bjorn
985d8c7a61
Fix glTF base64 precedence issue;
2022-03-25 12:22:07 -07:00
bjorn
56dbb346e7
ODE uses 4-component vec3s too;
2022-03-25 12:15:38 -07:00
bjorn
dc6de4ca14
Freeze! GCC police;
2022-03-25 12:15:38 -07:00
bjorn
fdb4db2297
Support base64 images in glTF;
2022-03-25 03:58:06 -07:00
bjorn
bb9a20aaf2
Add basic help command line flag;
2022-03-25 03:58:06 -07:00
bjorn
5e752f0b25
Fix error when passing objects as thread arguments;
2022-03-23 23:16:34 -07:00
bjorn
301f7b2cc9
Android mounts save directory earlier;
...
This fixes issues with conf.lua not getting read properly, and also
the weird quirk of getIdentity not working until setIdentity runs.
2022-03-23 18:27:05 -07:00
bjorn
dcd1e58d0d
rm tracking drivers;
2022-03-23 13:11:16 -07:00
bjorn
a1d0b2fa11
Use fixed-size audio callbacks;
...
WebAudio may need...attention.
2022-03-23 10:57:30 -07:00
bjorn
20caeca69a
Upgrade miniaudio;
2022-03-23 10:57:30 -07:00
bjorn
243e686ea4
rm lovr.headset.getDisplayMask;
2022-03-22 19:45:44 -07:00
bjorn
1eed2bc83c
lovr.headset.isFocused;
2022-03-22 19:43:00 -07:00
bjorn
3d542b4791
rm beacon devices;
...
They are no longer supported by any headset drivers.
2022-03-22 18:08:44 -07:00
bjorn
b7527c3584
More people use COUNTOF;
2022-03-22 17:56:26 -07:00
bjorn
98e186af5b
Fix duplicate field;
2022-03-22 17:53:47 -07:00
bjorn
1f3c5dea79
dt uses headset time instead of system time;
2022-03-22 17:52:16 -07:00
bjorn
d1dc2f3199
rm pico;
...
Notes:
- We can actually use a single Activity.java file for oculus/pico now
- We can unconditionally compile os_android.c on Android
- No need for including extra jars in build system
- Headset rendering is guaranteed synchronous now, no need to ref L
- Add an "android flavor" build setting to differentiate between oculus
and pico devices, since they both use OpenXR.
- Update the pico manifest to reflect their OpenXR sample
- Remove some OpenGL hacks that aren't necessary anymore
2022-03-22 16:03:21 -07:00
bjorn
f1cc668298
rm vrapi;
2022-03-22 16:02:45 -07:00
bjorn
4f39f4f68f
rm oculus;
2022-03-22 16:02:45 -07:00
bjorn
b9889ca97a
rm openvr;
2022-03-22 16:02:45 -07:00
bjorn
2da18d419b
mv util src;
2022-03-22 00:13:38 -07:00
bjorn
721d4e180d
Clean up OpenXR extensions;
...
One per line, with scannable name strings.
2022-03-21 17:01:03 -07:00
bjorn
428b569bfc
OpenXR uses COUNTOF;
2022-03-21 17:00:56 -07:00
bjorn
64f7c49a0f
COUNTOF;
2022-03-21 17:00:30 -07:00
bjorn
339f75f579
Sketch support for XR_FB_hand_tracking_aim;
...
This adds support for /point devices and the trigger axis (mapped to
pinch) with hand tracking.
2022-03-21 15:45:48 -07:00
bjorn
0c17046847
Add eye/gaze device;
...
This provides an accurate pose for what the user is looking at, instead
of the poses of the individual eyes. Supported on some OpenXR
implementations.
2022-03-21 15:05:23 -07:00
bjorn
9214ac8b29
rm unnecessary include;
2022-03-21 12:33:46 -07:00
bjorn
ad4072d109
OpenXR: Bail if extensions can't be queried;
2022-03-21 12:27:32 -07:00
bjorn
0b2c2525ba
rm openxr_oculus.h;
...
It is now an empty file in the Oculus OpenXR SDK, because the
corresponding extensions have been integrated into the main OpenXR SDK.
2022-03-21 01:00:28 -07:00
bjorn
bebeff4fc2
OpenXR: Support getDisplayFrequency;
...
Quest only. We don't support setting/querying/events yet, since it
isn't clear that this will be standardized behavior.
2022-03-21 00:51:24 -07:00
bjorn
dc11e048a2
LOVR_RESTRICT -> restrict;
2022-03-21 00:22:25 -07:00
bjorn
0a2c60e5dd
LOVR_NORETURN -> _Noreturn;
2022-03-21 00:22:25 -07:00
bjorn
e4eb4e0df1
OpenXR: Support vive trackers;
2022-03-20 18:04:06 -07:00
bjorn
ef9754c114
OpenXR: Rework actions;
...
Inline in the driver, less hand-centric.
2022-03-20 15:39:02 -07:00
bjorn
b132eaf889
Patch tinycthread to work with Visual Studio C11;
2022-03-20 01:42:31 -07:00
bjorn
29cbe63b1d
OpenXR: Add support for XR_FB_hand_tracking_mesh;
...
This adds the ability to load and animate a mesh for hand tracking on
the Oculus Quest. It is more or less identical to the current
functionality on the vrapi driver.
One key part of this change is that getPose in OpenXR will see if action
spaces are active before locating their spaces. This is due to some
behavior observed on the Oculus Quest with hand tracking where pose
actions for controllers would return invalid data with all of the
location flags erroneously set. The only way to detect and work around
this is to check the pose action state. When this happens, we fall back
to returning the pose of the wrist joint, which is where the Oculus hand
mesh wants to be drawn. In the event that both controllers and hand
tracking are active, the controller pose will be returned by getPose but
the wrist joint can still be accessed using getSkeleton.
Note that this does not yet include support for properly scaling the
hand mesh.
There are numerous opportunities for optimization here that may be
investigated in the future, though performance is well within an
acceptable range right now.
2022-03-19 17:49:13 -07:00
bjorn
5113290e1b
OpenXR: Add bindings for Windows Mixed Reality controllers;
2022-03-18 15:23:21 -07:00
bjorn
36c7b93fed
Details;
2022-03-17 19:30:53 -07:00
bjorn
99e2809db5
OpenXR: formatting; Use infinite swapchain wait timeout;
2022-03-17 19:30:21 -07:00
bjorn
ad4ce298f1
s/os_get_context/os_get_win32_context;
2022-03-17 19:14:34 -07:00
bjorn
c35c2bb7eb
OpenXR doesn't crash if lovr.draw errors;
...
renderTo is idempotent in openxr driver now.
2022-03-17 19:11:07 -07:00
bjorn
99a42c5c71
OpenXR: Support /point devices;
2022-03-17 17:58:30 -07:00
bjorn
4417481a92
OpenXR: Support ABXY buttons;
2022-03-17 16:33:37 -07:00
bjorn
bbd502153a
Formatting;
2022-03-15 16:33:53 -07:00
bjorn
a4faad39f8
Font:getFilter; Font:setFilter;
2022-03-15 16:02:35 -07:00
Patrik Sjöberg
766b44f77a
MeshShapes gets hits on all passed surfaces. Callback for each of them.
...
Fixes crash due to MAX_CONTACTS being sent to dCollide as the number of
dContacts available.
2022-03-15 15:34:16 -07:00
bjorn
450ee72c89
OpenXR: Windows graphics plugin properly uses HDC instead of HWND;
...
The HWND was getting passed in directly instead of first converting
it to an HDC. This was causing SteamVR to fail to create its OpenGL
context.
2022-03-15 15:21:31 -07:00
bjorn
17c05b1760
Merge branch 'master' into dev
2022-03-14 14:10:25 -07:00
bjorn
a11121d739
OpenXR: fix thumbrest action;
2022-03-14 14:10:12 -07:00
bjorn
fdfcb5539f
Merge branch 'master' into dev
2022-03-14 13:19:59 -07:00