#include <stdio.h>
#include <assert.h>
+#include <goatvr.h>
#include "app.h"
#include "opengl.h"
#include "sdr.h"
#include "metascene.h"
#include "datamap.h"
#include "ui.h"
+#include "opt.h"
+#include "post.h"
+
+#define NEAR_CLIP 5.0
+#define FAR_CLIP 10000.0
static void draw_scene();
long time_msec;
int win_width, win_height;
float win_aspect;
+bool fb_srgb;
bool opt_gear_wireframe;
+unsigned int sdr_ltmap, sdr_ltmap_notex;
+
static float cam_dist = 0.0;
static float cam_theta, cam_phi = 20;
static Vec3 cam_pos;
static float user_eye_height = 165;
static float walk_speed = 300.0f;
+static float mouse_speed = 1.0f;
static bool show_walk_mesh, noclip = false;
+static bool have_headtracking, should_swap;
+
static int prev_mx, prev_my;
static bool bnstate[8];
static bool keystate[256];
+static Vec2 joy_move, joy_look;
+static float joy_deadzone = 0.1;
-static Mat4 view_matrix;
+static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
static TextureSet texman;
static Scene *scn;
-static unsigned int sdr;
+static unsigned int sdr_post_gamma;
static long prev_msec;
-bool app_init()
+bool app_init(int argc, char **argv)
{
+ if(!init_options(argc, argv, "demo.conf")) {
+ return false;
+ }
+ app_resize(opt.width, opt.height);
+ app_fullscreen(opt.fullscreen);
+
+ if(opt.vr) {
+ if(goatvr_init() == -1) {
+ return false;
+ }
+ goatvr_set_origin_mode(GOATVR_HEAD);
+ goatvr_set_units_scale(100.0f);
+
+ goatvr_startvr();
+ should_swap = goatvr_should_swap() != 0;
+ user_eye_height = goatvr_get_eye_height();
+ have_headtracking = goatvr_have_headtracking();
+
+ goatvr_recenter();
+ }
+
+ int srgb_capable;
+ glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
+ printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
+ fb_srgb = srgb_capable != 0;
glEnable(GL_FRAMEBUFFER_SRGB);
+
glEnable(GL_MULTISAMPLE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
float ambient[] = {0.0, 0.0, 0.0, 0.0};
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
+ glClearColor(0.2, 0.2, 0.2, 1.0);
+
scn = new Scene(&texman);
if(!load_scene(scn, "data/museum.scene")) {
return false;
cam_pos = bcent + Vec3(0, user_eye_height, 0);
}
- if(!(sdr = create_program_load("sdr/test.v.glsl", "sdr/test.p.glsl"))) {
- fprintf(stderr, "failed to load test shaders\n");
+ if(!(sdr_ltmap_notex = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-notex.p.glsl"))) {
+ return false;
+ }
+
+ if(!(sdr_ltmap = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-tex.p.glsl"))) {
return false;
}
- set_uniform_int(sdr, "texmap", 0);
- set_uniform_int(sdr, "lightmap", 1);
+ set_uniform_int(sdr_ltmap, "texmap", 0);
+ set_uniform_int(sdr_ltmap, "lightmap", 1);
+
+ if(!fb_srgb) {
+ sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
+ }
glUseProgram(0);
+
+ if(opt.vr || opt.fullscreen) {
+ app_grab_mouse(true);
+ }
return true;
}
void app_cleanup()
{
+ app_grab_mouse(false);
+ if(opt.vr) {
+ goatvr_shutdown();
+ }
texman.clear();
}
float speed = walk_speed * dt;
Vec3 dir;
+ // joystick
+ float jdeadsq = joy_deadzone * joy_deadzone;
+ float jmove_lensq = length_sq(joy_move);
+ float jlook_lensq = length_sq(joy_look);
+
+ if(jmove_lensq > jdeadsq) {
+ float len = sqrt(jmove_lensq);
+ jmove_lensq -= jdeadsq;
+
+ dir.x += joy_move.x / len * speed;
+ dir.z += joy_move.y / len * speed;
+ }
+ if(jlook_lensq > jdeadsq) {
+ float len = sqrt(jlook_lensq);
+ jlook_lensq -= jdeadsq;
+
+ cam_theta += joy_look.x / len * mouse_speed * 2.0;
+ cam_phi += joy_look.y / len * mouse_speed * 1.0;
+ if(cam_phi < -90.0f) cam_phi = -90.0f;
+ if(cam_phi > 90.0f) cam_phi = 90.0f;
+ }
+
+ // keyboard move
if(keystate[(int)'w']) {
dir.z -= speed;
}
}
floor_y = cam_pos.y - user_eye_height;
}
+
+ // calculate mouselook view matrix
+ mouse_view_matrix = Mat4::identity;
+ mouse_view_matrix.pre_translate(0, 0, -cam_dist);
+ if(!have_headtracking) {
+ mouse_view_matrix.pre_rotate_x(deg_to_rad(cam_phi));
+ }
+ mouse_view_matrix.pre_rotate_y(deg_to_rad(cam_theta));
+ mouse_view_matrix.pre_translate(-cam_pos.x, -cam_pos.y, -cam_pos.z);
}
static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
float dt = (float)(time_msec - prev_msec) / 1000.0f;
prev_msec = time_msec;
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ update(dt);
- view_matrix = Mat4::identity;
- view_matrix.pre_translate(0, 0, -cam_dist);
- view_matrix.pre_rotate(deg_to_rad(cam_phi), 1, 0, 0);
- view_matrix.pre_rotate(deg_to_rad(cam_theta), 0, 1, 0);
- view_matrix.pre_translate(-cam_pos.x, -cam_pos.y, -cam_pos.z);
+ if(opt.vr) {
+ // VR mode
+ goatvr_draw_start();
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glMatrixMode(GL_MODELVIEW);
- glLoadMatrixf(view_matrix[0]);
+ for(int i=0; i<2; i++) {
+ // for each eye
+ goatvr_draw_eye(i);
- static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
- set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
- set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
- set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
+ proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
+ glMatrixMode(GL_PROJECTION);
+ glLoadMatrixf(proj_matrix[0]);
- update(dt);
+ view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
+ glMatrixMode(GL_MODELVIEW);
+ glLoadMatrixf(view_matrix[0]);
- draw_scene();
- draw_ui();
+ draw_scene();
+ }
+ goatvr_draw_done();
+
+ if(should_swap) {
+ app_swap_buffers();
+ }
+
+ } else {
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- app_swap_buffers();
+ proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
+ glMatrixMode(GL_PROJECTION);
+ glLoadMatrixf(proj_matrix[0]);
+
+ view_matrix = mouse_view_matrix;
+ glMatrixMode(GL_MODELVIEW);
+ glLoadMatrixf(view_matrix[0]);
+
+ draw_scene();
+
+ if(!fb_srgb && sdr_post_gamma) {
+ slow_post(sdr_post_gamma);
+ glUseProgram(0);
+ }
+ app_swap_buffers();
+ }
assert(glGetError() == GL_NO_ERROR);
}
static void draw_scene()
{
- glUseProgram(sdr);
+ static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
+ set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
+ set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
+ set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
+
scn->draw();
- glUseProgram(0);
if(show_walk_mesh && scn->walk_mesh) {
glPushAttrib(GL_ENABLE_BIT);
glDisable(GL_LIGHTING);
glEnable(GL_POLYGON_OFFSET_FILL);
+ glUseProgram(0);
+
glPolygonOffset(-1, 1);
glDepthMask(0);
glPopAttrib();
}
+
+ draw_ui();
}
void app_reshape(int x, int y)
{
glViewport(0, 0, x, y);
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- gluPerspective(50.0, (float)x / (float)y, 1.0, 10000.0);
+ goatvr_set_fb_size(x, y, 1.0f);
}
void app_keyboard(int key, bool pressed)
app_quit();
break;
- case 'f':
- app_toggle_fullscreen();
+ case '\n':
+ case '\r':
+ if(mod & MOD_ALT) {
+ app_toggle_fullscreen();
+ }
break;
case '`':
}
break;
+ case 'f':
+ {
+ static float prev_walk_speed = -1.0;
+ if(prev_walk_speed < 0.0) {
+ noclip = true;
+ prev_walk_speed = walk_speed;
+ walk_speed = 1000.0;
+ show_message("fly mode\n");
+ } else {
+ noclip = false;
+ walk_speed = prev_walk_speed;
+ prev_walk_speed = -1.0;
+ show_message("walk mode\n");
+ }
+ }
+ break;
+
+ case 'p':
+ if(mod & MOD_CTRL) {
+ fb_srgb = !fb_srgb;
+ show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
+ }
+ break;
+
case '=':
walk_speed *= 1.25;
show_message("walk speed: %g", walk_speed);
walk_speed *= 0.75;
show_message("walk speed: %g", walk_speed);
break;
+
+ case ']':
+ mouse_speed *= 1.2;
+ show_message("mouse speed: %g", mouse_speed);
+ break;
+
+ case '[':
+ mouse_speed *= 0.8;
+ show_message("mouse speed: %g", mouse_speed);
+ break;
}
}
static inline void mouse_look(int dx, int dy)
{
- cam_theta += dx * 0.5;
- cam_phi += dy * 0.5;
+ float scrsz = (float)win_height;
+ cam_theta += dx * 512.0 / scrsz;
+ cam_phi += dy * 512.0 / scrsz;
if(cam_phi < -90) cam_phi = -90;
if(cam_phi > 90) cam_phi = 90;
void app_mouse_delta(int dx, int dy)
{
if(bnstate[2]) {
- mouse_zoom(dx, dy);
+ mouse_zoom(dx * mouse_speed, dy * mouse_speed);
} else {
- mouse_look(dx, dy);
+ mouse_look(dx * mouse_speed, dy * mouse_speed);
}
}
+
+void app_gamepad_axis(int axis, float val)
+{
+ switch(axis) {
+ case 0:
+ joy_move.x = val;
+ break;
+ case 1:
+ joy_move.y = val;
+ break;
+
+ case 2:
+ joy_look.x = val;
+ break;
+ case 3:
+ joy_look.y = val;
+ break;
+ }
+}
+
+void app_gamepad_button(int bn, bool pressed)
+{
+}