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author最萌小汐 <sumneko@hotmail.com>2022-09-28 19:10:26 +0800
committer最萌小汐 <sumneko@hotmail.com>2022-09-28 19:10:26 +0800
commitb01133ed4c1b02105b2894eb596c5706fb633246 (patch)
tree2c2106238676ab8923705a4905e52c9521cd55d8 /meta/3rd/lovr
parente9fee73b62132d7fd5554da6a8237c0adf04d75a (diff)
downloadlua-language-server-b01133ed4c1b02105b2894eb596c5706fb633246.zip
update submodules
Diffstat (limited to 'meta/3rd/lovr')
-rw-r--r--meta/3rd/lovr/library/callback.lua5
-rw-r--r--meta/3rd/lovr/library/lovr/graphics.lua261
-rw-r--r--meta/3rd/lovr/library/lovr/headset.lua78
3 files changed, 299 insertions, 45 deletions
diff --git a/meta/3rd/lovr/library/callback.lua b/meta/3rd/lovr/library/callback.lua
index ee443fd1..1813f2a4 100644
--- a/meta/3rd/lovr/library/callback.lua
+++ b/meta/3rd/lovr/library/callback.lua
@@ -40,7 +40,10 @@ lovr.conf = nil
---Since the `lovr.graphics.submit` function always returns true, the following idiom can be used to submit graphics work manually and override the default submission:
---
--- function lovr.draw(pass)
---- local passes = getPasses()
+--- local passes = {}
+---
+--- -- ... record multiple passes and add to passes table
+---
--- return lovr.graphics.submit(passes)
--- end
---
diff --git a/meta/3rd/lovr/library/lovr/graphics.lua b/meta/3rd/lovr/library/lovr/graphics.lua
index ef3209f5..ae32460b 100644
--- a/meta/3rd/lovr/library/lovr/graphics.lua
+++ b/meta/3rd/lovr/library/lovr/graphics.lua
@@ -940,7 +940,7 @@ function Font:getWidth(string) end
---
---Sets the line spacing of the Font.
---
----When spacing out lines, the height of the font is multiplied the line spacing to get the final spacing value.
+---When spacing out lines, the height of the font is multiplied by the line spacing to get the final spacing value.
---
---The default is 1.0.
---
@@ -948,7 +948,7 @@ function Font:getWidth(string) end
function Font:setLineSpacing(spacing) end
---
----Returns the pixel density of the font.
+---Sets the pixel density of the font.
---
---The density is a "pixels per world unit" factor that controls how the pixels in the font's texture are mapped to units in the coordinate space.
---
@@ -2043,6 +2043,7 @@ function Pass:setFont(font) end
---
---This will apply to most drawing, except for text, skyboxes, and models, which use their own materials.
---
+---@overload fun(self: lovr.Pass, texture: lovr.Texture)
---@overload fun(self: lovr.Pass)
---@param material lovr.Material # The material to use for drawing.
function Pass:setMaterial(material) end
@@ -2147,6 +2148,8 @@ function Pass:setScissor(x, y, w, h) end
---
---Samplers will use `linear` filtering and the `repeat` wrap mode.
---
+---Changing the shader will not clear push constants set in the `Constants` block.
+---
---@overload fun(self: lovr.Pass, default: lovr.DefaultShader)
---@overload fun(self: lovr.Pass)
---@param shader lovr.Shader # The shader to use.
@@ -2286,15 +2289,33 @@ function Pass:skybox(skybox) end
function Pass:sphere(transform, longitudes, latitudes) end
---
----TODO
+---Draws text.
+---
+---The font can be changed using `Pass:setFont`.
---
---
---### NOTE:
----TODO
+---Strings should be encoded as UTF-8.
+---
+---Newlines will start a new line of text.
+---
+---Tabs will be rendered as four spaces.
+---
+---Carriage returns are ignored.
+---
+---With the default font pixel density, a scale of 1.0 makes the text height 1 meter.
---
----@overload fun(self: lovr.Pass, colortext: table, transform: lovr.transform, wrap?: number, halign?: lovr.HorizontalAlign, valign?: lovr.VerticalAlign)
+---The wrap value does not take into account the text's scale.
+---
+---Text rendering requires a special shader, which will only be automatically used when the active shader is set to `nil`.
+---
+---Blending should be enabled when rendering text (it's on by default).
+---
+---This function can draw up to 16384 visible characters at a time.
+---
+---@overload fun(self: lovr.Pass, colortext: table, transform: lovr.Mat4, wrap?: number, halign?: lovr.HorizontalAlign, valign?: lovr.VerticalAlign)
---@param text string # The text to render.
----@param transform lovr.transform # The transform of the text.
+---@param transform lovr.Mat4 # The transform of the text.
---@param wrap? number # The maximum width of each line in meters (before scale is applied). When zero, the text will not wrap.
---@param halign? lovr.HorizontalAlign # The horizontal alignment.
---@param valign? lovr.VerticalAlign # The vertical alignment.
@@ -2305,7 +2326,7 @@ function Pass:text(text, transform, wrap, halign, valign) end
---
---One of the slots in a `Tally` object will be used to hold the result. Commands on the Pass will continue being measured until `Pass:tock` is called with the same tally and slot combination.
---
----Afterwards, `Pass:read` can be used to read back the tally result, or the tally can be copied to a `Buffer.
+---Afterwards, `Pass:read` can be used to read back the tally result, or the tally can be copied to a `Buffer`.
---
---
---### NOTE:
@@ -2322,7 +2343,7 @@ function Pass:tick(tally, slot) end
---
---`Pass:tick` must be called to start the measurement before this can be called.
---
----Afterwards, `Pass:read` can be used to read back the tally result, or the tally can be copied to a `Buffer.
+---Afterwards, `Pass:read` can be used to read back the tally result, or the tally can be copied to a `Buffer`.
---
---@param tally lovr.Tally # The tally storing the measurement.
---@param slot number # The index of the slot in the tally storing the measurement.
@@ -2357,7 +2378,9 @@ function Pass:transform(transform) end
function Pass:translate(translation) end
---
----TODO
+---Readbacks track the progress of an asynchronous read of a `Buffer`, `Texture`, or `Tally`.
+---
+---Once a Readback is created in a transfer pass, and the transfer pass is submitted, the Readback can be polled for completion or the CPU can wait for it to finish using `Readback:wait`.
---
---@class lovr.Readback
local Readback = {}
@@ -2367,7 +2390,7 @@ local Readback = {}
---
---
---### NOTE:
----TODO what if it's an image?!
+---If the Readback is reading back a Texture, returns `nil`.
---
---@return lovr.Blob blob # The Blob.
function Readback:getBlob() end
@@ -2377,9 +2400,15 @@ function Readback:getBlob() end
---
---
---### NOTE:
----TODO what if the readback is a buffer/texture?!
+---This currently returns `nil` for readbacks of `Buffer` and `Texture` objects.
+---
+---Only readbacks of `Tally` objects return valid data.
+---
+---For `time` and `pixel` tallies, the table will have 1 number per slot that was read.
+---
+---For `shader` tallies, there will be 4 numbers for each slot.
---
----@return table data # A table containing the values that were read back.
+---@return table data # A flat table of numbers containing the values that were read back.
function Readback:getData() end
---
@@ -2387,7 +2416,7 @@ function Readback:getData() end
---
---
---### NOTE:
----TODO what if it's a buffer or tally?!
+---If the Readback is not reading back a Texture, returns `nil`.
---
---@return lovr.Image image # The Image.
function Readback:getImage() end
@@ -2403,7 +2432,7 @@ function Readback:isComplete() end
---
---
---### NOTE:
----TODO what if the readback will never complete?!
+---If the transfer pass that created the readback has not been submitted yet, no wait will occur and this function will return `false`.
---
---@return boolean waited # Whether the CPU had to be blocked for waiting.
function Readback:wait() end
@@ -2480,7 +2509,9 @@ function Sampler:getMipmapRange() end
function Sampler:getWrap() end
---
----TODO
+---Shaders are small GPU programs.
+---
+---See the `Shaders` guide for a full introduction to Shaders.
---
---@class lovr.Shader
local Shader = {}
@@ -2533,7 +2564,23 @@ function Shader:hasAttribute(name) end
function Shader:hasStage(stage) end
---
----TODO
+---Tally objects are able to measure events on the GPU.
+---
+---Tallies can measure three types of things:
+---
+---- `time` - measures elapsed GPU time.
+---- `pixel` - measures how many pixels were rendered, which can be used for occlusion culling.
+---- `shader` - measure how many times shaders were run.
+---
+---Tally objects can be created with up to 4096 slots.
+---
+---Each slot can hold a single measurement value.
+---
+---`Pass:tick` is used to begin a measurement, storing the result in one of the slots.
+---
+---All commands recorded on the Pass will be measured until `Pass:tock` is called with the same tally and slot.
+---
+---The measurement value stored in the slots can be copied to a `Buffer` using `Pass:copy`, or they can be read back to Lua using `Pass:read`.
---
---@class lovr.Tally
local Tally = {}
@@ -2681,6 +2728,62 @@ function Texture:isView() end
function Texture:newView(parent, type, layer, layerCount, mipmap, mipmapCount) end
---
+---Controls whether premultiplied alpha is enabled.
+---
+---
+---### NOTE:
+---The premultiplied mode should be used if pixels being drawn have already been blended, or "pre-multiplied", by the alpha channel.
+---
+---This happens when rendering to a texture that contains pixels with transparent alpha values, since the stored color values have already been faded by alpha and don't need to be faded a second time with the alphamultiply blend mode.
+---
+---@alias lovr.BlendAlphaMode
+---
+---Color channel values are multiplied by the alpha channel during blending.
+---
+---| "alphamultiply"
+---
+---Color channel values are not multiplied by the alpha.
+---
+---Instead, it's assumed that the colors have already been multiplied by the alpha.
+---
+---This should be used if the pixels being drawn have already been blended, or "pre-multiplied".
+---
+---| "premultiplied"
+
+---
+---Different ways pixels can blend with the pixels behind them.
+---
+---@alias lovr.BlendMode
+---
+---Colors will be mixed based on alpha.
+---
+---| "alpha"
+---
+---Colors will be added to the existing color, alpha will not be changed.
+---
+---| "add"
+---
+---Colors will be subtracted from the existing color, alpha will not be changed.
+---
+---| "subtract"
+---
+---All color channels will be multiplied together, producing a darkening effect.
+---
+---| "multiply"
+---
+---The maximum value of each color channel will be used.
+---
+---| "lighten"
+---
+---The minimum value of each color channel will be used.
+---
+---| "darken"
+---
+---The opposite of multiply: the pixel colors are inverted, multiplied, and inverted again, producing a lightening effect.
+---
+---| "screen"
+
+---
---The different ways to pack Buffer fields into memory.
---
---The default is `packed`, which is suitable for vertex buffers and index buffers.
@@ -2720,6 +2823,95 @@ function Texture:newView(parent, type, layer, layerCount, mipmap, mipmapCount) e
---| "std430"
---
+---The method used to compare depth and stencil values when performing the depth and stencil tests. Also used for compare modes in `Sampler`s.
+---
+---
+---### NOTE:
+---This type can also be specified using mathematical notation, e.g. `=`, `>`, `<=`, etc. `notequal` can be provided as `~=` or `!=`.
+---
+---@alias lovr.CompareMode
+---
+---The test does not take place, and acts as though it always passes.
+---
+---| "none"
+---
+---The test passes if the values are equal.
+---
+---| "equal"
+---
+---The test passes if the values are not equal.
+---
+---| "notequal"
+---
+---The test passes if the value is less than the existing one.
+---
+---| "less"
+---
+---The test passes if the value is less than or equal to the existing one.
+---
+---| "lequal"
+---
+---The test passes if the value is greater than the existing one.
+---
+---| "greater"
+---
+---The test passes if the value is greater than or equal to the existing one.
+---
+---| "gequal"
+
+---
+---The different ways of doing triangle backface culling.
+---
+---@alias lovr.CullMode
+---
+---Both sides of triangles will be drawn.
+---
+---| "none"
+---
+---Skips rendering the back side of triangles.
+---
+---| "back"
+---
+---Skips rendering the front side of triangles.
+---
+---| "front"
+
+---
+---The set of shaders built in to LÖVR.
+---
+---These can be passed to `Pass:setShader` or `lovr.graphics.newShader` instead of writing GLSL code.
+---
+---The shaders can be further customized by using the `flags` option to change their behavior.
+---
+---If the active shader is set to `nil`, LÖVR picks one of these shaders to use.
+---
+---@alias lovr.DefaultShader
+---
+---Basic shader without lighting that uses colors and a texture.
+---
+---| "unlit"
+---
+---Shades triangles based on their normal, resulting in a cool rainbow effect.
+---
+---| "normal"
+---
+---Renders font glyphs.
+---
+---| "font"
+---
+---Renders cubemaps.
+---
+---| "cubemap"
+---
+---Renders spherical textures.
+---
+---| "equirect"
+---
+---Renders a fullscreen triangle.
+---
+---| "fill"
+
+---
---Whether a shape should be drawn filled or outlined.
---
---@alias lovr.DrawStyle
@@ -3078,6 +3270,43 @@ function Texture:newView(parent, type, layer, layerCount, mipmap, mipmapCount) e
---| "state"
---
+---Different ways of updating the stencil buffer with `Pass:setStencilWrite`.
+---
+---@alias lovr.StencilAction
+---
+---Stencil buffer pixels will not be changed by draws.
+---
+---| "keep"
+---
+---Stencil buffer pixels will be set to zero.
+---
+---| "zero"
+---
+---Stencil buffer pixels will be replaced with a custom value.
+---
+---| "replace"
+---
+---Stencil buffer pixels will be incremented each time they're rendered to.
+---
+---| "increment"
+---
+---Stencil buffer pixels will be decremented each time they're rendered to.
+---
+---| "decrement"
+---
+---Similar to increment, but will wrap around to 0 when it exceeds 255.
+---
+---| "incrementwrap"
+---
+---Similar to decrement, but will wrap around to 255 when it goes below 0.
+---
+---| "decrementwrap"
+---
+---The bits in the stencil buffer pixels will be inverted.
+---
+---| "invert"
+
+---
---These are the different metrics a `Tally` can measure.
---
---@alias lovr.TallyType
diff --git a/meta/3rd/lovr/library/lovr/headset.lua b/meta/3rd/lovr/library/lovr/headset.lua
index caa0cbe8..0c26709e 100644
--- a/meta/3rd/lovr/library/lovr/headset.lua
+++ b/meta/3rd/lovr/library/lovr/headset.lua
@@ -110,6 +110,14 @@ function lovr.headset.getBoundsWidth() end
function lovr.headset.getClipDistance() end
---
+---Returns the headset delta time, which is the difference between the current and previous predicted display times.
+---
+---When the headset is active, this will be the `dt` value passed in to `lovr.update`.
+---
+---@return number dt # The delta time.
+function lovr.headset.getDeltaTime() end
+
+---
---Returns the texture dimensions of the headset display (for one eye), in pixels.
---
---@return number width # The width of the display.
@@ -160,14 +168,6 @@ function lovr.headset.getDriver() end
function lovr.headset.getHands() end
---
----Returns a Texture that contains whatever is currently rendered to the headset.
----
----Sometimes this can be `nil` if the current headset driver doesn't have a mirror texture, which can happen if the driver renders directly to the display, like with the `desktop` driver.
----
----@return lovr.Texture mirror # The mirror texture.
-function lovr.headset.getMirrorTexture() end
-
----
---Returns the name of the headset as a string.
---
---The exact string that is returned depends on the hardware and VR SDK that is currently in use.
@@ -395,6 +395,20 @@ function lovr.headset.getPosition(device) end
function lovr.headset.getSkeleton(device) end
---
+---Returns a Texture that will be submitted to the headset display.
+---
+---This will be the render target used in the headset's render pass.
+---
+---The texture is not guaranteed to be the same every frame, and must be called every frame to get the current texture.
+---
+---
+---### NOTE:
+---This function may return `nil` if the headset is not being rendered to this frame.
+---
+---@return lovr.Texture texture # The headset texture.
+function lovr.headset.getTexture() end
+
+---
---Returns the estimated time in the future at which the light from the pixels of the current frame will hit the eyes of the user.
---
---This can be used as a replacement for `lovr.timer.getTime` for timestamps that are used for rendering to get a smoother result that is synchronized with the display of the headset.
@@ -471,6 +485,16 @@ function lovr.headset.getViewPose(view) end
function lovr.headset.isDown(device, button) end
---
+---Returns whether LÖVR has VR input focus.
+---
+---Focus is lost when the VR system menu is shown.
+---
+---The `lovr.focus` callback can be used to detect when this changes.
+---
+---@return boolean focused # Whether the application is focused.
+function lovr.headset.isFocused() end
+
+---
---Returns whether a button on a device is currently touched.
---
---@param device lovr.Device # The device.
@@ -502,26 +526,6 @@ function lovr.headset.isTracked(device) end
function lovr.headset.newModel(device, options) end
---
----Renders to each eye of the headset using a function.
----
----This function takes care of setting the appropriate graphics transformations to ensure that the scene is rendered as though it is being viewed through each eye of the player.
----
----It also takes care of setting the correct projection for the headset lenses.
----
----If the headset module is enabled, this function is called automatically by `lovr.run` with `lovr.draw` as the callback.
----
----
----### NOTE:
----At the beginning of the callback, the display is cleared to the background color.
----
----The background color can be changed using `lovr.graphics.setBackgroundColor`.
----
----If the callback is `nil`, an empty frame cleared to current graphics background color will be submitted to the headset.
----
----@param callback function # The function used to render. Any functions called will render to the headset instead of to the window.
-function lovr.headset.renderTo(callback) end
-
----
---Sets the near and far clipping planes used to render to the headset.
---
---Objects closer than the near clipping plane or further than the far clipping plane will be clipped out of view.
@@ -546,6 +550,24 @@ function lovr.headset.setClipDistance(near, far) end
function lovr.headset.setDisplayFrequency(frequency) end
---
+---Starts the headset session.
+---
+---This must be called after the graphics module is initialized, and can only be called once.
+---
+---Normally it is called automatically by `boot.lua`.
+---
+function lovr.headset.start() end
+
+---
+---Submits the current headset texture to the VR display.
+---
+---This should be called after calling `lovr.graphics.submit` with the headset render pass.
+---
+---Normally this is taken care of by `lovr.run`.
+---
+function lovr.headset.submit() end
+
+---
---Causes the device to vibrate with a custom strength, duration, and frequency, if possible.
---
---@param device? lovr.Device # The device to vibrate.