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.
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branch : minor
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.
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branch : minor
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.
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branch : minor
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.
Gamma-correct blending and shader math can be enabled globally via the new 't.gammacorrect' boolean flag in love.conf.
The new function love.graphics.isGammaCorrect will return true if it was requested in love.conf and is supported on the system.
When gamma correct rendering is enabled, colors (including the colors of pixels from images) are automatically converted from sRGB to linear RGB before use. When drawing to the main screen or to a canvas with the 'normal' or 'srgb' format, the final output colors of pixel shaders are automatically converted from linear RGB to sRGB after blending and before the color is stored in the pixel.
This lets the rendering pipeline do math using linear RGB values for colors rather than sRGB values, so the math is correct, without making users of the APIs manually linearize their colors with the love.math.gammaToLinear function (which still exists). The final output of the screen is encoded as sRGB, which is what systems expect. Canvases (except when otherwise requested) store their contents with sRGB encoding for increased precision with darker colors.
the 'srgb' window setting flag has been removed, as well as the 'srgb' image flag. A new image flag 'linear' has been added, which when set to true will cause the colors of the image to always be treated as linear RGB rather than sRGB, when gamma-correct rendering is enabled.
A new function 'Shader:sendColor' has been added, which has the same argument structure as 'Shader:send' but expects colors in the range of [0, 255]. When gamma-correct rendering is enabled it automatically gamma-corrects the given colors (by applying gammaToLinear to them.)
New shader code functions have been added: gammaToLinear, linearToGamma, gammaCorrectColor, and unGammaCorrectColor. When gamma-correct rendering is enabled, the LOVE_GAMMA_CORRECT #define is set and gammaCorrectColor and unGammaCorrectColor are aliases for gammaToLinear and linearToGamma respectively, otherwise the functions do nothing.
The new shader functions have 'precise' and 'fast' variants. If the LOVE_PRECISE_GAMMA define is set, then the normal functions default to the precise variants, otherwise they default to the fast variants. Currently the define is set in vertex shaders and not set in pixel shaders.
The default per-vertex color is automatically gamma-corrected by LÖVE when gamma correct rendering is enabled, but any custom named per-vertex attribute specified with the new custom attribute Mesh functionality won't be, unless 'gammaCorrectColor' or similar functions are explicitly used (preferably inside the vertex shader code that has the custom attribute.)