#include "vrinput.h"
#include "exman.h"
#include "blob_exhibit.h"
+#include "dbg_gui.h"
#define NEAR_CLIP 5.0
#define FAR_CLIP 10000.0
static void draw_scene();
static void toggle_flight();
static void calc_framerate();
+static Ray calc_pick_ray(int x, int y);
long time_msec;
int win_width, win_height;
unsigned int sdr_ltmap, sdr_ltmap_notex;
+int fpexcept_enabled;
+
static Avatar avatar;
static float cam_dist = 0.0;
static BlobExhibit *blobs;
static bool show_blobs;
+ExSelection exsel_grab, exsel_hover;
+
static Renderer *rend;
+static Ray last_pick_ray;
+
bool app_init(int argc, char **argv)
{
+ set_log_file("demo.log");
+
+ char *env = getenv("FPEXCEPT");
+ if(env && atoi(env)) {
+ info_log("enabling floating point exceptions\n");
+ fpexcept_enabled = 1;
+ enable_fpexcept();
+ }
+
+ if(init_opengl() == -1) {
+ return false;
+ }
+
if(!init_options(argc, argv, "demo.conf")) {
return false;
}
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);
+ if(fb_srgb) {
+ int srgb_capable;
+ glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
+ printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
+ if(srgb_capable) {
+ glEnable(GL_FRAMEBUFFER_SRGB);
+ } else {
+ fb_srgb = 0;
+ }
+ }
glEnable(GL_MULTISAMPLE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
- glEnable(GL_LIGHTING);
glEnable(GL_NORMALIZE);
+ if(!init_debug_gui()) {
+ return false;
+ }
+
Mesh::use_custom_sdr_attr = false;
float ambient[] = {0.0, 0.0, 0.0, 0.0};
glClearColor(1, 1, 1, 1);
+ init_audio();
+
if(!init_vrhands()) {
return false;
}
avatar.body_rot = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
exman = new ExhibitManager;
+ /*
if(!exman->load(mscn, "data/exhibits")) {
//return false;
}
+ */
blobs = new BlobExhibit;
blobs->node = new SceneNode;
if(opt.vr || opt.fullscreen) {
app_grab_mouse(true);
}
+
+ if(mscn->music && opt.music) {
+ mscn->music->play(AUDIO_PLAYMODE_LOOP);
+ }
return true;
}
void app_cleanup()
{
+ if(mscn->music) {
+ mscn->music->stop();
+ }
+ destroy_audio();
+
app_grab_mouse(false);
if(opt.vr) {
goatvr_shutdown();
texman.clear();
sceneman.clear();
+
+ cleanup_debug_gui();
}
static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
mouse_view_matrix.pre_rotate_y(deg_to_rad(avatar.body_rot));
mouse_view_matrix.pre_translate(-avatar.pos.x, -avatar.pos.y, -avatar.pos.z);
+ // check if an exhibit is hovered-over by mouse or 6dof
+ // XXX note: using previous view/proj matrix lattency shouldn't be an issue but
+ // make sure state-creep doesn't get us
+ // XXX also this mouse-picking probably should only be active in non-VR mode
+ Ray ray = calc_pick_ray(prev_mx, prev_my);
+ exsel_hover = exman->select(ray);
+
// update hand-tracking
if(have_handtracking) {
update_vrhands(&avatar);
}
}
-static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
-{
- unsigned int lt = GL_LIGHT0 + idx;
- float posv[] = { pos.x, pos.y, pos.z, 1 };
- float colv[] = { color.x, color.y, color.z, 1 };
-
- glEnable(lt);
- glLightfv(lt, GL_POSITION, posv);
- glLightfv(lt, GL_DIFFUSE, colv);
- glLightfv(lt, GL_SPECULAR, colv);
-}
-
void app_display()
{
float dt = (float)(time_msec - prev_msec) / 1000.0f;
prev_msec = time_msec;
+ if(debug_gui) {
+ ImGui::GetIOPtr()->DeltaTime = dt;
+ ImGui::NewFrame();
+
+ ImGui::ShowTestWindow();
+ }
+
if(opt.vr) {
// VR mode
goatvr_draw_start();
if(have_handtracking) {
draw_vrhands();
}
+
+ if(debug_gui) {
+ ImGui::Render();
+ }
}
goatvr_draw_done();
slow_post(sdr_post_gamma);
glUseProgram(0);
}
+
+ if(debug_gui) {
+ ImGui::Render();
+ }
app_swap_buffers();
}
assert(glGetError() == GL_NO_ERROR);
static void draw_scene()
{
- 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);
-
rend->draw();
-
- if(show_blobs) {
- blobs->draw();
- }
+ exman->draw();
/*
if(have_handtracking) {
glPushAttrib(GL_ENABLE_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
- glDisable(GL_LIGHTING);
glEnable(GL_POLYGON_OFFSET_FILL);
glUseProgram(0);
{
glViewport(0, 0, x, y);
goatvr_set_fb_size(x, y, 1.0f);
+ debug_gui_reshape(x, y);
}
void app_keyboard(int key, bool pressed)
{
unsigned int mod = app_get_modifiers();
+ if(debug_gui && !(pressed && (key == '`' || key == 27))) {
+ debug_gui_key(key, pressed, mod);
+ return; // ignore all keystrokes when GUI is visible
+ }
+
if(pressed) {
switch(key) {
case 27:
break;
case '`':
+ debug_gui = !debug_gui;
+ show_message("debug gui %s", debug_gui ? "enabled" : "disabled");
+ break;
+
+ case 'm':
app_toggle_grab_mouse();
show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
break;
goatvr_recenter();
show_message("VR recenter\n");
break;
+
+ case 'x':
+ exman->load(mscn, "data/exhibits");
+ break;
}
}
void app_mouse_button(int bn, bool pressed, int x, int y)
{
+ if(debug_gui) {
+ debug_gui_mbutton(bn, pressed, x, y);
+ return; // ignore mouse events while GUI is visible
+ }
+
prev_mx = x;
prev_my = y;
bnstate[bn] = pressed;
+
+ if(bn == 0) {
+ if(!pressed) {
+ if(exsel_grab.ex) {
+ exsel_grab.ex = 0;
+ } else {
+ Ray ray = calc_pick_ray(x, y);
+ exsel_grab = exman->select(ray);
+ }
+ }
+ }
}
static inline void mouse_look(float dx, float dy)
void app_mouse_motion(int x, int y)
{
+ if(debug_gui) {
+ debug_gui_mmotion(x, y);
+ return; // ignore mouse events while GUI is visible
+ }
+
int dx = x - prev_mx;
int dy = y - prev_my;
prev_mx = x;
if(!dx && !dy) return;
- if(bnstate[0]) {
- mouse_look(dx, dy);
+ if(exsel_grab.ex) {
+ Vec3 pos = exsel_grab.ex->node->get_node_position();
+ Vec3 dir = transpose(view_matrix.upper3x3()) * Vec3(dx * 1.0, dy * -1.0, 0);
+
+ exsel_grab.ex->node->set_position(pos + dir);
}
+
if(bnstate[2]) {
- mouse_zoom(dx, dy);
+ mouse_look(dx, dy);
}
}
}
}
+void app_mouse_wheel(int dir)
+{
+ if(debug_gui) {
+ debug_gui_wheel(dir);
+ }
+}
+
void app_gamepad_axis(int axis, float val)
{
switch(axis) {
static void calc_framerate()
{
- static int ncalc;
+ //static int ncalc;
static int nframes;
static long prev_upd;
++nframes;
}
}
+
+static Ray calc_pick_ray(int x, int y)
+{
+ float nx = (float)x / (float)win_width;
+ float ny = (float)(win_height - y) / (float)win_height;
+
+ last_pick_ray = mouse_pick_ray(nx, ny, view_matrix, proj_matrix);
+ return last_pick_ray;
+}