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;
-unsigned int sdr_ltmap, sdr_ltmap_notex;
-
int fpexcept_enabled;
+unsigned int dbg_key_pending;
+
static Avatar avatar;
static float cam_dist = 0.0;
static Ray last_pick_ray;
+static bool post_scene_init_pending = true;
+
bool app_init(int argc, char **argv)
{
avatar.body_rot = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
exman = new ExhibitManager;
- /*
- if(!exman->load(mscn, "data/exhibits")) {
- //return false;
- }
- */
+ // 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(!(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_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;
+ if(!rend->init()) {
+ return false;
+ }
rend->set_scene(mscn);
glUseProgram(0);
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) {
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);
exui_update(dt);
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 (only if we don't have one grabbed)
- if(!exsel_grab_mouse) {
- // 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);
+
+ if(vrhand[0].valid) {
+ exslot_left.node.set_position(vrhand[0].pos);
+ exslot_left.node.set_rotation(vrhand[0].rot);
+
+ // right hand takes precedence for hover
+ if(!exsel_grab_left && !exsel_hover) {
+ exsel_hover = exman->select(Sphere(vrhand[0].pos, 5));
+ }
+ }
+ if(vrhand[1].valid) {
+ exslot_right.node.set_position(vrhand[1].pos);
+ exslot_right.node.set_rotation(vrhand[1].rot);
+
+ if(!exsel_grab_right) {
+ exsel_hover = exman->select(Sphere(vrhand[1].pos, 5));
+ }
+ }
+
} 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 = transpose(mouse_view_matrix.upper3x3()) * Vec3(-0.47, 0, -1);
+ 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
}
for(int i=0; i<2; i++) {
// for each eye
goatvr_draw_eye(i);
+ vp_width = goatvr_get_fb_eye_width(i);
+ vp_height = goatvr_get_fb_eye_height(i);
proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
glMatrixMode(GL_PROJECTION);
}
goatvr_draw_done();
+ vp_width = win_width;
+ vp_height = win_height;
+
if(should_swap) {
app_swap_buffers();
}
rend->draw();
exman->draw();
- /*
if(have_handtracking) {
Mat4 head_xform = inverse(mouse_view_matrix);//goatvr_head_matrix();
Mat4 head_dir_xform = head_xform.upper3x3();
glDisable(GL_LIGHTING);
glBegin(GL_LINES);
for(int i=0; i<2; i++) {
- if(hand[i].valid) {
+ if(vrhand[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;
+ Vec3 v = head_xform * vrhand[i].pos;
+ Vec3 dir = head_dir_xform * rotate(Vec3(0, 0, -1), vrhand[i].rot) * 20.0f;
+ Vec3 up = head_dir_xform * rotate(Vec3(0, 1, 0), vrhand[i].rot) * 10.0f;
+ Vec3 right = head_dir_xform * rotate(Vec3(1, 0, 0), vrhand[i].rot) * 10.0f;
glVertex3f(v.x, v.y, v.z);
glVertex3f(v.x + dir.x, v.y + dir.y, v.z + dir.z);
glEnd();
glPopAttrib();
}
- */
if(debug_gui && dbg_sel_node) {
AABox bvol = dbg_sel_node->get_bounds();
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)
show_message("VR recenter\n");
break;
- case 'x':
- exman->load(mscn, "data/exhibits");
+ 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 KEY_F5:
+ case KEY_F6:
+ case KEY_F7:
+ case KEY_F8:
+ dbg_key_pending |= 1 << (key - KEY_F5);
break;
}
}