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
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
24c267d324
Compute stereo config from device parameters
...
Simulator configuration is directly obtained from VR device parameters!
2016-07-10 20:09:18 +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
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
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
3fb1c446ea
Corrected issue on RPI on model drawing
2016-07-04 18:34:28 +02:00
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
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
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
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
03d9583b94
Add oculus simulator (in case device is not detected)
2016-06-21 13:49:13 +02:00
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
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
9fdf4420d5
Corrected bugs on OpenGL 2.1
2016-06-17 00:29:46 +02:00
4df7a0f2f8
Added support for OpenGL 2.1
2016-06-16 20:25:50 +02:00
3468af213f
Reviewing Oculus rendering...
2016-06-15 00:54:55 +02:00
c914010606
Correct issue on Oculus drawing
2016-06-14 18:37:28 +02:00
3ce0228206
Move Oculus Rift support to rlgl module
2016-06-14 17:16:20 +02:00
c25b4cdc69
Move OpenGL extensions loading to rlgl
2016-06-14 15:42:04 +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
68a02e567d
Avoid external variable whiteTexture
...
To get it, use GetDefaultTexture()
2016-06-11 12:41:03 +02:00
7b07b68bfd
Adapt standard shader to GL ES 2.0
...
Some shader calculations are now pre-calculated because some math
functions doesn't exist in glsl 110.
2016-06-10 00:49:51 +02:00
99ee26b001
Review const char *
2016-06-08 22:52:54 +02:00
ee795150fa
Updated some code
2016-06-07 23:44:53 +02:00
058af472ea
Converted GLAD to header only
2016-06-07 18:57:20 +02:00
9281e477eb
Embed standard shader into raylib
2016-06-07 00:32:45 +02:00
1bcf500eca
Review fallback mechanism
2016-06-06 23:19:40 +02:00
522af9f477
Fallback to default shader
2016-06-06 23:16:14 +02:00
29d505c98e
Reorganize external libraries - BREAKING CHANGE -
...
Moved all external libraries used by raylib to external folder inside
raylib src. Makefile has already been update and also the different
includes in raylib modules.
2016-06-06 14:34:43 +02:00
72eb2632cc
Corrected compilation bug on OpenGL 1.1
2016-06-05 23:51:41 +02:00
0bc71d84f8
Added functions to customize internal matrix
...
Internal modelview and projection matrices can be replaced before
drawing.
2016-06-02 20:23:09 +02:00
c286bea8e1
Remove GLEW dependency
2016-06-02 18:20:59 +02:00
17878550b1
Review heades usage
...
This is a first step toward a bigger project. Some modules could be
ported to header-only to be used as standalone.
2016-06-02 01:26:44 +02:00
897179a06c
Corrected some issues on OpenGL 1.1
2016-06-01 12:37:51 +02:00
d17a0cee1a
Review text formatting (spacing, tabs...)
2016-05-31 19:12:37 +02:00
302ec438dd
Removed colTint, tint color is colDiffuse
...
Tint color could be applied to colDiffuse... but what's the best way?
Replace it? Multiply by? A point to think about...
2016-05-31 18:15:53 +02:00
cac2a66deb
Improved library consistency
...
Functions renamed to improve library consistency
2016-05-31 17:11:02 +02:00
caa7bc366b
Reviewed DrawLight() function and some tweaks
2016-05-31 00:51:55 +02:00
b0a0c5d431
Added tint color attribute to material data type
...
It tints all fragments, ignores lighting. Useful for some features like
feedback (damage color, ...).
2016-05-30 19:55:13 +02:00
f2d61d4043
Remove normal depth
...
Scaling normal depth (y axis) makes disappear the specular of
fragments... So I think it can be removed, it is not a very
useful/important attribute.
2016-05-30 19:43:35 +02:00
64f6c74c9a
Add normal and specular maps to draw model process
2016-05-30 19:18:55 +02:00