Patrick Walton
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f24d93819b
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Add arc building methods and switch the Moiré demo to use them.
Also, stop taking points by reference in many methods, for consistency.
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2019-05-13 12:42:13 -07:00 |
bhmerchant@gmail.com
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753a254726
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batch alpha and solid tiles
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2019-05-10 22:57:34 -07:00 |
Patrick Walton
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a5d373cb91
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Rename "object" to "path" in preparation for image objects
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2019-05-10 12:03:38 -07:00 |
Patrick Walton
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3857a28e6a
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Move logic out of the `gpu_data` module
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2019-05-03 18:51:36 -07:00 |
Patrick Walton
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9de7d95d33
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Start a simple HTML canvas-like API, and add a minimal example to show how to
use it.
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2019-05-03 14:15:38 -07:00 |
Patrick Walton
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5c5e4e9313
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Factor the scene thread out of the demo and into the renderer proper.
This simplifies Pathfinder's API considerably. Now users get off-main-thread
scene building "for free".
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2019-05-01 17:12:25 -07:00 |
Patrick Walton
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a96ee73da6
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Introduce an Executor abstraction to enable alternatives to Rayon
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2019-04-30 15:17:07 -07:00 |
Patrick Walton
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db8eb1c97c
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Run `rustfmt` on the renderer crate
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2019-04-29 16:45:29 -07:00 |
Patrick Walton
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8606cd013e
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Replace commented out printlns with proper debug statements
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2019-04-29 16:43:24 -07:00 |
Patrick Walton
|
6c31e1bc01
|
In VR mode, render one eye and then reproject to both eyes instead of rendering
twice.
This reduces both CPU and GPU time a lot in exchange for a small loss in
quality.
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2019-04-26 17:22:54 -07:00 |
Patrick Walton
|
62a3fefca4
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Reenable the tile and fill counts in the debug display
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2019-04-18 15:09:37 -07:00 |
Patrick Walton
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c688d04412
|
Remove the scene assembly thread, and pipeline only fills instead of alpha
tiles.
Removing a thread should make it easier to manually assign threads to CPUs, as
is necessary on devices with poor schedulers like Magic Leap 1.
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2019-04-18 13:50:26 -07:00 |
Patrick Walton
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06439f858f
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Store the tile rect in only one place in the scene assembly thread
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2019-04-12 11:55:05 -07:00 |
Patrick Walton
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21563d9d7f
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Move the Z-buffer over to the `DenseTileMap` abstraction
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2019-04-11 19:38:31 -07:00 |
Patrick Walton
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6a967c19f4
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Introduce a `DenseTileMap<T>` type for better abstraction and SIMD use
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2019-04-11 19:25:02 -07:00 |
Patrick Walton
|
9e38da25e1
|
Remove the `TileObjectPrimitive` structure in favor of a flat list of
backdrops.
This reduces memory usage a bit and adds the infrastructure needed to support a
tile map.
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2019-04-11 18:54:03 -07:00 |
Patrick Walton
|
4e6bbf59ba
|
Stop using `crossbeam-channel`, as it's slower than `std::sync::mpsc` on macOS
at least
|
2019-04-10 20:29:13 -07:00 |
Patrick Walton
|
3d4f8bd008
|
Pipeline between CPU and GPU at a more fine-grained level.
This makes us stop running one frame behind.
|
2019-04-09 17:06:43 -07:00 |
Patrick Walton
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d090dd459b
|
Remove the layer of indirection between object indices and shaders
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2019-04-03 11:58:45 -07:00 |
Patrick Walton
|
db3851d754
|
Get subpixel AA and gamma correction working in 2D
|
2019-03-25 16:20:34 -07:00 |
Patrick Walton
|
224c8e85b9
|
Create separate shaders for monochrome and multicolor tiles.
This is preparation for fixing subpixel AA.
|
2019-03-22 14:28:31 -07:00 |
Patrick Walton
|
6ca5dc5f62
|
Add basic barrel distortion support for VR
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2019-03-20 13:41:04 -07:00 |
Patrick Walton
|
1e3298fdb7
|
Switch to guard-band style clipping to eliminate artefacts
|
2019-02-22 13:15:00 -08:00 |
Patrick Walton
|
c7a1d9e960
|
Use stencil to integrate the vector scene into the 3D environment
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2019-02-19 12:03:02 -08:00 |
Patrick Walton
|
9af3bac11f
|
Implement depth interpolation, not working yet
|
2019-02-18 13:42:30 -08:00 |
Patrick Walton
|
a81850a899
|
Add window resizing support to the demo
|
2019-02-06 18:09:37 -08:00 |
Patrick Walton
|
3d0463999c
|
Add a SIMD integer rect type
|
2019-02-05 10:55:01 -08:00 |
Patrick Walton
|
fe410e066f
|
Add a SIMD rect type
|
2019-02-05 10:03:20 -08:00 |
Patrick Walton
|
821b54b8f4
|
Factor renderer and SVG code out into separate crates
|
2019-01-14 14:20:36 -08:00 |