a Array textures can be easily drawn without a shader (resolves issue #1111).
Added love.graphics.drawLayer(texture, layerindex, …). ‘texture’ must be an array texture.
Added SpriteBatch:add/setLayer.

Added Quad:get/setLayer. This applies to array textures that are drawn without specifying an explicit layer index in the draw call.

Added love.graphics.newQuad variants which have layer arguments.

--HG--
branch : minor
2017-02-26 17:11:22 -04:00
Alex Szpakowski ff8358a979 Removed void effects(…) pixel shader prototype. Added void effect(). Allows calling love.graphics.draw with textures of different types with a custom shader without having an extra sampler2D.
effect() takes no arguments and returns nothing, you are responsible for assigning a value to either love_PixelColor or love_Canvases[n] in the function. You can declare ‘MainTex’, which will be whatever texture is used with any Drawable drawn with love.graphics.draw. You can also declare ‘VaryingColor’ and ‘VaryingTexCoord’, which are passed down from the vertex shader by love automatically. love_PixelCoord is also available.

--HG--
branch : minor
2017-02-25 17:52:27 -04:00
Alex Szpakowski f3f6b10ac8 Clean up glVertexAttribPointer calls a bit.
--HG--
branch : minor
2017-02-25 17:23:00 -04:00
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 97789b18c0 Only use opengl debug groups if the LOVE_GRAPHICS_DEBUG environment variable is set to 1.
--HG--
branch : minor
2017-02-12 17:58:28 -04:00
Alex Szpakowski 98493d9844 Fix rendering to only use glDrawElementsInstanced when necessary
--HG--
branch : minor
2017-01-29 16:13:41 -04:00
Alex Szpakowski c764f9f206 Support instancing on more systems. Note that GLSL 3 may not be supported everywhere that instancing is, and love_InstanceID requires GLSL 3 (but instanced vertex attributes do not).
--HG--
branch : minor
2017-01-22 21:18:06 -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 44dc4bb2a2 Fix font textures in OpenGL ES 3.
--HG--
branch : minor
2017-01-15 11:15:52 -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 22c4d1ae79 Font texture atlases can be created in Core Profile GL3.
--HG--
branch : minor
2017-01-05 23:25:20 -04:00
Alex Szpakowski 8c204efafb Minor pre-emptive fixes for GL3.
--HG--
branch : minor
2017-01-05 22:33:10 -04:00
Alex Szpakowski 551dc423a2 Improved performance slightly when love.graphics.setColor is used heavily with automatic batching.
--HG--
branch : minor
2017-01-03 23:49:29 -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 548293e100 Don’t call unnecessary OpenGL APIs in love.graphics.setColor
--HG--
branch : minor
2017-01-02 01:02:15 -04:00
Alex Szpakowski 66749e874f love.graphics Video code is upwards-compatible with GL3.
--HG--
branch : minor
2017-01-01 21:58:13 -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 d26002f5cc Revamped and streamlined retina / high-DPI support (resolves issue #1122).
With the highdpi window flag enabled on a retina-capable display and OS, content should now appear to the user at the same size and in the same positions as with the flag disabled.

As a result, mouse and touch coordinates, Texture and graphics dimensions, and the graphics coordinate system now use pixel density-scaled units instead of pixels. Raw pixel units should generally only be used for things such as shader algorithms which execute per-pixel and rely on accurate pixel dimensions. love.window.fromPixels and friends typically don’t need to be used anymore.

Images, Canvases, and Fonts can have an optional explicit ‘pixel density’ set when creating them. This allows for easily loading high pixel density content which displays at the same size as regular or low pixel density content.

API changes:

- Added Texture:getPixelWidth/getPixelHeight/getPixelDimensions and Texture:getPixelDensity. Texture:getWidth/getHeight return the pixel density-scaled width and height (as it will appear on the screen when drawn) rather than the number of pixels on each texture dimension.

- Added love.graphics.getPixelWidth/getPixelHeight/getPixelDimensions.

- Added optional ‘pixeldensity’ field to the settings table parameter of love.graphics.newImage. It defaults to 1, or if the file the Image was loaded from has “@2x”, “@3x”, etc. at the end of its name, it uses that number as the pixel density scale by default.

- love.graphics.newCanvas now takes a table as its third parameter, with fields “format”, “msaa”, and “pixeldensity”. pixeldensity defaults to the main screen’s pixel density. The width and height parameters specify the visual size that the Canvas will be drawn at / can be drawn to (pixel density-scaled units).

- love.graphics.newVideo accepts a table as its second parameter, with optional fields “audio” and “pixeldensity”. pixeldensity defaults to 1.

- love.graphics.newFont variants have an optional pixeldensity parameter at the end of the argument list. For TrueType fonts this defaults to the current pixel density scale of the screen, and for BMFonts and ImageFonts this defaults to 1.

- Added Font:getPixelDensity.

- Renamed love.window.getPixelScale to love.window.getPixelDensity.

--HG--
branch : minor
2016-12-29 23:55:51 -04:00
Alex Szpakowski 8aa6725039 Cleaned up some duplicated pixel format-related code in Font files.
--HG--
branch : minor
2016-12-29 02:45:27 -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 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
Alex Szpakowski 0a8c6f3ee6 Cleaned up some love.graphics code.
--HG--
branch : minor
2016-12-10 23:46:00 -04:00
Alex Szpakowski 0a3adc0839 Unify pixel format enums for ImageData, CompressedImageData, and Canvas into a single PixelFormat enum.
Replace love.graphics.getRawImageFormats and love.graphics.getCompressedImageFormats with love.graphics.getImageFormats.

--HG--
branch : minor
2016-11-27 22:53:23 -04:00
Alex Szpakowski f85ee6b504 Add some more graphics feature and limit queries (resolves issue #1234).
love.graphics.getSupported():
 - Added “fullnpot” field, is true everywhere except on some older mobile devices. If false, mipmapping and wrap modes other than “clamp” can’t be used on non-power-of-two sized textures.
 - Added “pixelshaderhighp” field, is true everywhere except some older mobile devices. If false, “highp” precision can’t be used in pixel shaders and love will default to “mediump” instead.

love.graphics.getSystemLimits():
- Added “anisotropy” field, gets the maximum amount of anisotropy you can specify in Texture:setFilter. love will clamp anisotropy arguments greater than this value.

--HG--
branch : minor
2016-11-25 19:35:07 -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
Alex Szpakowski a9d935caa1 Fixed compilation
--HG--
branch : minor
2016-10-21 23:43:26 -03:00
Alex Szpakowski 2222bb37d2 Removed gl.bindTexture, so it won't get accidentally used.
--HG--
branch : minor
2016-10-21 23:42:09 -03:00
Alex Szpakowski 14f1afa446 Reduce redundant glActiveTexture calls.
--HG--
branch : minor
2016-10-21 22:19:16 -03:00
Alex Szpakowski d1c5edd792 Prevent redundant glBindBuffer calls.
--HG--
branch : minor
2016-10-20 21:50:48 -03:00
Alex Szpakowski 901cc362df Added 'shaderswitches' to love.graphics.getStats. 2016-04-02 18:14:52 -03:00