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Improving Oculus Rift example...
Under design... looking for the easiest and most comprehensive way for the user to use VR...
This commit is contained in:
10
src/rlgl.c
10
src/rlgl.c
@@ -297,8 +297,8 @@ static void UnloadDefaultShader(void); // Unload default shader
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static void UnloadStandardShader(void); // Unload standard shader
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static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads)
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static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
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static void DrawDefaultBuffers(void); // Draw default internal buffers vertex data
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void rlglUpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
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void rlglDrawDefaultBuffers(void); // Draw default internal buffers vertex data
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static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU
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static void SetShaderLights(Shader shader); // Sets shader uniform values for lights array
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@@ -2542,7 +2542,7 @@ void UpdateOculusTracking(void)
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//if (sessionStatus.IsVisible) // the game or experience has VR focus and is visible in the HMD.
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}
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void SetOculusMatrix(int eye)
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void SetOculusView(int eye)
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{
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rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y, layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h);
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@@ -3089,7 +3089,7 @@ static void LoadDefaultBuffers(void)
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// Update default internal buffers (VAOs/VBOs) with vertex array data
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// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
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// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required)
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static void UpdateDefaultBuffers(void)
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void rlglUpdateDefaultBuffers(void)
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{
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// Update lines vertex buffers
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if (lines.vCounter > 0)
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@@ -3159,7 +3159,7 @@ static void UpdateDefaultBuffers(void)
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// Draw default internal buffers vertex data
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// NOTE: We draw in this order: lines, triangles, quads
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static void DrawDefaultBuffers(void)
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void rlglDrawDefaultBuffers(void)
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{
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// Set current shader and upload current MVP matrix
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if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
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