v0.17.0.md 22 KB

v0.17.0

LÖVR v0.17.0, codename Tritium Gourmet, was released on October 14th, 2023. This version has been 364 days in the making, with 555 commits from 9 authors.

This release includes tons of bugfixes and usability improvements for the new graphics module, along with the following new features:

  • Passthrough, enabling mixed reality experiences
  • TerrainShape, for 3D heightfields in physics simulations
  • Blend shapes, for facial animation and making meshes squishy
  • HTTP, with support for HTTPS
  • Frustum culling, a quick way to improve rendering performance
  • Rounded rectangles with thickness, great for VR UI
  • Mouse input

This is a massive release with lots to chew on, so let's break things down into atomic, bite-sized pieces!

Passthrough

With passthrough, you can now layer a view of the real world underneath whatever your project renders. This is great for mixed reality experiences, or just as a way to avoid tripping over furniture and punching walls. To enable it, just call lovr.headset.setPassthrough(true).

LÖVR also sets OpenXR blend modes now, which means projects will render properly on AR devices like the Magic Leap and HoloLens.

Blend Shapes

Model now supports blend shapes! These are often used for facial animation or other types of mesh squishing, which is difficult to implement with skeletal animation. Model:setBlendShapeWeight sets the weight of a blend shape, and weights can be animated with keyframe animations as well.

They also use compute shaders instead of vertex shaders. This means:

  • There's no limit on the number of active blend shapes
  • They won't be evaluated multiple times when there are multiple cameras, or when a model is drawn multiple times in the same pose
  • Extra style points

Roundrect

Thick rounded rectangles are a very common shape to use for UI in VR. Previously we all had to generate meshes, import them as models, use SDF shaders, or piece them together with cylinders and boxes. Now, Pass:roundrect is built in!

A virtual keyboard made of rounded rectangles

Pictured above is chui, a UI library made entirely of these rounded rectangles.

TerrainShape

TerrainShape is a new physics shape that lets you add heightfields to physics simulations. Terrain can be provided as an Image, or as a Lua function for procedural terrain.

Also, if you need a simple ground plane, you can just pass a size to get flat terrain. It's much more convenient than messing around with a box collider.

Frustum Culling

Frustum culling is an optimization that skips rendering objects that are out of view. For 3D scenes with content surrounding the player, this is a quick way to reduce GPU overhead, especially when objects have lots of vertices.

Frustum culling can be enabled using Pass:setViewCull. Any object with a bounding box will be culled against the cameras, including Model objects and most shape primitives. Mesh objects can compute their bounding boxes with Mesh:computeBoundingBox.

Plugins

There are 2 new builtin plugins and a new module:

  • The http plugin does HTTP requests, with support for HTTPS.
  • The enet plugin is a UDP networking library (back as a plugin).
  • The utf8 module backports the utf8 library from Lua 5.3.

The cool part about having these as plugins is that they are 100% optional -- you can delete the library files if you don't need them and LÖVR will still work fine.

Universal APK

Previously, APK downloads were only compatible with the Oculus Quest. In v0.17.0 LÖVR switched to a "universal" APK system where multiple OpenXR loaders are bundled in a single APK. As a result, APKs will now work on most if not all Android-based headsets. This does increase file size a bit, but it should be alleviated as more vendors converge on the standard OpenXR loader.

Buffer Format Improvements

There's a handy new Shader:getBufferFormat method which will parse the format of a buffer from shader code. This means you don't need to type out the buffer's format again in Lua and keep it in sync with the shader code:

format = shader:getBufferFormat('mybuffer')
buffer = lovr.graphics.newBuffer(format, data)

Buffer formats and shader constants now support nested structure and array types. Buffer fields can also have names, and buffer data can be given as key-value pairs instead of only lists of numbers.

Finally, you can also send a table directly to a uniform buffer variable instead of needing to create a buffer first.

pass:send('lightData', { position = vec3(x, y, z), color = 0xffffee })

Graphics Improvements

The graphics module has been streamlined a bit as we shake out the new Vulkan renderer.

Temporary Objects

Temporary Buffer/Pass objects were really tricky due to the way they got invalidated whenever lovr.graphics.submit was called:

pass = lovr.graphics.getPass('render', canvas)
-- do stuff with pass
lovr.graphics.submit(pass)
pass:cube() --> Error!  Can't use the pass after it's submitted!

This version, lovr.graphics.getBuffer and lovr.graphics.getPass have been deprecated and replaced by lovr.graphics.newBuffer and lovr.graphics.newPass. These "permanent" types behave like all other objects, and you can call lovr.graphics.submit without messing them up.

For passes, instead of getting a new one every frame, you can create it once and call Pass:reset at the beginning of a frame to reset it to a fresh state. There's also the option of recording its draws once and submitting it over and over again, to reduce the Lua overhead of recording draws.

Pass Types

Passes no longer have a "type" that defines what commands can be recorded on them. Instead, all Pass objects can receive both graphics and compute work, with computes running before the draws whenever the pass is submitted.

For transfers, these methods have been moved onto Buffer and Texture objects themselves. So if you want to change the data in a Buffer, call Buffer:setData. Uploading to a Texture is Texture:setPixels. There's no need for a dedicated transfer pass. The transfers happen in order and finish before subsequent graphics submissions.

-- Old
local pass = lovr.graphics.getPass('transfer')
pass:copy(image, texture)
lovr.graphics.submit(pass)

-- New
texture:setPixels(image)

Mesh

The Mesh object has returned! This is mostly a convenience object that holds a vertex and index buffer, a Material, draw range, and bounding box. Pass:mesh still exists as a lower-level way to draw meshes with Buffer objects.

Compute Barriers

This is a small change, but there's a new Pass:barrier function that lets you sequence multiple compute shader dispatches within a pass. Since computes within a pass all ran at the same time, you previously had to use multiple Pass objects to get computes to wait for each other, which is costly. With Pass:barrier, all computes before the barrier will finish before further compute work starts.

pass:setShader(computer)
pass:compute()
pass:compute()
pass:barrier()
pass:compute() --> this compute will wait for the first two

Headless VR

The headset module can now be used in headless mode (spooky!). This means it will still work even when the graphics module is disabled. The intended use case is for console applications that don't need to render anything but still want to use pose data. Note that this only works on certain XR runtimes -- currently monado and SteamVR are known to work.

New Headset Simulator

The headset simulator incorporated changes from the lovr-mousearm library. The virtual hand is now placed at the projected mouse position, and the scroll wheel can be used to control the hand distance. The shift key can also be used to "sprint", which is great for moving through large worlds.

Mouse Input

Mouse input has been added to lovr.system. You'll find the following new methods and callbacks:

  • lovr.system.getMouseX
  • lovr.system.getMouseY
  • lovr.system.getMousePosition
  • lovr.system.isMouseDown
  • lovr.mousepressed
  • lovr.mousereleased
  • lovr.mousemoved
  • lovr.wheelmoved

You might not need the lovr-mouse library anymore!

Tally Changes

Recording GPU timing info is now as simple as calling lovr.graphics.setTimingEnabled. Stats will be made available via Pass:getStats, with a frame or two of delay. Timing stats are also active by default when t.graphics.debug is set.

Pixel tallies (occlusion queries) also have a new revamped API. Instead of using a Tally object and a transfer pass, Pass:beginTally and Pass:finishTally will start and stop an occlusion query. The results for tallies can be copied to a Buffer after the Pass with Pass:setTallyBuffer.

Quality of Life

There are also a bunch of small improvements worth mentioning.

Drawing a texture on a plane no longer requires a call to Pass:setMaterial. Instead, Pass:draw can take a Texture:

-- Old
pass:setMaterial(texture)
pass:plane(x, y, z, w, h)
pass:setMaterial()

-- New
pass:draw(texture, x, y, z, w)

All objects now have the Object:type method to return their type name as a string.

There's a new Image:mapPixel function which is an easier way to set all the pixels of an Image.

Shaders now support #include to load shader code from LÖVR's filesystem.

When t.graphics.debug is set, shaders include debug info now. This allows graphics debugging tools like RenderDoc to inspect variables in a shader and step through each line interactively.

Vectors have capitalized constructors to create permanent vectors, e.g. Vec3 can be used in addition to vec3.

Vectors also have named constants: vec3.up, vec4.one, etc.

Physics has World:queryBox and World:querySphere to query all the Shapes that intersect a volume.

Community

LÖVR's Slack is now deprecated because Slack held our messages hostage! We migrated all the chat history over to a Matrix homeserver hosted on #community:lovr.org and bridged everything to a new Discord server. Keeping the source of truth for chat on a self-hosted, open source platform ensures the community is hopefully a bit more resilient to future corporate monkey business.

Speaking of corporate monkey business, LÖVR has entrenched itself further into the GitHub ecosystem by adding continuous builds via GitHub Actions! This means us mere mortals can have up-to-date builds for all platforms without touching CMake or the Android SDK.

For the remaining masochists among us who choose to build LÖVR from source, there has been a change to the branching system. The dev branch is now the default branch, and master has been renamed to stable. The development workflow otherwise remains the same, where new features go into dev and bugfixes are made on stable. The following commands will update a local clone:

$ git branch -m master stable
$ git fetch origin
$ git branch -u origin/stable stable
$ git remote set-head origin -a

Changelog

Add

General

  • Add enet plugin.
  • Add http plugin.
  • Add utf8 module.
  • Add :type method to all objects and vectors.
  • Add --graphics-debug command line option, which sets t.graphics.debug to true.

Audio

  • Add lovr.audio.getDevice.

Data

  • Add Image:mapPixel.
  • Add a variant of Blob:getString that takes a byte range.
  • Add Blob:getI8/getU8/getI16/getU16/getI32/getU32/getF32/getF64.

Filesystem

  • Add argument to lovr.filesystem.load to restrict chunks to text/binary.

Graphics

  • Add Pass:roundrect.
  • Add variant of Pass:cone that takes two vec3 endpoints.
  • Add variant of Pass:draw that takes a Texture.
  • Add Pass:setViewCull to enable frustum culling.
  • Add Model:getBlendShapeWeight, and Model:setBlendShapeWeight.
  • Add Model(Data):getBlendShapeCount, Model(Data):getBlendShapeName.
  • Add support for animated blend shape weights in Model animations.
  • Add support for arrays, nested structs, and field names to Buffer formats.
  • Add Shader:getBufferFormat.
  • Add back Mesh object (sorry!).
  • Add Model:clone.
  • Add materials flag to lovr.graphics.newModel.
  • Add lovr.graphics.isInitialized (mostly internal).
  • Add support for using depth textures in multisampled render passes.
  • Add depthResolve feature to lovr.graphics.getFeatures.
  • Add a variant of Texture:newView that creates a 2D slice of a layer/mipmap of a texture.
  • Add a variant of Pass:send that takes tables for uniform buffers.
  • Add Buffer:getData and Buffer:newReadback.
  • Add Texture:getPixels/setPixels/clear/newReadback/generateMipmaps.
  • Add support for stepping through shaders in e.g. RenderDoc when t.graphics.debug is set.
  • Add lovr.graphics.is/setTimingEnabled to record GPU durations for each Pass object.
  • Add lovr.graphics.newPass.
  • Add Pass:setCanvas and Pass:setClear.
  • Add Pass:getStats.
  • Add Pass:reset.
  • Add Pass:getScissor and Pass:getViewport.
  • Add Pass:barrier.
  • Add Pass:beginTally/finishTally and Pass:get/setTallyBuffer.
  • Add support for #include in shader code.

Headset

  • Add lovr.headset.getPassthrough/setPassthrough/getPassthroughModes.
  • Add support for more headsets in Android APKs (Quest, Pico, Vive Focus all work).
  • Add support for controller input on Pico Neo 3 and Pico Neo 4 devices.
  • Add support for controller input on Magic Leap 2.
  • Add hand/*/pinch, hand/*/poke, and hand/*/grip Devices.
  • Add support for using lovr.headset when lovr.graphics is disabled, on supported runtimes.
  • Add support for elbow/left and elbow/right poses on Ultraleap hand tracking.
  • Add lovr.headset.getDirection.
  • Add lovr.headset.isVisible and lovr.visible callback.
  • Add lovr.recenter callback.
  • Add floor Device.
  • Add t.headset.seated and lovr.headset.isSeated.
  • Add lovr.headset.stopVibration.
  • Add radius fields to joint tables returned by lovr.headset.getSkeleton.
  • Add support for "sprinting" in the headset simulator using the shift key.

Math

  • Add capitalized globals for creating permanent vectors (Vec2, Vec3, Vec4, Quat, Mat4).
  • Add Vec3:transform, Vec4:transform, and Vec3:rotate.
  • Add vector constants (vec3.up, vec2.one, quat.identity, etc.).
  • Add Mat4:getTranslation/getRotation/getScale/getPose.
  • Add variant of Vec3:set that takes a Quat.
  • Add Mat4:reflect.

Physics

  • Add TerrainShape.
  • Add World:queryBox and World:querySphere.
  • Add World:getTags.
  • Add Shape:get/setPose.
  • Add missing lovr.physics.newMeshShape function.
  • Add Collider:isDestroyed.

System

  • Add lovr.system.wasKeyPressed/wasKeyReleased.
  • Add lovr.system.getMouseX, lovr.system.getMouseY, and lovr.system.getMousePosition.
  • Add lovr.system.isMouseDown.
  • Add lovr.mousepressed, lovr.mousereleased, lovr.mousemoved, and lovr.wheelmoved callbacks.
  • Add lovr.system.has/setKeyRepeat.

Thread

  • Add support for vectors and lightuserdata with Channel:push and Channel:pop.

Change

  • Change lovr.graphics.submit to no longer invalidate Pass objects.
  • Change vector constructors to be callable metatables (allows adding custom methods).
  • Change max size of vector pool to hold 16 million numbers instead of 64 thousand.
  • Change Pass:setBlendMode/Pass:setColorWrite to take an optional attachment index.
  • Change OpenXR driver to throttle update loop when headset session is idle.
  • Change lovr.graphics.newModel to work when the asset references paths starting with ./.
  • Change lovr.graphics.newModel to error when the asset references paths starting with /.
  • Change lovr.graphics.newBuffer to take format first instead of length/data.
  • Change Pass:setStencilWrite to only set the "stencil pass" action when given a single action, instead of all 3.
  • Change lovr.graphics to show a message box on Windows when Vulkan isn't supported.
  • Change plugin loader to call JNI_OnLoad on Android so plugins can use JNI.
  • Change t.headset.overlay to also support numeric values to control overlay sort order.
  • Change World:isCollisionEnabledBetween to take nils, which act as wildcard tags.
  • Change Mat4:__tostring to print matrix components.
  • Change World:raycast to prevent subsequent checks when the callback returns false.
  • Change lovr.system.isKeyDown to take multiple keys.
  • Change lovr.headset.isDown/isTouched to return nil instead of nothing.
  • Change lovr.headset.getTime to always start at 0 to avoid precision issues.
  • Change Pass viewport and scissor to apply to all draws in the Pass, instead of per-draw.
  • Change nogame/error screen to use a transparent background on AR/passthrough headsets.
  • Change VR simulator to use projected mouse position for hand pose (scroll controls distance).
  • Change lovr.headset.getDriver to also return the OpenXR runtime name.
  • Change pitchable flag in lovr.audio.newSource to default to true.
  • Change Buffer:setData, Buffer:clear, and Buffer:getPointer to work on permanent Buffers.
  • Change lovr.timer.sleep to have higher precision on Windows.
  • Change lovr.headset.animate to no longer require a Device argument (current variant is deprecated).

Fix

  • Fix lovr.physics.newBoxShape always creating a cube.
  • Fix several issues related to VRAM leaks when creating Textures.
  • Fix issue on Linux where the Vulkan library wouldn't get loaded properly.
  • Fix macOS to not require the Vulkan SDK to be installed.
  • Fix recentering on Quest.
  • Fix headset mirror window to properly render in mono when a VR headset is connected.
  • Fix window size not updating on resize or on highdpi displays.
  • Fix MeshShape not working properly with some OBJ models.
  • Fix Model:getNodeScale to properly return the scale instead of the rotation.
  • Fix Mat4:set and Mat4 constructors to properly use TRS order when scale is given.
  • Fix lovr.graphics.newShader to work with nil shader code (uses unlit shader).
  • Fix crash when t.graphics.debug is set but the validation layers aren't installed.
  • Fix a few memory leaks with Readbacks, Fonts, and compute Shaders.
  • Fix Pass:setProjection to use an infinite far plane by default.
  • Fix Texture:hasUsage.
  • Fix Pass:points / Pass:line to work with temporary vectors.
  • Fix lovr.event.quit to properly exit on Android/Quest.
  • Fix mounted zip paths sometimes not working with lovr.filesystem.getDirectoryItems.
  • Fix issue where temporary vectors didn't work in functions that accept colors.
  • Fix crash when rendering multiple identical torus shapes in the same Pass.
  • Fix lovr.graphics.newShader to error properly if the push constants block is too big.
  • Fix default lovr.log to not print second string.gsub result.
  • Fix issue where lovr.data.newImage wouldn't initialize empty Image object pixels to zero.
  • Fix Model:getMaterial to work when given a string.
  • Fix issue where Vec3:angle would sometimes return NaNs.
  • Fix OpenXR driver when used with AR headsets.
  • Fix vertex tangents (previously they only worked if the normalMap shader flag was set).
  • Fix error when minimizing the desktop window on Windows.
  • Fix DistanceJoint:getAnchors.
  • Fix issue where Material:getProperties returned an incorrect uvScale.
  • Fix crash when uvShift/uvScale were given as tables in lovr.graphics.newMaterial.
  • Fix retina macOS windows.
  • Fix issue where Pass:capsule didn't render anything when its length was zero.
  • Fix confusing console message when OpenXR is not installed.
  • Fix issue where OBJ UVs were upside down.
  • Fix issue where equirectangular skyboxes used an incorrect z direction.
  • Fix seam when rendering equirectangular skyboxes with mipmaps.
  • Fix font wrap when camera uses a projection matrix with a flipped up direction.
  • Fix Model import when vertex colors are stored as vec3.
  • Fix 24-bit WAV import.
  • Fix issue with 3-letter vec3 swizzles.
  • Fix error when subtracting a vector from a number.
  • Fix error when adding a number and a temporary vector (in that order).
  • Fix issue where t.window = nil wasn't working as intended.
  • Fix bug where some fonts would render glyphs inside out.

Deprecate

  • Deprecate lovr.graphics.getPass (lovr.graphics.newPass should be used instead).
  • Deprecate Pass:getType. All Pass objects support both compute and rendering (computes run before draws).
  • Deprecate Pass:getTarget (renamed to Pass:getCanvas).
  • Deprecate Pass:getSampleCount (Pass:getCanvas returns a samples key).
  • Deprecate lovr.graphics.getBuffer (Use lovr.graphics.newBuffer or tables).
  • Deprecate variant of lovr.graphics.newBuffer that takes length/data as the first argument (put format first).
  • Deprecate lovr.headset.get/setDisplayFrequency (it's named lovr.headset.get/setRefreshRate now).
  • Deprecate lovr.headset.getDisplayFrequencies (it's named lovr.headset.getRefreshRates now).
  • Deprecate lovr.headset.getOriginType (use lovr.headset.isSeated).
  • Deprecate variant of lovr.headset.animate that takes a Device argument (just pass the Model now).
  • Deprecate Buffer:getPointer (renamed to Buffer:mapData).

Remove

  • Remove transfer passes (methods on Buffer and Texture objects can be used instead).
  • Remove Pass:copy (use Buffer:setData and Texture:setPixels).
  • Remove Pass:read (use Buffer:newReadback and Texture:newReadback).
  • Remove Pass:clear (use Buffer:clear and Texture:clear).
  • Remove Pass:blit (use Texture:setPixels).
  • Remove Pass:mipmap (use Texture:generateMipmaps).
  • Remove Tally (use lovr.graphics.setTimingEnabled or Pass:beginTally/finishTally).
  • Remove lovr.event.pump (it's named lovr.system.pollEvents now).
  • Remove t.headset.offset (use t.headset.seated).
  • Remove mipmaps flag from render passes (they always regenerate mipmaps now).