| Commit message (Collapse) | Author | Age | Files | Lines |
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Forgot to update this one to the new rendering API.
* sly/render/shape.scm (make-cube): Use render combinators.
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* sly/render/camera.scm (3d-camera): New procedure.
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* examples/framebuffer.scm: New file.
* examples/Makefile.am (nobase_dist_examples_DATA): Add it.
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Warning: This is a huge commit.
I completely gutted the old scene graph and replaced it with a somewhat
monadic rendering combinator module instead. The interface remains
purely functional, but replaces the <model> data type with procedures in
the rendering monad instead. This opens the door for
rendering *anything*, not just meshes. Now I can implement particle
systems and other non-static things.
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* sly/record.scm: New file.
* Makefile.am (SOURCES): Add it.
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* sly/render/mesh.scm (with-mesh): Apply the null-mesh after evaluating
the body.
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This avoids an issue where debugging output would be clogged by
dumping *all* of the vertex information for large meshes.
* sly/render/mesh.scm (<mesh>): Add record type printer that doesn't
print out the vertices.
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Just like the Opengl 2.x days! ;)
* sly/render.scm (graphics-transform, graphics-transform-mul!,
graphics-transform-identity!): Delete.
(graphics-model-view-transform, graphics-model-view-mul!,
graphics-model-view-identity!, graphics-projection-transform,
graphics-projection-mul!, graphics-projection-identity!): New
procedures.
(with-model-view-excursion, with-projection-excursion): New syntax.
(call-with-transform-excursion): Move matrix copying out of the "in
guard."
(draw-scene): Use new matrix stacks.
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* sly/render.scm (graphics-reset!): Force context changes.
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Not resetting the graphics context after rendering leads to strange bugs
such as sprites disappearing when a new mesh is created in between
drawing.
* sly/render.scm (with-graphics): Reset context after drawing.
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The implementation is a bit cleaner, and it's a stepping stone towards
render combinators.
* sly/render/context.scm: Delete.
* sly/render.scm: New file.
* Makefile.am (SOURCES): Add it. Remove context.scm.
* sly/game.scm (run-game-loop): Use new <graphics> type.
* sly/render/model.scm (draw-model): Likewise.
* sly/render/scene.scm (draw-scene): Likewise.
* examples/2048/2048.scm: Remove (sly render context) import.
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Guile's array procedures are slow, so switch to using raw bytevectors
instead. Additionally, converting the bytevector to a pointer is also
slow, so the pointer is now cached for redundant calls.
There's more to be done, but this was low hanging fruit.
* sly/math/transform.scm (<transform>)[ptr]: New field.
(transform-ptr): New accessor.
(set-transform-ptr!): New setter.
(make-4x4-matrix): Implement using bytevectors.
(matrix-set!, matrix-ref): New procedures.
(make-transform, transform-vector2, transform-position): Use
'matrix-set!' and 'matrix-ref'.
(transpose, transform+, transform*): Use new transform constructor.
(transform->pointer): Cache pointer.
* sly/render/context.scm (copy-transform!): Use 'bytevector-copy!'
* sly/render/shader.scm: Use 'transform->pointer' in the transform
uniform setter.
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Add the Gnu Scientific Library (GSL) to the dependencies and update the
git clone command for sly itself to the new address of the repository
(https://git.dthompson.us/sly.git), since gitorious is down.
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* package.scm: Change source to #f for now.
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* examples/life.scm: New file.
* examples/Makefile.am (nobase_dist_examples_DATA): Add it.
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* sly.scm: New file.
* Makefile.am (SOURCES): Add it.
* sandbox.in: Use new module.
* examples/common.scm: Likewise.
* examples/font.scm: Likewise.
* README ("Example"): Update example.
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* sly/signal.scm: Add comments specifying emacs indentation level for
signal-let and signal-let* syntax.
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* doc/api/init.texi: s/start-game-loop/run-game-loop/
* examples/2048/2048.scm: Likewise.
* examples/animation.scm: Likewise.
* examples/font.scm: Likewise.
* examples/joystick.scm: Likewise.
* examples/mines/mines.scm: Likewise.
* examples/simple.scm: Likewise.
* examples/tilemap.scm: Likewise.
* sandbox.in: Likewise.
* sly/game.scm: Likewise.
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* sly/signal.scm (signal-let, signal-let*): Reimplement.
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* sly/game.scm (start-game-loop): Add 'scene' argument.
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* sly/render/model.scm (model-scale): New procedure.
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* sly/render/scene.scm: New file.
* Makefile.am (SOURCES): Add it.
* sly/render/camera.scm (apply-viewport): Do not clear viewport.
(clear-viewport): New procedure.
* sly/render/model.scm (model-sub-scene): New accessor.
(make-model): Add #:sub-scene keyword argument.
(draw-sub-scene): New variable.
(draw-model): Remove rendering initialization code. Render sub-scenes.
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* sly/render/context.scm (with-render-context-excursion): New syntax.
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* sly/render/context.scm (render-context-framebuffer,
render-context-viewport): New accessors.
(make-render-context): Initialize new GL parameters.
(render-context-reset!): Reset new GL parameters.
(set-render-context-framebuffer!, set-render-context-viewport!): New
procedures.
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* sly/render/framebuffer.scm (null-framebuffer): New variable.
(apply-framebuffer): New procedure.
(with-framebuffer): Delete.
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* sly/render/camera.scm (null-viewport): New variable.
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I don't know why I wrote that the signal combinators are "higher order
signals", but that's not true. They are just procedures (some of which
are higher order procedures) that take signals as arguments.
* sly/signal.scm: Fix comment.
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* data/shaders/default-fragment.glsl (use_texture): New uniform.
(main): Skip texture rendering when 'use_texture' is false.
* sly/render/model.scm (draw-model): Set 'use_texture' uniform before
rendering.
* sly/render/shader.scm (load-default-shader): Register 'use_texture'
uniform.
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* sly/render/texture.scm (texture-null?): New procedure.
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* sandbox: Delete.
* .gitignore: Ignore it.
* sandbox.in: New file.
* configure.ac: Generate sandbox.
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* examples/2048/2048.scm: Use null-model
* examples/mines/mines.scm: Likewise.
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* sly/render/model.scm (null-model): New variable.
(model-null?): New procedure.
(draw-model): Test for null models.
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* sly/render/model.scm (paint, blend, group, group*, move, place): Renamed.
(model-paint, model-blend, model-group, list->model, model-move,
model-place): New procedures.
* README.org (Example): s/move/model-move/
* examples/2048/2048.scm: Update example.
* examples/mines/mines.scm: Likewise.
* examples/animation.scm: Likewise.
* examples/font.scm: Likewise.
* examples/joystick.scm: Likewise.
* examples/simple.scm: Likewise.
* examples/tilemap.scm: Likewise.
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* package.scm: Move native inputs where they belong. Add texinfo to
native inputs.
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* sly/window.scm (open-window): Throw error when 'SDL:set-video-mode'
fails.
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* sly/render/context.scm (with-temp-transform): Delete.
(render-context-transform, render-context-transform*!,
render-context-transform-identity!, render-context-push-transform!,
render-context-pop-transform!, copy-transform!): New procedures.
(with-transform-excursion): New syntax.
(render-context-reset!): Set top of matrix stack to identity matrix.
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* sly/render/context.scm (%set-render-context-blend-mode!,
%set-render-context-depth-test!?, %set-render-context-texture!,
%set-render-context-shader!, %set-render-context-mesh!): Delete.
(make-render-context): Create GL parameters.
(render-context-reset!): Reset GL parameters.
(define-context-setter): New syntax.
(set-render-context-blend-mode!, set-render-context-depth-test!?,
set-render-context-texture!, set-render-context-shader!,
set-render-context-mesh!): Define in terms of 'define-context-setter'.
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* sly/render/shader.scm (null-shader-program): New variable.
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* sly/render/texture.scm (apply-texture): Enable 2D textures before
binding texture.
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* sly/render/utils (apply-depth-test): New procedure.
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