#include "mesh.h"
#include "meshgen.h"
#include "backdrop.h"
+#include "goatvr.h"
+#include "opt.h"
+#include "fs.h"
+
+static void draw_scene();
int win_width, win_height;
float win_aspect;
long time_msec;
+double time_sec;
+Mat4 view_matrix;
+
+static bool should_swap;
static float cam_theta, cam_phi;
-static Mesh *mesh_torus;
+static float cam_height = 1.65;
static bool bnstate[16];
static int prev_x, prev_y;
bool app_init(int argc, char **argv)
{
+ if(!init_options(argc, argv, "vrfileman.conf")) {
+ return false;
+ }
+ app_resize(opt.width, opt.height);
+ app_fullscreen(opt.fullscreen);
+
if(init_opengl() == -1) {
return false;
}
glGetIntegerv(GL_SAMPLES, &aasamples);
printf("got %d samples per pixel\n", aasamples);
+ printf("Max anisotropy: %d\n", glcaps.max_aniso);
+
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
- //glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- Mesh::use_custom_sdr_attr = false;
+ if(opt.srgb && GLEW_ARB_framebuffer_sRGB) {
+ printf("enabling sRGB framebuffer\n");
+ glEnable(GL_FRAMEBUFFER_SRGB);
+ }
- mesh_torus = new Mesh;
- gen_torus(mesh_torus, 1.0, 0.25, 32, 32);
+ if(opt.vr) {
+ if(goatvr_init() == -1) {
+ return false;
+ }
+ goatvr_set_origin_mode(GOATVR_HEAD);
+
+ goatvr_startvr();
+ should_swap = goatvr_should_swap() != 0;
+ cam_height = goatvr_get_eye_height();
+ }
+
+ Mesh::use_custom_sdr_attr = false;
if(!init_backdrop()) {
return false;
}
+ if(!init_fs(opt.path)) {
+ return false;
+ }
+
return true;
}
void app_cleanup()
{
- delete mesh_torus;
+ if(opt.vr) {
+ goatvr_shutdown();
+ }
cleanup_backdrop();
}
void app_draw()
{
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ if(opt.vr) {
+ // VR mode
+ goatvr_draw_start();
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- Mat4 view_mat;
- view_mat.pre_rotate_x(deg_to_rad(cam_phi));
- view_mat.pre_rotate_y(deg_to_rad(cam_theta));
- view_mat.pre_translate(0, -1.65, 0);
- glMatrixMode(GL_MODELVIEW);
- glLoadMatrixf(view_mat[0]);
+ for(int i=0; i<2; i++) {
+ goatvr_draw_eye(i);
- //mesh_torus->draw();
- draw_backdrop();
+ glMatrixMode(GL_PROJECTION);
+ glLoadMatrixf(goatvr_projection_matrix(i, 0.1, 200.0));
+
+ view_matrix = goatvr_view_matrix(i);
+ view_matrix.pre_rotate_x(deg_to_rad(cam_phi));
+ view_matrix.pre_rotate_y(deg_to_rad(cam_theta));
+ view_matrix.pre_translate(0, -cam_height, 0);
- app_swap_buffers();
+ glMatrixMode(GL_MODELVIEW);
+ glLoadMatrixf(view_matrix[0]);
+
+ draw_scene();
+ }
+ goatvr_draw_done();
+
+ if(should_swap) {
+ app_swap_buffers();
+ }
+ app_redraw(); // in VR mode, force continuous redraw
+
+ } else {
+ // regular monoscopic mode
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ view_matrix = Mat4::identity;
+ view_matrix.pre_rotate_x(deg_to_rad(cam_phi));
+ view_matrix.pre_rotate_y(deg_to_rad(cam_theta));
+ view_matrix.pre_translate(0, -cam_height, 0);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadMatrixf(view_matrix[0]);
+
+ draw_scene();
+
+ app_swap_buffers();
+ app_redraw(); // since we added animation we need to redisplay even in non-VR mode
+ }
assert(glGetError() == GL_NO_ERROR);
}
+static void draw_scene()
+{
+ draw_backdrop();
+ draw_fs();
+}
+
void app_reshape(int x, int y)
{
glViewport(0, 0, x, y);
Mat4 mat;
- mat.perspective(deg_to_rad(50), win_aspect, 0.5, 500.0);
+ mat.perspective(deg_to_rad(60), win_aspect, 0.1, 200.0);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(mat[0]);
+
+ if(opt.vr) {
+ goatvr_set_fb_size(x, y, 1.0);
+ }
}
void app_keyboard(int key, bool pressed)
case 27:
app_quit();
break;
+
+ case 'f':
+ if(!opt.vr || should_swap) {
+ /* we take the need to swap as a signal that our window is not managed
+ * by some VR compositor, and therefore it's safe to fullscreen without
+ * upsetting the VR rendering output
+ */
+ opt.fullscreen = !opt.fullscreen;
+ app_fullscreen(opt.fullscreen);
+ }
+ break;
+
+ case ' ':
+ if(opt.vr) {
+ goatvr_recenter();
+ }
+ break;
}
}
}
if(bnstate[0]) {
cam_theta += dx * 0.5;
- cam_phi += dy * 0.5;
- if(cam_phi < -90) cam_phi = -90;
- if(cam_phi > 90) cam_phi = 90;
+ if(!opt.vr || !goatvr_have_headtracking()) {
+ cam_phi += dy * 0.5;
+
+ if(cam_phi < -90) cam_phi = -90;
+ if(cam_phi > 90) cam_phi = 90;
+ }
}
app_redraw();
}