Commit Graph

173 Commits

Author SHA1 Message Date
raysan5
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
raysan5
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
raysan5
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
raysan5
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
raysan5
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
raysan5
308fcbb96c Added eyes projection/view matrices calculation
Based on HMD parameters (IPD, ScreenSize, LesnsSeparation...)
2016-06-27 20:10:28 +02:00
raysan5
c4922c9e88 Reorganize shaders to respective folders 2016-06-27 18:32:56 +02:00
raysan5
4b444e7cc3 Comment glBlitFramebuffer() 2016-06-26 18:43:10 +02:00
raysan5
9127b5a57d Enable/Disable VR experience 2016-06-26 15:36:12 +02:00
raysan5
8652e644dd Corrected bug on stereo rendering 2016-06-26 14:13:11 +02:00
raysan5
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
raysan5
369b8532c0 Review rlglInitGraphics() 2016-06-25 22:42:35 +02:00
raysan5
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
raysan5
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
raysan5
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
raysan5
c914010606 Correct issue on Oculus drawing 2016-06-14 18:37:28 +02:00
raysan5
3ce0228206 Move Oculus Rift support to rlgl module 2016-06-14 17:16:20 +02:00
raysan5
c25b4cdc69 Move OpenGL extensions loading to rlgl 2016-06-14 15:42:04 +02:00
raysan5
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
raysan5
68a02e567d Avoid external variable whiteTexture
To get it, use GetDefaultTexture()
2016-06-11 12:41:03 +02:00
victorfisac
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
Ray
99ee26b001 Review const char * 2016-06-08 22:52:54 +02:00
Ray
ee795150fa Updated some code 2016-06-07 23:44:53 +02:00
raysan5
058af472ea Converted GLAD to header only 2016-06-07 18:57:20 +02:00
Ray
9281e477eb Embed standard shader into raylib 2016-06-07 00:32:45 +02:00
Ray
1bcf500eca Review fallback mechanism 2016-06-06 23:19:40 +02:00
Ray
522af9f477 Fallback to default shader 2016-06-06 23:16:14 +02:00
Ray
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
Ray
72eb2632cc Corrected compilation bug on OpenGL 1.1 2016-06-05 23:51:41 +02:00
raysan5
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
raysan5
c286bea8e1 Remove GLEW dependency 2016-06-02 18:20:59 +02:00
Ray
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
raysan5
897179a06c Corrected some issues on OpenGL 1.1 2016-06-01 12:37:51 +02:00
raysan5
d17a0cee1a Review text formatting (spacing, tabs...) 2016-05-31 19:12:37 +02:00
raysan5
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
raysan5
cac2a66deb Improved library consistency
Functions renamed to improve library consistency
2016-05-31 17:11:02 +02:00
Ray
caa7bc366b Reviewed DrawLight() function and some tweaks 2016-05-31 00:51:55 +02:00
victorfisac
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
victorfisac
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
victorfisac
64f6c74c9a Add normal and specular maps to draw model process 2016-05-30 19:18:55 +02:00