Bjorn
cce7fa8581
Merge pull request #197 from bjornbytes/hand-devices
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More Hand Stuff
2020-02-13 16:35:14 -08:00
bjorn
409c2ad0c6
Fix projection matrices;
2020-02-13 16:33:17 -08:00
Bjorn
f048f6d6f0
Merge pull request #218 from bjornbytes/android-bounds-size
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oculus_mobile: Expose bounds dimensions;
2020-02-13 15:53:25 -08:00
Bjorn
56dad769dd
Merge pull request #217 from bjornbytes/android-button-changed
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oculus_mobile: Expose button changed states;
2020-02-13 15:53:11 -08:00
Bjorn
4b041820aa
Merge pull request #216 from bjornbytes/android-display-frequency
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oculus_mobile: lovr.headset.getDisplayFrequency;
2020-02-13 15:52:56 -08:00
bjorn
e218733ee2
Make splay axis 1D;
2020-02-13 15:18:12 -08:00
bjorn
a0c7d0235f
leap: rm curl/splay emulation;
2020-02-13 15:13:08 -08:00
bjorn
5197d30b94
Add getSkeleton;
2020-02-13 15:08:59 -08:00
bjorn
0e4c42c8b0
Add pinch axis;
2020-02-13 15:08:58 -08:00
bjorn
81e3119321
leap: curl/splay emulation; openvr fixes;
2020-02-13 15:08:58 -08:00
bjorn
7e34c7adcc
leap: getPose for finger devices;
2020-02-13 15:08:58 -08:00
bjorn
71e63ddac2
openvr: add curl/splay axes for finger devices;
2020-02-13 15:08:58 -08:00
bjorn
d448bdc95c
Finger devices/axes; OpenVR finger poses;
2020-02-13 15:08:58 -08:00
Bjorn
8e3af04361
Merge pull request #220 from alloverse/fix/desktop-wasPressed
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desktop: fix wasPressed/wasReleased
2020-02-13 09:42:09 -08:00
Nevyn Bengtsson
f2d5824a2b
desktop: fix wasPressed/wasReleased
2020-02-13 18:28:02 +01:00
bjorn
443376efde
ModelData: Use union for transform fields;
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Nodes can have either a transform matrix, or decomposed transform
properties, but never both. Using a union means we can store both
of those variants in the same piece of memory, using the existing
matrix boolean to figure out which one to use.
This reduces the size of the struct by 48 bytes (152 -> 104), which
ends up speeding up some model operations, I'm guessing due to the
CPU cache.
2020-02-11 16:38:31 -08:00
bjorn
155718d161
shaders: Change abstract parameters to named parameters;
2020-02-11 16:17:54 -08:00
bjorn
7edb562732
Add lovr.headset.getTime;
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Unlike lovr.timer.getTime, this is the predicted time at which the
current frame will be displayed. It can be used in place of
lovr.timer.getTime for smoother animations. It's unclear if this
could be used for a suitable replacement for dt though.
2020-02-09 11:26:23 -08:00
bjorn
e8fdd5d7f0
Support KTX textures containing ASTC data;
2020-02-08 03:57:59 -08:00
bjorn
2097241596
Improve ASTC loading;
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Just a little more reliable and easier to read.
2020-02-08 03:57:59 -08:00
bjorn
c1e231e756
oculus_mobile: Expose bounds dimensions;
2020-02-08 03:32:50 -08:00
bjorn
adcbe6d707
oculus_mobile: Expose button changed states;
2020-02-07 23:01:01 -08:00
bjorn
8d22935c60
oculus_mobile: lovr.headset.getDisplayFrequency;
2020-02-07 22:21:32 -08:00
bjorn
02a73f333e
oculus_mobile: respect t.headset.msaa;
2020-02-07 22:09:47 -08:00
bjorn
c502f5b62a
Add highp shader flag that sets default fragment precision to highp;
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Also, precision qualifier is required to work on desktop GL, so
we don't need ifdefs for it!
2020-02-07 19:44:51 -08:00
bjorn
cae8bba522
Remove lovrMain macro;
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We want lovrMain to be the entrypoint but we can't figure out how
to do this in a way that wouldn't break things, on all platforms.
2020-02-07 19:25:55 -08:00
bjorn
723f5684cf
Fix mat4_fov and desktop driver projection;
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OpenVR may need updating now, but at least we know what the correct
approach is now.
2020-02-06 17:32:44 -08:00
bjorn
4a545e4d04
EGL context creation fixes;
2020-02-04 16:48:03 -08:00
bjorn
dbf8596246
Update contributors list;
2020-02-03 15:04:58 -08:00
bjorn
67ba5f3a82
Add more graphics stats;
2020-01-31 03:43:52 -08:00
Bjorn
567c529b4a
Merge pull request #210 from porglezomp-misc/gles-compute
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Use different compute #version with OpenGL ES
2020-01-31 03:39:43 -08:00
Cassie Jones
9845fee2b6
Use different compute #version with OpenGL ES
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GLES doesn't like #version 430 for compute, it wants #version 310 es.
We can conditionally compile that.
2020-01-31 06:24:08 -05:00
bjorn
be4db58fa3
"Fix" compute blocks on GLES;
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There can only be one compute block.
2020-01-30 19:14:25 -08:00
bjorn
c9c5d43829
Shader:hasBlock; Shader:sendBlock errors on missing block;
2020-01-30 18:26:05 -08:00
bjorn
a1a53b4bed
sampler2DMultiview; textureMultiview;
2020-01-30 17:48:15 -08:00
bjorn
78f272247b
newCanvas creates array textures when multiview;
2020-01-30 17:48:01 -08:00
bjorn
d971749b85
oculus_mobile: Fix vrapi_getView* signatures;
2020-01-30 17:09:06 -08:00
bjorn
f8d3172868
opengl: Prefer state.features.compute to ARB_compute_shader;
2020-01-29 18:22:16 -08:00
bjorn
f89998b21f
Add eye/left and eye/right devices;
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Currently nobody returns data for them, though headset drivers could
start to provide poses estimated from the head pose and IPD info.
This also makes it easier to integrate eye tracking later.
2020-01-29 17:53:03 -08:00
Bjorn
12d2e32903
Merge pull request #206 from bjornbytes/headset-views
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Headset views;
2020-01-29 17:24:34 -08:00
bjorn
9ea76fac7b
rm placeholder getFov code;
2020-01-29 17:09:23 -08:00
bjorn
c73fadf5a3
Mark compute shaders as available on ES3.2;
2020-01-29 14:08:09 -08:00
bjorn
3c2154c824
Add unused EGL context creation;
2020-01-28 21:42:44 -08:00
bjorn
c9a06a37cb
Refactor main; Add unused android entrypoint;
2020-01-28 21:38:44 -08:00
bjorn
0aa724116e
Headset views;
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- lovr.headset.getViewCount
- lovr.headset.getViewPose
- lovr.headset.getViewAngles
2020-01-27 22:11:58 -08:00
bjorn
b19a391c32
desktop: emit focus events;
2020-01-27 21:10:27 -08:00
bjorn
56dc8d0b9e
Handle stereo shaders better;
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- Creating a shader from a DefaultShader will respect the stereo flags.
- Auto shaders will properly be stereo/nonstereo based on the target Canvas.
2020-01-27 16:33:15 -08:00
bjorn
4379d25e1c
Organization;
2020-01-27 14:02:54 -08:00
Bjorn
e7182730bb
Merge pull request #202 from porglezomp-misc/shaders-via-length
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Compile shaders using source lengths
2020-01-27 13:18:21 -08:00
Cassie Jones
3e09120173
Compile shaders using source lengths
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The previous implementation relied on glShaderSource inferring source
lengths when the lengths weren't specified. This relies on the sources
being properly null-terminated, however, which isn't the case due to
file loading changes which now use pointer + length. This could cause
intermittent crashes.
Changing this on the shader side meant adding some extra arguments for
passing around shader source lengths. For most of the other cases, where
we're using string literals as the sources, we can just specify -1 as
the length, since OpenGL will calculate the string length for you any
time the length is negative.
2020-01-27 16:13:21 -05:00