Commit Graph

573 Commits

Author SHA1 Message Date
bfb5ffedda Added rlgl standalone sample 2016-07-16 19:25:15 +02:00
a05150392a Added audio standalone sample 2016-07-16 19:24:08 +02:00
0fbd48a889 Corrected bug on OpenGL 1.1
Set makefile to default OpenGL 3.3 compilation
2016-07-16 14:58:53 +02:00
7959ccd84d Review some functions, formatting and comments 2016-07-15 18:16:34 +02:00
338bb3fd9c Review variables to raylib naming conventions
Some review work still required...
2016-07-13 20:05:53 +02:00
11172118d1 Review comments 2016-07-13 20:05:00 +02:00
9d6d68f00a Support VR mode disable on Oculus device 2016-07-12 18:44:45 +02:00
31b64d4689 Updated for GLSL 100 2016-07-12 17:10:44 +02:00
22672bc738 Added Oculus functions declaration and comments 2016-07-11 19:01:13 +02:00
56ec22f5c9 Corrected some issues on OpenGL 1.1
Corrected lighting system crash and VR variables not found...
2016-07-11 17:34:12 +02:00
Ray
84d1b19f61 Added custom Oculus CV1 parameters
Matching the same stereo rendering result given by Oculus PC SDK for
Oculus Rift CV1 is very difficult because hardware has changed a lot and
DK2 distortion shader and parameters don't fit on CV1. Some custom
parameters have been calculated to simulate kind of CV1 stereo
rendering. Further work is required on this point.
2016-07-11 14:43:58 +02:00
Ray
24c267d324 Compute stereo config from device parameters
Simulator configuration is directly obtained from VR device parameters!
2016-07-10 20:09:18 +02:00
Ray
1733125873 Do not expose raw audio context to final user...
...at least, directly, available if using directly audio module...
2016-07-08 23:17:18 +02:00
884e13ac2f Updated VR support -IN PROGRESS-
- Embedded VR distortion shader
- Ready to support multiple VR devices
- Fallback to VR Simulator if device not ready
- Support mono rendering over stereo rendering
2016-07-08 20:32:06 +02:00
Ray
bcc2b17701 Rename standard_shader.h to shader_standard.h 2016-07-08 17:22:37 +02:00
Ray
3922bc27cd Supporting multiple HMD configurations
-IN PROGRESS-
2016-07-08 00:57:27 +02:00
7cefbd8a94 Updated lighting system...
...to avoid dynamic conditions on for loop (lightsCount) on standard
shader, it seems GLSL 100 doesn't support that feature... on some GPUs
like RaspberryPi...
2016-07-06 20:33:46 +02:00
e2a3a52ad6 Edited comment 2016-07-06 20:02:33 +02:00
8fd4507847 Corrected bug on Raspberry Pi with strcat() 2016-07-06 20:02:15 +02:00
Ray
bc80174357 VR Functions renaming (for generic HMD device)
Stereo rendering has been moved again to Begin3dMode() and End3dMode(),
it has some limitations but makes more sense...
2016-07-06 00:54:38 +02:00
2ff2096b36 Moved Oculus enable drawing to user side...
Still thinking about the best way to manage this...
2016-07-04 18:35:50 +02:00
3fb1c446ea Corrected issue on RPI on model drawing 2016-07-04 18:34:28 +02:00
8bdd03eeac Updated Oculus PC SDK to version 1.5 2016-07-04 18:34:02 +02:00
Ray
2f9abe6e13 Review ResolveCollisionCubicmap()
This function needs to be redesigned or removed...
2016-07-04 01:30:07 +02:00
Ray
ee72654b55 Redesigned stereo rendering mechanism
Now it's easier for the user! Just init Oculus device and get stereo
rendering!
2016-07-04 01:29:23 +02:00
308fcbb96c Added eyes projection/view matrices calculation
Based on HMD parameters (IPD, ScreenSize, LesnsSeparation...)
2016-06-27 20:10:28 +02:00
c4922c9e88 Reorganize shaders to respective folders 2016-06-27 18:32:56 +02:00
572936ec65 Added Oculus functions to raylib header 2016-06-27 18:30:58 +02:00
4b444e7cc3 Comment glBlitFramebuffer() 2016-06-26 18:43:10 +02:00
9127b5a57d Enable/Disable VR experience 2016-06-26 15:36:12 +02:00
8652e644dd Corrected bug on stereo rendering 2016-06-26 14:13:11 +02:00
6981e2bffa Get supported videomodes for fullscreen 2016-06-26 01:36:06 +02:00
71ab202295 Removed rlglInitGraphics(), integrated into rlglInit()
Redesigned rlgl usage:
- rlViewport() must be called by user
- Internal projection/modelview matrices must be setup by user
2016-06-25 23:28:50 +02:00
369b8532c0 Review rlglInitGraphics() 2016-06-25 22:42:35 +02:00
9ee96bea95 Unified functions: InitGraphicsDevice()
Following XNA style, now we have InitGraphicsDevice(), replacing
InitDisplay() + InitGraphics()
2016-06-25 21:28:50 +02:00
5f7ac64c44 Removed function SetModelTexture()
It's more educational to go through new material system, so, I decide to
remove this function to avoid students confusion...
2016-06-24 19:49:36 +02:00
b358402cb3 Some code tweaks (view description)
- Added support for RLGL_NO_STANDARD_SHADER
- Store framebuffer width and height as globals
- Reorganize rlglInit() function
2016-06-24 19:37:52 +02:00
a522b6e23b Corrected issue with unclosed threads 2016-06-24 19:34:47 +02:00
03d9583b94 Add oculus simulator (in case device is not detected) 2016-06-21 13:49:13 +02:00
afe033412b Code tweak 2016-06-21 13:45:13 +02:00
Ray
6062201e8f Simplify Oculus example...
...to align it with standard raylib code. Final goal would be having the
same code work for every platform with no changes...
2016-06-21 08:59:29 +02:00
b01f5ff6a7 Starting work on VR simulator support
If Oculus device is not available or not initialized correctly,
simulated VR view is generated using stereo-rendering and distortion
2016-06-19 19:12:47 +02:00
Ray
24c9b1f717 Improving Oculus Rift example...
Under design... looking for the easiest and most comprehensive way for
the user to use VR...
2016-06-17 13:54:45 +02:00
Ray
9fdf4420d5 Corrected bugs on OpenGL 2.1 2016-06-17 00:29:46 +02:00
Ray
4df7a0f2f8 Added support for OpenGL 2.1 2016-06-16 20:25:50 +02:00
Ray
3468af213f Reviewing Oculus rendering... 2016-06-15 00:54:55 +02:00
1b0996fb0b Updated physac header documentation 2016-06-14 20:54:20 +02:00
4e84ded7ef Fixed spacing and set UpdatePhysics() function as static...
and remove static from PhysicsThread().
2016-06-14 20:38:49 +02:00
1a8fbe5cf0 Add pthread external library to source...
and add instructions in physac examples to run it successful.
2016-06-14 20:31:48 +02:00
5a1cbb2842 Fix current time value 2016-06-14 20:25:08 +02:00