Age | Commit message (Collapse) | Author |
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This creates GNU Rocket tracks for all active float uniforms in
the loaded shaders.
Simply start a GNU Rocket editor listening on the standard port @
localhost, and the tracks should appear.
The automatic setting of these uniforms becomes overriden by the
track values, which can be annoying.
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experimenting with GNU rocket sequencer integration
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The existing shader api only supports caller-provided uniforms
and attributes at instantiation time, with no ability to
introspect what uniforms are actually actively present in a given
shader.
This commit adds introspection of the active uniforms for a given
shader at creation time, as well as when reloaded, keeping the
information around to be accessed via shader_active_uniforms().
The immediate impetus for this is supporting runtime discovery of
uniforms present in the shader source, with the intention of
exposing these as sequencer tracks for external manipulation.
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When using T in the shader, the previous code would let T
briefly overflow while everything else has reset.
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get return 0 from play_ticks_reset()
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This needs to be done after every shader pogram rebuild,
even if the uniforms and everything are unchanged.
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Since switching to AX_SUBDIRS_CONFIGURE for libplay the automagic
recursive autoreconf has been broken because it apparently drives
the recursion via AC_CONFIG_SUBDIRS.
So just tell it . and libplay are the directories.
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Introduces sad-node.[ch] implementing a simple sad face shader node,
normally inactive but made active when the shader files fail to reload.
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.1s affected frame rate too much mid-cycle
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checker-node.c was bootstrapped from an icon node in a game I made,
but here it's not an icon.
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These came from my game boilerplate I bootstrapped pig from.
If pig becomes more interactive with the need for things like
mapping mouse movement and clicks into NDC space these can be
restored.
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I'd originally intended to reuse this cache code for the checkered
background, but I don't think it's really necessary so just remove it.
It can always be brought back from the dead if desired.
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minor updates for completeness
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Using AX_SUBDIRS_CONFIGURE() to pass flags to the vendored libplay
configure, pass a mandatory --with-audio=no so libplay doesn't
want SDL2_Mixer, and stop configuring SDL2_Mixer in pig now that
it's not needed at link time.
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Add AX_SUBDIRS_CONFIGURE from autoconf-archive for configuring
libplay without SDL2_Mixer dependency
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Get ability to elide SDL2_Mixer dependency
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The ability to constantly edit the shaders is kind of the point,
more explicitly mention it.
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This is nothing to write home about, but it provides a little sandbox for
developing shader-generated textures in the spirit of shadertoy or the
demoscene tool bonzomatic.
It's more oriented towards developing shaders for use with libstage in
the small games I've been hacking on.
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