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WIP Transitions/driverack #363
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…torage and retrieval. * Created PixelArrayDevice and ProjectionPreviewDevice. * Killed old RenderEngine.ResultFormat.
It's super buggy on WebGL though, so vec2 and vec3 both use vec4 internally.
* Rename DeviceParam to ResultParam. * Rename DeviceParamBuffer to ResultBuffer (et al.).
… setting for PixelArrayDevice. The relationship of fixture params, datasources, and input ports needs to be more thoroughly considered.
* No need for models to subclass Model.Surface usually. * Re-add BAAAHS eyes. * Start removing old movingHeads topic etc.
…ypes. * use ShowMigrator when saving shows, so they include version number. * LinkedPatch.createProgram() needs to be smarter.
* Move patch set merging from AutoWirer to PatchResolver. * Move render plan building from ShowRunner to FixtureManager.
* Feeds now create per-engine and per-program contexts. Renamed Binding to ProgramFeed. * Feeds can advertise themselves as updating once, per frame, or per fixture. * RenderEngine and GlslProgram call feeds appropriately to update as requested. * RenderEngine now has subclasses for rendering a 3d model and a 2d preview (quad). * New spec for ModelRenderEngine. * Better introspection for textures in FakeGlContext/FakeKgl. * FakeKgl now checks that every OpenGL call is run within a GL context. * FakeKgl now records uniform and texture state at every render call.
* Values from render are sent out over DMX. * Move BAAAHS' eyes to the right spots. * Double cones in visualizer.
Lots of refactoring toward controlling moving heads from GLSL shaders
* Less naive handling mapping of shaders to device types. * Surfaces matchers are now inclusive/additive. * MoverShaders can currently control pan and tilt. * DeviceTypes declare their own guru meditation error shaders. * Beginning to tease apart ShaderType from wiring decisions. * Show GLSL for all device types in floating palette in simulator.
* Don't choke on hash signs inside comments; they're not directives. * Recognize array variables.
…upported style depth.
* ISF uses one-based months and days, ShaderToy uses zero-based months and one-based days. * Refactored to make testing datasources easier.
Link suggestions that don't match the port's content type are only shown when "Show Advanced" is checked, except when the port's content type is unknown.
* Moved "Adjust Gadgets" to popup menu (now "Auto-Adjust Gadgets")". * Gadget adjustment now defaults to random small incremental changes rather than cycling through the full range of each slider individually. * "Full Range" switches to the old mode. * Gadget adjustments now apply to any control whose gadget implements Gadget#adjustALittleBit(). * Added "Reset to Defaults" to menu. * Added "Show Diagnostics…" to menu.
Add support for Interactive Shader Format (ISF)
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Comments in GLSL macro defines should be ignored
…iable should be identified as input ports.
* Well-known uniform names used in the assignment expression of a uniform global should be recognized as input ports. * Non-const expressions in global var assignments aren't supported in all versions of GLSL, so defer their initialization.
Fix 366 ISF dialect fail
* Create PubSub.Endpoint#openChannel. * Create ImmediateDispatcher for tests.
…tlinx-coroutines-test 1.4.3. Annoyingly, kotlinx-coroutines-test is JVM-only, so ported and adapted a bit.
…e context that sent the command in the first place.
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