Merge pull request from raysan5/develop

Integrate Develop branch
This commit is contained in:
Ray 2016-07-19 12:48:55 +02:00 committed by GitHub
commit ab0d19f356
33 changed files with 150 additions and 194 deletions

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@ -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

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@ -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 );

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@ -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

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@ -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;

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@ -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

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@ -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

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@ -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;

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@ -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

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@ -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

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@ -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

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@ -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);
}
}

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@ -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;

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@ -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;

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@ -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);

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@ -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;

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@ -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;

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@ -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;

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@ -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

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@ -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

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@ -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);
}

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@ -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);
}

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@ -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;

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@ -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;

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@ -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;

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@ -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

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@ -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);
}
}

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@ -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;

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@ -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

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@ -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);
///@}

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@ -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

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