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();
31 int win_width, win_height;
34 bool opt_gear_wireframe;
39 unsigned int sdr_ltmap, sdr_ltmap_notex;
43 static float cam_dist = 0.0;
44 static float floor_y; // last floor height
45 static float user_eye_height = 165;
47 static float walk_speed = 300.0f;
48 static float mouse_speed = 0.5f;
49 static bool show_walk_mesh, noclip = false;
51 static bool have_headtracking, have_handtracking, should_swap;
53 static int prev_mx, prev_my;
54 static bool bnstate[8];
55 static bool keystate[256];
56 static bool gpad_bnstate[64];
57 static Vec2 joy_move, joy_look;
58 static float joy_deadzone = 0.01;
60 static float framerate;
62 static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
63 static MetaScene *mscn;
64 static unsigned int sdr_post_gamma;
66 static long prev_msec;
68 static ExhibitManager *exman;
69 static BlobExhibit *blobs;
70 static bool show_blobs;
72 static Renderer *rend;
74 static bool show_debug_gui;
77 bool app_init(int argc, char **argv)
79 if(!init_options(argc, argv, "demo.conf")) {
82 app_resize(opt.width, opt.height);
83 app_fullscreen(opt.fullscreen);
86 if(goatvr_init() == -1) {
89 goatvr_set_origin_mode(GOATVR_HEAD);
90 goatvr_set_units_scale(100.0f);
93 should_swap = goatvr_should_swap() != 0;
94 user_eye_height = goatvr_get_eye_height();
95 have_headtracking = goatvr_have_headtracking();
96 have_handtracking = goatvr_have_handtracking();
103 glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
104 printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
106 glEnable(GL_FRAMEBUFFER_SRGB);
112 glEnable(GL_MULTISAMPLE);
113 glEnable(GL_DEPTH_TEST);
114 glEnable(GL_CULL_FACE);
115 glEnable(GL_LIGHTING);
116 glEnable(GL_NORMALIZE);
118 if(!init_debug_gui()) {
122 Mesh::use_custom_sdr_attr = false;
124 float ambient[] = {0.0, 0.0, 0.0, 0.0};
125 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
127 glClearColor(1, 1, 1, 1);
131 if(!init_vrhands()) {
135 mscn = new MetaScene;
136 if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
140 avatar.pos = mscn->start_pos;
141 Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot);
143 avatar.body_rot = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
145 exman = new ExhibitManager;
146 if(!exman->load(mscn, "data/exhibits")) {
150 blobs = new BlobExhibit;
151 blobs->node = new SceneNode;
153 blobs->node->set_position(Vec3(-680, 160, -100));
154 blobs->node->set_scaling(Vec3(28, 28, 28));
155 blobs->node->update(0);
159 if(!(sdr_ltmap_notex = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-notex.p.glsl"))) {
162 set_uniform_int(sdr_ltmap_notex, "texmap", MTL_TEX_DIFFUSE);
163 set_uniform_int(sdr_ltmap_notex, "lightmap", MTL_TEX_LIGHTMAP);
165 if(!(sdr_ltmap = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-tex.p.glsl"))) {
168 set_uniform_int(sdr_ltmap, "texmap", MTL_TEX_DIFFUSE);
169 set_uniform_int(sdr_ltmap, "lightmap", MTL_TEX_LIGHTMAP);
172 sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
176 rend->set_scene(mscn);
180 if(opt.vr || opt.fullscreen) {
181 app_grab_mouse(true);
184 if(mscn->music && opt.music) {
185 mscn->music->play(AUDIO_PLAYMODE_LOOP);
197 app_grab_mouse(false);
213 static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
215 Mesh *wm = mscn->walk_mesh;
221 Ray downray = Ray(v, Vec3(0, -1, 0));
223 if(mscn->walk_mesh->intersect(downray, &hit)) {
225 newv->y += user_eye_height;
231 static void update(float dt)
239 float speed = walk_speed * dt;
243 float jdeadsq = joy_deadzone * joy_deadzone;
244 float jmove_lensq = length_sq(joy_move);
245 float jlook_lensq = length_sq(joy_look);
247 if(jmove_lensq > jdeadsq) {
248 float len = sqrt(jmove_lensq);
249 jmove_lensq -= jdeadsq;
251 float mag = len * len;
252 dir.x += mag * joy_move.x / len * 2.0 * speed;
253 dir.z += mag * joy_move.y / len * 2.0 * speed;
255 if(jlook_lensq > jdeadsq) {
256 float len = sqrt(jlook_lensq);
257 jlook_lensq -= jdeadsq;
259 float mag = len * len;
260 avatar.body_rot += mag * joy_look.x / len * 200.0 * dt;
261 avatar.head_alt += mag * joy_look.y / len * 100.0 * dt;
262 if(avatar.head_alt < -90.0f) avatar.head_alt = -90.0f;
263 if(avatar.head_alt > 90.0f) avatar.head_alt = 90.0f;
267 if(keystate[(int)'w']) {
270 if(keystate[(int)'s']) {
273 if(keystate[(int)'d']) {
276 if(keystate[(int)'a']) {
279 if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
280 avatar.pos.y += speed;
282 if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
283 avatar.pos.y -= speed;
286 float theta = M_PI * avatar.body_rot / 180.0f;
288 newpos.x = avatar.pos.x + cos(theta) * dir.x - sin(theta) * dir.z;
289 newpos.y = avatar.pos.y;
290 newpos.z = avatar.pos.z + sin(theta) * dir.x + cos(theta) * dir.z;
295 if(!constrain_walk_mesh(newpos, &avatar.pos)) {
296 float dtheta = M_PI / 32.0;
297 float theta = dtheta;
298 Vec2 dir2d = newpos.xz() - avatar.pos.xz();
300 for(int i=0; i<16; i++) {
301 Vec2 dvec = rotate(dir2d, theta);
302 Vec3 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
303 if(constrain_walk_mesh(pos, &avatar.pos)) {
306 dvec = rotate(dir2d, -theta);
307 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
308 if(constrain_walk_mesh(pos, &avatar.pos)) {
314 floor_y = avatar.pos.y - user_eye_height;
317 // TODO move to avatar
318 // calculate mouselook view matrix
319 mouse_view_matrix = Mat4::identity;
320 mouse_view_matrix.pre_translate(0, 0, -cam_dist);
321 if(!have_headtracking) {
322 mouse_view_matrix.pre_rotate_x(deg_to_rad(avatar.head_alt));
324 mouse_view_matrix.pre_rotate_y(deg_to_rad(avatar.body_rot));
325 mouse_view_matrix.pre_translate(-avatar.pos.x, -avatar.pos.y, -avatar.pos.z);
327 // update hand-tracking
328 if(have_handtracking) {
329 update_vrhands(&avatar);
333 static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
335 unsigned int lt = GL_LIGHT0 + idx;
336 float posv[] = { pos.x, pos.y, pos.z, 1 };
337 float colv[] = { color.x, color.y, color.z, 1 };
340 glLightfv(lt, GL_POSITION, posv);
341 glLightfv(lt, GL_DIFFUSE, colv);
342 glLightfv(lt, GL_SPECULAR, colv);
347 float dt = (float)(time_msec - prev_msec) / 1000.0f;
348 prev_msec = time_msec;
351 ImGui::GetIOPtr()->DeltaTime = dt;
354 ImGui::ShowTestWindow();
360 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
364 for(int i=0; i<2; i++) {
368 proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
369 glMatrixMode(GL_PROJECTION);
370 glLoadMatrixf(proj_matrix[0]);
372 view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
373 glMatrixMode(GL_MODELVIEW);
374 glLoadMatrixf(view_matrix[0]);
377 if(have_handtracking) {
392 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
396 proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
397 glMatrixMode(GL_PROJECTION);
398 glLoadMatrixf(proj_matrix[0]);
400 view_matrix = mouse_view_matrix;
401 glMatrixMode(GL_MODELVIEW);
402 glLoadMatrixf(view_matrix[0]);
406 if(!fb_srgb && sdr_post_gamma) {
407 slow_post(sdr_post_gamma);
416 assert(glGetError() == GL_NO_ERROR);
422 static void draw_scene()
424 static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
425 set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
426 set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
427 set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
436 if(have_handtracking) {
437 Mat4 head_xform = inverse(mouse_view_matrix);//goatvr_head_matrix();
438 Mat4 head_dir_xform = head_xform.upper3x3();
441 glPushAttrib(GL_ENABLE_BIT);
442 glDisable(GL_LIGHTING);
444 for(int i=0; i<2; i++) {
446 glColor3f(i, 1 - i, i);
448 glColor3f(0.5, 0.5, 0.5);
450 Vec3 v = head_xform * hand[i].pos;
451 Vec3 dir = head_dir_xform * rotate(Vec3(0, 0, -1), hand[i].rot) * 20.0f;
452 Vec3 up = head_dir_xform * rotate(Vec3(0, 1, 0), hand[i].rot) * 10.0f;
453 Vec3 right = head_dir_xform * rotate(Vec3(1, 0, 0), hand[i].rot) * 10.0f;
455 glVertex3f(v.x, v.y, v.z);
456 glVertex3f(v.x + dir.x, v.y + dir.y, v.z + dir.z);
457 glVertex3f(v.x - right.x, v.y - right.y, v.z - right.z);
458 glVertex3f(v.x + right.x, v.y + right.y, v.z + right.z);
459 glVertex3f(v.x - up.x, v.y - up.y, v.z - up.z);
460 glVertex3f(v.x + up.x, v.y + up.y, v.z + up.z);
467 if(show_walk_mesh && mscn->walk_mesh) {
468 glPushAttrib(GL_ENABLE_BIT);
470 glBlendFunc(GL_ONE, GL_ONE);
471 glDisable(GL_LIGHTING);
472 glEnable(GL_POLYGON_OFFSET_FILL);
476 glPolygonOffset(-1, 1);
479 glColor3f(0.3, 0.08, 0.01);
480 mscn->walk_mesh->draw();
487 print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
492 void app_reshape(int x, int y)
494 glViewport(0, 0, x, y);
495 goatvr_set_fb_size(x, y, 1.0f);
496 debug_gui_reshape(x, y);
499 void app_keyboard(int key, bool pressed)
501 unsigned int mod = app_get_modifiers();
503 if(!debug_gui_key(key, pressed, mod)) {
504 // the debug gui indicated that we should ignore the event
517 app_toggle_fullscreen();
522 show_debug_gui = !show_debug_gui;
523 show_message("debug gui %s", show_debug_gui ? "enabled" : "disabled");
527 app_toggle_grab_mouse();
528 show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
533 show_walk_mesh = !show_walk_mesh;
534 show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
541 show_message(noclip ? "no clip" : "clip");
552 show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
558 show_message("walk speed: %g", walk_speed);
563 show_message("walk speed: %g", walk_speed);
568 show_message("mouse speed: %g", mouse_speed);
573 show_message("mouse speed: %g", mouse_speed);
577 show_blobs = !show_blobs;
578 show_message("blobs: %s\n", show_blobs ? "on" : "off");
583 show_message("VR recenter\n");
588 if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
589 keystate[key] = pressed;
593 void app_mouse_button(int bn, bool pressed, int x, int y)
595 if(!debug_gui_mbutton(bn, pressed, x, y)) {
596 // the debug GUI indicated we should ignore the event
602 bnstate[bn] = pressed;
605 static inline void mouse_look(float dx, float dy)
607 float scrsz = (float)win_height;
608 avatar.body_rot += dx * 512.0 / scrsz;
609 avatar.head_alt += dy * 512.0 / scrsz;
611 if(avatar.head_alt < -90) avatar.head_alt = -90;
612 if(avatar.head_alt > 90) avatar.head_alt = 90;
615 static void mouse_zoom(float dx, float dy)
617 cam_dist += dy * 0.1;
618 if(cam_dist < 0.0) cam_dist = 0.0;
621 void app_mouse_motion(int x, int y)
623 if(!debug_gui_mmotion(x, y)) {
624 // the debug GUI indicated we should ignore the event
628 int dx = x - prev_mx;
629 int dy = y - prev_my;
633 if(!dx && !dy) return;
643 void app_mouse_delta(int dx, int dy)
646 mouse_zoom(dx * mouse_speed, dy * mouse_speed);
648 mouse_look(dx * mouse_speed, dy * mouse_speed);
652 void app_gamepad_axis(int axis, float val)
671 void app_gamepad_button(int bn, bool pressed)
673 gpad_bnstate[bn] = pressed;
682 show_blobs = !show_blobs;
683 show_message("blobs: %s\n", show_blobs ? "on" : "off");
688 show_message("VR recenter\n");
697 static void toggle_flight()
699 static float prev_walk_speed = -1.0;
700 if(prev_walk_speed < 0.0) {
702 prev_walk_speed = walk_speed;
704 show_message("fly mode\n");
707 walk_speed = prev_walk_speed;
708 prev_walk_speed = -1.0;
709 show_message("walk mode\n");
713 static void calc_framerate()
717 static long prev_upd;
719 long elapsed = time_msec - prev_upd;
720 if(elapsed >= 1000) {
721 framerate = (float)nframes / (float)(elapsed * 0.001);
723 prev_upd = time_msec;
726 printf("fps: %f\n", framerate);