#include "ui.h"
#include "opt.h"
#include "post.h"
+#include "renderer.h"
+#include "avatar.h"
+#include "vrinput.h"
+#include "exman.h"
+#include "blob_exhibit.h"
#define NEAR_CLIP 5.0
#define FAR_CLIP 10000.0
static void draw_scene();
+static void toggle_flight();
+static void calc_framerate();
long time_msec;
int win_width, win_height;
bool fb_srgb;
bool opt_gear_wireframe;
+TextureSet texman;
+SceneSet sceneman;
+
+unsigned int sdr_ltmap, sdr_ltmap_notex;
+
+static Avatar avatar;
+
static float cam_dist = 0.0;
-static float cam_theta, cam_phi = 20;
-static Vec3 cam_pos;
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, should_swap;
+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 TextureSet texman;
-static Scene *scn;
-static unsigned int sdr, sdr_post_gamma;
+static MetaScene *mscn;
+static unsigned int sdr_post_gamma;
static long prev_msec;
+static ExhibitManager *exman;
+static BlobExhibit *blobs;
+static bool show_blobs;
+
+static Renderer *rend;
+
bool app_init(int argc, char **argv)
{
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();
}
- 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);
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);
+ glClearColor(1, 1, 1, 1);
+
+ init_audio();
+
+ if(!init_vrhands()) {
+ return false;
+ }
- scn = new Scene(&texman);
- if(!load_scene(scn, "data/museum.scene")) {
+ mscn = new MetaScene;
+ if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
return false;
}
- // set initial cam_pos above the center of the walk mesh (if any)
- if(scn->walk_mesh) {
- Vec3 bcent;
- float brad;
- scn->walk_mesh->get_bsphere(&bcent, &brad);
+ 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))));
- floor_y = bcent.y;
- cam_pos = bcent + Vec3(0, user_eye_height, 0);
+ exman = new ExhibitManager;
+ if(!exman->load(mscn, "data/exhibits")) {
+ //return false;
}
- if(!(sdr = create_program_load("sdr/test.v.glsl", "sdr/test.p.glsl"))) {
- fprintf(stderr, "failed to load test shaders\n");
+ blobs = new BlobExhibit;
+ blobs->node = new SceneNode;
+ blobs->init();
+ blobs->node->set_position(Vec3(-680, 160, -100));
+ blobs->node->set_scaling(Vec3(28, 28, 28));
+ blobs->node->update(0);
+
+ exman->add(blobs);
+
+ if(!(sdr_ltmap_notex = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-notex.p.glsl"))) {
+ return false;
+ }
+ set_uniform_int(sdr_ltmap_notex, "texmap", MTL_TEX_DIFFUSE);
+ set_uniform_int(sdr_ltmap_notex, "lightmap", MTL_TEX_LIGHTMAP);
+
+ 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", MTL_TEX_DIFFUSE);
+ set_uniform_int(sdr_ltmap, "lightmap", MTL_TEX_LIGHTMAP);
if(!fb_srgb) {
sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
}
+ rend = new Renderer;
+ 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;
}
void app_cleanup()
{
+ if(mscn->music) {
+ mscn->music->stop();
+ }
+ destroy_audio();
+
app_grab_mouse(false);
if(opt.vr) {
goatvr_shutdown();
}
+ destroy_vrhands();
+
+ delete rend;
+
+ delete exman;
+
texman.clear();
+ sceneman.clear();
}
static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
{
- Mesh *wm = scn->walk_mesh;
+ Mesh *wm = mscn->walk_mesh;
if(!wm) {
*newv = v;
return true;
Ray downray = Ray(v, Vec3(0, -1, 0));
HitPoint hit;
- if(scn->walk_mesh->intersect(downray, &hit)) {
+ if(mscn->walk_mesh->intersect(downray, &hit)) {
*newv = hit.pos;
newv->y += user_eye_height;
return true;
static void update(float dt)
{
texman.update();
+ sceneman.update();
- scn->update(dt);
+ mscn->update(dt);
+ exman->update(dt);
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 * 2.0 * speed;
+ dir.z += mag * joy_move.y / len * 2.0 * 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)'a']) {
dir.x -= speed;
}
- if(keystate[(int)'q']) {
- cam_pos.y += speed;
+ if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
+ avatar.pos.y += speed;
}
- if(keystate[(int)'z']) {
- cam_pos.y -= speed;
+ if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
+ avatar.pos.y -= speed;
}
- float theta = M_PI * cam_theta / 180.0f;
+ float theta = M_PI * avatar.body_rot / 180.0f;
Vec3 newpos;
- newpos.x = cam_pos.x + cos(theta) * dir.x - sin(theta) * dir.z;
- newpos.y = cam_pos.y;
- newpos.z = cam_pos.z + sin(theta) * dir.x + cos(theta) * dir.z;
+ newpos.x = avatar.pos.x + cos(theta) * dir.x - sin(theta) * dir.z;
+ newpos.y = avatar.pos.y;
+ newpos.z = avatar.pos.z + sin(theta) * dir.x + cos(theta) * dir.z;
if(noclip) {
- cam_pos = newpos;
+ avatar.pos = newpos;
} else {
- if(!constrain_walk_mesh(newpos, &cam_pos)) {
+ if(!constrain_walk_mesh(newpos, &avatar.pos)) {
float dtheta = M_PI / 32.0;
float theta = dtheta;
- Vec2 dir2d = newpos.xz() - cam_pos.xz();
+ Vec2 dir2d = newpos.xz() - avatar.pos.xz();
for(int i=0; i<16; i++) {
Vec2 dvec = rotate(dir2d, theta);
- Vec3 pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
- if(constrain_walk_mesh(pos, &cam_pos)) {
+ Vec3 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
+ if(constrain_walk_mesh(pos, &avatar.pos)) {
break;
}
dvec = rotate(dir2d, -theta);
- pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
- if(constrain_walk_mesh(pos, &cam_pos)) {
+ pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
+ if(constrain_walk_mesh(pos, &avatar.pos)) {
break;
}
theta += dtheta;
}
}
- floor_y = cam_pos.y - user_eye_height;
+ floor_y = avatar.pos.y - user_eye_height;
}
+ // TODO move to avatar
// 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_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);
}
- 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;
- update(dt);
-
if(opt.vr) {
// VR mode
goatvr_draw_start();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ update(dt);
+
for(int i=0; i<2; i++) {
// for each eye
goatvr_draw_eye(i);
glLoadMatrixf(view_matrix[0]);
draw_scene();
+ if(have_handtracking) {
+ draw_vrhands();
+ }
}
goatvr_draw_done();
} 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]);
app_swap_buffers();
}
assert(glGetError() == GL_NO_ERROR);
+
+ calc_framerate();
}
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);
- glUseProgram(sdr);
- scn->draw();
- glUseProgram(0);
+ rend->draw();
+
+ if(show_blobs) {
+ blobs->draw();
+ }
+
+ /*
+ if(have_handtracking) {
+ Mat4 head_xform = inverse(mouse_view_matrix);//goatvr_head_matrix();
+ Mat4 head_dir_xform = head_xform.upper3x3();
- if(show_walk_mesh && scn->walk_mesh) {
+ glUseProgram(0);
+ glPushAttrib(GL_ENABLE_BIT);
+ glDisable(GL_LIGHTING);
+ glBegin(GL_LINES);
+ for(int i=0; i<2; i++) {
+ if(hand[i].valid) {
+ glColor3f(i, 1 - i, i);
+ } else {
+ glColor3f(0.5, 0.5, 0.5);
+ }
+ Vec3 v = head_xform * hand[i].pos;
+ Vec3 dir = head_dir_xform * rotate(Vec3(0, 0, -1), hand[i].rot) * 20.0f;
+ Vec3 up = head_dir_xform * rotate(Vec3(0, 1, 0), hand[i].rot) * 10.0f;
+ Vec3 right = head_dir_xform * rotate(Vec3(1, 0, 0), hand[i].rot) * 10.0f;
+
+ 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(show_walk_mesh && mscn->walk_mesh) {
glPushAttrib(GL_ENABLE_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glDisable(GL_LIGHTING);
glEnable(GL_POLYGON_OFFSET_FILL);
+ glUseProgram(0);
+
glPolygonOffset(-1, 1);
glDepthMask(0);
glColor3f(0.3, 0.08, 0.01);
- scn->walk_mesh->draw();
+ mscn->walk_mesh->draw();
glDepthMask(1);
glPopAttrib();
}
+ print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
draw_ui();
}
app_quit();
break;
- case 'f':
- app_toggle_fullscreen();
+ case '\n':
+ case '\r':
+ if(mod & MOD_ALT) {
+ app_toggle_fullscreen();
+ }
break;
case '`':
}
break;
+ case 'f':
+ toggle_flight();
+ break;
+
case 'p':
if(mod & MOD_CTRL) {
fb_srgb = !fb_srgb;
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;
}
}
bnstate[bn] = pressed;
}
-static inline void mouse_look(int dx, int dy)
+static inline void mouse_look(float dx, float dy)
{
float scrsz = (float)win_height;
- cam_theta += dx * 512.0 / scrsz;
- cam_phi += dy * 512.0 / scrsz;
+ avatar.body_rot += dx * 512.0 / scrsz;
+ avatar.head_alt += dy * 512.0 / scrsz;
- if(cam_phi < -90) cam_phi = -90;
- if(cam_phi > 90) cam_phi = 90;
+ if(avatar.head_alt < -90) avatar.head_alt = -90;
+ if(avatar.head_alt > 90) avatar.head_alt = 90;
}
-static void mouse_zoom(int dx, int dy)
+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_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)
+{
+ 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;
}
}