#include "goatvr.h"
#include "opt.h"
#include "fs.h"
+#include "rtarg.h"
+#include "texture.h"
+#include "sdr.h"
static void draw_scene();
double time_sec;
Mat4 view_matrix;
-static bool should_swap;
+float cam_height = 1.65;
static float cam_theta, cam_phi;
-static float cam_height = 1.65;
+static bool should_swap;
static bool bnstate[16];
static int prev_x, prev_y;
static float fov = 60.0;
+static RenderTarget *rtarg;
+static bool rtarg_valid;
+static unsigned int post_sdr;
+
+
bool app_init(int argc, char **argv)
{
if(!init_options(argc, argv, "vrfileman.conf")) {
glEnable(GL_FRAMEBUFFER_SRGB);
}
+ rtarg = new RenderTarget;
+ rtarg->create(GL_RGB16F);
+
if(opt.vr) {
if(goatvr_init() == -1) {
return false;
goatvr_startvr();
should_swap = goatvr_should_swap() != 0;
cam_height = goatvr_get_eye_height();
+
+ RenderTarget::default_fbo = goatvr_get_fbo();
+ }
+
+ if(opt.srgb) {
+ add_shader_header(GL_FRAGMENT_SHADER, "#define set_pixel set_pixel_linear");
+ } else {
+ add_shader_header(GL_FRAGMENT_SHADER, "#define set_pixel set_pixel_srgb");
+ }
+ if(!(post_sdr = create_program_load("sdr/post.v.glsl", "sdr/post.p.glsl"))) {
+ return false;
}
+ clear_shader_header(0);
Mesh::use_custom_sdr_attr = false;
if(opt.vr) {
goatvr_shutdown();
}
+ delete rtarg;
+ free_program(post_sdr);
cleanup_backdrop();
}
+static void update()
+{
+ if(!rtarg_valid) {
+ rtarg->resize(win_width, win_height);
+ }
+}
+
void app_draw()
{
+ update();
+
if(opt.vr) {
// VR mode
goatvr_draw_start();
static void draw_scene()
{
+ if(!opt.vr) {
+ set_render_target(rtarg);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ }
+
draw_backdrop();
draw_fs();
+
+ if(!opt.vr) {
+ set_render_target(0);
+
+ glPushAttrib(GL_ENABLE_BIT);
+ glDisable(GL_DEPTH_TEST);
+
+ glUseProgram(post_sdr);
+ set_uniform_matrix4(post_sdr, "texmat", rtarg->get_texture_matrix()[0]);
+
+ bind_texture(rtarg->get_texture());
+
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex2f(-1, -1);
+ glTexCoord2f(1, 0);
+ glVertex2f(1, -1);
+ glTexCoord2f(1, 1);
+ glVertex2f(1, 1);
+ glTexCoord2f(0, 1);
+ glVertex2f(-1, 1);
+ glEnd();
+
+ bind_texture(0);
+ glUseProgram(0);
+
+ glPopAttrib();
+ }
}
void app_reshape(int x, int y)
{
glViewport(0, 0, x, y);
+ rtarg_valid = false;
if(opt.vr) {
goatvr_set_fb_size(x, y, 1.0);