Commit Graph

196 Commits

Author SHA1 Message Date
6d1b712a96 Reviewed modules comments 2016-11-16 18:46:13 +01:00
Ray
f16f39e8aa code tweaks to avoid some warnings 2016-11-02 00:50:08 +01:00
673dcf9436 Comments tweaks 2016-10-31 20:39:03 +01:00
988d39029f Support textures filtering 2016-10-29 22:17:19 +02:00
4ff98f34bb Function to set texture parameters -IN PROGRESS- 2016-10-27 13:40:48 +02:00
d5e0f4e84e Added notes on vr tracking -> camera update 2016-10-17 17:02:33 +02:00
Ray
8f60996b64 Corrected some warnings 2016-10-17 00:03:38 +02:00
5fecf5c088 Review UpdateVrTracking() and rlglLoadRenderTexture() 2016-10-10 19:42:59 +02:00
Ray
5af1b4a7c9 Added simulated head-tracking on VR simulator
A simple 1st person camera... still requires some work...
2016-10-09 20:56:58 +02:00
7f0880a735 Review spacing formatting
raylib uses spaces between '+' and '-' signs but not between '*' and '/'
signs, it's a chosen convention
2016-09-12 19:36:41 +02:00
Ray
10280c4b91 Some code tweaks 2016-09-07 23:14:16 +02:00
36f20376e6 Redesigned lighting shader system 2016-09-05 20:15:21 +02:00
Ray
2c079d7c6e Review Lua examples and formatting 2016-08-07 11:14:08 +02:00
47b6e62744 Fixed bug with BoundingBox Lua constructor
Fixed use-after-free in DestroyLight
2016-08-06 22:14:49 +02:00
a008d49230 Corrected some issues to compile with MSC 2016-07-29 13:17:50 +02:00
32a671b9da OS X comaptiblity changes and compiled library 2016-07-22 11:55:04 -04:00
5ff9811ea8 Some code tweaks 2016-07-18 17:06:33 +02:00
55b9a2479a Expose Oculus Rift functionality directly 2016-07-16 22:41:13 +02:00
bfb5ffedda Added rlgl standalone sample 2016-07-16 19:25:15 +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
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
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
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
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
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
3fb1c446ea Corrected issue on RPI on model drawing 2016-07-04 18:34:28 +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
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
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
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