From 805f972c424805c361a7cc12d1752c7a23d533f6 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E6=9C=80=E8=90=8C=E5=B0=8F=E6=B1=90?= Date: Tue, 31 May 2022 01:03:33 +0800 Subject: update API for `love2d` and `lovr` --- meta/3rd/lovr/library/lovr.graphics.lua | 333 ++++++++++++++++---------------- 1 file changed, 170 insertions(+), 163 deletions(-) (limited to 'meta/3rd/lovr/library/lovr.graphics.lua') diff --git a/meta/3rd/lovr/library/lovr.graphics.lua b/meta/3rd/lovr/library/lovr.graphics.lua index 658bf2b3..88dd378b 100644 --- a/meta/3rd/lovr/library/lovr.graphics.lua +++ b/meta/3rd/lovr/library/lovr.graphics.lua @@ -15,13 +15,13 @@ lovr.graphics = {} ---### NOTE: ---The local normal vector of the circle is `(0, 0, 1)`. --- ----@overload fun(material: lovr.Material, x: number, y: number, z: number, radius: number, angle: number, ax: number, ay: number, az: number, start: number, end: number, segments: number) ----@overload fun(mode: lovr.DrawStyle, transform: lovr.mat4, start: number, end: number, segments: number) ----@overload fun(material: lovr.Material, transform: lovr.mat4, start: number, end: number, segments: number) ----@overload fun(mode: lovr.DrawStyle, arcmode: lovr.ArcMode, x: number, y: number, z: number, radius: number, angle: number, ax: number, ay: number, az: number, start: number, end: number, segments: number) ----@overload fun(material: lovr.Material, arcmode: lovr.ArcMode, x: number, y: number, z: number, radius: number, angle: number, ax: number, ay: number, az: number, start: number, end: number, segments: number) ----@overload fun(mode: lovr.DrawStyle, arcmode: lovr.ArcMode, transform: lovr.mat4, start: number, end: number, segments: number) ----@overload fun(material: lovr.Material, arcmode: lovr.ArcMode, transform: lovr.mat4, start: number, end: number, segments: number) +---@overload fun(material: lovr.Material, x?: number, y?: number, z?: number, radius?: number, angle?: number, ax?: number, ay?: number, az?: number, start?: number, end?: number, segments?: number) +---@overload fun(mode: lovr.DrawStyle, transform: lovr.mat4, start?: number, end?: number, segments?: number) +---@overload fun(material: lovr.Material, transform: lovr.mat4, start?: number, end?: number, segments?: number) +---@overload fun(mode: lovr.DrawStyle, arcmode?: lovr.ArcMode, x?: number, y?: number, z?: number, radius?: number, angle?: number, ax?: number, ay?: number, az?: number, start?: number, end?: number, segments?: number) +---@overload fun(material: lovr.Material, arcmode?: lovr.ArcMode, x?: number, y?: number, z?: number, radius?: number, angle?: number, ax?: number, ay?: number, az?: number, start?: number, end?: number, segments?: number) +---@overload fun(mode: lovr.DrawStyle, arcmode?: lovr.ArcMode, transform: lovr.mat4, start?: number, end?: number, segments?: number) +---@overload fun(material: lovr.Material, arcmode?: lovr.ArcMode, transform: lovr.mat4, start?: number, end?: number, segments?: number) ---@param mode lovr.DrawStyle # Whether the arc is filled or outlined. ---@param x? number # The x coordinate of the center of the arc. ---@param y? number # The y coordinate of the center of the arc. @@ -41,7 +41,7 @@ function lovr.graphics.arc(mode, x, y, z, radius, angle, ax, ay, az, start, end, --- ---This is similar to `lovr.graphics.cube` except you can have different values for the width, height, and depth of the box. --- ----@overload fun(material: lovr.Material, x: number, y: number, z: number, width: number, height: number, depth: number, angle: number, ax: number, ay: number, az: number) +---@overload fun(material: lovr.Material, x?: number, y?: number, z?: number, width?: number, height?: number, depth?: number, angle?: number, ax?: number, ay?: number, az?: number) ---@overload fun(mode: lovr.DrawStyle, transform: lovr.mat4) ---@overload fun(material: lovr.Material, transform: lovr.mat4) ---@param mode lovr.DrawStyle # How to draw the box. @@ -64,9 +64,9 @@ function lovr.graphics.box(mode, x, y, z, width, height, depth, angle, ax, ay, a ---### NOTE: ---The local normal vector of the circle is `(0, 0, 1)`. --- ----@overload fun(material: lovr.Material, x: number, y: number, z: number, radius: number, angle: number, ax: number, ay: number, az: number, segments: number) ----@overload fun(mode: lovr.DrawStyle, transform: lovr.mat4, segments: number) ----@overload fun(material: lovr.Material, transform: lovr.mat4, segments: number) +---@overload fun(material: lovr.Material, x?: number, y?: number, z?: number, radius?: number, angle?: number, ax?: number, ay?: number, az?: number, segments?: number) +---@overload fun(mode: lovr.DrawStyle, transform: lovr.mat4, segments?: number) +---@overload fun(material: lovr.Material, transform: lovr.mat4, segments?: number) ---@param mode lovr.DrawStyle # Whether the circle is filled or outlined. ---@param x? number # The x coordinate of the center of the circle. ---@param y? number # The y coordinate of the center of the circle. @@ -90,7 +90,7 @@ function lovr.graphics.circle(mode, x, y, z, radius, angle, ax, ay, az, segments --- ---If you are using `lovr.graphics.setStencilTest`, it will not affect how the screen gets cleared. Instead, you can use `lovr.graphics.fill` to draw a fullscreen quad, which will get masked by the active stencil. --- ----@overload fun(r: number, g: number, b: number, a: number, z: number, s: number) +---@overload fun(r: number, g: number, b: number, a: number, z?: number, s?: number) ---@overload fun(hex: number) ---@param color? boolean # Whether or not to clear color information on the screen. ---@param depth? boolean # Whether or not to clear the depth information on the screen. @@ -135,7 +135,7 @@ function lovr.graphics.createWindow(flags) end --- ---Draws a cube. --- ----@overload fun(material: lovr.Material, x: number, y: number, z: number, size: number, angle: number, ax: number, ay: number, az: number) +---@overload fun(material: lovr.Material, x?: number, y?: number, z?: number, size?: number, angle?: number, ax?: number, ay?: number, az?: number) ---@overload fun(mode: lovr.DrawStyle, transform: lovr.mat4) ---@overload fun(material: lovr.Material, transform: lovr.mat4) ---@param mode lovr.DrawStyle # How to draw the cube. @@ -156,7 +156,7 @@ function lovr.graphics.cube(mode, x, y, z, size, angle, ax, ay, az) end ---### NOTE: ---Currently, cylinders don't have UVs. --- ----@overload fun(material: lovr.Material, x: number, y: number, z: number, length: number, angle: number, ax: number, ay: number, az: number, r1: number, r2: number, capped: boolean, segments: number) +---@overload fun(material: lovr.Material, x?: number, y?: number, z?: number, length?: number, angle?: number, ax?: number, ay?: number, az?: number, r1?: number, r2?: number, capped?: boolean, segments?: number) ---@param x? number # The x coordinate of the center of the cylinder. ---@param y? number # The y coordinate of the center of the cylinder. ---@param z? number # The z coordinate of the center of the cylinder. @@ -533,7 +533,8 @@ function lovr.graphics.isWireframe() end ---@param x2 number # The x coordinate of the second point. ---@param y2 number # The y coordinate of the second point. ---@param z2 number # The z coordinate of the second point. -function lovr.graphics.line(x1, y1, z1, x2, y2, z2) end +---@vararg number # More points. +function lovr.graphics.line(x1, y1, z1, x2, y2, z2, ...) end --- ---Creates a new Canvas. @@ -548,8 +549,8 @@ function lovr.graphics.line(x1, y1, z1, x2, y2, z2) end --- ---Stereo Canvases will either have their width doubled or use array textures for their attachments, depending on their implementation. --- ----@overload fun(..., flags: table):lovr.Canvas ----@overload fun(attachments: table, flags: table):lovr.Canvas +---@overload fun(..., flags?: table):lovr.Canvas +---@overload fun(attachments: table, flags?: table):lovr.Canvas ---@param width number # The width of the canvas, in pixels. ---@param height number # The height of the canvas, in pixels. ---@param flags? {format: lovr.TextureFormat, depth: lovr.TextureFormat, stereo: boolean, msaa: number, mipmaps: boolean} # Optional settings for the Canvas. @@ -585,8 +586,8 @@ function lovr.graphics.newComputeShader(source, options) end ---### NOTE: ---Larger font sizes will lead to more detailed curves at the cost of performance. --- ----@overload fun(size: number, padding: number, spread: number):lovr.Font ----@overload fun(rasterizer: lovr.Rasterizer, padding: number, spread: number):lovr.Font +---@overload fun(size?: number, padding?: number, spread?: number):lovr.Font +---@overload fun(rasterizer: lovr.Rasterizer, padding?: number, spread?: number):lovr.Font ---@param filename string # The filename of the font file. ---@param size? number # The size of the font, in pixels. ---@param padding? number # The number of pixels of padding around each glyph. @@ -608,10 +609,10 @@ function lovr.graphics.newFont(filename, size, padding, spread) end --- default to `(0.0, 0.0, 0.0, 0.0)`. ---- Textures will default to `nil` (a single 1x1 white pixel will be used for them). --- ----@overload fun(texture: lovr.Texture, r: number, g: number, b: number, a: number):lovr.Material ----@overload fun(canvas: lovr.Canvas, r: number, g: number, b: number, a: number):lovr.Material ----@overload fun(r: number, g: number, b: number, a: number):lovr.Material ----@overload fun(hex: number, a: number):lovr.Material +---@overload fun(texture: lovr.Texture, r?: number, g?: number, b?: number, a?: number):lovr.Material +---@overload fun(canvas: lovr.Canvas, r?: number, g?: number, b?: number, a?: number):lovr.Material +---@overload fun(r?: number, g?: number, b?: number, a?: number):lovr.Material +---@overload fun(hex?: number, a?: number):lovr.Material ---@return lovr.Material material # The new Material. function lovr.graphics.newMaterial() end @@ -638,11 +639,11 @@ function lovr.graphics.newMaterial() end --- { 'lovrTexCoord', 'float', 2 } --- } --- ----@overload fun(vertices: table, mode: lovr.DrawMode, usage: lovr.MeshUsage, readable: boolean):lovr.Mesh ----@overload fun(blob: lovr.Blob, mode: lovr.DrawMode, usage: lovr.MeshUsage, readable: boolean):lovr.Mesh ----@overload fun(format: table, size: number, mode: lovr.DrawMode, usage: lovr.MeshUsage, readable: boolean):lovr.Mesh ----@overload fun(format: table, vertices: table, mode: lovr.DrawMode, usage: lovr.MeshUsage, readable: boolean):lovr.Mesh ----@overload fun(format: table, blob: lovr.Blob, mode: lovr.DrawMode, usage: lovr.MeshUsage, readable: boolean):lovr.Mesh +---@overload fun(vertices: table, mode?: lovr.DrawMode, usage?: lovr.MeshUsage, readable?: boolean):lovr.Mesh +---@overload fun(blob: lovr.Blob, mode?: lovr.DrawMode, usage?: lovr.MeshUsage, readable?: boolean):lovr.Mesh +---@overload fun(format: table, size: number, mode?: lovr.DrawMode, usage?: lovr.MeshUsage, readable?: boolean):lovr.Mesh +---@overload fun(format: table, vertices: table, mode?: lovr.DrawMode, usage?: lovr.MeshUsage, readable?: boolean):lovr.Mesh +---@overload fun(format: table, blob: lovr.Blob, mode?: lovr.DrawMode, usage?: lovr.MeshUsage, readable?: boolean):lovr.Mesh ---@param size number # The maximum number of vertices the Mesh can store. ---@param mode? lovr.DrawMode # How the Mesh will connect its vertices into triangles. ---@param usage? lovr.MeshUsage # An optimization hint indicating how often the data in the Mesh will be updated. @@ -758,7 +759,7 @@ function lovr.graphics.newModel(filename) end --- ---Currently on Android, only stereo shaders can be used with stereo Canvases, and mono Shaders can only be used with mono Canvases. --- ----@overload fun(default: lovr.DefaultShader, options: table):lovr.Shader +---@overload fun(default: lovr.DefaultShader, options?: table):lovr.Shader ---@param vertex string # The code or filename of the vertex shader. If nil, the default vertex shader is used. ---@param fragment string # The code or filename of the fragment shader. If nil, the default fragment shader is used. ---@param options? {flags: table, stereo: boolean} # Optional settings for the Shader. @@ -791,10 +792,10 @@ function lovr.graphics.newShaderBlock(type, uniforms, flags) end --- ---Right now the supported image file formats are png, jpg, hdr, dds (DXT1, DXT3, DXT5), ktx, and astc. --- ----@overload fun(images: table, flags: table):lovr.Texture ----@overload fun(width: number, height: number, depth: number, flags: table):lovr.Texture ----@overload fun(blob: lovr.Blob, flags: table):lovr.Texture ----@overload fun(image: lovr.Image, flags: table):lovr.Texture +---@overload fun(images: table, flags?: table):lovr.Texture +---@overload fun(width: number, height: number, depth: number, flags?: table):lovr.Texture +---@overload fun(blob: lovr.Blob, flags?: table):lovr.Texture +---@overload fun(image: lovr.Image, flags?: table):lovr.Texture ---@param filename string # The filename of the image to load. ---@param flags? {linear: boolean, mipmaps: boolean, type: lovr.TextureType, format: lovr.TextureFormat, msaa: number} # Optional settings for the texture. ---@return lovr.Texture texture # The new Texture. @@ -818,7 +819,7 @@ function lovr.graphics.origin() end --- ---One efficient technique for rendering many planes with different textures is to pack all of the textures into a single image, and then use the uv arguments to select a sub-rectangle to use for each plane. --- ----@overload fun(material: lovr.Material, x: number, y: number, z: number, width: number, height: number, angle: number, ax: number, ay: number, az: number, u: number, v: number, w: number, h: number) +---@overload fun(material: lovr.Material, x?: number, y?: number, z?: number, width?: number, height?: number, angle?: number, ax?: number, ay?: number, az?: number, u?: number, v?: number, w?: number, h?: number) ---@param mode lovr.DrawStyle # How to draw the plane. ---@param x? number # The x coordinate of the center of the plane. ---@param y? number # The y coordinate of the center of the plane. @@ -842,7 +843,8 @@ function lovr.graphics.plane(mode, x, y, z, width, height, angle, ax, ay, az, u, ---@param x number # The x coordinate of the point. ---@param y number # The y coordinate of the point. ---@param z number # The z coordinate of the point. -function lovr.graphics.points(x, y, z) end +---@vararg number # More points. +function lovr.graphics.points(x, y, z, ...) end --- ---Pops the current transform from the stack, returning to the transformation that was applied before `lovr.graphics.push` was called. @@ -970,7 +972,7 @@ function lovr.graphics.setAlphaSampling(enabled) end ---### NOTE: ---The default background color is `(0.0, 0.0, 0.0, 1.0)`. --- ----@overload fun(hex: number, a: number) +---@overload fun(hex: number, a?: number) ---@overload fun(color: table) ---@param r number # The red component of the background color. ---@param g number # The green component of the background color. @@ -1013,7 +1015,7 @@ function lovr.graphics.setCanvas(canvas) end ---### NOTE: ---The default color is `(1.0, 1.0, 1.0, 1.0)`. --- ----@overload fun(hex: number, a: number) +---@overload fun(hex: number, a?: number) ---@overload fun(color: table) ---@param r number # The red component of the color. ---@param g number # The green component of the color. @@ -1259,7 +1261,7 @@ function lovr.graphics.skybox(texture) end --- ---Draws a sphere. --- ----@overload fun(material: lovr.Material, x: number, y: number, z: number, radius: number, angle: number, ax: number, ay: number, az: number) +---@overload fun(material: lovr.Material, x?: number, y?: number, z?: number, radius?: number, angle?: number, ax?: number, ay?: number, az?: number) ---@param x? number # The x coordinate of the center of the sphere. ---@param y? number # The y coordinate of the center of the sphere. ---@param z? number # The z coordinate of the center of the sphere. @@ -1277,7 +1279,7 @@ function lovr.graphics.sphere(x, y, z, radius, angle, ax, ay, az) end ---### NOTE: ---Stencil values are between 0 and 255. --- ----@overload fun(callback: function, action: lovr.StencilAction, value: number, initial: number) +---@overload fun(callback: function, action?: lovr.StencilAction, value?: number, initial?: number) ---@param callback function # The function that will be called to render to the stencil buffer. ---@param action? lovr.StencilAction # How to modify the stencil value of pixels that are rendered to. ---@param value? number # If `action` is "replace", this is the value that pixels are replaced with. @@ -1474,7 +1476,8 @@ function Canvas:newImage(index) end ---If you plan on modifying the transform stack inside your callback it may be a good idea to use `lovr.graphics.push` and `lovr.graphics.pop` so you can revert to the previous transform afterwards. --- ---@param callback function # The function to use to render to the Canvas. -function Canvas:renderTo(callback) end +---@vararg any # Additional arguments to pass to the callback. +function Canvas:renderTo(callback, ...) end --- ---Attaches one or more Textures to the Canvas. @@ -1494,7 +1497,8 @@ function Canvas:renderTo(callback) end --- ---You can also optionally wrap them in a table. --- -function Canvas:setTexture() end +---@vararg any # One or more Textures to attach to the Canvas. +function Canvas:setTexture(...) end --- ---A Font is an object created from a TTF file. @@ -1592,8 +1596,9 @@ function Font:getWidth(text, wrap) end ---### NOTE: ---It is a good idea to use this function when you're rendering an unknown or user-supplied string to avoid utterly embarrassing crashes. --- +---@vararg any # Strings or numbers to test. ---@return boolean has # Whether the Font has the glyphs. -function Font:hasGlyphs() end +function Font:hasGlyphs(...) end --- ---Sets the line height of the Font, which controls how far lines apart lines are vertically separated. @@ -1677,9 +1682,9 @@ function Material:getTransform() end --- ---Colors default to `(1.0, 1.0, 1.0, 1.0)` and are gamma corrected. --- ----@overload fun(self: lovr.Material, r: number, g: number, b: number, a: number) ----@overload fun(self: lovr.Material, colorType: lovr.MaterialColor, hex: number, a: number) ----@overload fun(self: lovr.Material, hex: number, a: number) +---@overload fun(self: lovr.Material, r: number, g: number, b: number, a?: number) +---@overload fun(self: lovr.Material, colorType?: lovr.MaterialColor, hex: number, a?: number) +---@overload fun(self: lovr.Material, hex: number, a?: number) ---@param colorType? lovr.MaterialColor # The type of color to set. ---@param r number # The red component of the color. ---@param g number # The green component of the color. @@ -1811,8 +1816,8 @@ local Mesh = {} --- ---To prevent cycles, it is not possible to attach attributes onto a Mesh that already has attributes attached to a different Mesh. --- ----@overload fun(self: lovr.Mesh, mesh: lovr.Mesh, divisor: number, ...) ----@overload fun(self: lovr.Mesh, mesh: lovr.Mesh, divisor: number, attributes: table) +---@overload fun(self: lovr.Mesh, mesh: lovr.Mesh, divisor?: number, ...) +---@overload fun(self: lovr.Mesh, mesh: lovr.Mesh, divisor?: number, attributes: table) ---@param mesh lovr.Mesh # The Mesh to attach attributes from. ---@param divisor? number # The attribute divisor for all attached attributes. function Mesh:attachAttributes(mesh, divisor) end @@ -1828,7 +1833,7 @@ function Mesh:detachAttributes(mesh) end --- ---Draws the contents of the Mesh. --- ----@overload fun(self: lovr.Mesh, transform: lovr.mat4, instances: number) +---@overload fun(self: lovr.Mesh, transform: lovr.mat4, instances?: number) ---@param x? number # The x coordinate to draw the Mesh at. ---@param y? number # The y coordinate to draw the Mesh at. ---@param z? number # The z coordinate to draw the Mesh at. @@ -1962,7 +1967,8 @@ function Mesh:setMaterial(material) end ---Any unspecified components will be set to 0. --- ---@param index number # The index of the vertex to set. -function Mesh:setVertex(index) end +---@vararg number # The attributes of the vertex. +function Mesh:setVertex(index, ...) end --- ---Set the components of a specific attribute of a vertex in the Mesh. @@ -1973,7 +1979,8 @@ function Mesh:setVertex(index) end --- ---@param index number # The index of the vertex to update. ---@param attribute number # The index of the attribute to update. -function Mesh:setVertexAttribute(index, attribute) end +---@vararg number # The new components for the attribute. +function Mesh:setVertexAttribute(index, attribute, ...) end --- ---Sets the vertex map. @@ -1982,7 +1989,7 @@ function Mesh:setVertexAttribute(index, attribute) end --- ---Often, a vertex map is used to improve performance, since it usually requires less data to specify the index of a vertex than it does to specify all of the data for a vertex. --- ----@overload fun(self: lovr.Mesh, blob: lovr.Blob, size: number) +---@overload fun(self: lovr.Mesh, blob: lovr.Blob, size?: number) ---@param map table # The new vertex map. Each element of the table is an index of a vertex. function Mesh:setVertexMap(map) end @@ -1993,7 +2000,7 @@ function Mesh:setVertexMap(map) end ---### NOTE: ---The start index plus the number of vertices in the table should not exceed the maximum size of the Mesh. --- ----@overload fun(self: lovr.Mesh, blob: lovr.Blob, start: number, count: number) +---@overload fun(self: lovr.Mesh, blob: lovr.Blob, start?: number, count?: number) ---@param vertices table # The new set of vertices. ---@param start? number # The index of the vertex to start replacing at. ---@param count? number # The number of vertices to replace. If nil, all vertices will be used. @@ -2022,7 +2029,7 @@ local Model = {} --- ---To clear the pose of a Model to the default, use `Model:pose(nil)`. --- ----@overload fun(self: lovr.Model, index: number, time: number, alpha: number) +---@overload fun(self: lovr.Model, index: number, time: number, alpha?: number) ---@param name string # The name of an animation. ---@param time number # The timestamp to evaluate the keyframes at, in seconds. ---@param alpha? number # How much of the animation to mix in, from 0 to 1. @@ -2031,7 +2038,7 @@ function Model:animate(name, time, alpha) end --- ---Draw the Model. --- ----@overload fun(self: lovr.Model, transform: lovr.mat4, instances: number) +---@overload fun(self: lovr.Model, transform: lovr.mat4, instances?: number) ---@param x? number # The x coordinate to draw the Model at. ---@param y? number # The y coordinate to draw the Model at. ---@param z? number # The z coordinate to draw the Model at. @@ -2120,7 +2127,7 @@ function Model:getNodeName(index) end --- ---See `lovr.graphics.newShader` for more. --- ----@overload fun(self: lovr.Model, index: number, space: lovr.CoordinateSpace):number, number, number, number, number, number, number +---@overload fun(self: lovr.Model, index: number, space?: lovr.CoordinateSpace):number, number, number, number, number, number, number ---@param name string # The name of the node. ---@param space? lovr.CoordinateSpace # Whether the pose should be returned relative to the node's parent or relative to the root node of the Model. ---@return number x # The x position of the node. @@ -2174,7 +2181,7 @@ function Model:hasJoints() end --- ---See `lovr.graphics.newShader` for more. --- ----@overload fun(self: lovr.Model, index: number, x: number, y: number, z: number, angle: number, ax: number, ay: number, az: number, alpha: number) +---@overload fun(self: lovr.Model, index: number, x: number, y: number, z: number, angle: number, ax: number, ay: number, az: number, alpha?: number) ---@overload fun(self: lovr.Model) ---@param name string # The name of the node. ---@param x number # The x position. @@ -2436,7 +2443,7 @@ function Shader:sendBlock(name, block, access) end --- ---The normal `Shader:send` function accepts Textures and should be used most of the time. --- ----@overload fun(self: lovr.Shader, name: string, index: number, texture: lovr.Texture, slice: number, mipmap: number, access: lovr.UniformAccess) +---@overload fun(self: lovr.Shader, name: string, index: number, texture: lovr.Texture, slice?: number, mipmap?: number, access?: lovr.UniformAccess) ---@param name string # The name of the image uniform. ---@param texture lovr.Texture # The Texture to assign. ---@param slice? number # The slice of a cube, array, or volume texture to use, or `nil` for all slices. @@ -2533,7 +2540,7 @@ function ShaderBlock:read(name) end --- ---`Blob`s can also be used to pass arbitrary binary data to individual variables. --- ----@overload fun(self: lovr.ShaderBlock, blob: lovr.Blob, srcOffset: number, dstOffset: number, extent: number):number +---@overload fun(self: lovr.ShaderBlock, blob: lovr.Blob, srcOffset?: number, dstOffset?: number, extent?: number):number ---@param variable string # The name of the variable to update. ---@param value any # The new value of the uniform. function ShaderBlock:send(variable, value) end @@ -2673,15 +2680,15 @@ function Texture:setWrap(horizontal, vertical) end --- ---The arc is drawn with the center of its circle included in the list of points (default). --- ----| '"pie"' +---| "pie" --- ---The curve of the arc is drawn as a single line. --- ----| '"open"' +---| "open" --- ---The starting and ending points of the arc's curve are connected. --- ----| '"closed"' +---| "closed" --- ---Here are the different data types available for vertex attributes in a Mesh. @@ -2694,31 +2701,31 @@ function Texture:setWrap(horizontal, vertical) end --- ---A signed 8 bit number, from -128 to 127. --- ----| '"byte"' +---| "byte" --- ---An unsigned 8 bit number, from 0 to 255. --- ----| '"ubyte"' +---| "ubyte" --- ---A signed 16 bit number, from -32768 to 32767. --- ----| '"short"' +---| "short" --- ---An unsigned 16 bit number, from 0 to 65535. --- ----| '"ushort"' +---| "ushort" --- ---A signed 32 bit number, from -2147483648 to 2147483647. --- ----| '"int"' +---| "int" --- ---An unsigned 32 bit number, from 0 to 4294967295. --- ----| '"uint"' +---| "uint" --- ---A 32 bit floating-point number (large range, but can start to lose precision). --- ----| '"float"' +---| "float" --- ---Different ways the alpha channel of pixels affects blending. @@ -2733,13 +2740,13 @@ function Texture:setWrap(horizontal, vertical) end --- ---Color channel values are multiplied by the alpha channel during blending. --- ----| '"alphamultiply"' +---| "alphamultiply" --- ---Color channels are not multiplied by the alpha channel. --- ---This should be used if the pixels being drawn have already been blended, or "pre-multiplied", by the alpha channel. --- ----| '"premultiplied"' +---| "premultiplied" --- ---Blend modes control how overlapping pixels are blended together, similar to layers in Photoshop. @@ -2748,31 +2755,31 @@ function Texture:setWrap(horizontal, vertical) end --- ---Normal blending where the alpha value controls how the colors are blended. --- ----| '"alpha"' +---| "alpha" --- ---The incoming pixel color is added to the destination pixel color. --- ----| '"add"' +---| "add" --- ---The incoming pixel color is subtracted from the destination pixel color. --- ----| '"subtract"' +---| "subtract" --- ---The color channels from the two pixel values are multiplied together to produce a result. --- ----| '"multiply"' +---| "multiply" --- ---The maximum value from each color channel is used, resulting in a lightening effect. --- ----| '"lighten"' +---| "lighten" --- ---The minimum value from each color channel is used, resulting in a darkening effect. --- ----| '"darken"' +---| "darken" --- ---The opposite of multiply: The pixel values are inverted, multiplied, and inverted again, resulting in a lightening effect. --- ----| '"screen"' +---| "screen" --- ---There are two types of ShaderBlocks that can be used: `uniform` and `compute`. @@ -2785,11 +2792,11 @@ function Texture:setWrap(horizontal, vertical) end --- ---A uniform block. --- ----| '"uniform"' +---| "uniform" --- ---A compute block. --- ----| '"compute"' +---| "compute" --- ---This acts as a hint to the graphics driver about what kinds of data access should be optimized for. @@ -2798,15 +2805,15 @@ function Texture:setWrap(horizontal, vertical) end --- ---A buffer that you intend to create once and never modify. --- ----| '"static"' +---| "static" --- ---A buffer which is modified occasionally. --- ----| '"dynamic"' +---| "dynamic" --- ---A buffer which is entirely replaced on the order of every frame. --- ----| '"stream"' +---| "stream" --- ---The method used to compare z values when deciding how to overlap rendered objects. @@ -2821,27 +2828,27 @@ function Texture:setWrap(horizontal, vertical) end --- ---The depth test passes when the depth values are equal. --- ----| '"equal"' +---| "equal" --- ---The depth test passes when the depth values are not equal. --- ----| '"notequal"' +---| "notequal" --- ---The depth test passes when the new depth value is less than the existing one. --- ----| '"less"' +---| "less" --- ---The depth test passes when the new depth value is less than or equal to the existing one. --- ----| '"lequal"' +---| "lequal" --- ---The depth test passes when the new depth value is greater than or equal to the existing one. --- ----| '"gequal"' +---| "gequal" --- ---The depth test passes when the new depth value is greater than the existing one. --- ----| '"greater"' +---| "greater" --- ---Different coordinate spaces for nodes in a Model. @@ -2850,11 +2857,11 @@ function Texture:setWrap(horizontal, vertical) end --- ---The coordinate space relative to the node's parent. --- ----| '"local"' +---| "local" --- ---The coordinate space relative to the root node of the Model. --- ----| '"global"' +---| "global" --- ---The following shaders are built in to LÖVR, and can be used as an argument to `lovr.graphics.newShader` instead of providing raw GLSL shader code. @@ -2867,27 +2874,27 @@ function Texture:setWrap(horizontal, vertical) end --- ---A simple shader without lighting, using only colors and a diffuse texture. --- ----| '"unlit"' +---| "unlit" --- ---A physically-based rendering (PBR) shader, using advanced material properties. --- ----| '"standard"' +---| "standard" --- ---A shader that renders a cubemap texture. --- ----| '"cube"' +---| "cube" --- ---A shader that renders a 2D equirectangular texture with spherical coordinates. --- ----| '"pano"' +---| "pano" --- ---A shader that renders font glyphs. --- ----| '"font"' +---| "font" --- ---A shader that passes its vertex coordinates unmodified to the fragment shader, used to render view-independent fixed geometry like fullscreen quads. --- ----| '"fill"' +---| "fill" --- ---Meshes are lists of arbitrary vertices. @@ -2898,35 +2905,35 @@ function Texture:setWrap(horizontal, vertical) end --- ---Draw each vertex as a single point. --- ----| '"points"' +---| "points" --- ---The vertices represent a list of line segments. Each pair of vertices will have a line drawn between them. --- ----| '"lines"' +---| "lines" --- ---The first two vertices have a line drawn between them, and each vertex after that will be connected to the previous vertex with a line. --- ----| '"linestrip"' +---| "linestrip" --- ---Similar to linestrip, except the last vertex is connected back to the first. --- ----| '"lineloop"' +---| "lineloop" --- ---The first three vertices define a triangle. --- ---Each vertex after that creates a triangle using the new vertex and last two vertices. --- ----| '"strip"' +---| "strip" --- ---Each set of three vertices represents a discrete triangle. --- ----| '"triangles"' +---| "triangles" --- ---Draws a set of triangles. --- ---Each one shares the first vertex as a common point, leading to a fan-like shape. --- ----| '"fan"' +---| "fan" --- ---Most graphics primitives can be drawn in one of two modes: a filled mode and a wireframe mode. @@ -2935,11 +2942,11 @@ function Texture:setWrap(horizontal, vertical) end --- ---The shape is drawn as a filled object. --- ----| '"fill"' +---| "fill" --- ---The shape is drawn as a wireframe object. --- ----| '"line"' +---| "line" --- ---The method used to downsample (or upsample) a texture. @@ -2954,15 +2961,15 @@ function Texture:setWrap(horizontal, vertical) end --- ---Leads to a pixelated style. --- ----| '"nearest"' +---| "nearest" --- ---Smooth pixel sampling. --- ----| '"bilinear"' +---| "bilinear" --- ---Smooth pixel sampling, with smooth sampling across mipmap levels. --- ----| '"trilinear"' +---| "trilinear" --- ---Different ways to horizontally align text when using `lovr.graphics.print`. @@ -2971,15 +2978,15 @@ function Texture:setWrap(horizontal, vertical) end --- ---Left aligned lines of text. --- ----| '"left"' +---| "left" --- ---Centered aligned lines of text. --- ----| '"center"' +---| "center" --- ---Right aligned lines of text. --- ----| '"right"' +---| "right" --- ---The different types of color parameters `Material`s can hold. @@ -2988,11 +2995,11 @@ function Texture:setWrap(horizontal, vertical) end --- ---The diffuse color. --- ----| '"diffuse"' +---| "diffuse" --- ---The emissive color. --- ----| '"emissive"' +---| "emissive" --- ---The different types of float parameters `Material`s can hold. @@ -3001,11 +3008,11 @@ function Texture:setWrap(horizontal, vertical) end --- ---The constant metalness factor. --- ----| '"metalness"' +---| "metalness" --- ---The constant roughness factor. --- ----| '"roughness"' +---| "roughness" --- ---The different types of texture parameters `Material`s can hold. @@ -3014,31 +3021,31 @@ function Texture:setWrap(horizontal, vertical) end --- ---The diffuse texture. --- ----| '"diffuse"' +---| "diffuse" --- ---The emissive texture. --- ----| '"emissive"' +---| "emissive" --- ---The metalness texture. --- ----| '"metalness"' +---| "metalness" --- ---The roughness texture. --- ----| '"roughness"' +---| "roughness" --- ---The ambient occlusion texture. --- ----| '"occlusion"' +---| "occlusion" --- ---The normal map. --- ----| '"normal"' +---| "normal" --- ---The environment map, should be specified as a cubemap texture. --- ----| '"environment"' +---| "environment" --- ---Meshes can have a usage hint, describing how they are planning on being updated. @@ -3049,15 +3056,15 @@ function Texture:setWrap(horizontal, vertical) end --- ---The Mesh contents will rarely change. --- ----| '"static"' +---| "static" --- ---The Mesh contents will change often. --- ----| '"dynamic"' +---| "dynamic" --- ---The Mesh contents will change constantly, potentially multiple times each frame. --- ----| '"stream"' +---| "stream" --- ---Shaders can be used for either rendering operations or generic compute tasks. @@ -3070,11 +3077,11 @@ function Texture:setWrap(horizontal, vertical) end --- ---A graphics shader. --- ----| '"graphics"' +---| "graphics" --- ---A compute shader. --- ----| '"compute"' +---| "compute" --- ---How to modify pixels in the stencil buffer when using `lovr.graphics.stencil`. @@ -3083,27 +3090,27 @@ function Texture:setWrap(horizontal, vertical) end --- ---Stencil values will be replaced with a custom value. --- ----| '"replace"' +---| "replace" --- ---Stencil values will increment every time they are rendered to. --- ----| '"increment"' +---| "increment" --- ---Stencil values will decrement every time they are rendered to. --- ----| '"decrement"' +---| "decrement" --- ---Similar to `increment`, but the stencil value will be set to 0 if it exceeds 255. --- ----| '"incrementwrap"' +---| "incrementwrap" --- ---Similar to `decrement`, but the stencil value will be set to 255 if it drops below 0. --- ----| '"decrementwrap"' +---| "decrementwrap" --- ---Stencil values will be bitwise inverted every time they are rendered to. --- ----| '"invert"' +---| "invert" --- ---Textures can store their pixels in different formats. @@ -3114,63 +3121,63 @@ function Texture:setWrap(horizontal, vertical) end --- ---Each pixel is 24 bits, or 8 bits for each channel. --- ----| '"rgb"' +---| "rgb" --- ---Each pixel is 32 bits, or 8 bits for each channel (including alpha). --- ----| '"rgba"' +---| "rgba" --- ---An rgba format where the colors occupy 4 bits instead of the usual 8. --- ----| '"rgba4"' +---| "rgba4" --- ---Each pixel is 64 bits. Each channel is a 16 bit floating point number. --- ----| '"rgba16f"' +---| "rgba16f" --- ---Each pixel is 128 bits. Each channel is a 32 bit floating point number. --- ----| '"rgba32f"' +---| "rgba32f" --- ---A 16-bit floating point format with a single color channel. --- ----| '"r16f"' +---| "r16f" --- ---A 32-bit floating point format with a single color channel. --- ----| '"r32f"' +---| "r32f" --- ---A 16-bit floating point format with two color channels. --- ----| '"rg16f"' +---| "rg16f" --- ---A 32-bit floating point format with two color channels. --- ----| '"rg32f"' +---| "rg32f" --- ---A 16 bit format with 5-bit color channels and a single alpha bit. --- ----| '"rgb5a1"' +---| "rgb5a1" --- ---A 32 bit format with 10-bit color channels and two alpha bits. --- ----| '"rgb10a2"' +---| "rgb10a2" --- ---Each pixel is 32 bits, and packs three color channels into 10 or 11 bits each. --- ----| '"rg11b10f"' +---| "rg11b10f" --- ---A 16 bit depth buffer. --- ----| '"d16"' +---| "d16" --- ---A 32 bit floating point depth buffer. --- ----| '"d32f"' +---| "d32f" --- ---A depth buffer with 24 bits for depth and 8 bits for stencil. --- ----| '"d24s8"' +---| "d24s8" --- ---Different types of Textures. @@ -3179,19 +3186,19 @@ function Texture:setWrap(horizontal, vertical) end --- ---A 2D texture. --- ----| '"2d"' +---| "2d" --- ---A 2D array texture with multiple independent 2D layers. --- ----| '"array"' +---| "array" --- ---A cubemap texture with 6 2D faces. --- ----| '"cube"' +---| "cube" --- ---A 3D volumetric texture consisting of multiple 2D layers. --- ----| '"volume"' +---| "volume" --- ---When binding writable resources to shaders using `Shader:sendBlock` and `Shader:sendImage`, an access pattern can be specified as a hint that says whether you plan to read or write to the resource (or both). @@ -3202,15 +3209,15 @@ function Texture:setWrap(horizontal, vertical) end --- ---The Shader will use the resource in a read-only fashion. --- ----| '"read"' +---| "read" --- ---The Shader will use the resource in a write-only fashion. --- ----| '"write"' +---| "write" --- ---The resource will be available for reading and writing. --- ----| '"readwrite"' +---| "readwrite" --- ---Different ways to vertically align text when using `lovr.graphics.print`. @@ -3219,15 +3226,15 @@ function Texture:setWrap(horizontal, vertical) end --- ---Align the top of the text to the origin. --- ----| '"top"' +---| "top" --- ---Vertically center the text. --- ----| '"middle"' +---| "middle" --- ---Align the bottom of the text to the origin. --- ----| '"bottom"' +---| "bottom" --- ---Whether the points on triangles are specified in a clockwise or counterclockwise order. @@ -3236,11 +3243,11 @@ function Texture:setWrap(horizontal, vertical) end --- ---Triangle vertices are specified in a clockwise order. --- ----| '"clockwise"' +---| "clockwise" --- ---Triangle vertices are specified in a counterclockwise order. --- ----| '"counterclockwise"' +---| "counterclockwise" --- ---The method used to render textures when texture coordinates are outside of the 0-1 range. @@ -3249,12 +3256,12 @@ function Texture:setWrap(horizontal, vertical) end --- ---The texture will be clamped at its edges. --- ----| '"clamp"' +---| "clamp" --- ---The texture repeats. --- ----| '"repeat"' +---| "repeat" --- ---The texture will repeat, mirroring its appearance each time it repeats. --- ----| '"mirroredrepeat"' +---| "mirroredrepeat" -- cgit v1.2.3