11 #include "metascene.h"
20 #include "blob_exhibit.h"
24 #define FAR_CLIP 10000.0
26 static void draw_scene();
27 static void toggle_flight();
28 static void calc_framerate();
29 static Ray calc_pick_ray(int x, int y, const Mat4 &view_mat, const Mat4 &proj_mat);
32 int win_width, win_height;
35 bool opt_gear_wireframe;
40 unsigned int sdr_ltmap, sdr_ltmap_notex;
46 static float cam_dist = 0.0;
47 static float floor_y; // last floor height
48 static float user_eye_height = 165;
50 static float walk_speed = 300.0f;
51 static float mouse_speed = 0.5f;
52 static bool show_walk_mesh, noclip = false;
54 static bool have_headtracking, have_handtracking, should_swap;
56 static int prev_mx, prev_my;
57 static bool bnstate[8];
58 static bool keystate[256];
59 static bool gpad_bnstate[64];
60 static Vec2 joy_move, joy_look;
61 static float joy_deadzone = 0.01;
63 static float framerate;
65 static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
66 static MetaScene *mscn;
67 static unsigned int sdr_post_gamma;
69 static long prev_msec;
71 static ExhibitManager *exman;
72 static BlobExhibit *blobs;
73 static bool show_blobs;
75 static ExSelection ex_sel;
77 static Renderer *rend;
80 bool app_init(int argc, char **argv)
82 set_log_file("demo.log");
84 char *env = getenv("FPEXCEPT");
85 if(env && atoi(env)) {
86 info_log("enabling floating point exceptions\n");
91 if(init_opengl() == -1) {
95 if(!init_options(argc, argv, "demo.conf")) {
98 app_resize(opt.width, opt.height);
99 app_fullscreen(opt.fullscreen);
102 if(goatvr_init() == -1) {
105 goatvr_set_origin_mode(GOATVR_HEAD);
106 goatvr_set_units_scale(100.0f);
109 should_swap = goatvr_should_swap() != 0;
110 user_eye_height = goatvr_get_eye_height();
111 have_headtracking = goatvr_have_headtracking();
112 have_handtracking = goatvr_have_handtracking();
119 glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
120 printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
122 glEnable(GL_FRAMEBUFFER_SRGB);
128 glEnable(GL_MULTISAMPLE);
129 glEnable(GL_DEPTH_TEST);
130 glEnable(GL_CULL_FACE);
131 glEnable(GL_LIGHTING);
132 glEnable(GL_NORMALIZE);
134 if(!init_debug_gui()) {
138 Mesh::use_custom_sdr_attr = false;
140 float ambient[] = {0.0, 0.0, 0.0, 0.0};
141 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
143 glClearColor(1, 1, 1, 1);
147 if(!init_vrhands()) {
151 mscn = new MetaScene;
152 if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
156 avatar.pos = mscn->start_pos;
157 Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot);
159 avatar.body_rot = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
161 exman = new ExhibitManager;
163 if(!exman->load(mscn, "data/exhibits")) {
168 blobs = new BlobExhibit;
169 blobs->node = new SceneNode;
171 blobs->node->set_position(Vec3(-680, 160, -100));
172 blobs->node->set_scaling(Vec3(28, 28, 28));
173 blobs->node->update(0);
177 if(!(sdr_ltmap_notex = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-notex.p.glsl"))) {
180 set_uniform_int(sdr_ltmap_notex, "texmap", MTL_TEX_DIFFUSE);
181 set_uniform_int(sdr_ltmap_notex, "lightmap", MTL_TEX_LIGHTMAP);
183 if(!(sdr_ltmap = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-tex.p.glsl"))) {
186 set_uniform_int(sdr_ltmap, "texmap", MTL_TEX_DIFFUSE);
187 set_uniform_int(sdr_ltmap, "lightmap", MTL_TEX_LIGHTMAP);
190 sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
194 rend->set_scene(mscn);
198 if(opt.vr || opt.fullscreen) {
199 app_grab_mouse(true);
202 if(mscn->music && opt.music) {
203 mscn->music->play(AUDIO_PLAYMODE_LOOP);
215 app_grab_mouse(false);
231 static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
233 Mesh *wm = mscn->walk_mesh;
239 Ray downray = Ray(v, Vec3(0, -1, 0));
241 if(mscn->walk_mesh->intersect(downray, &hit)) {
243 newv->y += user_eye_height;
249 static void update(float dt)
257 float speed = walk_speed * dt;
261 float jdeadsq = joy_deadzone * joy_deadzone;
262 float jmove_lensq = length_sq(joy_move);
263 float jlook_lensq = length_sq(joy_look);
265 if(jmove_lensq > jdeadsq) {
266 float len = sqrt(jmove_lensq);
267 jmove_lensq -= jdeadsq;
269 float mag = len * len;
270 dir.x += mag * joy_move.x / len * 2.0 * speed;
271 dir.z += mag * joy_move.y / len * 2.0 * speed;
273 if(jlook_lensq > jdeadsq) {
274 float len = sqrt(jlook_lensq);
275 jlook_lensq -= jdeadsq;
277 float mag = len * len;
278 avatar.body_rot += mag * joy_look.x / len * 200.0 * dt;
279 avatar.head_alt += mag * joy_look.y / len * 100.0 * dt;
280 if(avatar.head_alt < -90.0f) avatar.head_alt = -90.0f;
281 if(avatar.head_alt > 90.0f) avatar.head_alt = 90.0f;
285 if(keystate[(int)'w']) {
288 if(keystate[(int)'s']) {
291 if(keystate[(int)'d']) {
294 if(keystate[(int)'a']) {
297 if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
298 avatar.pos.y += speed;
300 if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
301 avatar.pos.y -= speed;
304 float theta = M_PI * avatar.body_rot / 180.0f;
306 newpos.x = avatar.pos.x + cos(theta) * dir.x - sin(theta) * dir.z;
307 newpos.y = avatar.pos.y;
308 newpos.z = avatar.pos.z + sin(theta) * dir.x + cos(theta) * dir.z;
313 if(!constrain_walk_mesh(newpos, &avatar.pos)) {
314 float dtheta = M_PI / 32.0;
315 float theta = dtheta;
316 Vec2 dir2d = newpos.xz() - avatar.pos.xz();
318 for(int i=0; i<16; i++) {
319 Vec2 dvec = rotate(dir2d, theta);
320 Vec3 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
321 if(constrain_walk_mesh(pos, &avatar.pos)) {
324 dvec = rotate(dir2d, -theta);
325 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
326 if(constrain_walk_mesh(pos, &avatar.pos)) {
332 floor_y = avatar.pos.y - user_eye_height;
335 // TODO move to avatar
336 // calculate mouselook view matrix
337 mouse_view_matrix = Mat4::identity;
338 mouse_view_matrix.pre_translate(0, 0, -cam_dist);
339 if(!have_headtracking) {
340 mouse_view_matrix.pre_rotate_x(deg_to_rad(avatar.head_alt));
342 mouse_view_matrix.pre_rotate_y(deg_to_rad(avatar.body_rot));
343 mouse_view_matrix.pre_translate(-avatar.pos.x, -avatar.pos.y, -avatar.pos.z);
345 // update hand-tracking
346 if(have_handtracking) {
347 update_vrhands(&avatar);
351 static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
353 unsigned int lt = GL_LIGHT0 + idx;
354 float posv[] = { pos.x, pos.y, pos.z, 1 };
355 float colv[] = { color.x, color.y, color.z, 1 };
358 glLightfv(lt, GL_POSITION, posv);
359 glLightfv(lt, GL_DIFFUSE, colv);
360 glLightfv(lt, GL_SPECULAR, colv);
365 float dt = (float)(time_msec - prev_msec) / 1000.0f;
366 prev_msec = time_msec;
369 ImGui::GetIOPtr()->DeltaTime = dt;
372 ImGui::ShowTestWindow();
378 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
382 for(int i=0; i<2; i++) {
386 proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
387 glMatrixMode(GL_PROJECTION);
388 glLoadMatrixf(proj_matrix[0]);
390 view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
391 glMatrixMode(GL_MODELVIEW);
392 glLoadMatrixf(view_matrix[0]);
395 if(have_handtracking) {
410 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
414 proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
415 glMatrixMode(GL_PROJECTION);
416 glLoadMatrixf(proj_matrix[0]);
418 view_matrix = mouse_view_matrix;
419 glMatrixMode(GL_MODELVIEW);
420 glLoadMatrixf(view_matrix[0]);
424 if(!fb_srgb && sdr_post_gamma) {
425 slow_post(sdr_post_gamma);
434 assert(glGetError() == GL_NO_ERROR);
440 static void draw_scene()
442 static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
443 set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
444 set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
445 set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
451 if(have_handtracking) {
452 Mat4 head_xform = inverse(mouse_view_matrix);//goatvr_head_matrix();
453 Mat4 head_dir_xform = head_xform.upper3x3();
456 glPushAttrib(GL_ENABLE_BIT);
457 glDisable(GL_LIGHTING);
459 for(int i=0; i<2; i++) {
461 glColor3f(i, 1 - i, i);
463 glColor3f(0.5, 0.5, 0.5);
465 Vec3 v = head_xform * hand[i].pos;
466 Vec3 dir = head_dir_xform * rotate(Vec3(0, 0, -1), hand[i].rot) * 20.0f;
467 Vec3 up = head_dir_xform * rotate(Vec3(0, 1, 0), hand[i].rot) * 10.0f;
468 Vec3 right = head_dir_xform * rotate(Vec3(1, 0, 0), hand[i].rot) * 10.0f;
470 glVertex3f(v.x, v.y, v.z);
471 glVertex3f(v.x + dir.x, v.y + dir.y, v.z + dir.z);
472 glVertex3f(v.x - right.x, v.y - right.y, v.z - right.z);
473 glVertex3f(v.x + right.x, v.y + right.y, v.z + right.z);
474 glVertex3f(v.x - up.x, v.y - up.y, v.z - up.z);
475 glVertex3f(v.x + up.x, v.y + up.y, v.z + up.z);
482 if(show_walk_mesh && mscn->walk_mesh) {
483 glPushAttrib(GL_ENABLE_BIT);
485 glBlendFunc(GL_ONE, GL_ONE);
486 glDisable(GL_LIGHTING);
487 glEnable(GL_POLYGON_OFFSET_FILL);
491 glPolygonOffset(-1, 1);
494 glColor3f(0.3, 0.08, 0.01);
495 mscn->walk_mesh->draw();
502 print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
507 void app_reshape(int x, int y)
509 glViewport(0, 0, x, y);
510 goatvr_set_fb_size(x, y, 1.0f);
511 debug_gui_reshape(x, y);
514 void app_keyboard(int key, bool pressed)
516 unsigned int mod = app_get_modifiers();
518 if(debug_gui && !(pressed && (key == '`' || key == 27))) {
519 debug_gui_key(key, pressed, mod);
520 return; // ignore all keystrokes when GUI is visible
532 app_toggle_fullscreen();
537 debug_gui = !debug_gui;
538 show_message("debug gui %s", debug_gui ? "enabled" : "disabled");
542 app_toggle_grab_mouse();
543 show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
548 show_walk_mesh = !show_walk_mesh;
549 show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
556 show_message(noclip ? "no clip" : "clip");
567 show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
573 show_message("walk speed: %g", walk_speed);
578 show_message("walk speed: %g", walk_speed);
583 show_message("mouse speed: %g", mouse_speed);
588 show_message("mouse speed: %g", mouse_speed);
592 show_blobs = !show_blobs;
593 show_message("blobs: %s\n", show_blobs ? "on" : "off");
598 show_message("VR recenter\n");
602 exman->load(mscn, "data/exhibits");
607 if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
608 keystate[key] = pressed;
612 void app_mouse_button(int bn, bool pressed, int x, int y)
615 debug_gui_mbutton(bn, pressed, x, y);
616 return; // ignore mouse events while GUI is visible
621 bnstate[bn] = pressed;
628 Ray ray = calc_pick_ray(x, y, view_matrix, proj_matrix);
629 ex_sel = exman->select(ray);
635 static inline void mouse_look(float dx, float dy)
637 float scrsz = (float)win_height;
638 avatar.body_rot += dx * 512.0 / scrsz;
639 avatar.head_alt += dy * 512.0 / scrsz;
641 if(avatar.head_alt < -90) avatar.head_alt = -90;
642 if(avatar.head_alt > 90) avatar.head_alt = 90;
645 static void mouse_zoom(float dx, float dy)
647 cam_dist += dy * 0.1;
648 if(cam_dist < 0.0) cam_dist = 0.0;
651 void app_mouse_motion(int x, int y)
654 debug_gui_mmotion(x, y);
655 return; // ignore mouse events while GUI is visible
658 int dx = x - prev_mx;
659 int dy = y - prev_my;
663 if(!dx && !dy) return;
666 Vec3 pos = ex_sel.ex->node->get_node_position();
667 Vec3 dir = transpose(view_matrix.upper3x3()) * Vec3(dx * 1.0, dy * -1.0, 0);
669 ex_sel.ex->node->set_position(pos + dir);
677 void app_mouse_delta(int dx, int dy)
680 mouse_zoom(dx * mouse_speed, dy * mouse_speed);
682 mouse_look(dx * mouse_speed, dy * mouse_speed);
686 void app_mouse_wheel(int dir)
689 debug_gui_wheel(dir);
693 void app_gamepad_axis(int axis, float val)
712 void app_gamepad_button(int bn, bool pressed)
714 gpad_bnstate[bn] = pressed;
723 show_blobs = !show_blobs;
724 show_message("blobs: %s\n", show_blobs ? "on" : "off");
729 show_message("VR recenter\n");
738 static void toggle_flight()
740 static float prev_walk_speed = -1.0;
741 if(prev_walk_speed < 0.0) {
743 prev_walk_speed = walk_speed;
745 show_message("fly mode\n");
748 walk_speed = prev_walk_speed;
749 prev_walk_speed = -1.0;
750 show_message("walk mode\n");
754 static void calc_framerate()
758 static long prev_upd;
760 long elapsed = time_msec - prev_upd;
761 if(elapsed >= 1000) {
762 framerate = (float)nframes / (float)(elapsed * 0.001);
764 prev_upd = time_msec;
767 printf("fps: %f\n", framerate);
775 static Ray calc_pick_ray(int x, int y, const Mat4 &view_mat, const Mat4 &proj_mat)
777 return Ray(); // TODO