12 #include "metascene.h"
22 #include "blob_exhibit.h"
25 #include "ui_exhibit.h"
28 #define FAR_CLIP 10000.0
30 static void draw_scene();
31 static void toggle_flight();
32 static void calc_framerate();
33 static Ray calc_pick_ray(int x, int y);
36 int win_width, win_height;
37 int vp_width, vp_height;
40 bool opt_gear_wireframe;
47 unsigned int dbg_key_pending;
51 static float cam_dist = 0.0;
52 static float floor_y; // last floor height
53 static float user_eye_height = 165;
55 static float walk_speed = 300.0f;
56 static float mouse_speed = 0.5f;
57 static bool show_walk_mesh, noclip = false;
59 static bool have_headtracking, have_handtracking, should_swap;
61 static int prev_mx, prev_my;
62 static bool bnstate[8];
63 static bool keystate[256];
64 static bool gpad_bnstate[64];
65 static Vec2 joy_move, joy_look;
66 static float joy_deadzone = 0.01;
68 static float framerate;
70 static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
71 static MetaScene *mscn;
72 static unsigned int sdr_post_gamma;
74 static long prev_msec;
76 static ExhibitManager *exman;
77 static bool show_blobs;
79 ExSelection exsel_active, exsel_hover;
80 ExSelection exsel_grab_left, exsel_grab_right;
81 #define exsel_grab_mouse exsel_grab_right
82 static ExhibitSlot exslot_left, exslot_right;
83 #define exslot_mouse exslot_right
87 static Renderer *rend;
88 static RenderTarget *goatvr_rtarg;
90 static Ray last_pick_ray;
92 static bool post_scene_init_pending = true;
95 bool app_init(int argc, char **argv)
97 set_log_file("demo.log");
99 char *env = getenv("FPEXCEPT");
100 if(env && atoi(env)) {
101 info_log("enabling floating point exceptions\n");
102 fpexcept_enabled = 1;
106 if(init_opengl() == -1) {
110 if(!init_options(argc, argv, "demo.conf")) {
113 app_resize(opt.width, opt.height);
114 app_fullscreen(opt.fullscreen);
117 if(goatvr_init() == -1) {
120 goatvr_set_origin_mode(GOATVR_HEAD);
121 goatvr_set_units_scale(100.0f);
124 should_swap = goatvr_should_swap() != 0;
125 user_eye_height = goatvr_get_eye_height();
126 have_headtracking = goatvr_have_headtracking();
127 have_handtracking = goatvr_have_handtracking();
131 goatvr_rtarg = new RenderTarget;
136 glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
137 printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
139 glEnable(GL_FRAMEBUFFER_SRGB);
145 glEnable(GL_MULTISAMPLE);
146 glEnable(GL_DEPTH_TEST);
147 glEnable(GL_CULL_FACE);
148 glEnable(GL_NORMALIZE);
150 if(!init_debug_gui()) {
154 Mesh::use_custom_sdr_attr = false;
156 float ambient[] = {0.0, 0.0, 0.0, 0.0};
157 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
161 if(!init_vrhands()) {
165 mscn = new MetaScene;
166 if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
170 avatar.pos = mscn->start_pos;
171 Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot);
173 avatar.body_rot = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
175 exman = new ExhibitManager;
176 // exhibits are loaded in post_scene_init, because they need access to the scene graph
179 error_log("failed to initialize exhibit ui system\n");
182 exui_setnode(&exslot_left.node);
185 sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
193 rend->ropt |= RENDER_MIRRORS;
195 rend->ropt &= ~RENDER_MIRRORS;
197 rend->set_scene(mscn);
201 if(opt.vr || opt.fullscreen) {
202 app_grab_mouse(true);
205 if(mscn->music && opt.music) {
206 mscn->music->play(AUDIO_PLAYMODE_LOOP);
211 // post_scene_init is called after the scene has completed loading
212 static void post_scene_init()
214 mscn->update(0); // update once to calculate node matrices
216 int num_mir = mscn->calc_mirror_planes();
217 info_log("found %d mirror planes\n", num_mir);
219 exman->load(mscn, "data/exhibits");
229 app_grab_mouse(false);
240 /* this must be destroyed before the scene graph to detach exhibit nodes
241 * before the scene tries to delete them recursively
251 static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
253 Mesh *wm = mscn->walk_mesh;
259 Ray downray = Ray(v, Vec3(0, -1, 0));
261 if(mscn->walk_mesh->intersect(downray, &hit)) {
263 newv->y += user_eye_height;
269 static void update(float dt)
274 if(post_scene_init_pending && !sceneman.pending()) {
275 post_scene_init_pending = false;
283 // use goatvr sticks for joystick input
284 int num_vr_sticks = goatvr_num_sticks();
285 if(num_vr_sticks > 0) {
287 goatvr_stick_pos(0, p);
291 if(num_vr_sticks > 1) {
293 goatvr_stick_pos(1, p);
298 float speed = walk_speed * dt;
302 float jdeadsq = joy_deadzone * joy_deadzone;
303 float jmove_lensq = length_sq(joy_move);
304 float jlook_lensq = length_sq(joy_look);
306 if(jmove_lensq > jdeadsq) {
307 float len = sqrt(jmove_lensq);
308 jmove_lensq -= jdeadsq;
310 float mag = len * len;
311 dir.x += mag * joy_move.x / len * 2.0 * speed;
312 dir.z += mag * joy_move.y / len * 2.0 * speed;
314 if(jlook_lensq > jdeadsq) {
315 float len = sqrt(jlook_lensq);
316 jlook_lensq -= jdeadsq;
318 float mag = len * len;
319 avatar.body_rot += mag * joy_look.x / len * 200.0 * dt;
320 avatar.head_alt += mag * joy_look.y / len * 100.0 * dt;
321 if(avatar.head_alt < -90.0f) avatar.head_alt = -90.0f;
322 if(avatar.head_alt > 90.0f) avatar.head_alt = 90.0f;
326 if(keystate[(int)'w']) {
329 if(keystate[(int)'s']) {
332 if(keystate[(int)'d']) {
335 if(keystate[(int)'a']) {
338 if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
339 avatar.pos.y += speed;
341 if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
342 avatar.pos.y -= speed;
345 float theta = M_PI * avatar.body_rot / 180.0f;
347 newpos.x = avatar.pos.x + cos(theta) * dir.x - sin(theta) * dir.z;
348 newpos.y = avatar.pos.y;
349 newpos.z = avatar.pos.z + sin(theta) * dir.x + cos(theta) * dir.z;
354 if(!constrain_walk_mesh(newpos, &avatar.pos)) {
355 float dtheta = M_PI / 32.0;
356 float theta = dtheta;
357 Vec2 dir2d = newpos.xz() - avatar.pos.xz();
359 for(int i=0; i<16; i++) {
360 Vec2 dvec = rotate(dir2d, theta);
361 Vec3 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
362 if(constrain_walk_mesh(pos, &avatar.pos)) {
365 dvec = rotate(dir2d, -theta);
366 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
367 if(constrain_walk_mesh(pos, &avatar.pos)) {
373 floor_y = avatar.pos.y - user_eye_height;
376 if(have_headtracking) {
378 goatvr_head_orientation(&qhead.x);
379 avatar.tracked_head_rotation(qhead);
382 // TODO move to the avatar system
383 // calculate mouselook view matrix
384 mouse_view_matrix = Mat4::identity;
385 mouse_view_matrix.pre_translate(0, 0, -cam_dist);
386 if(!have_headtracking) {
387 mouse_view_matrix.pre_rotate_x(deg_to_rad(avatar.head_alt));
389 mouse_view_matrix.pre_rotate_y(deg_to_rad(avatar.body_rot));
390 mouse_view_matrix.pre_translate(-avatar.pos.x, -avatar.pos.y, -avatar.pos.z);
392 // update hand-tracking
393 if(have_handtracking) {
394 update_vrhands(&avatar);
396 ExSelection *exsel_grab[] = { &exsel_grab_left, &exsel_grab_right };
397 ExhibitSlot *exslot[] = { &exslot_left, &exslot_right };
399 for(int i=0; i<2; i++) {
400 if(vrhand[i].valid) {
401 exslot[i]->node.set_position(vrhand[i].pos);
402 exslot[i]->node.set_rotation(vrhand[i].rot * exslot[i]->rotation);
404 bool act_grab = goatvr_action(i, GOATVR_ACTION_GRAB) != 0;
407 sel = exman->select(Sphere(vrhand[i].pos, 10));
409 if(!*exsel_grab[i]) {
410 // we don't have an exhibit grabbed
413 *exsel_grab[i] = sel;
414 exslot[i]->rotation = sel.ex->node->get_rotation();
415 debug_log("Grabbing with rot: %f %f %f %f\n", exslot[i]->rotation.x,
416 exslot[i]->rotation.y, exslot[i]->rotation.z, exslot[i]->rotation.w);
417 exslot[i]->attach_exhibit(sel.ex, EXSLOT_ATTACH_TRANSIENT);
419 exsel_active = ExSelection::null; // cancel active on grab
426 // we have an exhibit grabbed
429 Exhibit *ex = exsel_grab[i]->ex;
430 exslot[i]->detach_exhibit();
432 ExhibitSlot *slot = exman->nearest_empty_slot(vrhand[i].pos, 100);
434 debug_log("no empty slot nearby\n");
435 if(ex->prev_slot && ex->prev_slot->empty()) {
436 slot = ex->prev_slot;
437 debug_log("using previous slot\n");
442 ex->node->set_rotation(exslot[i]->node.get_rotation());
443 slot->attach_exhibit(ex);
445 // nowhere to put it, stash it for later
446 exman->stash_exhibit(ex);
447 debug_log("no slots available, stashing\n");
450 *exsel_grab[i] = ExSelection::null;
456 // if there are no grabs, and we're pointing with the right finger, override active
457 if(!exsel_grab_left && !exsel_grab_right) {
458 if(goatvr_action(1, GOATVR_ACTION_POINT)) {
460 ray.origin = vrhand[1].pos;
461 ray.dir = rotate(Vec3(0, 0, -1), vrhand[1].rot);
462 //exsel_active = exman->select(ray);
465 exsel_active = ExSelection::null;
471 // check if an exhibit is hovered-over by mouse (only if we don't have one grabbed)
472 if(!exsel_grab_mouse) {
473 Ray ray = calc_pick_ray(prev_mx, prev_my);
474 exsel_hover = exman->select(ray);
477 // TODO do this properly
478 // set the position of the left hand at a suitable position for the exhibit UI
479 dir = rotate(Vec3(-0.46, -0.1, -1), Vec3(0, 1, 0), deg_to_rad(-avatar.body_rot));
480 exslot_left.node.set_position(avatar.pos + dir * 30); // magic: distance in front
483 if(!exslot_right.empty()) exslot_right.node.update(dt);
484 // always update the left slot, because it's the anchor point of the exhibit ui
485 exslot_left.node.update(dt);
490 float dt = (float)(time_msec - prev_msec) / 1000.0f;
491 prev_msec = time_msec;
494 ImGui::GetIOPtr()->DeltaTime = dt;
497 //ImGui::ShowTestWindow();
500 glClearColor(1, 1, 1, 1);
505 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
507 unsigned int gfbo = goatvr_get_fbo();
511 for(int i=0; i<2; i++) {
515 vp_width = goatvr_get_fb_eye_width(i);
516 vp_height = goatvr_get_fb_eye_height(i);
518 // this is a lightweight operation
519 goatvr_rtarg->create_wrap_fbo(gfbo, vp_width, vp_height);
520 push_render_target(goatvr_rtarg, RT_FAKE);
522 vp_width = win_width / 2;
525 proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
526 glMatrixMode(GL_PROJECTION);
527 glLoadMatrixf(proj_matrix[0]);
529 view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
530 glMatrixMode(GL_MODELVIEW);
531 glLoadMatrixf(view_matrix[0]);
534 if(have_handtracking) {
543 pop_render_target(RT_FAKE);
549 vp_width = win_width;
550 vp_height = win_height;
557 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
561 proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
562 glMatrixMode(GL_PROJECTION);
563 glLoadMatrixf(proj_matrix[0]);
565 view_matrix = mouse_view_matrix;
566 glMatrixMode(GL_MODELVIEW);
567 glLoadMatrixf(view_matrix[0]);
571 if(!fb_srgb && sdr_post_gamma) {
572 slow_post(sdr_post_gamma);
581 assert(glGetError() == GL_NO_ERROR);
587 static void draw_scene()
592 if(have_handtracking) {
594 glPushAttrib(GL_ENABLE_BIT);
595 glDisable(GL_LIGHTING);
597 for(int i=0; i<2; i++) {
598 if(vrhand[i].valid) {
599 glColor3f(i, 1 - i, i);
601 glColor3f(0.5, 0.5, 0.5);
603 Vec3 v = vrhand[i].pos;
604 Vec3 dir = rotate(Vec3(0, 0, -1), vrhand[i].rot) * 20.0f;
605 Vec3 up = rotate(Vec3(0, 1, 0), vrhand[i].rot) * 10.0f;
606 Vec3 right = rotate(Vec3(1, 0, 0), vrhand[i].rot) * 10.0f;
608 if(i == 1 && pointing) {
612 glVertex3f(v.x, v.y, v.z);
613 glVertex3f(v.x + dir.x, v.y + dir.y, v.z + dir.z);
614 glVertex3f(v.x - right.x, v.y - right.y, v.z - right.z);
615 glVertex3f(v.x + right.x, v.y + right.y, v.z + right.z);
616 glVertex3f(v.x - up.x, v.y - up.y, v.z - up.z);
617 glVertex3f(v.x + up.x, v.y + up.y, v.z + up.z);
623 if(debug_gui && dbg_sel_node) {
624 AABox bvol = dbg_sel_node->get_bounds();
625 draw_geom_object(&bvol);
628 if(show_walk_mesh && mscn->walk_mesh) {
629 glPushAttrib(GL_ENABLE_BIT);
631 glBlendFunc(GL_ONE, GL_ONE);
632 glEnable(GL_POLYGON_OFFSET_FILL);
636 glPolygonOffset(-1, 1);
639 glColor3f(0.3, 0.08, 0.01);
640 mscn->walk_mesh->draw();
649 print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
654 void app_reshape(int x, int y)
656 glViewport(0, 0, x, y);
657 goatvr_set_fb_size(x, y, 1.0f);
658 debug_gui_reshape(x, y);
664 void app_keyboard(int key, bool pressed)
666 unsigned int mod = app_get_modifiers();
668 if(debug_gui && !(pressed && (key == '`' || key == 27))) {
669 debug_gui_key(key, pressed, mod);
670 return; // ignore all keystrokes when GUI is visible
682 app_toggle_fullscreen();
687 debug_gui = !debug_gui;
688 show_message("debug gui %s", debug_gui ? "enabled" : "disabled");
692 app_toggle_grab_mouse();
693 show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
698 show_walk_mesh = !show_walk_mesh;
699 show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
706 show_message(noclip ? "no clip" : "clip");
717 show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
723 show_message("walk speed: %g", walk_speed);
728 show_message("walk speed: %g", walk_speed);
733 show_message("mouse speed: %g", mouse_speed);
738 show_message("mouse speed: %g", mouse_speed);
742 show_blobs = !show_blobs;
743 show_message("blobs: %s\n", show_blobs ? "on" : "off");
748 show_message("VR recenter\n");
771 dbg_key_pending |= 1 << (key - KEY_F5);
776 if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
777 keystate[key] = pressed;
781 void app_mouse_button(int bn, bool pressed, int x, int y)
783 static int press_x, press_y;
786 debug_gui_mbutton(bn, pressed, x, y);
787 return; // ignore mouse events while GUI is visible
792 bnstate[bn] = pressed;
796 Ray ray = calc_pick_ray(x, y);
797 sel = exman->select(ray);
800 if(sel && (app_get_modifiers() & MOD_CTRL)) {
801 exsel_grab_mouse = sel;
802 Vec3 pos = sel.ex->node->get_position();
803 debug_log("grabbing... (%g %g %g)\n", pos.x, pos.y, pos.z);
804 exslot_mouse.node.set_position(pos);
805 exslot_mouse.node.set_rotation(sel.ex->node->get_rotation());
806 exslot_mouse.attach_exhibit(sel.ex, EXSLOT_ATTACH_TRANSIENT);
808 exsel_active = ExSelection::null; // cancel active on grab
815 if(exsel_grab_mouse) {
816 // cancel grab on mouse release
817 Exhibit *ex = exsel_grab_mouse.ex;
818 Vec3 pos = exslot_mouse.node.get_position();
820 debug_log("releasing at %g %g %g ...\n", pos.x, pos.y, pos.z);
822 exslot_mouse.detach_exhibit();
824 ExhibitSlot *slot = exman->nearest_empty_slot(pos, 100);
826 debug_log("no empty slot nearby\n");
827 if(ex->prev_slot && ex->prev_slot->empty()) {
828 slot = ex->prev_slot;
829 debug_log("using previous slot\n");
834 slot->attach_exhibit(ex);
836 // nowhere to put it, so stash it for later
837 exslot_mouse.detach_exhibit();
838 exman->stash_exhibit(ex);
839 debug_log("no slots available, stashing\n");
842 exsel_grab_mouse = ExSelection::null;
845 if(abs(press_x - x) < 5 && abs(press_y - y) < 5) {
846 exsel_active = sel; // select or deselect active exhibit
848 debug_log("selecting...\n");
850 debug_log("deselecting...\n");
854 press_x = press_y = INT_MIN;
859 static inline void mouse_look(float dx, float dy)
861 float scrsz = (float)win_height;
862 avatar.body_rot += dx * 512.0 / scrsz;
863 avatar.head_alt += dy * 512.0 / scrsz;
865 if(avatar.head_alt < -90) avatar.head_alt = -90;
866 if(avatar.head_alt > 90) avatar.head_alt = 90;
869 static void mouse_zoom(float dx, float dy)
871 cam_dist += dy * 0.1;
872 if(cam_dist < 0.0) cam_dist = 0.0;
875 void app_mouse_motion(int x, int y)
878 debug_gui_mmotion(x, y);
879 return; // ignore mouse events while GUI is visible
882 int dx = x - prev_mx;
883 int dy = y - prev_my;
887 if(!dx && !dy) return;
889 if(exsel_grab_mouse) {
890 Vec3 pos = exslot_mouse.node.get_node_position();
891 Vec3 dir = transpose(view_matrix.upper3x3()) * Vec3(dx * 1.0, dy * -1.0, 0);
893 exslot_mouse.node.set_position(pos + dir);
901 void app_mouse_delta(int dx, int dy)
904 mouse_zoom(dx * mouse_speed, dy * mouse_speed);
906 mouse_look(dx * mouse_speed, dy * mouse_speed);
910 void app_mouse_wheel(int dir)
913 debug_gui_wheel(dir);
917 void app_gamepad_axis(int axis, float val)
936 void app_gamepad_button(int bn, bool pressed)
938 gpad_bnstate[bn] = pressed;
947 show_blobs = !show_blobs;
948 show_message("blobs: %s\n", show_blobs ? "on" : "off");
953 show_message("VR recenter\n");
962 static void toggle_flight()
964 static float prev_walk_speed = -1.0;
965 if(prev_walk_speed < 0.0) {
967 prev_walk_speed = walk_speed;
969 show_message("fly mode\n");
972 walk_speed = prev_walk_speed;
973 prev_walk_speed = -1.0;
974 show_message("walk mode\n");
978 static void calc_framerate()
982 static long prev_upd;
984 long elapsed = time_msec - prev_upd;
985 if(elapsed >= 1000) {
986 framerate = (float)nframes / (float)(elapsed * 0.001);
988 prev_upd = time_msec;
991 printf("fps: %f\n", framerate);
999 static Ray calc_pick_ray(int x, int y)
1001 float nx = (float)x / (float)win_width;
1002 float ny = (float)(win_height - y) / (float)win_height;
1004 last_pick_ray = mouse_pick_ray(nx, ny, view_matrix, proj_matrix);
1005 return last_pick_ray;