+#include <stdio.h>
+#include <limits.h>
+#include <assert.h>
+#include <goatvr.h>
#include "app.h"
+#include "opengl.h"
+#include "sdr.h"
+#include "texture.h"
+#include "mesh.h"
+#include "meshgen.h"
+#include "scene.h"
+#include "metascene.h"
+#include "datamap.h"
+#include "ui.h"
+#include "opt.h"
+#include "post.h"
+#include "renderer.h"
+#include "rtarg.h"
+#include "avatar.h"
+#include "vrinput.h"
+#include "exman.h"
+#include "blob_exhibit.h"
+#include "dbg_gui.h"
+#include "geomdraw.h"
+#include "ui_exhibit.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;
+int vp_width, vp_height;
+float win_aspect;
+bool fb_srgb;
bool opt_gear_wireframe;
+
+TextureSet texman;
+SceneSet sceneman;
+
+int fpexcept_enabled;
+
+unsigned int dbg_key_pending;
+
+static Avatar avatar;
+
+static float cam_dist = 0.0;
+static float floor_y; // last floor height
+static float user_eye_height = 165;
+
+static float walk_speed = 300.0f;
+static float mouse_speed = 0.5f;
+static bool show_walk_mesh, noclip = false;
+
+static bool have_headtracking, have_handtracking, should_swap;
+
+static int prev_mx, prev_my;
+static bool bnstate[8];
+static bool keystate[256];
+static bool gpad_bnstate[64];
+static Vec2 joy_move, joy_look;
+static float joy_deadzone = 0.01;
+
+static float framerate;
+
+static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
+static MetaScene *mscn;
+static unsigned int sdr_post_gamma;
+
+static long prev_msec;
+
+static ExhibitManager *exman;
+static bool show_blobs;
+
+ExSelection exsel_active, exsel_hover;
+ExSelection exsel_grab_left, exsel_grab_right;
+#define exsel_grab_mouse exsel_grab_right
+static ExhibitSlot exslot_left, exslot_right;
+#define exslot_mouse exslot_right
+
+static bool pointing;
+
+static Renderer *rend;
+static RenderTarget *goatvr_rtarg;
+
+static Ray last_pick_ray;
+
+static bool post_scene_init_pending = true;
+
+
+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;
+ }
+ 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();
+ have_handtracking = goatvr_have_handtracking();
+
+ goatvr_recenter();
+
+ goatvr_rtarg = new RenderTarget;
+ }
+
+ 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_NORMALIZE);
+
+ if(!init_debug_gui()) {
+ return false;
+ }
+
+ Mesh::use_custom_sdr_attr = false;
+
+ float ambient[] = {0.0, 0.0, 0.0, 0.0};
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
+
+ init_audio();
+
+ if(!init_vrhands()) {
+ return false;
+ }
+
+ mscn = new MetaScene;
+ if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
+ return false;
+ }
+
+ avatar.pos = mscn->start_pos;
+ Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot);
+ dir.y = 0;
+ avatar.body_rot = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
+
+ exman = new ExhibitManager;
+ // exhibits are loaded in post_scene_init, because they need access to the scene graph
+
+ if(!exui_init()) {
+ error_log("failed to initialize exhibit ui system\n");
+ return false;
+ }
+ exui_setnode(&exslot_left.node);
+ if(have_handtracking) {
+ exui_scale(2);
+ exui_rotation(Vec3(-deg_to_rad(35), 0, 0));
+ }
+
+ if(!fb_srgb) {
+ sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
+ }
+
+ rend = new Renderer;
+ if(!rend->init()) {
+ return false;
+ }
+ if(opt.reflect) {
+ rend->ropt |= RENDER_MIRRORS;
+ } else {
+ rend->ropt &= ~RENDER_MIRRORS;
+ }
+ rend->set_scene(mscn);
+
+ glUseProgram(0);
+
+ if(opt.vr || opt.fullscreen) {
+ app_grab_mouse(true);
+ }
+
+ if(mscn->music && opt.music) {
+ mscn->music->play(AUDIO_PLAYMODE_LOOP);
+ }
+ return true;
+}
+
+// post_scene_init is called after the scene has completed loading
+static void post_scene_init()
+{
+ mscn->update(0); // update once to calculate node matrices
+
+ int num_mir = mscn->calc_mirror_planes();
+ info_log("found %d mirror planes\n", num_mir);
+
+ exman->load(mscn, "data/exhibits");
+}
+
+void app_cleanup()
+{
+ if(mscn->music) {
+ mscn->music->stop();
+ }
+ destroy_audio();
+
+ app_grab_mouse(false);
+ if(opt.vr) {
+ delete goatvr_rtarg;
+ goatvr_shutdown();
+ }
+ destroy_vrhands();
+
+ delete rend;
+
+ exui_shutdown();
+
+ /* this must be destroyed before the scene graph to detach exhibit nodes
+ * before the scene tries to delete them recursively
+ */
+ delete exman;
+
+ texman.clear();
+ sceneman.clear();
+
+ cleanup_debug_gui();
+}
+
+static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
+{
+ Mesh *wm = mscn->walk_mesh;
+ if(!wm) {
+ *newv = v;
+ return true;
+ }
+
+ Ray downray = Ray(v, Vec3(0, -1, 0));
+ HitPoint hit;
+ if(mscn->walk_mesh->intersect(downray, &hit)) {
+ *newv = hit.pos;
+ newv->y += user_eye_height;
+ return true;
+ }
+ return false;
+}
+
+static void update(float dt)
+{
+ texman.update();
+ sceneman.update();
+
+ if(post_scene_init_pending && !sceneman.pending()) {
+ post_scene_init_pending = false;
+ post_scene_init();
+ }
+
+ mscn->update(dt);
+ exman->update(dt);
+
+ // use goatvr sticks for joystick input
+ int num_vr_sticks = goatvr_num_sticks();
+ if(num_vr_sticks > 0) {
+ float p[2];
+ goatvr_stick_pos(0, p);
+ joy_move.x = p[0];
+ joy_move.y = -p[1];
+ }
+ if(num_vr_sticks > 1) {
+ float p[2];
+ goatvr_stick_pos(1, p);
+ joy_look.x = p[0];
+ }
+
+
+ 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;
+
+ float mag = len * len;
+ dir.x += mag * joy_move.x / len * speed;
+ dir.z += mag * joy_move.y / len * speed;
+ }
+ if(jlook_lensq > jdeadsq) {
+ float len = sqrt(jlook_lensq);
+ jlook_lensq -= jdeadsq;
+
+ float mag = len * len;
+ avatar.body_rot += mag * joy_look.x / len * 200.0 * dt;
+ avatar.head_alt += mag * joy_look.y / len * 100.0 * dt;
+ if(avatar.head_alt < -90.0f) avatar.head_alt = -90.0f;
+ if(avatar.head_alt > 90.0f) avatar.head_alt = 90.0f;
+ }
+
+ // keyboard move
+ if(keystate[(int)'w']) {
+ dir.z -= speed;
+ }
+ if(keystate[(int)'s']) {
+ dir.z += speed;
+ }
+ if(keystate[(int)'d']) {
+ dir.x += speed;
+ }
+ if(keystate[(int)'a']) {
+ dir.x -= speed;
+ }
+ if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
+ avatar.pos.y += speed;
+ }
+ if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
+ avatar.pos.y -= speed;
+ }
+
+ Vec3 walk_dir = avatar.calc_walk_dir(dir.z, dir.x);
+ Vec3 newpos = avatar.pos + walk_dir;
+
+ if(noclip) {
+ avatar.pos = newpos;
+ } else {
+ if(!constrain_walk_mesh(newpos, &avatar.pos)) {
+ float dtheta = M_PI / 32.0;
+ float theta = dtheta;
+ Vec2 dir2d = newpos.xz() - avatar.pos.xz();
+
+ for(int i=0; i<16; i++) {
+ Vec2 dvec = rotate(dir2d, theta);
+ Vec3 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
+ if(constrain_walk_mesh(pos, &avatar.pos)) {
+ break;
+ }
+ dvec = rotate(dir2d, -theta);
+ pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
+ if(constrain_walk_mesh(pos, &avatar.pos)) {
+ break;
+ }
+ theta += dtheta;
+ }
+ }
+ floor_y = avatar.pos.y - user_eye_height;
+ }
+
+ if(have_headtracking) {
+ Quat qhead;
+ goatvr_head_orientation(&qhead.x);
+ avatar.tracked_head_rotation(qhead);
+ }
+
+ // TODO move to the avatar system
+ // 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(avatar.head_alt));
+ }
+ 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);
+
+ // update hand-tracking
+ if(have_handtracking) {
+ update_vrhands(&avatar);
+
+ ExSelection *exsel_grab[] = { &exsel_grab_left, &exsel_grab_right };
+ ExhibitSlot *exslot[] = { &exslot_left, &exslot_right };
+
+ for(int i=0; i<2; i++) {
+ if(vrhand[i].valid) {
+ exslot[i]->node.set_position(vrhand[i].pos);
+ exslot[i]->node.set_rotation(vrhand[i].rot * exslot[i]->grab_rot);
+
+ bool act_grab = goatvr_action(i, GOATVR_ACTION_GRAB) != 0;
+
+ ExSelection sel;
+ sel = exman->select(Sphere(vrhand[i].pos, 10));
+
+ if(!*exsel_grab[i]) {
+ // we don't have an exhibit grabbed
+ if(act_grab) {
+ // grab an exhibit
+ *exsel_grab[i] = sel;
+ //SceneNode *objnode = sel.ex->node->find_object_node();
+ //exslot[i]->rotation = normalize(sel.ex->node->get_rotation());
+ exslot[i]->grab_rot = inverse(vrhand[i].rot);
+ exslot[i]->attach_exhibit(sel.ex, EXSLOT_ATTACH_TRANSIENT);
+ if(exsel_active) {
+ exsel_active = ExSelection::null; // cancel active on grab
+ }
+ } else {
+ // just hover
+ exsel_hover = sel;
+ }
+ } else {
+ // we have an exhibit grabbed
+ if(!act_grab) {
+ // drop it
+ Exhibit *ex = exsel_grab[i]->ex;
+ exslot[i]->detach_exhibit();
+
+ ExhibitSlot *slot = exman->nearest_empty_slot(vrhand[i].pos, 100);
+ if(!slot) {
+ debug_log("no empty slot nearby\n");
+ if(ex->prev_slot && ex->prev_slot->empty()) {
+ slot = ex->prev_slot;
+ debug_log("using previous slot\n");
+ }
+ }
+
+ if(slot) {
+ Quat rot = normalize(exslot[i]->node.get_rotation());
+ ex->node->set_rotation(rot);
+ slot->attach_exhibit(ex);
+ } else {
+ // nowhere to put it, stash it for later
+ exman->stash_exhibit(ex);
+ debug_log("no slots available, stashing\n");
+ }
+
+ *exsel_grab[i] = ExSelection::null;
+ exslot[i]->grab_rot = Quat::identity;
+ }
+ }
+ }
+ }
+
+ // if there are no grabs, and we're pointing with the right finger, override active
+ if(!exsel_grab_left && !exsel_grab_right) {
+ if(goatvr_action(1, GOATVR_ACTION_POINT)) {
+ Ray ray;
+ ray.origin = vrhand[1].pos;
+ ray.dir = rotate(Vec3(0, 0, -1), vrhand[1].rot);
+ exsel_active = exman->select(ray);
+ pointing = true;
+ } else {
+ exsel_active = ExSelection::null;
+ pointing = false;
+ }
+ }
+
+ } else {
+ // check if an exhibit is hovered-over by mouse (only if we don't have one grabbed)
+ if(!exsel_grab_mouse) {
+ Ray ray = calc_pick_ray(prev_mx, prev_my);
+ exsel_hover = exman->select(ray);
+ }
+
+ // TODO do this properly
+ // set the position of the left hand at a suitable position for the exhibit UI
+ dir = rotate(Vec3(-0.46, -0.1, -1), Vec3(0, 1, 0), deg_to_rad(-avatar.body_rot));
+ exslot_left.node.set_position(avatar.pos + dir * 30); // magic: distance in front
+ Quat rot;
+ rot.set_rotation(Vec3(0, 1, 0), deg_to_rad(-avatar.body_rot));
+ exslot_left.node.set_rotation(rot);
+ }
+
+ if(!exslot_right.empty()) exslot_right.node.update(dt);
+ // always update the left slot, because it's the anchor point of the exhibit ui
+ exslot_left.node.update(dt);
+
+ // need to call this *after* we have updated the active exhibit (if any)
+ exui_update(dt);
+}
+
+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();
+ }
+
+ glClearColor(1, 1, 1, 1);
+
+ if(opt.vr) {
+ // VR mode
+ goatvr_draw_start();
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ unsigned int gfbo = goatvr_get_fbo();
+
+ update(dt);
+
+ for(int i=0; i<2; i++) {
+ // for each eye
+ goatvr_draw_eye(i);
+ if(gfbo) {
+ vp_width = goatvr_get_fb_eye_width(i);
+ vp_height = goatvr_get_fb_eye_height(i);
+
+ // this is a lightweight operation
+ goatvr_rtarg->create_wrap_fbo(gfbo, vp_width, vp_height);
+ push_render_target(goatvr_rtarg, RT_FAKE);
+ } else {
+ vp_width = win_width / 2;
+ }
+
+ proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
+ glMatrixMode(GL_PROJECTION);
+ glLoadMatrixf(proj_matrix[0]);
+
+ view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
+ glMatrixMode(GL_MODELVIEW);
+ glLoadMatrixf(view_matrix[0]);
+
+ draw_scene();
+ /*
+ if(have_handtracking) {
+ draw_vrhands();
+ }
+ */
+
+ if(debug_gui) {
+ ImGui::Render();
+ }
+
+ if(gfbo) {
+ pop_render_target(RT_FAKE);
+ }
+ }
+
+ goatvr_draw_done();
+
+ vp_width = win_width;
+ vp_height = win_height;
+
+ if(!gfbo && !fb_srgb && sdr_post_gamma) {
+ glViewport(0, 0, win_width, win_height);
+ slow_post(sdr_post_gamma);
+ glUseProgram(0);
+ }
+
+ if(should_swap) {
+ app_swap_buffers();
+ }
+
+ } else {
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ update(dt);
+
+ 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);
+ }
+
+ if(debug_gui) {
+ ImGui::Render();
+ }
+ app_swap_buffers();
+ }
+ assert(glGetError() == GL_NO_ERROR);
+
+ calc_framerate();
+}
+
+
+static void draw_scene()
+{
+ rend->draw();
+ exman->draw();
+
+ if(have_handtracking) {
+ glUseProgram(0);
+ glPushAttrib(GL_ENABLE_BIT);
+ glDisable(GL_LIGHTING);
+ glBegin(GL_LINES);
+ for(int i=0; i<2; i++) {
+ // skip drawing the left hand when we're showing the exhibit gui
+ if(exsel_active && i == 0) continue;
+
+ if(vrhand[i].valid) {
+ glColor3f(i, 1 - i, i);
+ } else {
+ glColor3f(0.5, 0.5, 0.5);
+ }
+ Vec3 v = vrhand[i].pos;
+ Vec3 dir = rotate(Vec3(0, 0, -1), vrhand[i].rot) * 10.0f;
+ Vec3 up = rotate(Vec3(0, 1, 0), vrhand[i].rot) * 5.0f;
+ Vec3 right = rotate(Vec3(1, 0, 0), vrhand[i].rot) * 5.0f;
+
+ if(i == 1 && pointing) {
+ dir *= 1000.0f;
+ }
+
+ glVertex3f(v.x, v.y, v.z);
+ glVertex3f(v.x + dir.x, v.y + dir.y, v.z + dir.z);
+ glVertex3f(v.x - right.x, v.y - right.y, v.z - right.z);
+ glVertex3f(v.x + right.x, v.y + right.y, v.z + right.z);
+ glVertex3f(v.x - up.x, v.y - up.y, v.z - up.z);
+ glVertex3f(v.x + up.x, v.y + up.y, v.z + up.z);
+ }
+ glEnd();
+ glPopAttrib();
+ }
+
+ if(debug_gui && dbg_sel_node) {
+ AABox bvol = dbg_sel_node->get_bounds();
+ draw_geom_object(&bvol);
+ }
+
+ if(show_walk_mesh && mscn->walk_mesh) {
+ glPushAttrib(GL_ENABLE_BIT);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ONE, GL_ONE);
+ glEnable(GL_POLYGON_OFFSET_FILL);
+
+ glUseProgram(0);
+
+ glPolygonOffset(-1, 1);
+ glDepthMask(0);
+
+ glColor3f(0.3, 0.08, 0.01);
+ mscn->walk_mesh->draw();
+
+ glDepthMask(1);
+
+ glPopAttrib();
+ }
+
+ exui_draw();
+
+ print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
+ draw_ui();
+}
+
+
+void app_reshape(int x, int y)
+{
+ glViewport(0, 0, x, y);
+ goatvr_set_fb_size(x, y, 1.0f);
+ debug_gui_reshape(x, y);
+
+ vp_width = x;
+ vp_height = 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:
+ app_quit();
+ break;
+
+ case '\n':
+ case '\r':
+ if(mod & MOD_ALT) {
+ app_toggle_fullscreen();
+ }
+ 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;
+
+ case 'w':
+ if(mod & MOD_CTRL) {
+ show_walk_mesh = !show_walk_mesh;
+ show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
+ }
+ break;
+
+ case 'c':
+ if(mod & MOD_CTRL) {
+ noclip = !noclip;
+ show_message(noclip ? "no clip" : "clip");
+ }
+ break;
+
+ case 'f':
+ toggle_flight();
+ 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);
+ break;
+
+ case '-':
+ 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;
+
+ case 'b':
+ show_blobs = !show_blobs;
+ show_message("blobs: %s\n", show_blobs ? "on" : "off");
+ break;
+
+ case ' ':
+ goatvr_recenter();
+ show_message("VR recenter\n");
+ break;
+
+ case KEY_UP:
+ exui_scroll(-1);
+ break;
+
+ case KEY_DOWN:
+ exui_scroll(1);
+ break;
+
+ case KEY_LEFT:
+ exui_change_tab(-1);
+ break;
+
+ case KEY_RIGHT:
+ exui_change_tab(1);
+ break;
+
+ case '\t':
+ if(exsel_grab_mouse) {
+ Exhibit *ex = exsel_grab_mouse.ex;
+ exslot_mouse.detach_exhibit();
+ exman->stash_exhibit(ex);
+ exsel_grab_mouse = ExSelection::null;
+ } else {
+ Exhibit *ex = exman->unstash_exhibit();
+ if(ex) {
+ exslot_mouse.attach_exhibit(ex, EXSLOT_ATTACH_TRANSIENT);
+ exsel_grab_mouse = ex;
+
+ Vec3 fwd = avatar.get_body_fwd();
+ exslot_mouse.node.set_position(avatar.pos + fwd * 100);
+ }
+ }
+ break;
+
+ case KEY_F5:
+ case KEY_F6:
+ case KEY_F7:
+ case KEY_F8:
+ dbg_key_pending |= 1 << (key - KEY_F5);
+ break;
+ }
+ }
+
+ if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
+ keystate[key] = pressed;
+ }
+}
+
+void app_mouse_button(int bn, bool pressed, int x, int y)
+{
+ static int press_x, press_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) {
+ ExSelection sel;
+ Ray ray = calc_pick_ray(x, y);
+ sel = exman->select(ray);
+
+ if(pressed) {
+ if(sel && (app_get_modifiers() & MOD_CTRL)) {
+ exsel_grab_mouse = sel;
+ Vec3 pos = sel.ex->node->get_position();
+ debug_log("grabbing... (%g %g %g)\n", pos.x, pos.y, pos.z);
+ exslot_mouse.node.set_position(pos);
+ exslot_mouse.node.set_rotation(sel.ex->node->get_rotation());
+ exslot_mouse.attach_exhibit(sel.ex, EXSLOT_ATTACH_TRANSIENT);
+ if(exsel_active) {
+ exsel_active = ExSelection::null; // cancel active on grab
+ }
+ }
+ press_x = x;
+ press_y = y;
+
+ } else {
+ if(exsel_grab_mouse) {
+ // cancel grab on mouse release
+ Exhibit *ex = exsel_grab_mouse.ex;
+ Vec3 pos = exslot_mouse.node.get_position();
+
+ debug_log("releasing at %g %g %g ...\n", pos.x, pos.y, pos.z);
+
+ exslot_mouse.detach_exhibit();
+
+ ExhibitSlot *slot = exman->nearest_empty_slot(pos, 300);
+ if(!slot) {
+ debug_log("no empty slot nearby\n");
+ if(ex->prev_slot && ex->prev_slot->empty()) {
+ slot = ex->prev_slot;
+ debug_log("using previous slot\n");
+ }
+ }
+
+ if(slot) {
+ slot->attach_exhibit(ex);
+ } else {
+ // nowhere to put it, so stash it for later
+ exslot_mouse.detach_exhibit();
+ exman->stash_exhibit(ex);
+ debug_log("no slots available, stashing\n");
+ }
+
+ exsel_grab_mouse = ExSelection::null;
+ }
+
+ if(abs(press_x - x) < 5 && abs(press_y - y) < 5) {
+ exsel_active = sel; // select or deselect active exhibit
+ if(sel) {
+ debug_log("selecting...\n");
+ } else {
+ debug_log("deselecting...\n");
+ }
+ }
+
+ press_x = press_y = INT_MIN;
+ }
+ }
+}
+
+static inline void mouse_look(float dx, float dy)
+{
+ float scrsz = (float)win_height;
+ avatar.set_body_rotation(avatar.body_rot + dx * 512.0 / scrsz);
+ avatar.head_alt += dy * 512.0 / scrsz;
+
+ if(avatar.head_alt < -90) avatar.head_alt = -90;
+ if(avatar.head_alt > 90) avatar.head_alt = 90;
+}
+
+static void mouse_zoom(float dx, float dy)
+{
+ cam_dist += dy * 0.1;
+ if(cam_dist < 0.0) cam_dist = 0.0;
+}
+
+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;
+ prev_my = y;
+
+ if(!dx && !dy) return;
+
+ if(exsel_grab_mouse) {
+ Vec3 pos = exslot_mouse.node.get_node_position();
+ Vec3 dir = transpose(view_matrix.upper3x3()) * Vec3(dx * 1.0, dy * -1.0, 0);
+
+ exslot_mouse.node.set_position(pos + dir);
+ }
+
+ if(bnstate[2]) {
+ mouse_look(dx, dy);
+ }
+}
+
+void app_mouse_delta(int dx, int dy)
+{
+ if(bnstate[2]) {
+ mouse_zoom(dx * mouse_speed, dy * mouse_speed);
+ } else {
+ mouse_look(dx * mouse_speed, dy * mouse_speed);
+ }
+}
+
+void app_mouse_wheel(int dir)
+{
+ if(debug_gui) {
+ debug_gui_wheel(dir);
+ }
+}
+
+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)
+{
+ gpad_bnstate[bn] = pressed;
+
+ if(pressed) {
+ switch(bn) {
+ case GPAD_LSTICK:
+ toggle_flight();
+ break;
+
+ case GPAD_X:
+ show_blobs = !show_blobs;
+ show_message("blobs: %s\n", show_blobs ? "on" : "off");
+ break;
+
+ case GPAD_START:
+ goatvr_recenter();
+ show_message("VR recenter\n");
+ break;
+
+ default:
+ break;
+ }
+ }
+}
+
+static void toggle_flight()
+{
+ 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");
+ }
+}
+
+static void calc_framerate()
+{
+ //static int ncalc;
+ static int nframes;
+ static long prev_upd;
+
+ long elapsed = time_msec - prev_upd;
+ if(elapsed >= 1000) {
+ framerate = (float)nframes / (float)(elapsed * 0.001);
+ nframes = 1;
+ prev_upd = time_msec;
+
+ /*if(++ncalc >= 5) {
+ printf("fps: %f\n", framerate);
+ ncalc = 0;
+ }*/
+ } else {
+ ++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;
+}