From: John Tsiombikas Date: Thu, 25 Aug 2016 03:45:52 +0000 (+0300) Subject: implemented a laser pointer X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=commitdiff_plain;h=refs%2Fheads%2Fmaster;p=vrfileman implemented a laser pointer --- diff --git a/src/app.cc b/src/app.cc index f075761..eaa9630 100644 --- a/src/app.cc +++ b/src/app.cc @@ -1,5 +1,6 @@ #include #include +#include #include "opengl.h" #include "app.h" #include "gmath/gmath.h" @@ -13,24 +14,35 @@ #include "texture.h" #include "sdr.h" +#define LASER_TIMEOUT 2000 +#define PTIME_INVAL -LASER_TIMEOUT + static void draw_scene(); +static void draw_laser(); int win_width, win_height; float win_aspect; long time_msec; double time_sec; -Mat4 view_matrix; +Mat4 view_matrix, mouse_view_matrix, proj_matrix; float cam_height = 1.65; -static float cam_theta, cam_phi; +static Ray mray; +static float mtheta, mphi; +static long last_pointer_time = PTIME_INVAL; +static float laser_alpha; + +static float cam_theta, cam_phi = 15; static bool should_swap; static bool bnstate[16]; -static int prev_x, prev_y; +static int mouse_x, mouse_y; static float fov = 60.0; +static bool have_headtracking; + static RenderTarget *rtarg; static bool rtarg_valid; static unsigned int post_sdr; @@ -76,7 +88,9 @@ bool app_init(int argc, char **argv) goatvr_startvr(); should_swap = goatvr_should_swap() != 0; cam_height = goatvr_get_eye_height(); + have_headtracking = goatvr_have_headtracking(); + goatvr_recenter(); RenderTarget::default_fbo = goatvr_get_fbo(); } @@ -100,11 +114,15 @@ bool app_init(int argc, char **argv) return false; } + if(opt.vr || opt.fullscreen) { + app_grab_mouse(true); + } return true; } void app_cleanup() { + app_grab_mouse(false); if(opt.vr) { goatvr_shutdown(); } @@ -118,6 +136,46 @@ static void update() if(!rtarg_valid) { rtarg->resize(win_width, win_height); } + + /* calculate the mouselook view matrix */ + mouse_view_matrix = Mat4::identity; + if(!have_headtracking) { + mouse_view_matrix.pre_rotate_x(deg_to_rad(cam_phi)); + } + mouse_view_matrix.pre_rotate_y(deg_to_rad(cam_theta)); + mouse_view_matrix.pre_translate(0, -cam_height, 0); + + long interval = time_msec - last_pointer_time; + if(interval < LASER_TIMEOUT) { + Vec3 target; + + if(have_headtracking) { + target.x = sin(deg_to_rad(mtheta)) * cos(deg_to_rad(mphi)) * 200.0; + target.y = sin(deg_to_rad(mphi)) * 200.0; + target.z = -cos(deg_to_rad(mtheta)) * cos(deg_to_rad(mphi)) * 200.0; + + mray.origin = inverse(view_matrix) * Vec3(0.2, -0.4, 0.0); + } else { + /* pick on a distant sphere to find where the mouse is pointing to + * and use that as the other end of the mouse ray + */ + float px = 2.0 * (float)mouse_x / win_width - 1.0; + float py = 1.0 - (2.0 * (float)mouse_y / win_height); + + Mat4 mvp_inv = inverse(mouse_view_matrix * proj_matrix); + Vec4 vfar = mvp_inv * Vec4(px, py, 1, 1); + + target = vfar.xyz() / vfar.w; + + mray.origin = Vec3(0, cam_height, 0); + } + + mray.dir = target - mray.origin; + + laser_alpha = 1.0 - std::max(4.0f * interval / LASER_TIMEOUT - 3.0f, 0.0f); + } else { + laser_alpha = 0.0f; + } } void app_draw() @@ -132,13 +190,11 @@ void app_draw() for(int i=0; i<2; i++) { goatvr_draw_eye(i); + proj_matrix = goatvr_projection_matrix(i, 0.1, 200.0); glMatrixMode(GL_PROJECTION); - glLoadMatrixf(goatvr_projection_matrix(i, 0.1, 200.0)); + glLoadMatrixf(proj_matrix[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); + view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i)); glMatrixMode(GL_MODELVIEW); glLoadMatrixf(view_matrix[0]); @@ -156,15 +212,11 @@ void app_draw() // regular monoscopic mode glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - Mat4 mat; - mat.perspective(deg_to_rad(fov), win_aspect, 0.1, 200.0); + proj_matrix.perspective(deg_to_rad(fov), win_aspect, 0.1, 200.0); glMatrixMode(GL_PROJECTION); - glLoadMatrixf(mat[0]); + glLoadMatrixf(proj_matrix[0]); - 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); + view_matrix = mouse_view_matrix; glMatrixMode(GL_MODELVIEW); glLoadMatrixf(view_matrix[0]); @@ -186,6 +238,9 @@ static void draw_scene() draw_backdrop(); draw_fs(); + if(laser_alpha > 0.0) { + draw_laser(); + } if(!opt.vr) { set_render_target(0); @@ -216,6 +271,28 @@ static void draw_scene() } } +static void draw_laser() +{ + glPushAttrib(GL_ENABLE_BIT); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE); + + glDepthMask(0); + glUseProgram(0); + + glLineWidth(2.0); + glBegin(GL_LINES); + glColor4f(1.0, 0.3, 0.2, laser_alpha); + glVertex3f(mray.origin.x, mray.origin.y, mray.origin.z); + Vec3 end = mray.origin + mray.dir; + glVertex3f(end.x, end.y, end.z); + glEnd(); + glLineWidth(1.0); + + glDepthMask(1); + glPopAttrib(); +} + void app_reshape(int x, int y) { glViewport(0, 0, x, y); @@ -260,6 +337,11 @@ void app_keyboard(int key, bool pressed) fov -= 1.0; if(fov < 0.0) fov = 0.0; break; + + case '`': + app_toggle_grab_mouse(); + mtheta = mphi = 0; + break; } } } @@ -267,28 +349,47 @@ void app_keyboard(int key, bool pressed) void app_mouse_button(int bn, bool pressed, int x, int y) { bnstate[bn] = pressed; - prev_x = x; - prev_y = y; + mouse_x = x; + mouse_y = y; } void app_mouse_motion(int x, int y) { - int dx = x - prev_x; - int dy = y - prev_y; - prev_x = x; - prev_y = y; + int dx = x - mouse_x; + int dy = y - mouse_y; + app_mouse_delta(dx, dy); + + mouse_x = x; + mouse_y = y; +} + +template +static T clamp(T x, T a, T b) +{ + return x < a ? a : (b < x ? b : x); +} + +void app_mouse_delta(int dx, int dy) +{ if(!dx && !dy) return; + mouse_x = clamp(mouse_x + dx, 0, win_width); + mouse_y = clamp(mouse_y + dy, 0, win_height); + if(bnstate[0]) { cam_theta += dx * 0.5; + cam_phi = clamp(cam_phi + dy * 0.5f, -90.0f, 90.0f); - if(!opt.vr || !goatvr_have_headtracking()) { - cam_phi += dy * 0.5; + mtheta = mphi = 0; + last_pointer_time = PTIME_INVAL; - if(cam_phi < -90) cam_phi = -90; - if(cam_phi > 90) cam_phi = 90; - } + } else { + mtheta += dx * 0.05; + mphi = clamp(mphi - dy * 0.05f, -90.0f, 90.0f); + + last_pointer_time = time_msec; } - app_redraw(); + + //app_redraw(); } diff --git a/src/app.h b/src/app.h index 97f8f8b..83eaf5a 100644 --- a/src/app.h +++ b/src/app.h @@ -21,10 +21,16 @@ void app_reshape(int x, int y); void app_keyboard(int key, bool pressed); void app_mouse_button(int bn, bool pressed, int x, int y); void app_mouse_motion(int x, int y); +void app_mouse_delta(int dx, int dy); // the following functions are implemented by the window system backend void app_resize(int x, int y); void app_fullscreen(bool fs); +void app_toggle_fullscreen(); +bool app_is_fullscreen(); +void app_grab_mouse(bool grab); +void app_toggle_grab_mouse(); +bool app_is_mouse_grabbed(); void app_quit(); void app_redraw(); void app_swap_buffers(); diff --git a/src/fs.cc b/src/fs.cc index aedeacd..3db0012 100644 --- a/src/fs.cc +++ b/src/fs.cc @@ -107,6 +107,7 @@ void draw_fs() static const float radius = 0.6; static const float umax = 0.42; static const float max_icon_angle = M_PI * 2.0 * umax; + static const float first_row_y = -row_spacing; int max_ncols = std::max(1, umax * 12); @@ -152,7 +153,7 @@ void draw_fs() Mat4 xform; xform.rotate_y(angle); - xform.translate(0, -0.3, 0); + xform.translate(0, -0.6, 0); glPushMatrix(); glMultMatrixf(xform[0]); @@ -167,9 +168,9 @@ void draw_fs() glTexCoord2f(1, 0); glVertex3f(0.2, 0, 0.05); glTexCoord2f(1, 1); - glVertex3f(0.2, 0, -5.0); + glVertex3f(0.2, 0, -10.0); glTexCoord2f(0, 1); - glVertex3f(-0.2, 0, -5.0); + glVertex3f(-0.2, 0, -10.0); glColor3f(1, 1, 1); glEnd(); glPopMatrix(); @@ -189,7 +190,7 @@ void draw_fs() float angle = (float)col++ / (float)(num_dirs - 1) * max_icon_angle - max_icon_angle * 0.5; - draw_node_name(node, angle, -0.3, radius, false); + draw_node_name(node, angle, -0.6, radius * 1.2, false); } // then draw file icons @@ -209,7 +210,7 @@ void draw_fs() float angle = icon_angle(col, ncols, max_icon_angle); Mat4 xform = rot_xform; - xform.translate(0, row * row_spacing, -radius); + xform.translate(0, row * row_spacing + first_row_y, -radius); xform.rotate_y(angle); glPushMatrix(); @@ -239,7 +240,7 @@ void draw_fs() float angle = icon_angle(col, ncols, max_icon_angle); - draw_node_name(node, angle, row * row_spacing - 0.1, radius, false); + draw_node_name(node, angle, row * row_spacing + first_row_y - 0.08, radius, false); if(++col >= ncols) { col = 0; @@ -260,11 +261,11 @@ static void draw_node_name(FSNode *node, float angle, float ypos, float dist, bo const char *name = full ? node->name_lines[i].c_str() : node->short_name.c_str(); glPushMatrix(); Mat4 xform; - xform.translate(-dtx_string_width(name) / 2.0, -line_height * i, 0); + xform.translate(-dtx_string_width(name) / 2.0, -line_height * i - line_height * 0.5, 0); if(node->type == FSTYPE_DIR) { xform.rotate_z(deg_to_rad(90)); xform.rotate_x(deg_to_rad(-90)); - xform.scale(0.0017); + xform.scale(0.0018); } else { xform.scale(0.0012); } diff --git a/src/main.cc b/src/main.cc index 82454fd..d236a3b 100644 --- a/src/main.cc +++ b/src/main.cc @@ -8,6 +8,7 @@ static void process_event(SDL_Event *ev); static SDL_Window *win; static SDL_GLContext ctx; static bool redraw_pending = true; +static bool fullscreen, mouse_grabbed; static bool quit; static int scale_factor = 1; @@ -96,6 +97,36 @@ void app_resize(int x, int y) void app_fullscreen(bool fs) { SDL_SetWindowFullscreen(win, fs ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0); + fullscreen = fs; +} + +void app_toggle_fullscreen() +{ + app_fullscreen(!fullscreen); +} + +bool app_is_fullscreen() +{ + return fullscreen; +} + +void app_grab_mouse(bool grab) +{ + /*SDL_SetWindowGrab(win, grab ? SDL_TRUE : SDL_FALSE); + SDL_ShowCursor(grab ? 1 : 0); + */ + SDL_SetRelativeMouseMode(grab ? SDL_TRUE : SDL_FALSE); + mouse_grabbed = grab; +} + +void app_toggle_grab_mouse() +{ + app_grab_mouse(!mouse_grabbed); +} + +bool app_is_mouse_grabbed() +{ + return mouse_grabbed; } void app_quit() @@ -137,7 +168,11 @@ static void process_event(SDL_Event *ev) break; case SDL_MOUSEMOTION: - app_mouse_motion(ev->motion.x * scale_factor, ev->motion.y * scale_factor); + if(mouse_grabbed) { + app_mouse_delta(ev->motion.xrel, ev->motion.yrel); + } else { + app_mouse_motion(ev->motion.x * scale_factor, ev->motion.y * scale_factor); + } break; case SDL_WINDOWEVENT: