Hajime Hoshi
18d77d3f6e
shareable: Rename variables
2018-08-03 02:50:11 +09:00
Hajime Hoshi
0956ca0ea6
graphicsutil: Add MipmapLevel
2018-07-31 01:47:03 +09:00
Hajime Hoshi
d7d02e6d6a
Reland: graphics: mipmap images should be volatile when the base image is volatile
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This is not a bug fix, but should improve performance.
2018-07-30 00:26:36 +09:00
Hajime Hoshi
5be58086b5
Revert "graphics: Bug fix: mipmap images should be volatile when the base image is volatile"
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This reverts commit 0f82330009
.
2018-07-29 23:58:46 +09:00
Hajime Hoshi
0f82330009
graphics: Bug fix: mipmap images should be volatile when the base image is volatile
2018-07-29 23:54:46 +09:00
Hajime Hoshi
0bf62f392f
shareable: Bug fix: forceShared should allocate backend as shareable
2018-07-29 23:49:53 +09:00
Hajime Hoshi
81094da3a1
shareable: Bug fix: test failures
2018-07-29 23:28:13 +09:00
Hajime Hoshi
056ed1c6db
shareable: Return color.RGBA instead of color.Color
2018-07-29 21:59:18 +09:00
Hajime Hoshi
b9265d5120
Enable to go-generate under non-GOPATH directories
2018-07-28 19:21:19 +09:00
Hajime Hoshi
88e488a5a6
docs: Update
2018-07-28 19:00:05 +09:00
Hajime Hoshi
da662b384c
affine: Refactoring: Unify two element slices into one
2018-07-27 01:51:49 +09:00
Hajime Hoshi
2b4785f863
affine: Remove unused function
2018-07-27 01:23:14 +09:00
Hajime Hoshi
5a9235aaf9
graphics: Embed color matrices values to vertices ( #655 )
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Fixes #531
2018-07-26 11:37:27 +09:00
Hajime Hoshi
2559979c2b
shareable: Add tests
2018-07-25 01:08:04 +09:00
Hajime Hoshi
5beaf843a6
shareable: Bug fix: volatile or screen must not use shareable texture
2018-07-24 22:25:15 +09:00
Hajime Hoshi
b2a4ddf853
shareable: Refactoring: Add moveTo
2018-07-22 06:29:31 +09:00
Hajime Hoshi
693116ffd6
shareable: Bug fix: Double free
2018-07-22 05:52:11 +09:00
Hajime Hoshi
6687ffe8ba
shareable: Bug fix: SetFinalizer must not be reset at dispose(false)
2018-07-22 05:40:04 +09:00
Hajime Hoshi
c15348f939
packing: Improve panic messages
2018-07-22 05:29:02 +09:00
Hajime Hoshi
09dcba40ab
shareable: Rename variables
2018-07-22 04:32:36 +09:00
Hajime Hoshi
a6edb90898
shareable: Use the shared backend again in some conditions
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Fixes #633
2018-07-22 04:03:35 +09:00
Hajime Hoshi
e3ab158d7d
affine: Allow absence of the translate part
2018-07-21 17:21:55 +09:00
Hajime Hoshi
9047e54ae6
shareable: Remove comments
2018-07-21 03:43:12 +09:00
Hajime Hoshi
5249afc06b
graphicsutil: Add QuadIndices
2018-07-21 03:40:37 +09:00
Hajime Hoshi
2e7745044d
shareable: Fix Image.DrawImage to accept vertices and indices
2018-07-21 03:30:27 +09:00
Hajime Hoshi
0593b77eb8
ui: Implement CurrentTPS
2018-07-18 02:11:00 +09:00
Hajime Hoshi
eb68cdad6e
ui: Bug fix: Freezing on calling SetVsyncEnabled
2018-07-17 02:37:22 +09:00
Hajime Hoshi
3a8ca5ad73
ui: Implement TPS/SetTPS
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Fixes #605
Fixes #321
2018-07-17 01:58:00 +09:00
Hajime Hoshi
93f8c76310
internal/clock: Remove unused variables
2018-07-17 00:35:51 +09:00
Hajime Hoshi
408cc1e833
internal/clock: Refactoring
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Update now returns 0 when tps is 0, and 1 when tps is negative.
2018-07-17 00:29:10 +09:00
Hajime Hoshi
88e6768a30
Use the term 'TPS' ticks per second
2018-07-16 04:36:47 +09:00
Hajime Hoshi
bbb777eecc
internal/clock: Use constant time to detect if the game is delayed too much
2018-07-16 03:02:55 +09:00
Hajime Hoshi
18ec1d8265
internal/clock: Update takes FPS
2018-07-16 01:03:23 +09:00
Hajime Hoshi
09c93ac86d
ui: Avoid using eval
2018-07-14 23:47:31 +09:00
Hajime Hoshi
e25c237a01
Add IsVsyncEnabled / SetVsyncEnabled
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This enables the game to work more efficiently (but consume much
more CPU).
Fixes #405 .
2018-07-14 21:43:55 +09:00
Hajime Hoshi
6c8b7f8e9c
graphics: Refactoring: Reduce error propagations
2018-07-12 03:08:50 +09:00
Hajime Hoshi
a9a21132ae
graphics: Refactoring: Add pixelCommand
2018-07-12 02:40:06 +09:00
Hajime Hoshi
8f12dfc496
Use js.TypedArray
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This is still WIP. There is a rendering issue on Wasm.
2018-07-06 02:48:51 +09:00
Hajime Hoshi
e4f157d9cd
opengl: Remove unused code
2018-06-30 12:34:40 +09:00
Hajime Hoshi
2c0f3d4302
opengl: Bug fix: wrong argument to js.Value.Call
2018-06-30 12:32:15 +09:00
Hajime Hoshi
6e51d31524
Use new GopherWasm API ( #634 )
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I plan to merge this right after
https://github.com/gopherjs/gopherwasm/pull/3 is merged.
2018-06-30 00:02:15 +09:00
Hajime Hoshi
abdf52bc74
shareable: Bug fix: Call SetFinalizer whenever a new image is created
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Fixes #637
2018-06-28 22:23:07 +09:00
Hajime Hoshi
f765966742
web: Remove unused variables
2018-06-28 00:17:05 +09:00
Hajime Hoshi
f19e349d38
web: Remove IsNodeJS
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gjbt now creates a pseudo-Node environment by creating
window.process object, and this conflicted with an assumption that
Ebiten doesn't nothing on Node environment. See
https://github.com/myitcv/gjbt/pull/13 for the detail.
This change allows Ebiten work on pseudo-Node environment. Even
after this change, Ebiten doesn't work on real Node environment
due to lack of DOM.
2018-06-28 00:12:24 +09:00
Hajime Hoshi
dec921809b
shareable: Refactoring
2018-06-26 01:59:12 +09:00
Hajime Hoshi
a9359e4ef8
Use GopherJS/GopherWasm
2018-06-24 16:10:24 +09:00
Hajime Hoshi
8c9a11ddf4
opengl: Rely on gopherwasm for typed-array creation
2018-06-24 02:02:39 +09:00
Hajime Hoshi
ff86f8bd93
opengl: Refactoring
2018-06-23 04:43:56 +09:00
Hajime Hoshi
33e4f82d7c
graphicsutil: Optimization to avoid boundary checks
2018-06-23 03:18:54 +09:00
Hajime Hoshi
6c1c60d40d
opengl: Make Program struct to avoid Get()
2018-06-22 01:45:25 +09:00
Hajime Hoshi
55d832fc63
shareable: Don't extend textures on macOS
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Fixes #593
2018-06-20 11:57:39 +09:00
Hajime Hoshi
d83799acf8
opengl: Bug fix: mobile build failure
2018-06-20 11:16:21 +09:00
Hajime Hoshi
8d644479cc
opengl: Initialize consts first to avoid 'Get' calls
2018-06-19 04:02:56 +09:00
Hajime Hoshi
62bd35e412
Avoid 'Get' call if possible
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(*js.Value).Get has some overhead especially on Wasm.
2018-06-19 03:43:24 +09:00
Hajime Hoshi
702a429afb
opengl: Faster conversion from []float32 to Float32Array
2018-06-19 03:31:53 +09:00
Hajime Hoshi
840c4d24df
graphicsutil: Accept matrix parameters directly for performance
2018-06-19 00:19:32 +09:00
Philipp Steinhaus
39b3170185
input: Enable mouse wheel input ( #628 )
2018-06-18 00:38:30 +09:00
Hajime Hoshi
a3c754d2cc
graphics: Restrict QuadVertices to allow only power of 2 sizes
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Now QuadVertices can skip calculating power of 2 values.
2018-06-17 23:05:19 +09:00
Hajime Hoshi
12287a8382
graphicsutil: Reduce multiplying
2018-06-17 20:11:31 +09:00
Hajime Hoshi
ac24a8382f
graphicsutil: Extract matrix applying for performance
2018-06-17 19:45:09 +09:00
Hajime Hoshi
1849b59741
graphicsutil: Refactoring
2018-06-17 17:29:36 +09:00
Hajime Hoshi
5d37c331bb
graphicsutil: Remove unused arguments
2018-06-17 16:38:21 +09:00
Hajime Hoshi
95561bbf6b
affine: Use float32 values for GeoM
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float32 was slow on GopherJS, but not slow on Wasm.
2018-06-17 15:38:10 +09:00
Hajime Hoshi
4c2fc30311
graphicsutil: Don't allow nil GeoM
2018-06-17 01:48:56 +09:00
Hajime Hoshi
f6b7a6be73
graphics: Use copy function in appendVertices
2018-06-17 01:09:05 +09:00
Hajime Hoshi
b4ace53596
affine: Remove GeoM to avoid GeoM allocations on the heap
2018-06-17 00:59:50 +09:00
Hajime Hoshi
460c47a9eb
opengl: Pass slices to js.Value
2018-06-16 02:19:18 +09:00
Hajime Hoshi
3fbe8d8ecb
opengl: Change Shader/Program/Buffer to js.Value
2018-06-16 00:30:16 +09:00
Hajime Hoshi
2497b64cf7
opengl: Change uniformLocation to js.Value
2018-06-16 00:30:16 +09:00
Hajime Hoshi
17ccf06755
opengl: Change Texture/Framebuffer to js.Value
2018-06-16 00:30:16 +09:00
Hajime Hoshi
48e2c2aba9
opengl: Use gopherwasm
2018-06-16 00:30:16 +09:00
Hajime Hoshi
b87a851c0e
ui: New GopherWASM API
2018-06-16 00:26:28 +09:00
Hajime Hoshi
a90b7efdf4
shareable: Refactoring
2018-06-11 01:02:25 +09:00
Hajime Hoshi
3ee76ffd8e
graphicsutil: Move vertices.go to graphicsutil
2018-06-10 23:08:22 +09:00
Hajime Hoshi
9745ccee47
restorable: Make (*Image).DrawImage accept vertices and indices
2018-06-10 22:59:00 +09:00
Hajime Hoshi
97a54548df
restorable: Rename vertices -> quadVertices
2018-06-10 20:41:17 +09:00
Hajime Hoshi
600983e028
restorable: Record indices for restoring
2018-06-10 20:17:48 +09:00
Hajime Hoshi
2e5e7e6e24
restorable: Remove merging commands for code simplicity
2018-06-10 20:06:17 +09:00
Hajime Hoshi
03079ba067
restorable: Refactoring
2018-06-10 18:40:46 +09:00
Hajime Hoshi
c782380a1c
restorable: Specify indices from restorable package
2018-06-10 18:17:58 +09:00
Hajime Hoshi
2853895e6b
graphics: Refactoring: Rename functions
2018-06-10 17:53:57 +09:00
Hajime Hoshi
32ac3840a7
graphics: Add comments
2018-06-10 17:10:11 +09:00
Hajime Hoshi
4e21bfd005
graphics: Rename elements -> indices
2018-06-10 17:06:40 +09:00
Hajime Hoshi
8a268e871f
graphics: Specify indices before commands
2018-06-10 17:04:58 +09:00
Hajime Hoshi
be665a3526
ui: Better way to avoid blocking
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Fixes #625
2018-06-09 13:36:35 +09:00
Hajime Hoshi
6e12f287b0
ui: Use goroutine to avoid blocking on GopherJS
2018-06-09 03:05:37 +09:00
Hajime Hoshi
e6d0943366
graphics: Rename color_matrix -> color_matrix_body
2018-06-06 02:46:54 +09:00
Hajime Hoshi
b86860abcc
graphics: Call BindBuffer only when the program was null
2018-06-04 00:13:23 +09:00
Hajime Hoshi
fac639f9b7
graphics: Refactoring: Remove drawImageCommand.quadsNum
2018-06-03 23:58:08 +09:00
Hajime Hoshi
c9dd04d471
graphics: Refactoring: Remove command groups
2018-06-03 23:13:01 +09:00
Hajime Hoshi
9d87622a19
graphics: Set elements for every EnqueueDrawImageCommand
2018-06-03 20:42:45 +09:00
Hajime Hoshi
525ad04568
graphics: Split the notion of vertices and elements
2018-06-03 16:07:26 +09:00
Hajime Hoshi
25f2dfc677
graphics: Refactoring
2018-06-03 01:43:10 +09:00
Hajime Hoshi
03e3f0f5f7
graphics: Call glBufferSubData for element array buffer every frame
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This is a preparation for more flexible drawing commands.
2018-05-31 00:53:05 +09:00
Hajime Hoshi
5e93d75ae0
graphics: Fix comments
2018-05-28 02:38:26 +09:00
Hajime Hoshi
399f965729
opengl: Add BindBuffer accepting both element-array-buffer and array-buffer
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This change is a pure refactoring to clarify that array buffer is
binded before its usage.
2018-05-28 00:34:00 +09:00
Hajime Hoshi
311788dfe2
ui: Remove warnings of deadlock
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Now gopherwasm fixed this problem by avoiding js.MakeFunc.
See also: 3fe87b73c0
2018-05-27 04:10:14 +09:00
Hajime Hoshi
8e9c3bd304
ui: Use gopherwasm
2018-05-27 02:35:17 +09:00
Hajime Hoshi
faaf391619
audio: Give up syncing audio timer and game timer ( #617 )
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Syncing was already incomplete (e.g. decoding takes more than one
frame and delays can happen in this case). Giving up syncing audio
timer and game timer should not affect the game experience so much.
Instead, clock implementation will be much simpler.
2018-05-27 00:30:12 +09:00
Hajime Hoshi
5976e4bbbc
audio: More intellegent suspending/resuming ( #617 )
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Before this change, the audio is suspended when the game stops for
1/12[s]. However, as game often stops for more than 1/12[s]
especially on mobiles, this implemntation caused some audio
glitches.
This change fixes this problem by re-implementing suspending/
resumeing audio by detecting the window is active/focused or not.
2018-05-26 23:31:04 +09:00