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* render: shader: Improve shader compilation error printing.David Thompson2019-10-181-1/+3
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* render: shader: Support primitive array uniform variables.David Thompson2019-10-171-47/+52
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* render: shader: Move shader loading helper procedures out of top level.David Thompson2019-10-171-126/+115
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* render: shader: Decouple uniform serialization with uniform setting.David Thompson2019-10-172-38/+104
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* render: gl: Add more glUniform functions.David Thompson2019-10-171-1/+11
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* render: shader: Encapsulate GLSL types in <shader-data-type> records.David Thompson2019-10-161-108/+109
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* math: vector: Add vec3 cross product procedures.David Thompson2019-10-111-0/+16
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* math: vector: Add vec3 arithmetic procedures.David Thompson2019-10-111-0/+21
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* math: matrix: Add procedures for X and Y axis rotations.David Thompson2019-10-111-0/+30
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* array-list: Add bounds checking to array-list-ref.David Thompson2019-10-111-1/+3
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* render: Introduce render context object.David Thompson2019-10-111-60/+43
| | | | | | | | | | Due to the declarative modules feature of Guile 2.9.4+, the existing technique of using one top-level variable per GL state was very broken because the initial values got cached at all call sites and state updates were being silently ignored and thus the game window was always a black screen. Not good! By replacing all of the state variables with a single "context" object and poking at fields inside, things work again and it's arguably the better design anyhow.
* examples: Update particle example.David Thompson2019-07-241-11/+42
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* render: particles: Fix misuse of streaming vertex buffer.David Thompson2019-07-241-116/+105
| | | | | | * chickadee/render/particles.scm (update-particles): Use a dedicated bytevector for storing the state of the particles and copy it over to the GPU at the end.
* Fix a few errors in the manual.David Thompson2019-06-051-3/+3
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* Makefile: Generate detached signatures in publish task.v0.4.0David Thompson2019-06-041-1/+1
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* render: tiled: Add point->tile.David Thompson2019-06-043-3/+25
| | | | | | * chickadee/render/tiled.scm (point->tile): New procedure. * doc/api.texi (Tiled): Document it. * examples/tiled.scm: Render tile coordinates in bottom-left corner.
* doc: Add direntry information.David Thompson2019-06-041-0/+5
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* doc: Update copyright years.David Thompson2019-06-021-1/+1
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* doc: Add tutorial for REPL setup.David Thompson2019-06-021-0/+33
| | | | * doc/api.texi (Live Coding): New subsection.
* doc: Expand API reference for Tiled maps.David Thompson2019-06-021-0/+184
| | | | * doc/api.texi (Tile Maps): Add more procedure documentation.
* doc: Remove unnecessary @var markup in argument lists.David Thompson2019-05-281-303/+300
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* Update a couple of examples to use new sprite batch API.Alex McGrath2019-05-283-24/+31
| | | | | * examples/game-controller.scm: Use new sprite batch API. * examples/grid.scm: Ditto.
* render: sprite: Add draw-sprite-batch* procedure.David Thompson2019-05-221-9/+30
| | | | | * chickadee/render/sprite.scm (draw-sprite-batch*): New procedure. (draw-sprite-batch): Rewrite in terms of 'draw-sprite-batch*'.
* Update copyright year on sprite and buffer modules.David Thompson2019-05-162-2/+2
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* Ignore emacs temp files.David Thompson2019-05-141-0/+1
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* Fix 'make distcheck'.David Thompson2019-05-131-7/+3
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* doc: Remove unicode character for pi because it breaks 'make dvi'.David Thompson2019-05-131-3/+3
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* README: Update example code.David Thompson2019-05-131-3/+2
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* render: Replace broken refs to "typed buffer" with "buffer view".David Thompson2019-05-132-51/+51
| | | | | * chickadee/render/asset.scm: s/typed-buffer/buffer-view/ * chickadee/render/particles.scm: Same.
* doc: Remove reference to old hook system.David Thompson2019-05-131-2/+3
| | | | | * doc/api.texi (Agendas): Rewrite example code that used obsolete hook API.
* render: Rename "typed buffer" to "buffer view".David Thompson2019-05-134-220/+220
| | | | | | | * chickadee/render/buffer.scm: s/typed-buffer/buffer-view/ * chickadee/render/shapes.scm: Same. * chickadee/render/sprite.scm: Same. * doc/api.texi: Same.
* doc: Improve texture documentation.David Thompson2019-05-132-3/+84
| | | | | * chickadee/render/texture.scm (list->texture-atlas): Tweak docstring. * doc/api.texi (Textures): Document more procedures.
* render: texture: Stop exporting texture-id.David Thompson2019-05-131-1/+0
| | | | * chickadee/render/texture.scm: Remove texture-id from exports list.
* Update SDL2 game controller database file.David Thompson2019-05-121-1/+38
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* render: sprite: Rewrite sprite batching API.David Thompson2019-05-125-318/+373
| | | | | | | | | | | | | | | | | | | | | | | | | | | This new version performs better and has a better API. It closely resembles Love2D's sprite batch API. * chickadee/render/sprite.scm (with-batched-sprites, sprite-batch-reset!, sprite-batch-begin!, draw-sprite-batched, *batch?*, %batch): Delete. (draw-sprite-unbatched): Rename to 'draw-sprite*'. (<sprite-batch>)[index-buffer, position-buffer, texture-buffer]: Delete fields. [vertex-buffer]: New field. (init-sprite-batch, double-sprite-batch-size!, sprite-batch-add!, sprite-batch-flush!): Rewrite. (make-sprite-batch): Add 'capacity' and 'blend-mode' arguments. (draw-sprite-batch): New procedure. (draw-nine-patch*): Stop using sprite batches for now. * chickadee/render/font.scm: (<font>)[sprite-batches]: New field. (load-tile-font, load-font): Create a sprite batch for each texture loaded. (draw-text*): Use sprite batches. * chickadee/render/tiled.scm: (<tile>)[batch]: New field. (<tileset>)[batch]: New field. (load-tile-map): Create a sprite batch for each tileset. (draw-tile-layer): Use new sprite batch API. (draw-tile-map*): Remove reference to deleted macro.
* render: buffer: Allow specifying read/write mode when mapping buffer.David Thompson2019-05-101-2/+5
| | | | * chickadee/render/buffer.scm (map-buffer!): Add optional 'mode' argument.
* render: buffer: Fix buffer orphaning for streaming buffers.David Thompson2019-05-101-4/+3
| | | | | * chickadee/render/buffer.scm (map-buffer!): Compare symbols to symbols for checking stream usage. -__-
* render: buffer: Don't attempt to map a buffer that is already mapped.David Thompson2019-05-091-10/+11
| | | | | * chickadee/render/buffer (map-buffer!): Do nothing if buffer is already mapped to avoid throwing an error.
* render: buffer: Add buffer-mapped? procedure.David Thompson2019-05-091-0/+5
| | | | * chickadee/render/buffer.scm (buffer-mapped?): New procedure.
* render: font: Respect newline character when rendering.David Thompson2019-05-081-15/+19
| | | | | * chickadee/render/font.scm (draw-text*): Advance to the next line on screen when \n is encountered.
* render: tiled: Parse out tile flip bits.David Thompson2019-05-081-2/+11
| | | | | * chickadee/render/tiled.scm (load-tile-map): Parse out the 3 flip bits from each tile id.
* render: tiled: Accept map versions 1.1 and 1.2.David Thompson2019-05-081-1/+1
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* texture: tileset: Fix rows/columns calculation.David Thompson2019-05-081-2/+2
| | | | | * chickadee/render/texture.scm (split-texture): Use ceiling instead of floor when computing number of rows and columns.
* Remove obsolete controller handling code.David Thompson2019-01-091-6/+0
| | | | | * chickadee.scm (run-game): Remove initial iteration over game controller hash table.
* render: sprite: Allow nine patches to be tinted.David Thompson2019-01-082-5/+10
| | | | | | * chickadee/render/sprite.scm (draw-nine-patch*, draw-nine-patch): Add tint keyword argument. * doc/api.texi (Sprites): Document new argument.
* examples: Add sprite batch example.David Thompson2019-01-083-0/+68
| | | | | | * examples/sprite-batch.scm: New file. * examples/images/shot.png: New file. * Makefile.am (EXTRA_DIST): Add them.
* Add SDL2 game controller database file.David Thompson2019-01-083-1/+591
| | | | | | | | | This will allow for lots of controllers to be automatically mapped correctly without the user having to do anything. * data/gamecontrollerdb.txt: New file. * Makefile.am (dist_pkgdata_DATA): Add it. * chickadee.scm (run-game): Load game controller db file.
* examples: game-controller: Add left/right trigger rendering.David Thompson2019-01-061-30/+38
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* render: sprite: Revamp rendering process.David Thompson2019-01-062-125/+152
| | | | Add support for tinting and simplify batch rendering.
* render: color: Use f32vector under the hood.David Thompson2019-01-061-28/+34
| | | | | | | | | * chickadee/render/color.scm (<color>): Use a single field for storing bytevector. (make-color): Wrap f32vector. (color-r, color-g, color-b, color-a): Fetch channel values from f32vector. (color): New procedure.