Alexander Szpakowski
c13b1fb03b
Changed vertex shader callback function name from 'transform' to 'position', added more vertex shader defines (some to make it easier to eventually have a GLES2 backend), hopefully updated Visual Studio project with changed filenames
2013-01-04 01:20:38 -04:00
Alexander Szpakowski
6560019829
opengl graphics module files now always include OpenGL.h rather than GLee.h
2013-01-01 17:54:14 -04:00
Alexander Szpakowski
9143442448
Add internal support for tesselation control and evaluation shaders (not that they'll ever be used), now that GLee has definitions for them
2013-01-01 04:39:33 -04:00
Alexander Szpakowski
a18b353e62
Update GLee to latest available version (supports extensions and versions up to when OpenGL 4.2 was released, old GLee only had GL3.0 support)
2013-01-01 04:29:41 -04:00
Alexander Szpakowski
da661e8e2f
Bind texture id 0 (no texture) instead of disabling/re-enabling texturing entirely, when drawing graphics primitives. This both allows shaders to potentially use their own textures when drawing textureless primitives, and reduces overhead caused by constant GL state changes when drawing many graphics primitives.
2013-01-01 04:08:30 -04:00
Alexander Szpakowski
8bae828924
Don't override texture binding check when calling bindTexture with a texture id of 0
2013-01-01 04:03:26 -04:00
Alexander Szpakowski
15a1fd3552
Re-added "pixeleffect" graphics isSupported string for compatibility
2012-12-31 06:18:43 -04:00
Alexander Szpakowski
d62878fbb8
Use GLSL #line preprocessor directive instead of manually trying to convert error message lines; flag shader objects for lazy-deletion after linking with program object instead of detaching them immediately (debuggers can now view source code of shader programs)
2012-12-28 21:32:13 -04:00
Alexander Szpakowski
f54c270042
minor cleanup and fixes
2012-12-24 17:07:29 -05:00
Alexander Szpakowski
3047321e71
Use initializer list copy constructor instead of per-element copying for shader source list in ShaderEffect constructor
2012-12-23 00:29:23 -04:00
Alexander Szpakowski
83204c5dc5
ShaderEffects now take a dynamically sized list of source codes instead of one vertex and one fragment shader string
2012-12-22 22:47:07 -04:00
Alexander Szpakowski
b55de47fb9
misc cleanup
2012-12-22 05:37:34 -04:00
Alexander Szpakowski
0c525ebb92
shaders now use a static vector of counters for each texture unit to help keep track of completely free texture units
2012-12-22 01:35:36 -04:00
Alexander Szpakowski
79fa42d207
made ShaderEffects individully handle texture units for sent images/canvases, added GL helper function for quickly binding a texture to a specific texture unit, hopefully made ShaderEffects load and unload volatile better
2012-12-22 00:29:11 -04:00
Alexander Szpakowski
16f925affa
improved GL texture binding api to take texture units into consideration
2012-12-21 20:35:32 -04:00
Alexander Szpakowski
5626b74b79
reduced unnecessary usage of glUseProgram, shadereffect is now properly detached in unloadVolatile and reattached if necessary in loadVolatile, made current and max texture units static to prevent different shaders from overwriting the value of different texture units
2012-12-21 17:43:47 -04:00
Alexander Szpakowski
5252ed28cd
changed shadereffect texture image unit counter and map to be non-static, get max texture units from max combined TIUs instead of max fragment shader TIUs, added the current MVP matrix as an argument to the vertex shader transform function, reduced code duplication in ShaderEffect::sendImage and sendCanvas
2012-12-21 05:03:50 -04:00
Alexander Szpakowski
0611234067
changed PixelEffect name to ShaderEffect, added lua-side support for vert/frag shader combinations with love.graphics.newShaderEffect, added tentative support for single-file vertex+fragment shaders
2012-12-20 21:51:31 -04:00
Alexander Szpakowski
28e3b105e9
added C++side support for combinations of vertex and fragment shaders in pixeleffects
2012-12-20 03:42:48 -04:00
Alexander Szpakowski
a8dc813258
Text drawing performance improvements (issue #532 )
2012-12-15 22:18:40 +01:00
Bart van Strien
68a895e7c6
Catch errors in love.font.newRasterizer, add luax_pconvobj which pcalls, allowing love.graphics.newFont to clean up before re-erroring
2012-12-15 14:26:46 +01:00
vrld
62e2c752e5
More verbose VertexIndex::getType() (using numeric_limits)
2012-12-01 14:00:05 +01:00
vrld
b0abcbda71
Fix: Returning wrong type in VertexIndex::getType()
2012-11-28 16:14:10 +01:00
vrld
8bbf68c69c
Match types in VertexIndex::getType()
2012-11-28 16:01:04 +01:00
vrld
b2f1408b12
Fix issue #495 : Large spritebatches doesn't render properly
2012-11-23 10:23:44 +01:00
vrld
6882c2c32c
Close issue #519 : Maximum stack depth reached error message.
2012-11-23 09:08:36 +01:00
vrld
c782093374
Intel gets their way
2012-11-22 21:24:43 +01:00
vrld
a35b4232e1
Use opengl buffer ARB constistently in VertexBuffer.
2012-11-22 21:07:35 +01:00
vrld
6ffb9d28f0
VertexBuffer/SpriteBatch speed tweaks.
...
- VertexBuffer holds permanent copy of the vertex data and is only read from
GPU memory was written outside a sb:bind()/sb:unbind() pair.
- "Orphan" the current GPU buffer on unmap() before uploading the changed data
to the GPU to avoid implicit synchronisation lags.
2012-11-22 20:59:47 +01:00
Bart van Strien
d24c0344c8
Make second argument to setDefaultImageFilter Image:setFilter and Image:setWrap optional, and default to the first
2012-11-18 19:18:37 +01:00
Bart van Strien
94516e2290
Catch possible exceptions thrown when locking a SpriteBatch twice
2012-11-18 18:48:37 +01:00
rude
54498ce378
Apply slime73's ParticleSystem patch.
2012-11-18 11:02:30 +01:00
vrld
31f98ebf52
Fix #234 again. Of course this means the texture coordinates are flipped
...
again...
2012-10-18 13:29:13 +02:00
vrld
6c850fdc98
Possibly (code in issue does not fail on my machine) fix #486 . Please test.
2012-10-15 17:13:08 +02:00
vrld
e6711b2837
Fix multiplicative blend mode.
2012-10-12 13:52:16 +02:00
vrld
48f5afcc0e
Throw error if invalid canvas type was supplied in l.g.newCanvas()
2012-10-12 13:14:40 +02:00
vrld
ccdf6e1c00
Fix Issue #476 : Add HDR Canvas (thanks, Alexander Szpakowski!).
...
* 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()'.
2012-10-11 22:22:10 +02:00
vrld
c75bc199ae
Remove ARB checks in PixelEffect::isSupported().
...
ARB fragment shaders shouldn't support GLSL 1.2 anyway.
2012-10-04 17:27:31 +02:00
vrld
a39ddc9f1a
Close issue #480 : Extending Canvas support to cards without packed depth stencil.
2012-10-01 22:06:56 +02:00
vrld
e35854acdc
Remove love_ScreenSize from shaders.
...
PixelEffects would fail to load when screen_coords were unused.
Reopens issue #435 : "PixelEffects have flipped screen_coords.y".
2012-10-01 21:39:52 +02:00
vrld
e575c86246
Severe case of premature commit-ion.
2012-09-11 16:11:26 +02:00
vrld
fdf175d7d0
Partly fix issue #468 : Incorrect(?) detection of shader support.
...
Still need to figure out if we can use the ARB versions.
2012-09-11 15:21:39 +02:00
vrld
4ec7609d37
Fix issue #437 : Area-based particle spawn.
...
New particles are spawned around the particle emitter position according to a
configurabe distribution.
New functionality:
particlesystem:setAreaSpread(distributon, x, y)
distribution, x, y = particlesystem:getAreaSpread()
Where `distribution' is one of "none", "uniform", "normal".
`x' and `y' take different meaning based on the distribution:
* none: no area spread - particles spawned at emitter position.
* uniform: particle spawned at px,py in the rectangle around emitter
position ex,ey, i.e.:
ex - x < px < ex + x, ey - y < py < ey + y,
* normal: particle position drawn from a normal/gaussian distribution
with mean ex,ey and standard deviation x,y, i.e.:
px \in N(ex, x²), py \in N(ey, y²).
2012-09-10 19:58:44 +02:00
vrld
87c6646705
Fix #435 (for real this time). Unfixes #324 .
...
Add a extern vec2 love_ScreenSize to the pixel effects that will
be (re)set upon PixelEffect::loadVolatile() and is used to flip
the fragment coordinate.
Unfixes #324 because canvases can have different dimensions than
the screen.
2012-08-05 16:08:22 +02:00
Bart van Strien
148b0c2f6d
Correctly read filter modes in newImageFont when the implicit newRasterizer is used (issue #437 )
2012-08-03 16:01:33 +02:00
Bart van Strien
85a1787ad8
Make SpriteBatch:setColor accept a table as well (issue #459 )
2012-08-03 15:27:59 +02:00
Bart van Strien
b10bc87b9a
Make love.graphics.setCanvas(nil) error
...
This helps detect typoes, setCanvas() still works as before
2012-07-21 17:51:54 +02:00
Marc Lepage
e5c4f7f43c
Remove call to glAlphaFunc as alpha testing is never enabled.
2012-07-17 21:33:16 -04:00
Marc Lepage
4cc0056a21
Fix some typos in comments.
2012-07-12 00:21:25 -04:00
vrld
6d02057864
Close issue #408 : printf-justify alignment.
...
Add letter_spacing argument to Font::print(). Might be worth to expose to Lua
at some point. Justify alignment may result in mushy/blurred glyphs.
2012-07-08 13:37:09 +02:00