11 #include "metascene.h"
18 #include "blob_exhibit.h"
21 #define FAR_CLIP 10000.0
23 static void draw_scene();
24 static void toggle_flight();
25 static void calc_framerate();
28 int win_width, win_height;
31 bool opt_gear_wireframe;
36 unsigned int sdr_ltmap, sdr_ltmap_notex;
38 static float cam_dist = 0.0;
39 static float cam_theta, cam_phi;
41 static float floor_y; // last floor height
42 static float user_eye_height = 165;
44 static float walk_speed = 300.0f;
45 static float mouse_speed = 0.5f;
46 static bool show_walk_mesh, noclip = false;
48 static bool have_headtracking, should_swap;
50 static int prev_mx, prev_my;
51 static bool bnstate[8];
52 static bool keystate[256];
53 static bool gpad_bnstate[64];
54 static Vec2 joy_move, joy_look;
55 static float joy_deadzone = 0.01;
57 static float framerate;
59 static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
60 static MetaScene *mscn;
61 static unsigned int sdr_post_gamma;
63 static long prev_msec;
65 static ExhibitManager *exman;
66 static BlobExhibit *blobs;
67 static bool show_blobs;
69 static Renderer *rend;
72 bool app_init(int argc, char **argv)
74 if(!init_options(argc, argv, "demo.conf")) {
77 app_resize(opt.width, opt.height);
78 app_fullscreen(opt.fullscreen);
81 if(goatvr_init() == -1) {
84 goatvr_set_origin_mode(GOATVR_HEAD);
85 goatvr_set_units_scale(100.0f);
88 should_swap = goatvr_should_swap() != 0;
89 user_eye_height = goatvr_get_eye_height();
90 have_headtracking = goatvr_have_headtracking();
96 glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
97 printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
98 fb_srgb = srgb_capable != 0;
99 glEnable(GL_FRAMEBUFFER_SRGB);
101 glEnable(GL_MULTISAMPLE);
102 glEnable(GL_DEPTH_TEST);
103 glEnable(GL_CULL_FACE);
104 glEnable(GL_LIGHTING);
105 glEnable(GL_NORMALIZE);
107 Mesh::use_custom_sdr_attr = false;
109 float ambient[] = {0.0, 0.0, 0.0, 0.0};
110 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
112 glClearColor(1, 1, 1, 1);
114 mscn = new MetaScene;
115 if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
119 cam_pos = mscn->start_pos;
120 Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot);
122 cam_theta = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
124 exman = new ExhibitManager;
125 if(!exman->load(mscn, "data/exhibits")) {
129 blobs = new BlobExhibit;
130 blobs->node = new SceneNode;
132 blobs->node->set_position(Vec3(-680, 160, -100));
133 blobs->node->set_scaling(Vec3(28, 28, 28));
134 blobs->node->update(0);
138 if(!(sdr_ltmap_notex = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-notex.p.glsl"))) {
141 set_uniform_int(sdr_ltmap_notex, "texmap", MTL_TEX_DIFFUSE);
142 set_uniform_int(sdr_ltmap_notex, "lightmap", MTL_TEX_LIGHTMAP);
144 if(!(sdr_ltmap = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-tex.p.glsl"))) {
147 set_uniform_int(sdr_ltmap, "texmap", MTL_TEX_DIFFUSE);
148 set_uniform_int(sdr_ltmap, "lightmap", MTL_TEX_LIGHTMAP);
151 sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
155 rend->set_scene(mscn);
159 if(opt.vr || opt.fullscreen) {
160 app_grab_mouse(true);
167 app_grab_mouse(false);
180 static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
182 Mesh *wm = mscn->walk_mesh;
188 Ray downray = Ray(v, Vec3(0, -1, 0));
190 if(mscn->walk_mesh->intersect(downray, &hit)) {
192 newv->y += user_eye_height;
198 static void update(float dt)
206 float speed = walk_speed * dt;
210 float jdeadsq = joy_deadzone * joy_deadzone;
211 float jmove_lensq = length_sq(joy_move);
212 float jlook_lensq = length_sq(joy_look);
214 if(jmove_lensq > jdeadsq) {
215 float len = sqrt(jmove_lensq);
216 jmove_lensq -= jdeadsq;
218 float mag = len * len;
219 dir.x += mag * joy_move.x / len * 2.0 * speed;
220 dir.z += mag * joy_move.y / len * 2.0 * speed;
222 if(jlook_lensq > jdeadsq) {
223 float len = sqrt(jlook_lensq);
224 jlook_lensq -= jdeadsq;
226 float mag = len * len;
227 cam_theta += mag * joy_look.x / len * 200.0 * dt;
228 cam_phi += mag * joy_look.y / len * 100.0 * dt;
229 if(cam_phi < -90.0f) cam_phi = -90.0f;
230 if(cam_phi > 90.0f) cam_phi = 90.0f;
234 if(keystate[(int)'w']) {
237 if(keystate[(int)'s']) {
240 if(keystate[(int)'d']) {
243 if(keystate[(int)'a']) {
246 if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
249 if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
253 float theta = M_PI * cam_theta / 180.0f;
255 newpos.x = cam_pos.x + cos(theta) * dir.x - sin(theta) * dir.z;
256 newpos.y = cam_pos.y;
257 newpos.z = cam_pos.z + sin(theta) * dir.x + cos(theta) * dir.z;
262 if(!constrain_walk_mesh(newpos, &cam_pos)) {
263 float dtheta = M_PI / 32.0;
264 float theta = dtheta;
265 Vec2 dir2d = newpos.xz() - cam_pos.xz();
267 for(int i=0; i<16; i++) {
268 Vec2 dvec = rotate(dir2d, theta);
269 Vec3 pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
270 if(constrain_walk_mesh(pos, &cam_pos)) {
273 dvec = rotate(dir2d, -theta);
274 pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
275 if(constrain_walk_mesh(pos, &cam_pos)) {
281 floor_y = cam_pos.y - user_eye_height;
284 // calculate mouselook view matrix
285 mouse_view_matrix = Mat4::identity;
286 mouse_view_matrix.pre_translate(0, 0, -cam_dist);
287 if(!have_headtracking) {
288 mouse_view_matrix.pre_rotate_x(deg_to_rad(cam_phi));
290 mouse_view_matrix.pre_rotate_y(deg_to_rad(cam_theta));
291 mouse_view_matrix.pre_translate(-cam_pos.x, -cam_pos.y, -cam_pos.z);
294 static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
296 unsigned int lt = GL_LIGHT0 + idx;
297 float posv[] = { pos.x, pos.y, pos.z, 1 };
298 float colv[] = { color.x, color.y, color.z, 1 };
301 glLightfv(lt, GL_POSITION, posv);
302 glLightfv(lt, GL_DIFFUSE, colv);
303 glLightfv(lt, GL_SPECULAR, colv);
308 float dt = (float)(time_msec - prev_msec) / 1000.0f;
309 prev_msec = time_msec;
316 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
318 for(int i=0; i<2; i++) {
322 proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
323 glMatrixMode(GL_PROJECTION);
324 glLoadMatrixf(proj_matrix[0]);
326 view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
327 glMatrixMode(GL_MODELVIEW);
328 glLoadMatrixf(view_matrix[0]);
339 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
341 proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
342 glMatrixMode(GL_PROJECTION);
343 glLoadMatrixf(proj_matrix[0]);
345 view_matrix = mouse_view_matrix;
346 glMatrixMode(GL_MODELVIEW);
347 glLoadMatrixf(view_matrix[0]);
351 if(!fb_srgb && sdr_post_gamma) {
352 slow_post(sdr_post_gamma);
357 assert(glGetError() == GL_NO_ERROR);
363 static void draw_scene()
365 static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
366 set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
367 set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
368 set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
376 if(show_walk_mesh && mscn->walk_mesh) {
377 glPushAttrib(GL_ENABLE_BIT);
379 glBlendFunc(GL_ONE, GL_ONE);
380 glDisable(GL_LIGHTING);
381 glEnable(GL_POLYGON_OFFSET_FILL);
385 glPolygonOffset(-1, 1);
388 glColor3f(0.3, 0.08, 0.01);
389 mscn->walk_mesh->draw();
396 print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
401 void app_reshape(int x, int y)
403 glViewport(0, 0, x, y);
404 goatvr_set_fb_size(x, y, 1.0f);
407 void app_keyboard(int key, bool pressed)
409 unsigned int mod = app_get_modifiers();
420 app_toggle_fullscreen();
425 app_toggle_grab_mouse();
426 show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
431 show_walk_mesh = !show_walk_mesh;
432 show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
439 show_message(noclip ? "no clip" : "clip");
450 show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
456 show_message("walk speed: %g", walk_speed);
461 show_message("walk speed: %g", walk_speed);
466 show_message("mouse speed: %g", mouse_speed);
471 show_message("mouse speed: %g", mouse_speed);
475 show_blobs = !show_blobs;
476 show_message("blobs: %s\n", show_blobs ? "on" : "off");
481 show_message("VR recenter\n");
486 if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
487 keystate[key] = pressed;
491 void app_mouse_button(int bn, bool pressed, int x, int y)
495 bnstate[bn] = pressed;
498 static inline void mouse_look(float dx, float dy)
500 float scrsz = (float)win_height;
501 cam_theta += dx * 512.0 / scrsz;
502 cam_phi += dy * 512.0 / scrsz;
504 if(cam_phi < -90) cam_phi = -90;
505 if(cam_phi > 90) cam_phi = 90;
508 static void mouse_zoom(float dx, float dy)
510 cam_dist += dy * 0.1;
511 if(cam_dist < 0.0) cam_dist = 0.0;
514 void app_mouse_motion(int x, int y)
516 int dx = x - prev_mx;
517 int dy = y - prev_my;
521 if(!dx && !dy) return;
531 void app_mouse_delta(int dx, int dy)
534 mouse_zoom(dx * mouse_speed, dy * mouse_speed);
536 mouse_look(dx * mouse_speed, dy * mouse_speed);
540 void app_gamepad_axis(int axis, float val)
559 void app_gamepad_button(int bn, bool pressed)
561 gpad_bnstate[bn] = pressed;
570 show_blobs = !show_blobs;
571 show_message("blobs: %s\n", show_blobs ? "on" : "off");
576 show_message("VR recenter\n");
585 static void toggle_flight()
587 static float prev_walk_speed = -1.0;
588 if(prev_walk_speed < 0.0) {
590 prev_walk_speed = walk_speed;
592 show_message("fly mode\n");
595 walk_speed = prev_walk_speed;
596 prev_walk_speed = -1.0;
597 show_message("walk mode\n");
601 static void calc_framerate()
605 static long prev_upd;
607 long elapsed = time_msec - prev_upd;
608 if(elapsed >= 1000) {
609 framerate = (float)nframes / (float)(elapsed * 0.001);
611 prev_upd = time_msec;
614 printf("fps: %f\n", framerate);