Josip Miskovic
e2d1b33eed
Shapes API accepts both vec3 and number coords
2020-05-10 01:12:45 +03:00
bjorn
0be36da334
Add beacon devices;
...
There are 4 new devices: beacon/1 through beacon/4. They represent
tracking reference like StemaVR base stations or Oculus cameras.
There are 4 because that's how many base stations you can have in
a single tracking setup.
Right now only OpenVR exposes poses for them.
2020-05-07 17:11:25 -06:00
bjorn
ed4b8d1f3d
rm unneeded internal Source functions;
...
Now that things are in the same file, setters for internal source
fields are unnecessary, making things a bit simpler.
2020-05-03 13:02:19 -06:00
bjorn
c455b0750e
rm unused Source functions from header;
2020-05-03 13:00:02 -06:00
bjorn
d847dd663a
rm unused audio headers;
2020-05-03 12:57:50 -06:00
bjorn
b9a2bddd25
Put all the audio stuff in one file;
...
If there was ever some sort of hypothetical switch to a different
audio library, this would make such a switch easier.
2020-05-03 12:54:35 -06:00
bjorn
b0289de9a6
Error instead of crashing when skin has too many joints;
...
ModelData is still allowed to load skins with more joints, since
the limitation is in the graphics side of things (Model).
Eventually we will use a buffer for joints to alleviate this.
2020-05-02 14:14:29 -06:00
bjorn
c0d73ab541
Add resize event; lovr.resize callback;
2020-05-02 13:09:10 -06:00
bjorn
eea73792a6
Minor formatting;
2020-04-30 14:15:36 -06:00
Josip Miskovic
097d39628a
Initialize inertia information for new colliders
...
Inertia matrix has to be calculated with algorithm specific for each
shape. Without calculated matrix the physics behaves very floaty and
slowed down.
2020-04-29 23:05:11 +03:00
Josip Miskovic
a4b0d004a1
Fix collider setOrientation() and setPose()
...
The conversion from angle,ax,ay,az to quaternion is already done in
physics module.
2020-04-28 20:15:09 +03:00
bjorn
7d316d6218
Add internal filesystem module comment;
2020-04-22 01:47:16 -06:00
pendingchaos
28a2e5fd4c
Fix when depth test is disabled but depth write is enabled
...
GL_DEPTH_TEST controls both whether depth testing and depth writes are
enabled. So if depth testing is disabled and depth writes are enabled,
GL_DEPTH_TEST has to be enabled and the compare mode should be GL_ALWAYS.
2020-04-21 23:39:16 +01:00
mcc
c32fbdd8fc
oculus mobile driver now supports restart cookie
2020-04-16 00:33:35 -04:00
mcc
fbcce7fc59
Reworked quit/restart events (compatibility break)
...
Based on Slack conversation, the following changes:
- lovr.event.quit("restart") no longer supported
- lovr.event.quit no longer takes restart "cookie"
- When lovr.event.restart() called, lovr.quit() is not called, instead lovr.restart() is called
- Value returned from lovr.restart(), when called, becomes the cookie
- lovr.event.quit takes the lovr.event.quit() return code as an argument
lovr.run() is unchanged, it still returns (exit code | "restart", cookie).
2020-04-16 00:32:54 -04:00
mcc
334077c9f8
Fix crash on lovr.event.quit("restart")
2020-04-15 17:59:25 -04:00
mcc
9f5fd60545
The Quest has thumbsticks, not touchpads. Fix constants.
2020-04-15 16:44:39 -04:00
Colby Klein
34cef2673c
use clamp/max macros
2020-04-12 16:17:01 -07:00
Colby Klein
809d9b7385
ignore haptics for non-hands
...
seems a little strange that vibrating head or something would affect the right controller.
2020-04-12 16:12:06 -07:00
Colby Klein
14e79bf8ef
implement haptics on oculus
2020-04-12 16:02:59 -07:00
Colby Klein
077d90bc79
update ovr driver to newer frame submission api
...
as mentioned on slack.
there are some situations you can get into (high load in some place or other) where the newer frame submission api will behave much more consistently, and I've noticed no negative effects.
besides, the other one is deprecated as best i can tell.
2020-04-02 22:35:12 -07:00
bjorn
37d8df4784
Allow initializing empty TextureData with Blob;
2020-03-29 13:47:57 -06:00
bjorn
c02839f5c2
Allow anisotropy to be used with any TextureFilter;
...
Instead of anisotropic being its own filter, it is now removed and
anisotropy settings can be used with any of the other filter modes.
2020-03-05 09:46:49 -08:00
bjorn
6f6de92d19
Add preliminary WebXR backend;
2020-03-04 22:47:24 -08:00
bjorn
8dcc97745e
Tup: emscripten support; LuaJIT flag;
2020-03-02 23:06:42 -08:00
bjorn
45648baa1c
Scope a variable better;
2020-03-02 22:23:59 -08:00
bjorn
1d6b7619ea
oculus_mobile: Add handModels to bridge;
2020-03-01 18:08:59 -08:00
bjorn
90b605f012
Add restart cookie; lovr.event.restart; arg.restart;
2020-02-26 14:40:40 -08:00
bjorn
69dd0d4674
audio: rm paused and stopped states; rm rewind;
...
- There is now just one "playing" state.
- Instead of rewind, use :seek(0).
Note that now there is no way to resume or rewind all tracked sources.
This can be improved in the future if there's a need for it, probably
using variadic or table-based variants of the audio module functions.
2020-02-26 00:25:49 -08:00
bjorn
fa771b04bd
Fix CMake;
2020-02-23 01:01:34 -08:00
bjorn
f8b8d427d7
Opaque Mesh; Opaque OpenGL;
2020-02-23 00:29:21 -08:00
bjorn
aabb8cb830
Opaque Shader;
2020-02-23 00:29:21 -08:00
bjorn
d034e8c01b
Opaque Canvas;
2020-02-23 00:29:21 -08:00
bjorn
52d4f7e520
Opaque Texture;
2020-02-23 00:29:21 -08:00
bjorn
b045d42782
Opaque Buffer;
2020-02-23 00:29:21 -08:00
bjorn
5d8bf1d45a
Fix Source:setLooping assert;
2020-02-22 01:01:17 -08:00
bjorn
93d556b603
zip: read compressed size from central directory;
...
Some zip writers do not write the compressed size to the local file
headers.
2020-02-21 15:44:48 -08:00
bjorn
81f4232da5
opengl: Init compareMode for native textures;
2020-02-19 15:34:32 -08:00
Bjorn
98d2cc6cd4
Merge pull request #227 from mcclure/no-post-distortion
...
Instead of showing post-distortion in Oculus mirror, show the left eye (no stereo)
2020-02-17 18:02:47 -08:00
bjorn
aa0e01ddab
Cleanup;
2020-02-17 17:27:57 -08:00
bjorn
bfdebffb34
Fix volume textures;
2020-02-17 17:27:57 -08:00
mcc
c22c55865a
Instead of showing post-distortion in Oculus mirror, show the left eye (no stereo)
2020-02-17 17:43:47 -05:00
mcc
7db4e4976b
Fix compile warnings (MSVC2019)
2020-02-17 17:42:13 -05:00
bjorn
47f4319ba8
core/png; rm stb_image_write;
2020-02-16 04:11:55 -08:00
bjorn
2db1f2b743
Fix erroneous GLES enables;
...
None of these exist in OpenGL ES. These were throwing seemingly
innocuous GL errors, so this is mostly just a matter of correctness.
2020-02-16 01:23:27 -08:00
bjorn
d2f4628791
Add pointer devices;
2020-02-14 19:10:37 -08:00
Bjorn
cce7fa8581
Merge pull request #197 from bjornbytes/hand-devices
...
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
...
oculus_mobile: Expose bounds dimensions;
2020-02-13 15:53:25 -08:00
Bjorn
56dad769dd
Merge pull request #217 from bjornbytes/android-button-changed
...
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
...
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
Nevyn Bengtsson
f2d5824a2b
desktop: fix wasPressed/wasReleased
2020-02-13 18:28:02 +01:00
bjorn
443376efde
ModelData: Use union for transform fields;
...
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
e8fdd5d7f0
Support KTX textures containing ASTC data;
2020-02-08 03:57:59 -08:00
bjorn
2097241596
Improve ASTC loading;
...
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;
...
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
723f5684cf
Fix mat4_fov and desktop driver projection;
...
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
67ba5f3a82
Add more graphics stats;
2020-01-31 03:43:52 -08:00
bjorn
be4db58fa3
"Fix" compute blocks on GLES;
...
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
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;
...
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
...
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
0aa724116e
Headset views;
...
- 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;
...
- 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
Cassie Jones
3e09120173
Compile shaders using source lengths
...
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
bjorn
7ca23bc58a
lovr.headset.getDisplayFrequency;
2020-01-24 23:06:30 -08:00
bjorn
4f7bb9e53e
lovr.headset.wasPressed; lovr.headset.wasReleased;
2020-01-24 22:48:36 -08:00
bjorn
c7f5406ce2
Make clipping planes consistent across most headset drivers;
...
The default far clipping plane was changed from 30 to 100 for openvr
and oculus. oculus_mobile clipping planes can't be changed easily.
2020-01-23 11:25:38 -08:00
bjorn
8c429e89ac
Fix -Wshadow;
2020-01-23 11:18:04 -08:00
bjorn
4c1917f6ce
Fix some prototypes;
2020-01-23 10:55:46 -08:00
bjorn
ddcdce25dc
Minor style stuff;
2020-01-22 15:41:48 -08:00
bjorn
96d3288dae
Update header;
2020-01-22 15:38:57 -08:00
bjorn
a5424a1932
Microphone:getData supports sampleCount/destination;
2020-01-22 15:36:41 -08:00
Bjorn
3c65d238bc
Merge pull request #193 from alloverse/allo/mic
...
Sound adjustments: SoundData has-a blob, and mic sample size getter
2020-01-22 14:10:26 -08:00
bjorn
f207c4d9a4
zip: Only call munmap if zip file was actually mapped;
2020-01-20 15:59:53 -08:00
mcc
ea06f8d7dc
Filesystem fixes: Use normalize() in lovrFilesystemMount and dir_resolve; ensure enough room for zero terminator in zip_lookup
2020-01-20 17:12:37 -05:00
Nevyn Bengtsson
e10799b8c8
microphone: less throwy, more MAX()y
2020-01-20 08:52:58 +01:00
Nevyn Bengtsson
0bdb7c7c80
More has-a-ification of texturedata
...
I forgot to stage this yesterday??
2020-01-20 08:48:59 +01:00
Nevyn Bengtsson
95edb43654
TextureData: holds Blob instead of being Blob, just like SoundData
...
also replaces TextureData:getPointer with TextureData;getBlob
2020-01-19 22:59:44 +01:00
Nevyn Bengtsson
9127dd823c
Fix bugs in sounddata-has-blob
2020-01-19 21:22:23 +01:00
Nevyn Bengtsson
790629bc3e
SoundData: has-a blob instead of is-a blob
2020-01-19 17:50:04 +01:00
Nevyn Bengtsson
8515cd98fe
Add destination buffer size to microphone:getData()
...
So that we can use OpenAL's internal ring buffer and only dequeue
exactly the amount we need at the moment.
2020-01-19 17:03:35 +01:00