11 #include "metascene.h"
18 #define FAR_CLIP 10000.0
20 static void draw_scene();
23 int win_width, win_height;
26 bool opt_gear_wireframe;
28 unsigned int sdr_ltmap, sdr_ltmap_notex;
30 static float cam_dist = 0.0;
31 static float cam_theta, cam_phi = 20;
33 static float floor_y; // last floor height
34 static float user_eye_height = 165;
36 static float walk_speed = 300.0f;
37 static float mouse_speed = 1.0f;
38 static bool show_walk_mesh, noclip = false;
40 static bool have_headtracking, should_swap;
42 static int prev_mx, prev_my;
43 static bool bnstate[8];
44 static bool keystate[256];
45 static Vec2 joy_move, joy_look;
46 static float joy_deadzone = 0.01;
48 static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
49 static TextureSet texman;
51 static unsigned int sdr_post_gamma;
53 static long prev_msec;
56 bool app_init(int argc, char **argv)
58 if(!init_options(argc, argv, "demo.conf")) {
61 app_resize(opt.width, opt.height);
62 app_fullscreen(opt.fullscreen);
65 if(goatvr_init() == -1) {
68 goatvr_set_origin_mode(GOATVR_HEAD);
69 goatvr_set_units_scale(100.0f);
72 should_swap = goatvr_should_swap() != 0;
73 user_eye_height = goatvr_get_eye_height();
74 have_headtracking = goatvr_have_headtracking();
80 glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
81 printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
82 fb_srgb = srgb_capable != 0;
83 glEnable(GL_FRAMEBUFFER_SRGB);
85 glEnable(GL_MULTISAMPLE);
86 glEnable(GL_DEPTH_TEST);
87 glEnable(GL_CULL_FACE);
88 glEnable(GL_LIGHTING);
89 glEnable(GL_NORMALIZE);
91 Mesh::use_custom_sdr_attr = false;
93 float ambient[] = {0.0, 0.0, 0.0, 0.0};
94 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
96 glClearColor(0.2, 0.2, 0.2, 1.0);
98 scn = new Scene(&texman);
99 if(!load_scene(scn, opt.scenefile ? opt.scenefile : "data/museum.scene")) {
103 // set initial cam_pos above the center of the walk mesh (if any)
107 scn->walk_mesh->get_bsphere(&bcent, &brad);
110 cam_pos = bcent + Vec3(0, user_eye_height, 0);
113 if(!(sdr_ltmap_notex = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-notex.p.glsl"))) {
117 if(!(sdr_ltmap = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-tex.p.glsl"))) {
120 set_uniform_int(sdr_ltmap, "texmap", 0);
121 set_uniform_int(sdr_ltmap, "lightmap", 1);
124 sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
129 if(opt.vr || opt.fullscreen) {
130 app_grab_mouse(true);
137 app_grab_mouse(false);
144 static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
146 Mesh *wm = scn->walk_mesh;
152 Ray downray = Ray(v, Vec3(0, -1, 0));
154 if(scn->walk_mesh->intersect(downray, &hit)) {
156 newv->y += user_eye_height;
162 static void update(float dt)
168 float speed = walk_speed * dt;
172 float jdeadsq = joy_deadzone * joy_deadzone;
173 float jmove_lensq = length_sq(joy_move);
174 float jlook_lensq = length_sq(joy_look);
176 if(jmove_lensq > jdeadsq) {
177 float len = sqrt(jmove_lensq);
178 jmove_lensq -= jdeadsq;
180 float mag = len * len;
181 dir.x += mag * joy_move.x / len * 2.0 * speed;
182 dir.z += mag * joy_move.y / len * 2.0 * speed;
184 if(jlook_lensq > jdeadsq) {
185 float len = sqrt(jlook_lensq);
186 jlook_lensq -= jdeadsq;
188 float mag = len * len;
189 cam_theta += mag * joy_look.x / len * 200.0 * dt;
190 cam_phi += mag * joy_look.y / len * 100.0 * dt;
191 if(cam_phi < -90.0f) cam_phi = -90.0f;
192 if(cam_phi > 90.0f) cam_phi = 90.0f;
196 if(keystate[(int)'w']) {
199 if(keystate[(int)'s']) {
202 if(keystate[(int)'d']) {
205 if(keystate[(int)'a']) {
208 if(keystate[(int)'q']) {
211 if(keystate[(int)'z']) {
215 float theta = M_PI * cam_theta / 180.0f;
217 newpos.x = cam_pos.x + cos(theta) * dir.x - sin(theta) * dir.z;
218 newpos.y = cam_pos.y;
219 newpos.z = cam_pos.z + sin(theta) * dir.x + cos(theta) * dir.z;
224 if(!constrain_walk_mesh(newpos, &cam_pos)) {
225 float dtheta = M_PI / 32.0;
226 float theta = dtheta;
227 Vec2 dir2d = newpos.xz() - cam_pos.xz();
229 for(int i=0; i<16; i++) {
230 Vec2 dvec = rotate(dir2d, theta);
231 Vec3 pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
232 if(constrain_walk_mesh(pos, &cam_pos)) {
235 dvec = rotate(dir2d, -theta);
236 pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
237 if(constrain_walk_mesh(pos, &cam_pos)) {
243 floor_y = cam_pos.y - user_eye_height;
246 // calculate mouselook view matrix
247 mouse_view_matrix = Mat4::identity;
248 mouse_view_matrix.pre_translate(0, 0, -cam_dist);
249 if(!have_headtracking) {
250 mouse_view_matrix.pre_rotate_x(deg_to_rad(cam_phi));
252 mouse_view_matrix.pre_rotate_y(deg_to_rad(cam_theta));
253 mouse_view_matrix.pre_translate(-cam_pos.x, -cam_pos.y, -cam_pos.z);
256 static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
258 unsigned int lt = GL_LIGHT0 + idx;
259 float posv[] = { pos.x, pos.y, pos.z, 1 };
260 float colv[] = { color.x, color.y, color.z, 1 };
263 glLightfv(lt, GL_POSITION, posv);
264 glLightfv(lt, GL_DIFFUSE, colv);
265 glLightfv(lt, GL_SPECULAR, colv);
270 float dt = (float)(time_msec - prev_msec) / 1000.0f;
271 prev_msec = time_msec;
278 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
280 for(int i=0; i<2; i++) {
284 proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
285 glMatrixMode(GL_PROJECTION);
286 glLoadMatrixf(proj_matrix[0]);
288 view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
289 glMatrixMode(GL_MODELVIEW);
290 glLoadMatrixf(view_matrix[0]);
301 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
303 proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
304 glMatrixMode(GL_PROJECTION);
305 glLoadMatrixf(proj_matrix[0]);
307 view_matrix = mouse_view_matrix;
308 glMatrixMode(GL_MODELVIEW);
309 glLoadMatrixf(view_matrix[0]);
313 if(!fb_srgb && sdr_post_gamma) {
314 slow_post(sdr_post_gamma);
319 assert(glGetError() == GL_NO_ERROR);
323 static void draw_scene()
325 static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
326 set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
327 set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
328 set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
332 if(show_walk_mesh && scn->walk_mesh) {
333 glPushAttrib(GL_ENABLE_BIT);
335 glBlendFunc(GL_ONE, GL_ONE);
336 glDisable(GL_LIGHTING);
337 glEnable(GL_POLYGON_OFFSET_FILL);
341 glPolygonOffset(-1, 1);
344 glColor3f(0.3, 0.08, 0.01);
345 scn->walk_mesh->draw();
356 void app_reshape(int x, int y)
358 glViewport(0, 0, x, y);
359 goatvr_set_fb_size(x, y, 1.0f);
362 void app_keyboard(int key, bool pressed)
364 unsigned int mod = app_get_modifiers();
375 app_toggle_fullscreen();
380 app_toggle_grab_mouse();
381 show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
386 show_walk_mesh = !show_walk_mesh;
387 show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
394 show_message(noclip ? "no clip" : "clip");
400 static float prev_walk_speed = -1.0;
401 if(prev_walk_speed < 0.0) {
403 prev_walk_speed = walk_speed;
405 show_message("fly mode\n");
408 walk_speed = prev_walk_speed;
409 prev_walk_speed = -1.0;
410 show_message("walk mode\n");
418 show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
424 show_message("walk speed: %g", walk_speed);
429 show_message("walk speed: %g", walk_speed);
434 show_message("mouse speed: %g", mouse_speed);
439 show_message("mouse speed: %g", mouse_speed);
444 if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
445 keystate[key] = pressed;
449 void app_mouse_button(int bn, bool pressed, int x, int y)
453 bnstate[bn] = pressed;
456 static inline void mouse_look(int dx, int dy)
458 float scrsz = (float)win_height;
459 cam_theta += dx * 512.0 / scrsz;
460 cam_phi += dy * 512.0 / scrsz;
462 if(cam_phi < -90) cam_phi = -90;
463 if(cam_phi > 90) cam_phi = 90;
466 static void mouse_zoom(int dx, int dy)
468 cam_dist += dy * 0.1;
469 if(cam_dist < 0.0) cam_dist = 0.0;
472 void app_mouse_motion(int x, int y)
474 int dx = x - prev_mx;
475 int dy = y - prev_my;
479 if(!dx && !dy) return;
489 void app_mouse_delta(int dx, int dy)
492 mouse_zoom(dx * mouse_speed, dy * mouse_speed);
494 mouse_look(dx * mouse_speed, dy * mouse_speed);
498 void app_gamepad_axis(int axis, float val)
517 void app_gamepad_button(int bn, bool pressed)