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;
75 bool app_init(int argc, char **argv)
77 if(!init_options(argc, argv, "demo.conf")) {
80 app_resize(opt.width, opt.height);
81 app_fullscreen(opt.fullscreen);
84 if(goatvr_init() == -1) {
87 goatvr_set_origin_mode(GOATVR_HEAD);
88 goatvr_set_units_scale(100.0f);
91 should_swap = goatvr_should_swap() != 0;
92 user_eye_height = goatvr_get_eye_height();
93 have_headtracking = goatvr_have_headtracking();
94 have_handtracking = goatvr_have_handtracking();
101 glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
102 printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
104 glEnable(GL_FRAMEBUFFER_SRGB);
110 glEnable(GL_MULTISAMPLE);
111 glEnable(GL_DEPTH_TEST);
112 glEnable(GL_CULL_FACE);
113 glEnable(GL_LIGHTING);
114 glEnable(GL_NORMALIZE);
116 if(!init_debug_gui()) {
120 Mesh::use_custom_sdr_attr = false;
122 float ambient[] = {0.0, 0.0, 0.0, 0.0};
123 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
125 glClearColor(1, 1, 1, 1);
129 if(!init_vrhands()) {
133 mscn = new MetaScene;
134 if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
138 avatar.pos = mscn->start_pos;
139 Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot);
141 avatar.body_rot = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
143 exman = new ExhibitManager;
144 if(!exman->load(mscn, "data/exhibits")) {
148 blobs = new BlobExhibit;
149 blobs->node = new SceneNode;
151 blobs->node->set_position(Vec3(-680, 160, -100));
152 blobs->node->set_scaling(Vec3(28, 28, 28));
153 blobs->node->update(0);
157 if(!(sdr_ltmap_notex = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-notex.p.glsl"))) {
160 set_uniform_int(sdr_ltmap_notex, "texmap", MTL_TEX_DIFFUSE);
161 set_uniform_int(sdr_ltmap_notex, "lightmap", MTL_TEX_LIGHTMAP);
163 if(!(sdr_ltmap = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-tex.p.glsl"))) {
166 set_uniform_int(sdr_ltmap, "texmap", MTL_TEX_DIFFUSE);
167 set_uniform_int(sdr_ltmap, "lightmap", MTL_TEX_LIGHTMAP);
170 sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
174 rend->set_scene(mscn);
178 if(opt.vr || opt.fullscreen) {
179 app_grab_mouse(true);
182 if(mscn->music && opt.music) {
183 mscn->music->play(AUDIO_PLAYMODE_LOOP);
195 app_grab_mouse(false);
211 static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
213 Mesh *wm = mscn->walk_mesh;
219 Ray downray = Ray(v, Vec3(0, -1, 0));
221 if(mscn->walk_mesh->intersect(downray, &hit)) {
223 newv->y += user_eye_height;
229 static void update(float dt)
237 float speed = walk_speed * dt;
241 float jdeadsq = joy_deadzone * joy_deadzone;
242 float jmove_lensq = length_sq(joy_move);
243 float jlook_lensq = length_sq(joy_look);
245 if(jmove_lensq > jdeadsq) {
246 float len = sqrt(jmove_lensq);
247 jmove_lensq -= jdeadsq;
249 float mag = len * len;
250 dir.x += mag * joy_move.x / len * 2.0 * speed;
251 dir.z += mag * joy_move.y / len * 2.0 * speed;
253 if(jlook_lensq > jdeadsq) {
254 float len = sqrt(jlook_lensq);
255 jlook_lensq -= jdeadsq;
257 float mag = len * len;
258 avatar.body_rot += mag * joy_look.x / len * 200.0 * dt;
259 avatar.head_alt += mag * joy_look.y / len * 100.0 * dt;
260 if(avatar.head_alt < -90.0f) avatar.head_alt = -90.0f;
261 if(avatar.head_alt > 90.0f) avatar.head_alt = 90.0f;
265 if(keystate[(int)'w']) {
268 if(keystate[(int)'s']) {
271 if(keystate[(int)'d']) {
274 if(keystate[(int)'a']) {
277 if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
278 avatar.pos.y += speed;
280 if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
281 avatar.pos.y -= speed;
284 float theta = M_PI * avatar.body_rot / 180.0f;
286 newpos.x = avatar.pos.x + cos(theta) * dir.x - sin(theta) * dir.z;
287 newpos.y = avatar.pos.y;
288 newpos.z = avatar.pos.z + sin(theta) * dir.x + cos(theta) * dir.z;
293 if(!constrain_walk_mesh(newpos, &avatar.pos)) {
294 float dtheta = M_PI / 32.0;
295 float theta = dtheta;
296 Vec2 dir2d = newpos.xz() - avatar.pos.xz();
298 for(int i=0; i<16; i++) {
299 Vec2 dvec = rotate(dir2d, theta);
300 Vec3 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
301 if(constrain_walk_mesh(pos, &avatar.pos)) {
304 dvec = rotate(dir2d, -theta);
305 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
306 if(constrain_walk_mesh(pos, &avatar.pos)) {
312 floor_y = avatar.pos.y - user_eye_height;
315 // TODO move to avatar
316 // calculate mouselook view matrix
317 mouse_view_matrix = Mat4::identity;
318 mouse_view_matrix.pre_translate(0, 0, -cam_dist);
319 if(!have_headtracking) {
320 mouse_view_matrix.pre_rotate_x(deg_to_rad(avatar.head_alt));
322 mouse_view_matrix.pre_rotate_y(deg_to_rad(avatar.body_rot));
323 mouse_view_matrix.pre_translate(-avatar.pos.x, -avatar.pos.y, -avatar.pos.z);
325 // update hand-tracking
326 if(have_handtracking) {
327 update_vrhands(&avatar);
331 static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
333 unsigned int lt = GL_LIGHT0 + idx;
334 float posv[] = { pos.x, pos.y, pos.z, 1 };
335 float colv[] = { color.x, color.y, color.z, 1 };
338 glLightfv(lt, GL_POSITION, posv);
339 glLightfv(lt, GL_DIFFUSE, colv);
340 glLightfv(lt, GL_SPECULAR, colv);
345 float dt = (float)(time_msec - prev_msec) / 1000.0f;
346 prev_msec = time_msec;
349 ImGui::GetIOPtr()->DeltaTime = dt;
356 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
360 for(int i=0; i<2; i++) {
364 proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
365 glMatrixMode(GL_PROJECTION);
366 glLoadMatrixf(proj_matrix[0]);
368 view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
369 glMatrixMode(GL_MODELVIEW);
370 glLoadMatrixf(view_matrix[0]);
373 if(have_handtracking) {
388 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
392 proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
393 glMatrixMode(GL_PROJECTION);
394 glLoadMatrixf(proj_matrix[0]);
396 view_matrix = mouse_view_matrix;
397 glMatrixMode(GL_MODELVIEW);
398 glLoadMatrixf(view_matrix[0]);
402 if(!fb_srgb && sdr_post_gamma) {
403 slow_post(sdr_post_gamma);
412 assert(glGetError() == GL_NO_ERROR);
418 static void draw_scene()
420 static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
421 set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
422 set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
423 set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
432 if(have_handtracking) {
433 Mat4 head_xform = inverse(mouse_view_matrix);//goatvr_head_matrix();
434 Mat4 head_dir_xform = head_xform.upper3x3();
437 glPushAttrib(GL_ENABLE_BIT);
438 glDisable(GL_LIGHTING);
440 for(int i=0; i<2; i++) {
442 glColor3f(i, 1 - i, i);
444 glColor3f(0.5, 0.5, 0.5);
446 Vec3 v = head_xform * hand[i].pos;
447 Vec3 dir = head_dir_xform * rotate(Vec3(0, 0, -1), hand[i].rot) * 20.0f;
448 Vec3 up = head_dir_xform * rotate(Vec3(0, 1, 0), hand[i].rot) * 10.0f;
449 Vec3 right = head_dir_xform * rotate(Vec3(1, 0, 0), hand[i].rot) * 10.0f;
451 glVertex3f(v.x, v.y, v.z);
452 glVertex3f(v.x + dir.x, v.y + dir.y, v.z + dir.z);
453 glVertex3f(v.x - right.x, v.y - right.y, v.z - right.z);
454 glVertex3f(v.x + right.x, v.y + right.y, v.z + right.z);
455 glVertex3f(v.x - up.x, v.y - up.y, v.z - up.z);
456 glVertex3f(v.x + up.x, v.y + up.y, v.z + up.z);
463 if(show_walk_mesh && mscn->walk_mesh) {
464 glPushAttrib(GL_ENABLE_BIT);
466 glBlendFunc(GL_ONE, GL_ONE);
467 glDisable(GL_LIGHTING);
468 glEnable(GL_POLYGON_OFFSET_FILL);
472 glPolygonOffset(-1, 1);
475 glColor3f(0.3, 0.08, 0.01);
476 mscn->walk_mesh->draw();
483 print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
488 void app_reshape(int x, int y)
490 glViewport(0, 0, x, y);
491 goatvr_set_fb_size(x, y, 1.0f);
492 debug_gui_reshape(x, y);
495 void app_keyboard(int key, bool pressed)
497 unsigned int mod = app_get_modifiers();
499 if(debug_gui && !(pressed && (key == '`' || key == 27))) {
500 debug_gui_key(key, pressed, mod);
501 return; // ignore all keystrokes when GUI is visible
513 app_toggle_fullscreen();
518 debug_gui = !debug_gui;
519 show_message("debug gui %s", debug_gui ? "enabled" : "disabled");
523 app_toggle_grab_mouse();
524 show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
529 show_walk_mesh = !show_walk_mesh;
530 show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
537 show_message(noclip ? "no clip" : "clip");
548 show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
554 show_message("walk speed: %g", walk_speed);
559 show_message("walk speed: %g", walk_speed);
564 show_message("mouse speed: %g", mouse_speed);
569 show_message("mouse speed: %g", mouse_speed);
573 show_blobs = !show_blobs;
574 show_message("blobs: %s\n", show_blobs ? "on" : "off");
579 show_message("VR recenter\n");
584 if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
585 keystate[key] = pressed;
589 void app_mouse_button(int bn, bool pressed, int x, int y)
592 debug_gui_mbutton(bn, pressed, x, y);
593 return; // ignore mouse events while GUI is visible
598 bnstate[bn] = pressed;
601 static inline void mouse_look(float dx, float dy)
603 float scrsz = (float)win_height;
604 avatar.body_rot += dx * 512.0 / scrsz;
605 avatar.head_alt += dy * 512.0 / scrsz;
607 if(avatar.head_alt < -90) avatar.head_alt = -90;
608 if(avatar.head_alt > 90) avatar.head_alt = 90;
611 static void mouse_zoom(float dx, float dy)
613 cam_dist += dy * 0.1;
614 if(cam_dist < 0.0) cam_dist = 0.0;
617 void app_mouse_motion(int x, int y)
620 debug_gui_mmotion(x, y);
621 return; // ignore mouse events while GUI is visible
624 int dx = x - prev_mx;
625 int dy = y - prev_my;
629 if(!dx && !dy) return;
639 void app_mouse_delta(int dx, int dy)
642 mouse_zoom(dx * mouse_speed, dy * mouse_speed);
644 mouse_look(dx * mouse_speed, dy * mouse_speed);
648 void app_mouse_wheel(int dir)
651 debug_gui_wheel(dir);
655 void app_gamepad_axis(int axis, float val)
674 void app_gamepad_button(int bn, bool pressed)
676 gpad_bnstate[bn] = pressed;
685 show_blobs = !show_blobs;
686 show_message("blobs: %s\n", show_blobs ? "on" : "off");
691 show_message("VR recenter\n");
700 static void toggle_flight()
702 static float prev_walk_speed = -1.0;
703 if(prev_walk_speed < 0.0) {
705 prev_walk_speed = walk_speed;
707 show_message("fly mode\n");
710 walk_speed = prev_walk_speed;
711 prev_walk_speed = -1.0;
712 show_message("walk mode\n");
716 static void calc_framerate()
720 static long prev_upd;
722 long elapsed = time_msec - prev_upd;
723 if(elapsed >= 1000) {
724 framerate = (float)nframes / (float)(elapsed * 0.001);
726 prev_upd = time_msec;
729 printf("fps: %f\n", framerate);