Commit Graph

391 Commits

Author SHA1 Message Date
RDR8
44de97ea16 Fine-tuning PLATFORM_WEB CFLAGS 2017-03-29 16:04:29 -05:00
RDR8
f65bd8e4a0 Edit examples/Makefile PLATFORM_WEB CFLAGS to match src/Makefile 2017-03-29 14:49:20 -05:00
RDR8
4889f240fe Restore inadvertant changes to Makefiles 2017-03-29 12:59:46 -05:00
RDR8
f1bb245999 Strip trailing spaces 2017-03-24 03:32:07 -05:00
RDR8
e23c120c8b Automate compiler flags selection. 2017-03-24 03:28:12 -05:00
RDR8
9875198a56 c99 fix, some linux housekeeping 2017-03-24 01:20:24 -05:00
raysan5
ca8c565617 Review contact information 2017-03-19 12:52:13 +01:00
raysan5
5d1f661661 Remove Oculus support from code
Moved to custom example, now raylib only supports simulated VR
rendering.
Oculus code was too device dependant... waiting for OpenXR.
2017-03-14 01:05:22 +01:00
victorfisac
c964559bc9 Update physac source and examples with new changes 2017-03-06 22:57:33 +01:00
raysan5
b734802743 Revert test code... 2017-03-05 21:05:17 +01:00
raysan5
59038bae96 Added function: DrawLineEx()
Supports line thickness
2017-03-05 21:04:07 +01:00
Ray
2ac956208d Update Makefile 2017-02-28 12:00:31 +01:00
OdnetninI
bbdbc098dc Examples Linux Physics Fix
According to Man Pages, timespec with std=c99 needs "_POSIX_C_SOURCE 199309L". Due a some kind of bug, "#define _POSIX_C_SOURCE 199309L" doesn't work, so we must use "-D_POSIX_C_SOURCE=199309L" in compiler options.
2017-02-23 17:13:57 +01:00
raysan5
05f039f85f Corrected issue with OpenAL being 'keg only' on OSX
Also reviewed issue with stdbool when compiling with clang
2017-02-11 23:34:41 +01:00
raysan5
7bf6a712cc Remove rlua from raylib main repo
Moved to own repo at https://github.com/raysan5/raylib-lua
2017-02-05 03:15:43 +01:00
raysan5
1a879ba08e Refactor SpriteFont struct
Now it uses CharInfo data, this way, it's better aligned with the future
RRES file format data layout for sprite font characters.
2017-02-05 02:59:39 +01:00
Ray
37a64df7b9 Move lighting system out of raylib
Lighting is implemented as a raylib example now
2017-01-27 23:03:08 +01:00
Ray
f164ec80d6 Upload wave collector - GGJ17 game 2017-01-22 15:31:56 +01:00
raysan5
658c280669 Lattest PR review
Function names, code formatting...
2017-01-05 19:33:05 +01:00
Joel Davis
d5d391faaf Added RaycastMesh function and example test case 2017-01-02 21:56:25 -08:00
Joel Davis
037da8879a Added RaycastGround and ray picking example 2016-12-31 15:06:39 -08:00
raysan5
3c91dc099d Added some comments to sample
Some work still required...
2016-12-26 11:46:07 +01:00
raysan5
5da815234c Improved FLAC audio support 2016-12-26 10:52:57 +01:00
raysan5
5de597579f Complete review of audio module 2016-12-25 01:58:56 +01:00
Saggi Mizrahi
aaea2eb9a6 Fix building audio_standalone example on linux
Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
2016-12-22 03:27:02 +02:00
Saggi Mizrahi
5df10d824c Fix bad call to oculus API
Missing passing of &camera

Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
2016-12-22 03:25:28 +02:00
Ray
ab9f5d5780 Corrected path slash separator 2016-11-26 11:12:31 +01:00
Ray
b9310f7d3a Updated background color 2016-11-24 22:41:26 +01:00
Ray
0925f4ec4d Added physics samples to makefile 2016-11-22 12:53:32 +01:00
Ray
b8481369f7 Reviewed some lua examples and added new ones 2016-11-22 12:15:58 +01:00
victorfisac
e8630c78d0 Added new Physac examples 2016-11-21 20:31:30 +01:00
victorfisac
d0fca7e02b Removed old Physac examples 2016-11-21 20:31:07 +01:00
raysan5
918fc002d0 Simplified audio example 2016-11-21 19:50:31 +01:00
raysan5
bdbb1eb901 Added new text sample: text_bmfont_unordered
BMFont loading has been improved to support unordered chars and extended
characters (up to 255)
2016-11-21 19:49:54 +01:00
Ray
f0626324ab rlua: Added some missing functions
Updated to raylib 1.6 functionality
2016-11-21 00:00:27 +01:00
raysan5
0603e59cae Review examples and added new ones 2016-11-18 14:05:49 +01:00
raysan5
66d22acfb3 Improve text example 2016-11-06 10:06:18 +01:00
raysan5
ed4fdfdaf8 Example tweak 2016-11-03 16:18:07 +01:00
raysan5
3be81b01d7 Brand new gamepad example 2016-11-02 13:39:58 +01:00
Ray
97e3277d58 Updated standard shader
Corrects weird artifacts on web
2016-10-11 00:39:07 +02:00
raysan5
648676f46b Update examples to new camera system 2016-10-10 19:43:27 +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
raysan5
978c49472a Working on camera system... 2016-09-26 19:15:44 +02:00
raysan5
753b549aa5 Improving camera system -IN PROGRESS- 2016-09-25 14:28:24 +02:00
raysan5
478d3cbb79 Added standard shader for testing 2016-09-21 12:28:49 +02:00
raysan5
79c8eb543e Corrected audio bugs and improved examples 2016-09-15 11:53:16 +02:00
Ray
bd26b66c27 Updated compiling notes 2016-08-15 16:18:04 +02:00
raysan5
7e36727328 Visual Studio 2015 project 2016-08-08 17:22:26 +02:00
raysan5
7fbd821727 Some code review tweaks 2016-08-07 13:51:01 +02:00
Ray
2c079d7c6e Review Lua examples and formatting 2016-08-07 11:14:08 +02:00
ghassanpl
6f27941e28 GetDroppedFiles and SetShaderValue in Lua working
Exposed Texture2D.id to Lua
Lights now have settable/gettable fields
2016-08-06 21:51:08 +02:00
raysan5
865b216ebe Updated Lua examples
Most of the examples already working! Only some of them still fail,
mostly related to data arrays...
2016-08-06 19:29:58 +02:00
ghassanpl
4960e6b6d7 Fixes for some Lua bugs 2016-08-06 16:58:48 +02:00
raysan5
ae70540a96 Added example audio_raw_stream 2016-08-06 11:32:53 +02:00
raysan5
00c7e54d3c Add raylib lua examples 2016-08-06 11:32:35 +02:00
raysan5
735968e685 [rlua] new module: raylib Lua binding 2016-08-03 21:38:21 +02:00
raysan5
d3d9aaceb1 Updated and comments 2016-08-03 09:26:30 +02:00
raysan5
68d647c1af Complete review and update
Simplified module for Music and AudioStream
Added support for raw audio streaming (with example)
2016-08-02 17:32:24 +02:00
raysan5
58d2f70b7e Review audio module and examples 2016-08-01 21:37:45 +02:00
raysan5
02c456432d Complete review of audio system
Still some work left...
2016-08-01 12:49:17 +02:00
Ray
13ebc745fe Corrected bug on Linux linking 2016-07-30 10:03:32 +02:00
raysan5
9e8232d750 Redesigned bloom shader to work on RPI 2016-07-25 19:44:21 +02:00
raysan5
c604b53f78 Corrected issue with paths on RPI 2016-07-25 19:43:59 +02:00
raysan5
40fbe9da81 Added new example to makefile 2016-07-17 18:27:32 +02:00
raysan5
8328353204 New example: XM module playing 2016-07-17 17:27:49 +02:00
raysan5
f1f51bd9b6 Updated examples screenshots 2016-07-17 12:25:22 +02:00
raysan5
1eafa7020d Oculus Rift example with rlgl standalone 2016-07-16 22:41:31 +02:00
raysan5
52cb0d709a Code tweaks and comments 2016-07-16 22:40:51 +02:00
raysan5
0ba349bdf2 Removed oculus glfw sample (already on raylib)
Replaced by example rlgl_oculus_rift
2016-07-16 19:52:32 +02:00
raysan5
be551d7707 Review comment 2016-07-16 19:25:24 +02:00
raysan5
bfb5ffedda Added rlgl standalone sample 2016-07-16 19:25:15 +02:00
raysan5
a05150392a Added audio standalone sample 2016-07-16 19:24:08 +02:00
raysan5
3876f19d6a Corrected some issues on OpenGL ES 2016-07-12 01:54:47 +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
d587cc0e36 Setup values for Oculus Rift DK2
Oculus Rift CV1 default values seem not to be available...
2016-07-10 20:07:54 +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
raysan5
09cc27ca7a Added screenshot for example core_oculus_rift 2016-07-06 08:47:19 +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
2ff2096b36 Moved Oculus enable drawing to user side...
Still thinking about the best way to manage this...
2016-07-04 18:35:50 +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
Ray
f88c95ce2d Updated examples and makefile 2016-06-30 00:26:56 +02:00
raysan5
be61d2f8c1 Added missing parameter 2016-06-27 20:09:10 +02:00
raysan5
6fbf6a1c23 Redesigned distortion shader, added chromatic aberration 2016-06-27 19:18:53 +02:00
raysan5
5a4eb34c39 Corrected issue on distortion shader 2016-06-27 18:59:03 +02:00
raysan5
c4922c9e88 Reorganize shaders to respective folders 2016-06-27 18:32:56 +02:00
raysan5
e977915577 Review examples makefile for RPI 2016-06-27 18:31:23 +02:00
raysan5
a8bed54586 Corrected stream playing with index 2016-06-27 18:30:18 +02:00
raysan5
9127b5a57d Enable/Disable VR experience 2016-06-26 15:36:12 +02:00
Ray
4ff85c2ac2 Added notes about chromatic aberration 2016-06-26 10:22:17 +02:00
raysan5
8fb84d9e63 Updated to new rlgl 2016-06-25 23:29:03 +02:00
raysan5
f9f33926f7 Corrected window size to unify with other examples 2016-06-25 22:41:45 +02:00
raysan5
5f7ac64c44 Removed function SetModelTexture()
It's more educational to go through new material system, so, I decide to
remove this function to avoid students confusion...
2016-06-24 19:49:36 +02:00
raysan5
e913de58c7 Added distortion shader for testing 2016-06-21 13:45:35 +02:00
raysan5
c28a5fbd62 Code tweak 2016-06-21 13:44:56 +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
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
3468af213f Reviewing Oculus rendering... 2016-06-15 00:54:55 +02:00
victorfisac
1879a8129e Fixed little bug in physac example 2016-06-14 20:40:12 +02:00
victorfisac
4e84ded7ef Fixed spacing and set UpdatePhysics() function as static...
and remove static from PhysicsThread().
2016-06-14 20:38:49 +02:00
victorfisac
1a8fbe5cf0 Add pthread external library to source...
and add instructions in physac examples to run it successful.
2016-06-14 20:31:48 +02:00
victorfisac
54537e8f0b Fixed bug in delta time calculation...
and added PHYSAC_NO_THREADS define. Improved physac example drawing
frames per second in screen.
2016-06-14 20:23:46 +02:00
victorfisac
c9c1263e6f Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop 2016-06-14 19:16:24 +02:00
raysan5
d1a5374ac4 raylib Oculus Rift CV1 example... IT WORKS!!! 2016-06-14 18:38:57 +02:00
raysan5
56bd9da07c Update Oculus sample (will be moved soon) 2016-06-14 18:37:06 +02:00
raysan5
97fc266ad4 Updated raylib Oculus example 2016-06-14 17:20:00 +02:00
victorfisac
6a2bbae521 Updated physics examples with new module changes 2016-06-12 22:07:36 +02:00
victorfisac
4c43a40788 Update physac examples with fixed timestep method 2016-06-11 19:11:30 +02:00
victorfisac
77f599885d Fixed GLSL 100 shaders
texture() doesn't exist in glsl 100, it must use texture2D().
2016-06-10 00:59:48 +02:00
raysan5
3c1be60c66 Updated examples for new physac header-only 2016-06-09 20:02:42 +02:00
Ray
374e3e7e11 Updated to raylib 1.5 2016-06-09 01:23:07 +02:00
Ray
904ef0d4be Adjust to standard example screen size 2016-06-08 22:55:38 +02:00
Ray
2d90cc59b6 Update distortion.fs 2016-06-08 18:48:25 +02:00
Ray
5576dea00b Rename raylib_rlgl_standalone.c to rlgl_standalone.c 2016-06-08 18:27:43 +02:00
raysan5
b79ede4edb Added distortion shader to render 2016-06-08 13:29:56 +02:00
Ray
79a6235811 Stereo rendering test
Trying to simulate Oculus Rift CV1 rendering without the device... for
Debug pourposes.
2016-06-08 00:32:34 +02:00
Ray
c99fc5108e Update screenshot 2016-06-08 00:31:00 +02:00
Ray
ee795150fa Updated some code 2016-06-07 23:44:53 +02:00
raysan5
5631f822bd Reorganized device init/close 2016-06-07 20:46:03 +02:00
raysan5
b574e105dd Basic raylib Oculus Rift template for reference
Not functional yet...
2016-06-03 18:08:50 +02:00
raysan5
501ef80bed Updated camera 2d example 2016-06-03 13:22:24 +02:00
Ray
e2173922f0 Update eye render pose with layer data 2016-06-03 00:46:56 +02:00
raysan5
4bc339ea4e Updated Oculus sample 2016-06-02 20:25:11 +02:00
raysan5
8f91ed81c5 Updated Oculus sample to Oculus SDK 1.4
Still working on the sample but almost finished. Some rlgl internals
redesign required and it will be ready!
2016-05-31 20:08:36 +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
11cf455fe0 Standard Lighting (3/3)
- Added normal and specular maps to standard shader.
- Added full tint attribute to standard shader and material data type.
- Changed point light attenuation to radius.
2016-05-30 19:59:21 +02:00
victorfisac
0ff26f527f Added normal and specular maps logic to standard...
...shader and updated example.
2016-05-30 19:26:17 +02:00
victorfisac
5c32cf2095 Add 'dwarf' model normal and specular maps to resources folder 2016-05-30 19:19:15 +02:00
victorfisac
ae2d0d4cd8 Delete old example mesh resource file 2016-05-29 22:41:23 +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
48374c85dd Some tweaks
It seems there are some problems with DrawLights()
2016-05-23 11:25:04 +02:00
victorfisac
dcd6942ed1 Fix small bug and spacing 2016-05-21 18:22:15 +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
victorfisac
80eb4f3f50 Remove deprecated phong lighting shaders and example 2016-05-21 18:11:25 +02:00
Gordon McShane
c0983f3400 fix example
- fix gamepad axis query in example broken by db4585b Improved gamepad support
2016-05-20 11:03:44 -07:00
raysan5
c9e30f7754 Review struct typedef to avoid pointers for users 2016-05-20 10:53:31 +02:00
raysan5
bc08271da3 Updated shaders with comments 2016-05-18 12:04:27 +02:00
Ray
0e29aa2951 Corrected function name
texture2D() is deprecated on GLSL 330
2016-05-17 00:39:56 +02:00
Chris Hemingway
b62bbb78ed Fix building examples on OSX 2016-05-13 23:01:48 +01:00
raysan5
29761c2519 Testing new material usage 2016-05-07 18:29:04 +02:00
raysan5
ba60918eaa Updated Oculus sample
Now GLFW3 windows/context creation works ok and a sample red rectangle
has been drawn using rlgl. Next step is working in tracking
position/orientation maths and try to get a simple 3d scene...
2016-05-04 20:25:32 +02:00
raysan5
fd67e31f63 Renamed function for consistency 2016-05-03 19:27:06 +02:00
raysan5
cc39b4660a New oculus sample to test... 2016-05-01 21:55:34 +02:00
raysan5
173529e048 Oculus SDK 1.3 + GLFW3 sample -NOT WORKING- 2016-04-23 11:29:19 +02:00
raysan5
17eefed08f Improved gestures system 2016-04-17 11:36:40 +02:00
raysan5
c8a30b262d Updated gestures example 2016-04-17 11:11:23 +02:00
raysan5
cde2c1aa6d Added depth drawing shader
NOTE: It requires a depth texture as input, it should be configured on
rlgl, by default RenderTexture (fbo) uses Depth Renderbuffer instead of
Depth Texture. Check rlglLoadRenderTexture()
2016-04-08 00:21:21 +02:00
raysan5
aa22d97983 Simplified texture flip and added comments 2016-04-07 13:31:53 +02:00