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* Don't export (sly agenda) symbols in (sly) module.David Thompson2016-02-271-2/+1
| | | | | | | | | The agenda is really more of a private interface to keep the game moving behind the scenes, so it's best to not present it to the user by default. * sly.scm: Remove (sly agenda) from list of modules to export public symbols from.
* utils: Remove unused 'forever' procedure.David Thompson2016-02-271-4/+0
| | | | * sly/utils.scm (forever): Delete.
* examples: Replace schedule-interval with a signal hook.David Thompson2016-02-271-4/+4
| | | | | * examples/common.scm: Use add-signal-hook! instead of schedule-interval for receiving FPS events.
* TODO: Move completed tasks into archive section.David Thompson2016-02-272-100/+225
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* TODO: Move DONE items below TODOs.David Thompson2016-02-271-108/+108
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* Add new TODO items and set priority on existing items.David Thompson2016-02-271-89/+107
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* render: sprite-batch: Clean up sprite-batch-add!David Thompson2016-02-271-105/+63
| | | | | * sly/render/sprite-batch.scm (sprite-batch-add!): Take better advantage of local variables to reduce lookups, add a comment, and reformat.
* Update TODO list.David Thompson2016-02-231-17/+13
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* render: sprite-batch: Implement in terms of a mesh.David Thompson2016-02-231-16/+5
| | | | | | | * sly/render/sprite-batch.scm (<sprite-batch>): Replace 'vao' field with 'mesh' field. (make-sprite-batch): Use 'make-mesh'. (sprite-batch-flush!): Use 'set-graphics-mesh!'
* render: vbo: Use cached buffer length when computing index length.David Thompson2016-02-231-1/+1
| | | | | * sly/render/mesh.scm (vertex-buffer-element-length): Use the cached length of the buffer bytevector.
* render: texture: Remove unused texture vertex code.David Thompson2016-02-231-50/+5
| | | | | * sly/render/texture.scm (texture-vertex, pack-texture-vertices, draw-texture-vertices): Delete.
* guix: Allow building package with Guile 2.2 pre-release.David Thompson2016-02-231-40/+56
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* build: Change the order in which some modules are compiled.David Thompson2016-02-151-4/+4
| | | | | This prevents some duplicated compilation when modules include other Sly modules that haven't been compiled yet.
* TODO: Mark guardian improvement as DONE.David Thompson2016-02-151-1/+1
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* Use a single foreign object guardian.David Thompson2016-02-156-38/+109
| | | | | | | | | | | | | | | | | | | | | | Rather than each foreign resource type creating its own guardian, let's just use one instead so that there is only a single guardian to talk to each frame. * sly/guardian.scm: New file. * Makefile.am (SOURCES): Add it. * sly/game.scm (run-game-loop): Start guardian worker. * sly/render/mesh.scm (mesh-guardian): Delete. (free-mesh): New procedure. (make-mesh): Guard newly created meshes. * sly/render/shader.scm (shader-stage-guardian): Delete. (free-shader-stage): New procedure. (make-shader-stage): Guard newly created shader stages. (shader-guardian): Delete. (free-shader): New procedure. (make-shader): Guard newly created shaders. * sly/render/texture.scm (texture-guardian): Delete. (free-texture): New procedure. (make-texture): Guard newly created textures.
* examples: Add sprite batch example.David Thompson2016-02-131-0/+62
| | | | * examples/sprite-batch.scm: New file.
* Remove unused sly-init procedure.David Thompson2016-02-111-11/+1
| | | | * sly.scm (sly-init): Delete.
* Update README.David Thompson2016-02-111-14/+13
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* TODO: Mark 4x4 matrix multiplication as DONE.David Thompson2016-02-111-1/+1
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* Remove dead modules.David Thompson2016-02-113-287/+0
| | | | | | | | | These modules haven't been used in a long time, but were never deleted. Oops! * sly/render/model.scm: Delete. * sly/render/scene.scm: Delete. * Makefile.am (SOURCES): Remove them.
* Remove GSL dependency.David Thompson2016-02-114-86/+1
| | | | | | | * sly/config.scm.in (%libgslcblas): Delete. * sly/wrappers/gsl.scm: Delete. * Makefile.am (WRAPPER_SOURCES): Remove it. * configure.ac: Remove GSL configuration.
* math: transform: Perform matrix multiplication in Scheme.David Thompson2016-02-111-8/+136
| | | | | | | | No more GSL dependency! Thanks Andy Wingo, for unboxed floating point operations! * sly/math/transform.scm (matrix-ref, matrix-set!): Allow inlining. (transform*!): Reimplement in pure Scheme, no FFI call to GSL.
* TODO: Mark item as DONE.David Thompson2016-02-101-1/+1
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* Update .dir-locals.el.David Thompson2016-02-101-1/+3
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* examples: Update everything to use deferred GL resource loading.David Thompson2016-02-1010-293/+410
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* signal: Add signal-map-maybe.David Thompson2016-02-101-1/+12
| | | | * sly/signal.scm (signal-map-maybe): New procedure.
* signal: Add signal-if.David Thompson2016-02-101-0/+4
| | | | * sly/signal.scm (signal-if): New syntax.
* game: Add on-start procedure.David Thompson2016-02-101-0/+11
| | | | * sly/game.scm (on-start): New procedure.
* render: framebuffer: Use the null texture within the null framebuffer.David Thompson2016-02-101-1/+2
| | | | | * sly/render/framebuffer.scm (null-framebuffer): Set texture to the null texture, rather than #f.
* render: framebuffer: Add framebuffer-null?David Thompson2016-02-101-0/+5
| | | | * sly/render/framebuffer.scm (framebuffer-null?): New procedure.
* audio: Adjust name of argument to load-sample.David Thompson2016-02-101-3/+3
| | | | * sly/audio.scm (load-sample): s/filename/file/
* Update TODO list.David Thompson2016-02-101-23/+88
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* window: Initialize SDL window before opening.David Thompson2016-02-051-0/+2
| | | | | * sly/window.scm (open-window): Initialize SDL2 and the window before modifying it.
* guix: Update guile-sdl2 snapshot.David Thompson2016-02-051-2/+2
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* render: font: Remove unused module imports.David Thompson2016-02-051-2/+0
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* render: font: Add docstring for enable-fonts.David Thompson2016-02-051-3/+4
| | | | * sly/render/font.scm (enable-fonts): Add docstring.
* live-reload: Don't load anything if the game hasn't started.David Thompson2016-02-051-0/+3
| | | | | * sly/live-reload (with-live-reload): Ignore poll when game has not yet started.
* game: Add game started hook.David Thompson2016-01-271-2/+16
| | | | | * sly/game.scm (game-start-hook, game-started?): New variables. (run-game-loop): Run game-start-hook before loop starts.
* sprite: Add null-sprite.David Thompson2016-01-241-0/+4
| | | | * sly/render/sprite.scm (null-sprite): New variable.
* signal: Run newly added hooks immediately.David Thompson2016-01-121-2/+6
| | | | * sly/signal.scm (add-signal-hook!): Apply 'proc' immediately.
* window: Configure various OpenGL parameters.David Thompson2016-01-121-1/+6
| | | | | * sly/window.scm (init-window): Set OpenGL version to 3.2, explicitly set double buffering and vsync, and configure depth buffer size.
* window: Respect fullscreen setting.David Thompson2016-01-121-0/+1
| | | | | | | Rather than, you know, ignoring it completely. * sly/window.scm (open-window): Set the window to fullscreen mode, if requested.
* audio: Add #:loop? argument to play-music.David Thompson2016-01-121-2/+2
| | | | * sly/audio.scm (play-music): Add #:loop? keyword argument.
* game-loop: Process input events before each agenda tick.David Thompson2016-01-121-1/+1
| | | | | | | | In practice this wasn't very noticeable, but it is a bad idea to lock input event processing with the frame rate. * sly/game.scm (run-game-loop): Process input events before each call to 'agenda-tick!'.
* render: font: Add support for non-blended font rendering.David Thompson2016-01-121-4/+8
| | | | | * sly/render/font.scm (render-text): Add 'blended?' argument. (make-label): Add #:blended? keyword argument.
* Rename (sly record) to (sly records).David Thompson2016-01-122-2/+2
| | | | | | * sly/record.scm: Delete. * sly/records.scm: New file. * Makefile.am (SOURCES): Remove deleted file. Add new file.
* render: Add alpha value to render context.David Thompson2016-01-122-2/+7
| | | | | | | | | Necessary for interpolating moving objects to avoid temporal aliasing. * sly/render.scm (<graphics>)[alpha]: New field. (graphics-alpha, set-graphics-alpha!): New procedure. * sly/game.scm (run-game-loop): Set the frame's alpha value before each render call.
* examples: mines: Add missing tileset.David Thompson2016-01-101-0/+0
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* render: sprite-batch: Unbind VAO *before* mapping buffers.David Thompson2016-01-021-27/+29
| | | | | | * sly/render/sprite-batch.scm (sprite-batch-flush): Don't worry about VAOs here. (with-sprite-batch): Unbind VAO before mapping vertex buffers.
* render: Add render/signal macro.David Thompson2016-01-022-2/+11
| | | | * sly/render.scm (render/signal): New syntax.