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1576 commits

Author SHA1 Message Date
bjorn 8b2f0eb0ba Add newline to glfw.h; 2018-11-08 14:13:39 -08:00
bjorn 76c2dc757a Curve:getTangent; 2018-11-08 12:56:45 -08:00
bjorn 2703192f1d Make a constructor; 2018-11-08 12:56:45 -08:00
bjorn 2acf49fb34 Curve; 2018-11-08 12:56:45 -08:00
bjorn a06734ae97 Use alpha to coverage and alpha test for text; 2018-11-08 11:58:43 -08:00
bjorn bfeb3d2d51 lovr.graphics.discard; 2018-11-08 11:58:31 -08:00
mcc b01a349275 Merge Windows build fixes for SDS library, from https://github.com/LynnKirby/sds fork commit 1ea0479693a8fd85351b75a6d41cef40a8e3e67c 2018-11-07 17:03:31 -05:00
mcc a46b4afbb8 Split out the "oculus mobile" headset type into GEAR and GO. 2018-11-07 14:34:51 -05:00
mcc 2675b51013 Make oculus mobile build self-contained
The initial version of the oculus mobile driver incorporated two files, BridgeLovr.cpp and BridgeLovr.h, which were assumed to be outside of the Lovr repo in the repo for a separate Android app. The Android app now is wholly separated and communicates with the Lovr shared object via the interface in oculus_mobile_bridge.h.

A file print_override.c now contains a drop-in replacement for Lua print() which prints to lovrLog. This is useful for Android or for other future platforms where stdout/stderr aren't usable.
2018-11-07 10:24:44 -05:00
mcc b146ad422f Add SDS string library from commit 8dc8d6fb373bdc08eb82a72904841998d30b7cf2 2018-11-06 18:39:12 -05:00
mcc d8de87d789 Fix headset and controller poses 2018-11-06 15:56:27 -05:00
mcc bf7fd349e2 Fix math bug in glfwSetTime 2018-11-06 11:28:45 -05:00
mcc 8301bd7dd8 Remerge oculus-mobile branch with master 2018-11-02 18:10:08 -04:00
mcc 428995b54b Controller support (orientation wrong currently) and time/dt support 2018-11-02 17:35:24 -04:00
bjorn 0945702d27 Update CMakeLists for new platform layer; 2018-10-29 17:13:53 -07:00
bjorn 105953e743 Use a folder; 2018-10-29 14:00:16 -07:00
bjorn f8011f7bf7 Initial platform.h; 2018-10-29 14:00:16 -07:00
bjorn d5064844a7 Rewrite main.c; 2018-10-29 13:52:50 -07:00
bjorn 5f990d8c9f Attempt to fix state.offset;
The goal is to ensure that (for 3DOF devices) all poses are reported
to include the state.offset vertical transform applied to them.  Previously,
only rendering was using state.offset.

This is important to fix spatial audio.

Is doing this in every driver problematic?  What if we did it in the
Lua bindings?  That way it could be handled in one place.
2018-10-29 10:36:58 -07:00
mcc 79b0c19254 Oculus mobile: First round of fixes requested in PR review
Formatting, back out bad change to Win32 build, support getOs()
2018-10-28 22:55:37 -04:00
bjorn 987b24fd19 lovr.filesystem.write: Fix unintended erroring behavior; 2018-10-28 19:46:31 -07:00
mcc 9328542ff5 Correct usage of conf "offset" and getOriginType in Oculus Mobile
Also whitespace cleanup
2018-10-28 17:16:48 -04:00
mcc dd440b2ada Code cleanup after all these changes, fix build 2018-10-28 15:31:27 -04:00
mcc dba6724915 Framebuffer and depthbuffer should also be passed into the canvas create-from-handle 2018-10-27 23:11:11 -04:00
mcc c68c850157 Give lovrCanvasCreateFromHandle the option of not deleting framebuffer on canvas delete, also fix default texture issue 2018-10-27 22:15:49 -04:00
bjorn 654b894ded Add lovr.graphics.setProjection;
It's not very good.  It only takes Transforms and sets the projection
for both eyes.  And the projection gets reset at the beginning and
end of lovr.headset.renderTo.  It's meant to be a backdoor.
2018-10-26 17:17:18 -07:00
bjorn f6d5bf325a Move lib/dds.h into data/textureData.h; 2018-10-26 16:56:16 -07:00
mcc d17dec1b0e Graphics now draw, although head tracking is not correct 2018-10-26 01:05:28 -04:00
bjorn a0f2a34647 Prefer modules in the exe to modules on disk;
This fixes the lovr-docs loader and is arguably the better behavior.
2018-10-25 06:49:03 -07:00
mcc b892d0143f Remerge oculus mobile and master branches (to get lovrCanvasCreateFromHandle) 2018-10-25 00:06:39 -04:00
mcc 5ad8fdd3e3 Fixes as far as running without crashes, no display yet 2018-10-24 23:40:11 -04:00
bjorn 494d2c6cc8 audio: Gracefully handle absence of ALC_SOFT_HRTF; 2018-10-24 09:57:03 -07:00
bjorn 9010af3ea4 lovrRandomGeneratorGetState: Improve correctness; 2018-10-24 09:50:00 -07:00
bjorn 0f54190a9f rm weird include in dds.h; 2018-10-24 09:42:32 -07:00
bjorn ee9d575cba lovrCanvasCreateFromHandle;
Was it really that easy?
2018-10-24 09:42:32 -07:00
bjorn 8d29bbc68c Canvas.count -> Canvas.attachmentCount; 2018-10-24 09:42:32 -07:00
bjorn 5f8f8a540e lovr.filesystem no longer relies on arg global; 2018-10-23 11:12:13 -07:00
bjorn 43309efc57 Fix problems with variants; 2018-10-23 11:11:47 -07:00
bjorn cf3b060fe5 Fix MSVC issues with variables named near/far; 2018-10-22 16:40:12 -07:00
mcc 56f8f1e26b Untested merge of Oculus Mobile branch and Oct 2018 lovr master 2018-10-22 10:44:04 -04:00
bjorn 897a09c4d7 Why are you here; 2018-10-21 09:18:58 -07:00
bjorn 485f65b013 Transform:setOrthographic; Transform:setPerspective; 2018-10-21 09:06:37 -07:00
bjorn 4f542902a1 mv lovr.js webvr.js;
To allow for webxr.js and lovr.js to be used for...other things.
2018-10-21 08:56:57 -07:00
bjorn 518d26aad8 getDisplayDimensions: Use unsigned ints;
Fixes a warning.
2018-10-21 08:40:57 -07:00
bjorn 7b9d66e845 Fix openvr warning; 2018-10-21 08:11:07 -07:00
mcc 1b7942e02f First pass oculus mobile support
First of several commits, this is the state of hg:6b437880cc01 in my private repo. A version of shakesoda's Oculus-desktop support is tied up in this commit.

The oculus mobile version builds lovr as a library. To run it, you need to use a separate repo which includes this one and which builds an Android app.
2018-10-20 15:22:24 -04:00
bjorn ffe3d9d7ef Default emissive colors to transparent black; 2018-10-11 02:07:09 -07:00
bjorn da3bb42db4 Fix WebVR prototype; 2018-10-09 18:03:53 -07:00
bjorn 01405e113a Ensure Microphones properly stop recording; 2018-10-09 17:56:26 -07:00
bjorn e1d980a2d6 Re-add lovr.headset.getBoundsGeometry;
Looks like more runtimes are starting to support it.
2018-10-09 17:51:05 -07:00
bjorn 28c56f959d Use MAT4_IDENTITY macro; 2018-10-06 21:58:40 -07:00
bjorn 7829f3f75f mat4_multiply: SSE
~2.5x
2018-10-06 21:42:52 -07:00
bjorn 0b2a39fb03 Return original matrix in mat4_invertPose; 2018-10-06 21:26:17 -07:00
bjorn 4279cf086f mat4_invertPose;
~3.9x
2018-10-06 21:21:25 -07:00
bjorn 11e6580717 mat4_transpose: Use SSE intrinsics;
~1.6x
2018-10-06 20:04:39 -07:00
bjorn 7354465e12 Add LOVR_USE_SSE; 2018-10-06 20:03:48 -07:00
bjorn 5e65ac019e OpenVR organization; 2018-10-06 18:15:32 -07:00
bjorn ba68c0c127 Add mat4_getPose helper; 2018-10-06 16:54:41 -07:00
bjorn e36d3d8352 openvr: Use WaitGetPoses in update; 2018-10-06 16:54:25 -07:00
bjorn 086a0030b1 Shader:send/ShaderBlock:send fills in nils with 0's; 2018-10-06 16:15:38 -07:00
bjorn 0d72922f77 Add lua_modules and deps to default C require path; 2018-10-05 00:43:41 -07:00
bjorn 70e473adb2 Add deps to default require path; 2018-10-05 00:43:41 -07:00
bjorn 6019de19d6 Add missing modelData include; 2018-10-01 21:07:29 -07:00
bjorn a1d365fc25 Plumb new mirror settings through WebVR; 2018-09-30 18:58:51 -07:00
bjorn 7976805415 openvr/oculus support individual eye mirroring; 2018-09-30 18:58:51 -07:00
bjorn 8d076f31c1 Fill accepts UV subrect to use; 2018-09-30 18:58:51 -07:00
bjorn a9e92b5185 Add ability to mirror specific eyes;
Doesn't work yet for OpenVR/Oculus.
2018-09-30 18:58:51 -07:00
bjorn cd5df6b148 Add __declspec; 2018-09-27 21:29:28 -07:00
bjorn 2398e592a9 Darn USE_MATH_DEFINES; 2018-09-27 20:32:45 -07:00
bjorn 816fda2177 Fix everything and merge; 2018-09-27 18:38:44 -07:00
bjorn 238af0064f Add missing lovr.filesystem.unmount function; 2018-09-27 18:38:44 -07:00
bjorn eb40c1980b Merge lovr.c into main.c; 2018-09-27 18:38:44 -07:00
bjorn 3e2259fc99 version/os refactor; 2018-09-27 18:38:44 -07:00
bjorn cee3c28f4e luax_atexit; rm lovrDestroy;
Modules register themselves in the registry for destruction at
lua_close instead of having a hardcoded list in lovrDestroy.
2018-09-27 18:38:44 -07:00
bjorn 92e6ad93cb Dynamically load modules; 2018-09-27 18:38:44 -07:00
bjorn e02d22365f api: refactor; 2018-09-27 18:38:44 -07:00
bjorn 792834623c api: more modular helper functions; 2018-09-27 18:38:44 -07:00
bjorn 1f12717357 Canvas creates Textures with clamp filter; 2018-09-27 18:37:13 -07:00
bjorn cfac548e7b Add flag to make Canvas depth texture readable;
- DepthFormat is now just TextureFormat.
- Canvas:getDepthTexture instead of Canvas:getDepthFormat.
2018-09-27 18:34:43 -07:00
bjorn 56fa853b09 Fix possible overflow in modelData texture path; 2018-09-26 23:16:18 -07:00
bjorn 05802f3e90 util: rm vec_uint; 2018-09-26 10:49:33 -07:00
bjorn 148a2bdb45 Error system no longer relies on Lua; 2018-09-26 10:39:17 -07:00
bjorn 737f0b6dc3 Fix edge case in lovrMeshResize;
Also make BufferUsage usage more consistent.
2018-09-23 19:13:32 -07:00
bjorn 2ec5c42f87 Fix compile warnings; 2018-09-21 23:34:15 -07:00
bjorn 2a17f6e4bb Add LOVR_USE_ASSIMP;
lovr.graphics.newModel and lovr.data.newModelData will return nil
if assimp is disabled.
2018-09-21 19:25:48 -07:00
bjorn 2d788e2f41 rm USE_OPENAL; 2018-09-21 19:25:48 -07:00
bjorn 5a9cd5187c Make CMakeLists more modular;
- Enable/disable individual modules, including enet/json
- Enable/disable different "backends" (audio/headset)
- Choose to use system vs. source versions of different libraries
2018-09-21 19:25:48 -07:00
mcclure e2ace89b83 Fix controller:isDown() for 'grip' and 'trigger' on Oculus (#60)
Previously, controller:isDown('grip') returned always true, and for 'trigger' false was always returned. This adjusts oculusControllerIsDown() to use an axis threshold rather than the Shoulder bit for 'trigger', and to use a more demanding threshold for 'grip'.
2018-09-21 19:23:00 -07:00
bjorn 48dcb5067a Fix lovrTextureCreateFromHandle prototype; 2018-09-11 15:56:06 -07:00
bjorn 09a67949ed Improve CMake and build for LibOVR; 2018-09-11 15:47:03 -07:00
bjorn 72158f103a Update for stereo rendering and new headset API; 2018-09-11 15:30:31 -07:00
bjorn 75ca4b0cba lovrTextureCreateFromHandle; 2018-09-11 15:30:31 -07:00
bjorn 5b5e9fbc00 WIP; 2018-09-11 15:30:31 -07:00
bjorn 6b0806d04a Don't treat lighthouses as Controllers; 2018-09-11 15:28:31 -07:00
bjorn 7309ac8ce8 Treat trackers and lighthouses as Controllers; 2018-09-11 15:23:46 -07:00
bjorn 8b7bfec9d3 Add emscripten shell file;
To make it easier to build and test WebVR.
2018-09-06 16:05:39 -07:00
bjorn 40e6f6a81c Handle window resizes properly;
Fix for the web where the window actually resizes.
2018-09-05 11:11:57 -07:00
bjorn 924eb5fa0a Shader:send: Add a missing break;
opps
2018-09-05 10:13:04 -07:00
bjorn 8a7054e793 v0.11.0; 2018-09-05 08:02:50 -07:00
bjorn 9fa18495f2 Fix fake controller positioning; 2018-09-05 06:31:18 -07:00