raysan5
5ff9811ea8
Some code tweaks
2016-07-18 17:06:33 +02:00
raysan5
55b9a2479a
Expose Oculus Rift functionality directly
2016-07-16 22:41:13 +02:00
raysan5
bfb5ffedda
Added rlgl standalone sample
2016-07-16 19:25:15 +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
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
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
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
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
4df7a0f2f8
Added support for OpenGL 2.1
2016-06-16 20:25:50 +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
Ray
ee795150fa
Updated some code
2016-06-07 23:44:53 +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
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
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
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Functions renamed to improve library consistency
2016-05-31 17:11:02 +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
2e26ce235d
Add Draw3DCircle function and update raylib and rlgl header
...
Draw3DCircle is useful to draw point lights radius.
2016-05-30 19:18:11 +02:00
raysan5
ea5b00528b
Improved render to texture
...
Support render texture size different than screen size
2016-05-29 11:49:13 +02:00
raysan5
d53b6f4381
Renamed shader variables (more generic names)
...
Now shader maps use a generic naming convention for any kind of texture
maps (not only diffuse, normal or specular). Useful for custom shaders.
2016-05-25 16:19:57 +02:00
victorfisac
c320a21f2b
Add standard lighting (2/3)
...
- 3 light types added (point, directional, spot).
- DrawLights() function added using line shapes.
- Standard lighting example added.
- Removed useless struct variables from material and light.
- Fixed light attributes dynamic locations errors.
- Standard vertex and fragment shaders temporally added until rewrite it
as char pointers in rlgl.
TODO:
- Add normal and specular maps calculations in standard shader.
- Add control structs to handle which attributes needs to be calculated
(textures, specular...).
- Adapt standard shader to version 110.
- Rewrite standard shader as char pointers in rlgl.
2016-05-21 18:16:39 +02:00
raysan5
dcf5f45f68
Add lighting system -IN PROGRESS-
...
Improved materials
2016-05-20 12:28:07 +02:00
raysan5
7d1d9ff143
Support DYNAMIC_DRAW mesh loading
2016-05-20 09:36:02 +02:00
raysan5
037edbaa13
Reorganize data for consistency
2016-05-18 13:22:14 +02:00
raysan5
075f51e0a3
Simplified internal (default) dynamic buffers
2016-05-12 12:20:23 +02:00
raysan5
4d78d27bd9
Updated structs Mesh and Shader
2016-05-11 19:25:51 +02:00
raysan5
7ab008878a
Library redesign to accomodate materials system
2016-05-07 18:07:15 +02:00
raysan5
8301980ba8
Clean up and consistency review
...
- Renamed some functions for consistency (default buffers)
- Removed mystrdup() function (implemented inline)
- Renamed TextFileRead() to ReadTextFile()
2016-05-03 19:20:25 +02:00
raysan5
06a8d7eb06
Remove old postprocessing system
2016-04-01 10:39:33 +02:00
raysan5
66b096d978
Added support for render to texture (use RenderTexture2D)
...
Now it's possible to render to texture, old postprocessing system will
be removed on next raylib version.
2016-03-30 20:09:16 +02:00
raysan5
5e45c3c824
Redesign to work as standalone
...
Redesigned to work as standalone and support fordward-compatible context
(shaders review)
2016-03-20 13:39:27 +01:00
Ray
e2ba22ec59
Improved 2D-3D drawing
...
Depth test disabled for 2D and only used on 3D; consequently LINES vs
TRIANGLES vs QUADS buffers drawing order maters... but blending also
works ok.
2016-03-17 13:51:48 +01:00
raysan5
c9d22c7a14
Redesign to use Material type -IN PROGRESS-
...
Requires Shader access functions review
2016-03-06 02:05:16 +01:00
Ray
df5c64d0be
Functions parameters reorganize: Axis and Angle
...
sin(), cos() functions cached and replaced by float c99 versions sinf(),
cos()
2016-02-02 18:41:01 +01:00
raysan5
d0ff78e7f4
Move Light struct to example
2016-01-25 13:39:23 +01:00
raysan5
68ba34c17b
Updated struct types
2016-01-21 01:03:43 +01:00
raysan5
efa1c96d19
Adapted raymath as single header library
...
Added support for single header implementation and also inline functions
support
2016-01-20 18:20:05 +01:00
raysan5
fd05d3e353
Rename VertexData struct to Mesh
...
Reviewed vertex type variables
2016-01-18 13:36:18 +01:00
raysan5
fb6ef2c2f4
Vertex shaders optimization
2016-01-13 17:13:28 +01:00
raysan5
95da97fa74
Fixed bug: rlglGenerateMipmaps()
2016-01-04 15:09:44 +01:00
victorfisac
4db2da9185
Added new matrix location points and extra functions
...
- New model and view transformation matrix added, useful for shaders.
Modelview matrix not deleted to keep opengl 1.1 pipeline compatibility.
- New extra function added DrawModelWiresEx() to set a rotation and
scale transformations to a wire model drawing.
- Other writing and little audio.c bug fixed.
2015-12-21 16:42:13 +01:00
Ray
88e1fd9530
Added texture retrieval support on OpenGL ES 2.0
...
Updated functions:
Image GetTextureData(Texture2D texture);
void *rlglReadTexturePixels(Texture2D texture);
2015-11-05 12:32:47 +01:00
Ray
76024b5036
Added some texture functionality (view details)
...
LoadTextureEx() - Simplified parameters
UpdateTexture() - Added, allows updating GPU texture data
2015-11-04 18:33:46 +01:00