diff --git a/release/html5/libraylib.bc b/release/html5/libraylib.bc
index edf5302e..5a26136b 100644
Binary files a/release/html5/libraylib.bc and b/release/html5/libraylib.bc differ
diff --git a/release/win32/mingw32/libraylib.a b/release/win32/mingw32/libraylib.a
index abb8ddd1..6e9db0d2 100644
Binary files a/release/win32/mingw32/libraylib.a and b/release/win32/mingw32/libraylib.a differ
diff --git a/shaders/glsl100/bloom.fs b/shaders/glsl100/bloom.fs
index 128736f2..82278fc3 100644
--- a/shaders/glsl100/bloom.fs
+++ b/shaders/glsl100/bloom.fs
@@ -8,7 +8,7 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
diff --git a/shaders/glsl100/blur.fs b/shaders/glsl100/blur.fs
index 80d40834..1935f080 100644
--- a/shaders/glsl100/blur.fs
+++ b/shaders/glsl100/blur.fs
@@ -8,12 +8,13 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
-const float renderWidth = 1280;
-const float renderHeight = 720;
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800;
+const float renderHeight = 450;
float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 );
float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 );
diff --git a/shaders/glsl100/cross_hatching.fs b/shaders/glsl100/cross_hatching.fs
index 1f7dab08..ced0fd63 100644
--- a/shaders/glsl100/cross_hatching.fs
+++ b/shaders/glsl100/cross_hatching.fs
@@ -8,7 +8,7 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
diff --git a/shaders/glsl100/cross_stitching.fs b/shaders/glsl100/cross_stitching.fs
index 6fabc027..67639a55 100644
--- a/shaders/glsl100/cross_stitching.fs
+++ b/shaders/glsl100/cross_stitching.fs
@@ -8,12 +8,13 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
-const float renderWidth = 1280;
-const float renderHeight = 720;
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800;
+const float renderHeight = 450;
float stitchingSize = 6.0f;
diff --git a/shaders/glsl100/dream_vision.fs b/shaders/glsl100/dream_vision.fs
index d0cdc687..fa9c5b77 100644
--- a/shaders/glsl100/dream_vision.fs
+++ b/shaders/glsl100/dream_vision.fs
@@ -8,7 +8,7 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
diff --git a/shaders/glsl100/fisheye.fs b/shaders/glsl100/fisheye.fs
index 9dba297b..461e1405 100644
--- a/shaders/glsl100/fisheye.fs
+++ b/shaders/glsl100/fisheye.fs
@@ -8,7 +8,7 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
diff --git a/shaders/glsl100/pixel.fs b/shaders/glsl100/pixel.fs
index c532f219..41ba3ed6 100644
--- a/shaders/glsl100/pixel.fs
+++ b/shaders/glsl100/pixel.fs
@@ -8,12 +8,13 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
-const float renderWidth = 1280;
-const float renderHeight = 720;
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800;
+const float renderHeight = 450;
uniform float pixelWidth = 5.0f;
uniform float pixelHeight = 5.0f;
diff --git a/shaders/glsl100/posterization.fs b/shaders/glsl100/posterization.fs
index 801ca89c..a7942c82 100644
--- a/shaders/glsl100/posterization.fs
+++ b/shaders/glsl100/posterization.fs
@@ -8,7 +8,7 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
diff --git a/shaders/glsl100/predator.fs b/shaders/glsl100/predator.fs
index 1f0e2ce5..efa7fe79 100644
--- a/shaders/glsl100/predator.fs
+++ b/shaders/glsl100/predator.fs
@@ -8,7 +8,7 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
diff --git a/shaders/glsl100/scanlines.fs b/shaders/glsl100/scanlines.fs
index d885e10b..529120d0 100644
--- a/shaders/glsl100/scanlines.fs
+++ b/shaders/glsl100/scanlines.fs
@@ -8,7 +8,7 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
diff --git a/shaders/glsl100/standard.fs b/shaders/glsl100/standard.fs
index d5daa445..3e78022d 100644
--- a/shaders/glsl100/standard.fs
+++ b/shaders/glsl100/standard.fs
@@ -34,7 +34,6 @@ struct Light {
};
const int maxLights = 8;
-uniform int lightsCount;
uniform Light lights[maxLights];
vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s)
@@ -134,19 +133,15 @@ void main()
float spec = 1.0;
if (useSpecular == 1) spec *= normalize(texture2D(texture2, fragTexCoord).r);
- for (int i = 0; i < lightsCount; i++)
+ for (int i = 0; i < maxLights; i++)
{
// Check if light is enabled
if (lights[i].enabled == 1)
{
// Calculate lighting based on light type
- switch (lights[i].type)
- {
- case 0: lighting += CalcPointLight(lights[i], n, v, spec); break;
- case 1: lighting += CalcDirectionalLight(lights[i], n, v, spec); break;
- case 2: lighting += CalcSpotLight(lights[i], n, v, spec); break;
- default: break;
- }
+ if(lights[i].type == 0) lighting += CalcPointLight(lights[i], n, v, spec);
+ else if(lights[i].type == 1) lighting += CalcDirectionalLight(lights[i], n, v, spec);
+ else if(lights[i].type == 2) lighting += CalcSpotLight(lights[i], n, v, spec);
}
}
diff --git a/shaders/glsl100/swirl.fs b/shaders/glsl100/swirl.fs
index 0d6d24f2..6b17874c 100644
--- a/shaders/glsl100/swirl.fs
+++ b/shaders/glsl100/swirl.fs
@@ -8,12 +8,13 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
-const float renderWidth = 800.0; // HARDCODED for example!
-const float renderHeight = 480.0; // Use uniforms instead...
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800;
+const float renderHeight = 450;
float radius = 250.0;
float angle = 0.8;
diff --git a/shaders/glsl330/bloom.fs b/shaders/glsl330/bloom.fs
index 0307bc06..102e6605 100644
--- a/shaders/glsl330/bloom.fs
+++ b/shaders/glsl330/bloom.fs
@@ -6,7 +6,7 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
diff --git a/shaders/glsl330/blur.fs b/shaders/glsl330/blur.fs
index 7c31f727..e4df406d 100644
--- a/shaders/glsl330/blur.fs
+++ b/shaders/glsl330/blur.fs
@@ -6,15 +6,16 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
-const float renderWidth = 1280.0;
-const float renderHeight = 720.0;
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800;
+const float renderHeight = 450;
float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
diff --git a/shaders/glsl330/cross_hatching.fs b/shaders/glsl330/cross_hatching.fs
index c12c48cd..f95ad075 100644
--- a/shaders/glsl330/cross_hatching.fs
+++ b/shaders/glsl330/cross_hatching.fs
@@ -6,7 +6,7 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
diff --git a/shaders/glsl330/cross_stitching.fs b/shaders/glsl330/cross_stitching.fs
index 7c87c6cd..9cdd36ca 100644
--- a/shaders/glsl330/cross_stitching.fs
+++ b/shaders/glsl330/cross_stitching.fs
@@ -6,15 +6,16 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
-const float renderWidth = 1280.0;
-const float renderHeight = 720.0;
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800.0;
+const float renderHeight = 450.0;
float stitchingSize = 6.0;
diff --git a/shaders/glsl330/depth.fs b/shaders/glsl330/depth.fs
index 06d399f9..2422f390 100644
--- a/shaders/glsl330/depth.fs
+++ b/shaders/glsl330/depth.fs
@@ -6,7 +6,7 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0; // Depth texture
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
diff --git a/shaders/glsl330/dream_vision.fs b/shaders/glsl330/dream_vision.fs
index 0ea4ce20..03115862 100644
--- a/shaders/glsl330/dream_vision.fs
+++ b/shaders/glsl330/dream_vision.fs
@@ -5,7 +5,7 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
diff --git a/shaders/glsl330/fisheye.fs b/shaders/glsl330/fisheye.fs
index 5bd9abf4..e85d7c9d 100644
--- a/shaders/glsl330/fisheye.fs
+++ b/shaders/glsl330/fisheye.fs
@@ -5,7 +5,7 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
diff --git a/shaders/glsl330/phong.fs b/shaders/glsl330/phong.fs
deleted file mode 100644
index b2414a15..00000000
--- a/shaders/glsl330/phong.fs
+++ /dev/null
@@ -1,85 +0,0 @@
-#version 330
-
-// Input vertex attributes (from vertex shader)
-in vec2 fragTexCoord;
-in vec3 fragNormal;
-
-// Input uniform values
-uniform sampler2D texture0;
-uniform vec4 colDiffuse;
-
-// Output fragment color
-out vec4 finalColor;
-
-// NOTE: Add here your custom variables
-
-// Light uniform values
-uniform vec3 lightAmbientColor = vec3(0.6, 0.3, 0.0);
-uniform vec3 lightDiffuseColor = vec3(1.0, 0.5, 0.0);
-uniform vec3 lightSpecularColor = vec3(0.0, 1.0, 0.0);
-uniform float lightIntensity = 1.0;
-uniform float lightSpecIntensity = 1.0;
-
-// Material uniform values
-uniform vec3 matAmbientColor = vec3(1.0, 1.0, 1.0);
-uniform vec3 matSpecularColor = vec3(1.0, 1.0, 1.0);
-uniform float matGlossiness = 50.0;
-
-// World uniform values
-uniform vec3 lightPosition;
-uniform vec3 cameraPosition;
-
-// Fragment shader output data
-out vec4 fragColor;
-
-// Calculate ambient lighting component
-vec3 AmbientLighting()
-{
- return (matAmbientColor*lightAmbientColor);
-}
-
-// Calculate diffuse lighting component
-vec3 DiffuseLighting(in vec3 N, in vec3 L)
-{
- // Lambertian reflection calculation
- float diffuse = clamp(dot(N, L), 0, 1);
-
- return (colDiffuse.xyz*lightDiffuseColor*lightIntensity*diffuse);
-}
-
-// Calculate specular lighting component
-vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
-{
- float specular = 0.0;
-
- // Calculate specular reflection only if the surface is oriented to the light source
- if (dot(N, L) > 0)
- {
- // Calculate half vector
- vec3 H = normalize(L + V);
-
- // Calculate specular intensity
- specular = pow(dot(N, H), 3 + matGlossiness);
- }
-
- return (matSpecularColor*lightSpecularColor*lightSpecIntensity*specular);
-}
-
-void main()
-{
- // Normalize input vectors
- vec3 L = normalize(lightPosition);
- vec3 V = normalize(cameraPosition);
- vec3 N = normalize(fragNormal);
-
- // Calculate lighting components
- vec3 ambient = AmbientLighting();
- vec3 diffuse = DiffuseLighting(N, L);
- vec3 specular = SpecularLighting(N, L, V);
-
- // Texel color fetching from texture sampler
- vec4 texelColor = texture(texture0, fragTexCoord);
-
- // Calculate final fragment color
- finalColor = vec4(texelColor.rgb*(ambient + diffuse + specular), texelColor.a);
-}
\ No newline at end of file
diff --git a/shaders/glsl330/phong.vs b/shaders/glsl330/phong.vs
deleted file mode 100644
index d68d9b3f..00000000
--- a/shaders/glsl330/phong.vs
+++ /dev/null
@@ -1,29 +0,0 @@
-#version 330
-
-// Input vertex attributes
-in vec3 vertexPosition;
-in vec2 vertexTexCoord;
-in vec3 vertexNormal;
-
-// Input uniform values
-uniform mat4 mvpMatrix;
-
-// Output vertex attributes (to fragment shader)
-out vec2 fragTexCoord;
-out vec3 fragNormal;
-
-// NOTE: Add here your custom variables
-uniform mat4 modelMatrix;
-
-void main()
-{
- // Send vertex attributes to fragment shader
- fragTexCoord = vertexTexCoord;
-
- // Calculate view vector normal from model
- mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
- fragNormal = normalize(normalMatrix*vertexNormal);
-
- // Calculate final vertex position
- gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
-}
\ No newline at end of file
diff --git a/shaders/glsl330/pixel.fs b/shaders/glsl330/pixel.fs
index 9ed3ea7d..cf8aec44 100644
--- a/shaders/glsl330/pixel.fs
+++ b/shaders/glsl330/pixel.fs
@@ -6,15 +6,16 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
-const float renderWidth = 1280.0;
-const float renderHeight = 720.0;
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800;
+const float renderHeight = 450;
uniform float pixelWidth = 5.0;
uniform float pixelHeight = 5.0;
diff --git a/shaders/glsl330/posterization.fs b/shaders/glsl330/posterization.fs
index f1d72a19..be2b5dd6 100644
--- a/shaders/glsl330/posterization.fs
+++ b/shaders/glsl330/posterization.fs
@@ -6,7 +6,7 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
diff --git a/shaders/glsl330/predator.fs b/shaders/glsl330/predator.fs
index 9269dfd4..6a55c762 100644
--- a/shaders/glsl330/predator.fs
+++ b/shaders/glsl330/predator.fs
@@ -6,7 +6,7 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
diff --git a/shaders/glsl330/scanlines.fs b/shaders/glsl330/scanlines.fs
index 177f000d..22dc9cd5 100644
--- a/shaders/glsl330/scanlines.fs
+++ b/shaders/glsl330/scanlines.fs
@@ -6,20 +6,23 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800;
+const float renderHeight = 450;
float offset = 0.0;
-float frequency = 720.0/3.0;
uniform float time;
void main()
{
+ float frequency = renderHeight/3.0;
/*
// Scanlines method 1
float tval = 0; //time
diff --git a/shaders/glsl330/standard.fs b/shaders/glsl330/standard.fs
index e5a6d1bc..f728be81 100644
--- a/shaders/glsl330/standard.fs
+++ b/shaders/glsl330/standard.fs
@@ -34,7 +34,6 @@ struct Light {
};
const int maxLights = 8;
-uniform int lightsCount;
uniform Light lights[maxLights];
vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s)
@@ -134,19 +133,15 @@ void main()
float spec = 1.0;
if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);
- for (int i = 0; i < lightsCount; i++)
+ for (int i = 0; i < maxLights; i++)
{
// Check if light is enabled
if (lights[i].enabled == 1)
{
// Calculate lighting based on light type
- switch (lights[i].type)
- {
- case 0: lighting += CalcPointLight(lights[i], n, v, spec); break;
- case 1: lighting += CalcDirectionalLight(lights[i], n, v, spec); break;
- case 2: lighting += CalcSpotLight(lights[i], n, v, spec); break;
- default: break;
- }
+ if(lights[i].type == 0) lighting += CalcPointLight(lights[i], n, v, spec);
+ else if(lights[i].type == 1) lighting += CalcDirectionalLight(lights[i], n, v, spec);
+ else if(lights[i].type == 2) lighting += CalcSpotLight(lights[i], n, v, spec);
}
}
diff --git a/shaders/glsl330/swirl.fs b/shaders/glsl330/swirl.fs
index 80c16cc9..c4b66768 100644
--- a/shaders/glsl330/swirl.fs
+++ b/shaders/glsl330/swirl.fs
@@ -6,15 +6,16 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
-const float renderWidth = 800.0; // HARDCODED for example!
-const float renderHeight = 480.0; // Use uniforms instead...
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800;
+const float renderHeight = 450;
float radius = 250.0;
float angle = 0.8;
diff --git a/src/external/OculusSDK/LibOVR/Include/Extras/OVR_Math.h b/src/external/OculusSDK/LibOVR/Include/Extras/OVR_Math.h
index 718c21cb..89293ff8 100644
--- a/src/external/OculusSDK/LibOVR/Include/Extras/OVR_Math.h
+++ b/src/external/OculusSDK/LibOVR/Include/Extras/OVR_Math.h
@@ -1501,9 +1501,9 @@ public:
if (len == 0)
twist->w = T(1); // identity
else
- twist /= len; // normalize
+ *twist /= len; // normalize
- return *this * twist.Inverted();
+ return *this * twist->Inverted();
}
// Normalized linear interpolation of quaternions
diff --git a/src/external/OculusSDK/LibOVR/Include/OVR_CAPI.h b/src/external/OculusSDK/LibOVR/Include/OVR_CAPI.h
index cf7aab62..53340478 100644
--- a/src/external/OculusSDK/LibOVR/Include/OVR_CAPI.h
+++ b/src/external/OculusSDK/LibOVR/Include/OVR_CAPI.h
@@ -756,17 +756,11 @@ typedef enum ovrButton_
ovrButton_RThumb = 0x00000004,
ovrButton_RShoulder = 0x00000008,
- // Bit mask of all buttons on the right Touch controller
- ovrButton_RMask = ovrButton_A | ovrButton_B | ovrButton_RThumb | ovrButton_RShoulder,
-
ovrButton_X = 0x00000100,
ovrButton_Y = 0x00000200,
ovrButton_LThumb = 0x00000400,
ovrButton_LShoulder = 0x00000800,
- // Bit mask of all buttons on the left Touch controller
- ovrButton_LMask = ovrButton_X | ovrButton_Y | ovrButton_LThumb | ovrButton_LShoulder,
-
// Navigation through DPad.
ovrButton_Up = 0x00010000,
ovrButton_Down = 0x00020000,
@@ -779,6 +773,13 @@ typedef enum ovrButton_
ovrButton_Home = 0x01000000,
ovrButton_Private = ovrButton_VolUp | ovrButton_VolDown | ovrButton_Home,
+ // Bit mask of all buttons on the right Touch controller
+ ovrButton_RMask = ovrButton_A | ovrButton_B | ovrButton_RThumb | ovrButton_RShoulder,
+
+ // Bit mask of all buttons on the left Touch controller
+ ovrButton_LMask = ovrButton_X | ovrButton_Y | ovrButton_LThumb | ovrButton_LShoulder |
+ ovrButton_Enter,
+
ovrButton_EnumSize = 0x7fffffff ///< \internal Force type int32_t.
} ovrButton;
@@ -823,6 +824,25 @@ typedef enum ovrTouch_
ovrTouch_EnumSize = 0x7fffffff ///< \internal Force type int32_t.
} ovrTouch;
+/// Describes the Touch Haptics engine.
+/// Currently, those values will NOT change during a session.
+typedef struct OVR_ALIGNAS(OVR_PTR_SIZE) ovrTouchHapticsDesc_
+{
+ // Haptics engine frequency/sample-rate, sample time in seconds equals 1.0/sampleRateHz
+ int SampleRateHz;
+ // Size of each Haptics sample, sample value range is [0, 2^(Bytes*8)-1]
+ int SampleSizeInBytes;
+
+ // Queue size that would guarantee Haptics engine would not starve for data
+ // Make sure size doesn't drop below it for best results
+ int QueueMinSizeToAvoidStarvation;
+
+ // Minimum, Maximum and Optimal number of samples that can be sent to Haptics through ovr_SubmitControllerVibration
+ int SubmitMinSamples;
+ int SubmitMaxSamples;
+ int SubmitOptimalSamples;
+} ovrTouchHapticsDesc;
+
/// Specifies which controller is connected; multiple can be connected at once.
typedef enum ovrControllerType_
{
@@ -838,6 +858,31 @@ typedef enum ovrControllerType_
ovrControllerType_EnumSize = 0x7fffffff ///< \internal Force type int32_t.
} ovrControllerType;
+/// Haptics buffer submit mode
+typedef enum ovrHapticsBufferSubmitMode_
+{
+ // Enqueue buffer for later playback
+ ovrHapticsBufferSubmit_Enqueue
+} ovrHapticsBufferSubmitMode;
+
+/// Haptics buffer descriptor, contains amplitude samples used for Touch vibration
+typedef struct ovrHapticsBuffer_
+{
+ const void* Samples;
+ int SamplesCount;
+ ovrHapticsBufferSubmitMode SubmitMode;
+} ovrHapticsBuffer;
+
+/// State of the Haptics playback for Touch vibration
+typedef struct ovrHapticsPlaybackState_
+{
+ // Remaining space available to queue more samples
+ int RemainingQueueSpace;
+
+ // Number of samples currently queued
+ int SamplesQueued;
+} ovrHapticsPlaybackState;
+
/// Provides names for the left and right hand array indexes.
///
@@ -1358,26 +1403,50 @@ OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetInputState(ovrSession session, ovrControll
///
OVR_PUBLIC_FUNCTION(unsigned int) ovr_GetConnectedControllerTypes(ovrSession session);
-
-/// Turns on vibration of the given controller.
-///
-/// To disable vibration, call ovr_SetControllerVibration with an amplitude of 0.
-/// Vibration automatically stops after a nominal amount of time, so if you want vibration
-/// to be continuous over multiple seconds then you need to call this function periodically.
+/// Gets information about Haptics engine for the specified Touch controller.
///
/// \param[in] session Specifies an ovrSession previously returned by ovr_Create.
-/// \param[in] controllerType Specifies the controller to apply the vibration to.
-/// \param[in] frequency Specifies a vibration frequency in the range of 0.0 to 1.0.
-/// Currently the only valid values are 0.0, 0.5, and 1.0 and other values will
-/// be clamped to one of these.
-/// \param[in] amplitude Specifies a vibration amplitude in the range of 0.0 to 1.0.
+/// \param[in] controllerType The controller to retrieve the information from.
///
+/// \return Returns an ovrTouchHapticsDesc.
+///
+OVR_PUBLIC_FUNCTION(ovrTouchHapticsDesc) ovr_GetTouchHapticsDesc(ovrSession session, ovrControllerType controllerType);
+
+/// Sets constant vibration (with specified frequency and amplitude) to a controller.
+/// Note: ovr_SetControllerVibration cannot be used interchangeably with ovr_SubmitControllerVibration.
+///
+/// This method should be called periodically, vibration lasts for a maximum of 2.5 seconds.
+/// It's recommended to call this method once a second, calls will be rejected if called too frequently (over 30hz).
+///
+/// \param[in] session Specifies an ovrSession previously returned by ovr_Create.
+/// \param[in] controllerType The controller to set the vibration to.
+/// \param[in] frequency Vibration frequency. Supported values are: 0.0 (disabled), 0.5 and 1.0. Non valid values will be clamped.
+/// \param[in] amplitude Vibration amplitude in the [0.0, 1.0] range.
/// \return Returns ovrSuccess upon success.
///
-/// \see ovrControllerType
-///
OVR_PUBLIC_FUNCTION(ovrResult) ovr_SetControllerVibration(ovrSession session, ovrControllerType controllerType, float frequency, float amplitude);
+/// Submits a Haptics buffer (used for vibration) to Touch (only) controllers.
+/// Note: ovr_SubmitControllerVibration cannot be used interchangeably with ovr_SetControllerVibration.
+///
+/// \param[in] session Specifies an ovrSession previously returned by ovr_Create.
+/// \param[in] controllerType Controller where the Haptics buffer will be played.
+/// \param[in] buffer Haptics buffer containing amplitude samples to be played.
+/// \return Returns ovrSuccess upon success.
+/// \see ovrHapticsBuffer
+///
+OVR_PUBLIC_FUNCTION(ovrResult) ovr_SubmitControllerVibration(ovrSession session, ovrControllerType controllerType, const ovrHapticsBuffer* buffer);
+
+/// Gets the Haptics engine playback state of a specific Touch controller.
+///
+/// \param[in] session Specifies an ovrSession previously returned by ovr_Create.
+/// \param[in] controllerType Controller where the Haptics buffer wil be played.
+/// \param[in] outState State of the haptics engine.
+/// \return Returns ovrSuccess upon success.
+/// \see ovrHapticsPlaybackState
+///
+OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetControllerVibrationState(ovrSession session, ovrControllerType controllerType, ovrHapticsPlaybackState* outState);
+
///@}
diff --git a/src/external/OculusSDK/LibOVR/Include/OVR_Version.h b/src/external/OculusSDK/LibOVR/Include/OVR_Version.h
index 376fa7d5..d8378304 100644
--- a/src/external/OculusSDK/LibOVR/Include/OVR_Version.h
+++ b/src/external/OculusSDK/LibOVR/Include/OVR_Version.h
@@ -19,7 +19,7 @@
// Master version numbers
#define OVR_PRODUCT_VERSION 1 // Product version doesn't participate in semantic versioning.
#define OVR_MAJOR_VERSION 1 // If you change these values then you need to also make sure to change LibOVR/Projects/Windows/LibOVR.props in parallel.
-#define OVR_MINOR_VERSION 5 //
+#define OVR_MINOR_VERSION 6 //
#define OVR_PATCH_VERSION 0
#define OVR_BUILD_NUMBER 0
diff --git a/src/external/OculusSDK/LibOVR/LibOVRRT32_1.dll b/src/external/OculusSDK/LibOVR/LibOVRRT32_1.dll
index 8553ce11..843c0e44 100644
Binary files a/src/external/OculusSDK/LibOVR/LibOVRRT32_1.dll and b/src/external/OculusSDK/LibOVR/LibOVRRT32_1.dll differ