11 #include "metascene.h"
20 #include "blob_exhibit.h"
23 #define FAR_CLIP 10000.0
25 static void draw_scene();
26 static void toggle_flight();
27 static void calc_framerate();
30 int win_width, win_height;
33 bool opt_gear_wireframe;
38 unsigned int sdr_ltmap, sdr_ltmap_notex;
42 static float cam_dist = 0.0;
43 static float floor_y; // last floor height
44 static float user_eye_height = 165;
46 static float walk_speed = 300.0f;
47 static float mouse_speed = 0.5f;
48 static bool show_walk_mesh, noclip = false;
50 static bool have_headtracking, have_handtracking, should_swap;
52 static int prev_mx, prev_my;
53 static bool bnstate[8];
54 static bool keystate[256];
55 static bool gpad_bnstate[64];
56 static Vec2 joy_move, joy_look;
57 static float joy_deadzone = 0.01;
59 static float framerate;
61 static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
62 static MetaScene *mscn;
63 static unsigned int sdr_post_gamma;
65 static long prev_msec;
67 static ExhibitManager *exman;
68 static BlobExhibit *blobs;
69 static bool show_blobs;
71 static Renderer *rend;
74 bool app_init(int argc, char **argv)
76 if(!init_options(argc, argv, "demo.conf")) {
79 app_resize(opt.width, opt.height);
80 app_fullscreen(opt.fullscreen);
83 if(goatvr_init() == -1) {
86 goatvr_set_origin_mode(GOATVR_HEAD);
87 goatvr_set_units_scale(100.0f);
90 should_swap = goatvr_should_swap() != 0;
91 user_eye_height = goatvr_get_eye_height();
92 have_headtracking = goatvr_have_headtracking();
93 have_handtracking = goatvr_have_handtracking();
100 glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
101 printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
103 glEnable(GL_FRAMEBUFFER_SRGB);
109 glEnable(GL_MULTISAMPLE);
110 glEnable(GL_DEPTH_TEST);
111 glEnable(GL_CULL_FACE);
112 glEnable(GL_LIGHTING);
113 glEnable(GL_NORMALIZE);
115 Mesh::use_custom_sdr_attr = false;
117 float ambient[] = {0.0, 0.0, 0.0, 0.0};
118 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
120 glClearColor(1, 1, 1, 1);
124 if(!init_vrhands()) {
128 mscn = new MetaScene;
129 if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
133 avatar.pos = mscn->start_pos;
134 Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot);
136 avatar.body_rot = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
138 exman = new ExhibitManager;
139 if(!exman->load(mscn, "data/exhibits")) {
143 blobs = new BlobExhibit;
144 blobs->node = new SceneNode;
146 blobs->node->set_position(Vec3(-680, 160, -100));
147 blobs->node->set_scaling(Vec3(28, 28, 28));
148 blobs->node->update(0);
152 if(!(sdr_ltmap_notex = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-notex.p.glsl"))) {
155 set_uniform_int(sdr_ltmap_notex, "texmap", MTL_TEX_DIFFUSE);
156 set_uniform_int(sdr_ltmap_notex, "lightmap", MTL_TEX_LIGHTMAP);
158 if(!(sdr_ltmap = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-tex.p.glsl"))) {
161 set_uniform_int(sdr_ltmap, "texmap", MTL_TEX_DIFFUSE);
162 set_uniform_int(sdr_ltmap, "lightmap", MTL_TEX_LIGHTMAP);
165 sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
169 rend->set_scene(mscn);
173 if(opt.vr || opt.fullscreen) {
174 app_grab_mouse(true);
177 if(mscn->music && opt.music) {
178 mscn->music->play(AUDIO_PLAYMODE_LOOP);
190 app_grab_mouse(false);
204 static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
206 Mesh *wm = mscn->walk_mesh;
212 Ray downray = Ray(v, Vec3(0, -1, 0));
214 if(mscn->walk_mesh->intersect(downray, &hit)) {
216 newv->y += user_eye_height;
222 static void update(float dt)
230 float speed = walk_speed * dt;
234 float jdeadsq = joy_deadzone * joy_deadzone;
235 float jmove_lensq = length_sq(joy_move);
236 float jlook_lensq = length_sq(joy_look);
238 if(jmove_lensq > jdeadsq) {
239 float len = sqrt(jmove_lensq);
240 jmove_lensq -= jdeadsq;
242 float mag = len * len;
243 dir.x += mag * joy_move.x / len * 2.0 * speed;
244 dir.z += mag * joy_move.y / len * 2.0 * speed;
246 if(jlook_lensq > jdeadsq) {
247 float len = sqrt(jlook_lensq);
248 jlook_lensq -= jdeadsq;
250 float mag = len * len;
251 avatar.body_rot += mag * joy_look.x / len * 200.0 * dt;
252 avatar.head_alt += mag * joy_look.y / len * 100.0 * dt;
253 if(avatar.head_alt < -90.0f) avatar.head_alt = -90.0f;
254 if(avatar.head_alt > 90.0f) avatar.head_alt = 90.0f;
258 if(keystate[(int)'w']) {
261 if(keystate[(int)'s']) {
264 if(keystate[(int)'d']) {
267 if(keystate[(int)'a']) {
270 if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
271 avatar.pos.y += speed;
273 if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
274 avatar.pos.y -= speed;
277 float theta = M_PI * avatar.body_rot / 180.0f;
279 newpos.x = avatar.pos.x + cos(theta) * dir.x - sin(theta) * dir.z;
280 newpos.y = avatar.pos.y;
281 newpos.z = avatar.pos.z + sin(theta) * dir.x + cos(theta) * dir.z;
286 if(!constrain_walk_mesh(newpos, &avatar.pos)) {
287 float dtheta = M_PI / 32.0;
288 float theta = dtheta;
289 Vec2 dir2d = newpos.xz() - avatar.pos.xz();
291 for(int i=0; i<16; i++) {
292 Vec2 dvec = rotate(dir2d, theta);
293 Vec3 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
294 if(constrain_walk_mesh(pos, &avatar.pos)) {
297 dvec = rotate(dir2d, -theta);
298 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
299 if(constrain_walk_mesh(pos, &avatar.pos)) {
305 floor_y = avatar.pos.y - user_eye_height;
308 // TODO move to avatar
309 // calculate mouselook view matrix
310 mouse_view_matrix = Mat4::identity;
311 mouse_view_matrix.pre_translate(0, 0, -cam_dist);
312 if(!have_headtracking) {
313 mouse_view_matrix.pre_rotate_x(deg_to_rad(avatar.head_alt));
315 mouse_view_matrix.pre_rotate_y(deg_to_rad(avatar.body_rot));
316 mouse_view_matrix.pre_translate(-avatar.pos.x, -avatar.pos.y, -avatar.pos.z);
318 // update hand-tracking
319 if(have_handtracking) {
320 update_vrhands(&avatar);
324 static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
326 unsigned int lt = GL_LIGHT0 + idx;
327 float posv[] = { pos.x, pos.y, pos.z, 1 };
328 float colv[] = { color.x, color.y, color.z, 1 };
331 glLightfv(lt, GL_POSITION, posv);
332 glLightfv(lt, GL_DIFFUSE, colv);
333 glLightfv(lt, GL_SPECULAR, colv);
338 float dt = (float)(time_msec - prev_msec) / 1000.0f;
339 prev_msec = time_msec;
344 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
348 for(int i=0; i<2; i++) {
352 proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
353 glMatrixMode(GL_PROJECTION);
354 glLoadMatrixf(proj_matrix[0]);
356 view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
357 glMatrixMode(GL_MODELVIEW);
358 glLoadMatrixf(view_matrix[0]);
361 if(have_handtracking) {
372 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
376 proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
377 glMatrixMode(GL_PROJECTION);
378 glLoadMatrixf(proj_matrix[0]);
380 view_matrix = mouse_view_matrix;
381 glMatrixMode(GL_MODELVIEW);
382 glLoadMatrixf(view_matrix[0]);
386 if(!fb_srgb && sdr_post_gamma) {
387 slow_post(sdr_post_gamma);
392 assert(glGetError() == GL_NO_ERROR);
398 static void draw_scene()
400 static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
401 set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
402 set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
403 set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
412 if(have_handtracking) {
413 Mat4 head_xform = inverse(mouse_view_matrix);//goatvr_head_matrix();
414 Mat4 head_dir_xform = head_xform.upper3x3();
417 glPushAttrib(GL_ENABLE_BIT);
418 glDisable(GL_LIGHTING);
420 for(int i=0; i<2; i++) {
422 glColor3f(i, 1 - i, i);
424 glColor3f(0.5, 0.5, 0.5);
426 Vec3 v = head_xform * hand[i].pos;
427 Vec3 dir = head_dir_xform * rotate(Vec3(0, 0, -1), hand[i].rot) * 20.0f;
428 Vec3 up = head_dir_xform * rotate(Vec3(0, 1, 0), hand[i].rot) * 10.0f;
429 Vec3 right = head_dir_xform * rotate(Vec3(1, 0, 0), hand[i].rot) * 10.0f;
431 glVertex3f(v.x, v.y, v.z);
432 glVertex3f(v.x + dir.x, v.y + dir.y, v.z + dir.z);
433 glVertex3f(v.x - right.x, v.y - right.y, v.z - right.z);
434 glVertex3f(v.x + right.x, v.y + right.y, v.z + right.z);
435 glVertex3f(v.x - up.x, v.y - up.y, v.z - up.z);
436 glVertex3f(v.x + up.x, v.y + up.y, v.z + up.z);
443 if(show_walk_mesh && mscn->walk_mesh) {
444 glPushAttrib(GL_ENABLE_BIT);
446 glBlendFunc(GL_ONE, GL_ONE);
447 glDisable(GL_LIGHTING);
448 glEnable(GL_POLYGON_OFFSET_FILL);
452 glPolygonOffset(-1, 1);
455 glColor3f(0.3, 0.08, 0.01);
456 mscn->walk_mesh->draw();
463 print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
468 void app_reshape(int x, int y)
470 glViewport(0, 0, x, y);
471 goatvr_set_fb_size(x, y, 1.0f);
474 void app_keyboard(int key, bool pressed)
476 unsigned int mod = app_get_modifiers();
487 app_toggle_fullscreen();
492 app_toggle_grab_mouse();
493 show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
498 show_walk_mesh = !show_walk_mesh;
499 show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
506 show_message(noclip ? "no clip" : "clip");
517 show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
523 show_message("walk speed: %g", walk_speed);
528 show_message("walk speed: %g", walk_speed);
533 show_message("mouse speed: %g", mouse_speed);
538 show_message("mouse speed: %g", mouse_speed);
542 show_blobs = !show_blobs;
543 show_message("blobs: %s\n", show_blobs ? "on" : "off");
548 show_message("VR recenter\n");
553 if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
554 keystate[key] = pressed;
558 void app_mouse_button(int bn, bool pressed, int x, int y)
562 bnstate[bn] = pressed;
565 static inline void mouse_look(float dx, float dy)
567 float scrsz = (float)win_height;
568 avatar.body_rot += dx * 512.0 / scrsz;
569 avatar.head_alt += dy * 512.0 / scrsz;
571 if(avatar.head_alt < -90) avatar.head_alt = -90;
572 if(avatar.head_alt > 90) avatar.head_alt = 90;
575 static void mouse_zoom(float dx, float dy)
577 cam_dist += dy * 0.1;
578 if(cam_dist < 0.0) cam_dist = 0.0;
581 void app_mouse_motion(int x, int y)
583 int dx = x - prev_mx;
584 int dy = y - prev_my;
588 if(!dx && !dy) return;
598 void app_mouse_delta(int dx, int dy)
601 mouse_zoom(dx * mouse_speed, dy * mouse_speed);
603 mouse_look(dx * mouse_speed, dy * mouse_speed);
607 void app_gamepad_axis(int axis, float val)
626 void app_gamepad_button(int bn, bool pressed)
628 gpad_bnstate[bn] = pressed;
637 show_blobs = !show_blobs;
638 show_message("blobs: %s\n", show_blobs ? "on" : "off");
643 show_message("VR recenter\n");
652 static void toggle_flight()
654 static float prev_walk_speed = -1.0;
655 if(prev_walk_speed < 0.0) {
657 prev_walk_speed = walk_speed;
659 show_message("fly mode\n");
662 walk_speed = prev_walk_speed;
663 prev_walk_speed = -1.0;
664 show_message("walk mode\n");
668 static void calc_framerate()
672 static long prev_upd;
674 long elapsed = time_msec - prev_upd;
675 if(elapsed >= 1000) {
676 framerate = (float)nframes / (float)(elapsed * 0.001);
678 prev_upd = time_msec;
681 printf("fps: %f\n", framerate);