| Commit message (Collapse) | Author | Age | Files | Lines |
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Attributes are fixed so the field is useless.
* sly/render/shader.scm (shader-program-attribute-location): Delete.
(<shader-program>): Delete 'attributes' field.
(make-shader-program): Remove 'attributes' argument.
(load-shader-program): Likewise. Change arguments from positional to
keyword.
(%default-shader): New variable.
(load-default-shader): Reimplement in terms of promises.
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* sly/config.scm.in (scope-datadir): New procedure.
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* Makefile.am (godir): Set to the same as moddir.
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This was all messed up:
- 'pkgdatadir' wasn't something that could be substituted via autoconf
- I was still using "GUILE_2D" in the data dir env var name
Now it's all better and Sly data should be able to be found from the
pre-installation environment *and* the installation prefix.
* configure.ac (sly_prefix, sly_datadir): New variables.
* pre-inst-env.in: Set SLY_DATADIR.
* sly/config.scm.in (%pkgdatadir): Delete.
(%datadir): New variable. Use SLY_DATADIR env var or the configured
datadir.
* sly/render/font.scm (load-default-font): Use %datadir.
* sly/render/shader.scm (load-default-shader): Likewise.
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Fixes a long standing annoyance that pressing C-c wouldn't kill the
application.
* sly/game.scm (run-game-loop): Catch SIGINT and call 'stop-game-loop'.
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* guix.scm: Add source code information and necessary build options.
* INSTALL.org: Add Guix installation instructions.
* README: Add configure flags for Guix dev environments.
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* examples/shapes.scm: New file.
* examples/images/country-sky.png: New file.
* examples/images/country-trees.png: New file.
* examples/Makefile.am (nobase_dist_examples_DATA): Add them.
* examples/images/AUTHORS: Credit ansimuz.
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* sly/render.scm (rotate-x, rotate-y, rotate): New procedures.
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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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