Commit Graph

550 Commits

Author SHA1 Message Date
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
54537e8f0b Fixed bug in delta time calculation...
and added PHYSAC_NO_THREADS define. Improved physac example drawing
frames per second in screen.
2016-06-14 20:23:46 +02:00
c9c1263e6f Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-06-14 19:16:24 +02:00
c914010606 Correct issue on Oculus drawing 2016-06-14 18:37:28 +02:00
d60dc7c2eb Added Oculus Rift library dll 2016-06-14 17:34:51 +02:00
3ce0228206 Move Oculus Rift support to rlgl module 2016-06-14 17:16:20 +02:00
0d0f306fc2 Add Oculus SDK LibOVR library to external deps. 2016-06-14 17:15:00 +02:00
c25b4cdc69 Move OpenGL extensions loading to rlgl 2016-06-14 15:42:04 +02:00
3a5fc0c320 Move global data to implementation 2016-06-14 12:12:02 +02:00
3d6be7fd80 Added GetGestureDetected() again...
Required by gestures example....
2016-06-14 12:01:57 +02:00
47afda2549 Removed useless function: GetGestureDetected()
Use instead: IsGestureDetected()
2016-06-14 11:55:32 +02:00
5625c11e99 Added internal hi-resolution timer to physac...
... and now physac thread creation is done in InitPhysics() and it is
destroyed in ClosePhysics(). User just need to call these functions to
use physac module.
2016-06-12 22:07:06 +02:00
16609d6702 Revert "Make GetTime() public to be used externally"
This reverts commit 7999bbafa8.
2016-06-12 22:04:51 +02:00
8d2de09f3d Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-06-12 22:03:46 +02:00
4dae3385c3 Record draw call for batch processing
Just started working on this, not sure if it would be available for
raylib 1.5
2016-06-12 19:40:08 +02:00
66ec0b5d82 Oculus tracking correction 2016-06-12 10:47:50 +02:00
7999bbafa8 Make GetTime() public to be used externally 2016-06-11 19:14:25 +02:00
c10c49e44f Convert physac module from static steps to fixed time steps
Old physics update system used a static number of steps to calculate
physics (450 for desktop and 64 for android). It was too much and it was
limited by target frame time...

Now physics update runs in a secondary thread using a fixed delta time
value to update steps. Collisions are perfectly detected and resolved
and performance has been improved so much.
2016-06-11 18:35:46 +02:00
27ba7de1e4 Added some comments 2016-06-11 14:08:39 +02:00
68a02e567d Avoid external variable whiteTexture
To get it, use GetDefaultTexture()
2016-06-11 12:41:03 +02:00
c46c0fc652 Corrected keywords usage 2016-06-11 12:18:08 +02:00
3884716948 Corrected a couple of warnings 2016-06-11 12:01:39 +02:00
8de1427803 Remove release files from src directory 2016-06-11 11:48:42 +02:00
d63e32a377 Remove include, not supported on html5
AL/alext.h is not supported on html5 OpenAL implementation, just
replaced by the defines used in audio module
2016-06-11 11:21:24 +02:00