03561049230e59a38537fd8a25fd51ce517e29ad
[laserbrain_demo] / src / app.cc
1 #include <stdio.h>
2 #include <assert.h>
3 #include <goatvr.h>
4 #include "app.h"
5 #include "opengl.h"
6 #include "sdr.h"
7 #include "texture.h"
8 #include "mesh.h"
9 #include "meshgen.h"
10 #include "scene.h"
11 #include "metascene.h"
12 #include "datamap.h"
13 #include "ui.h"
14 #include "opt.h"
15 #include "post.h"
16 #include "renderer.h"
17 #include "avatar.h"
18 #include "vrinput.h"
19 #include "exman.h"
20 #include "blob_exhibit.h"
21 #include "dbg_gui.h"
22
23 #define NEAR_CLIP       5.0
24 #define FAR_CLIP        10000.0
25
26 static void draw_scene();
27 static void toggle_flight();
28 static void calc_framerate();
29
30 long time_msec;
31 int win_width, win_height;
32 float win_aspect;
33 bool fb_srgb;
34 bool opt_gear_wireframe;
35
36 TextureSet texman;
37 SceneSet sceneman;
38
39 unsigned int sdr_ltmap, sdr_ltmap_notex;
40
41 static Avatar avatar;
42
43 static float cam_dist = 0.0;
44 static float floor_y;   // last floor height
45 static float user_eye_height = 165;
46
47 static float walk_speed = 300.0f;
48 static float mouse_speed = 0.5f;
49 static bool show_walk_mesh, noclip = false;
50
51 static bool have_headtracking, have_handtracking, should_swap;
52
53 static int prev_mx, prev_my;
54 static bool bnstate[8];
55 static bool keystate[256];
56 static bool gpad_bnstate[64];
57 static Vec2 joy_move, joy_look;
58 static float joy_deadzone = 0.01;
59
60 static float framerate;
61
62 static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
63 static MetaScene *mscn;
64 static unsigned int sdr_post_gamma;
65
66 static long prev_msec;
67
68 static ExhibitManager *exman;
69 static BlobExhibit *blobs;
70 static bool show_blobs;
71
72 static Renderer *rend;
73
74 static bool show_debug_gui;
75
76
77 bool app_init(int argc, char **argv)
78 {
79         if(!init_options(argc, argv, "demo.conf")) {
80                 return false;
81         }
82         app_resize(opt.width, opt.height);
83         app_fullscreen(opt.fullscreen);
84
85         if(opt.vr) {
86                 if(goatvr_init() == -1) {
87                         return false;
88                 }
89                 goatvr_set_origin_mode(GOATVR_HEAD);
90                 goatvr_set_units_scale(100.0f);
91
92                 goatvr_startvr();
93                 should_swap = goatvr_should_swap() != 0;
94                 user_eye_height = goatvr_get_eye_height();
95                 have_headtracking = goatvr_have_headtracking();
96                 have_handtracking = goatvr_have_handtracking();
97
98                 goatvr_recenter();
99         }
100
101         if(fb_srgb) {
102                 int srgb_capable;
103                 glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
104                 printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
105                 if(srgb_capable) {
106                         glEnable(GL_FRAMEBUFFER_SRGB);
107                 } else {
108                         fb_srgb = 0;
109                 }
110         }
111
112         glEnable(GL_MULTISAMPLE);
113         glEnable(GL_DEPTH_TEST);
114         glEnable(GL_CULL_FACE);
115         glEnable(GL_LIGHTING);
116         glEnable(GL_NORMALIZE);
117
118         if(!init_debug_gui()) {
119                 return false;
120         }
121
122         Mesh::use_custom_sdr_attr = false;
123
124         float ambient[] = {0.0, 0.0, 0.0, 0.0};
125         glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
126
127         glClearColor(1, 1, 1, 1);
128
129         init_audio();
130
131         if(!init_vrhands()) {
132                 return false;
133         }
134
135         mscn = new MetaScene;
136         if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
137                 return false;
138         }
139
140         avatar.pos = mscn->start_pos;
141         Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot);
142         dir.y = 0;
143         avatar.body_rot = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
144
145         exman = new ExhibitManager;
146         if(!exman->load(mscn, "data/exhibits")) {
147                 //return false;
148         }
149
150         blobs = new BlobExhibit;
151         blobs->node = new SceneNode;
152         blobs->init();
153         blobs->node->set_position(Vec3(-680, 160, -100));
154         blobs->node->set_scaling(Vec3(28, 28, 28));
155         blobs->node->update(0);
156
157         exman->add(blobs);
158
159         if(!(sdr_ltmap_notex = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-notex.p.glsl"))) {
160                 return false;
161         }
162         set_uniform_int(sdr_ltmap_notex, "texmap", MTL_TEX_DIFFUSE);
163         set_uniform_int(sdr_ltmap_notex, "lightmap", MTL_TEX_LIGHTMAP);
164
165         if(!(sdr_ltmap = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-tex.p.glsl"))) {
166                 return false;
167         }
168         set_uniform_int(sdr_ltmap, "texmap", MTL_TEX_DIFFUSE);
169         set_uniform_int(sdr_ltmap, "lightmap", MTL_TEX_LIGHTMAP);
170
171         if(!fb_srgb) {
172                 sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
173         }
174
175         rend = new Renderer;
176         rend->set_scene(mscn);
177
178         glUseProgram(0);
179
180         if(opt.vr || opt.fullscreen) {
181                 app_grab_mouse(true);
182         }
183
184         if(mscn->music && opt.music) {
185                 mscn->music->play(AUDIO_PLAYMODE_LOOP);
186         }
187         return true;
188 }
189
190 void app_cleanup()
191 {
192         if(mscn->music) {
193                 mscn->music->stop();
194         }
195         destroy_audio();
196
197         app_grab_mouse(false);
198         if(opt.vr) {
199                 goatvr_shutdown();
200         }
201         destroy_vrhands();
202
203         delete rend;
204
205         delete exman;
206
207         texman.clear();
208         sceneman.clear();
209
210         cleanup_debug_gui();
211 }
212
213 static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
214 {
215         Mesh *wm = mscn->walk_mesh;
216         if(!wm) {
217                 *newv = v;
218                 return true;
219         }
220
221         Ray downray = Ray(v, Vec3(0, -1, 0));
222         HitPoint hit;
223         if(mscn->walk_mesh->intersect(downray, &hit)) {
224                 *newv = hit.pos;
225                 newv->y += user_eye_height;
226                 return true;
227         }
228         return false;
229 }
230
231 static void update(float dt)
232 {
233         texman.update();
234         sceneman.update();
235
236         mscn->update(dt);
237         exman->update(dt);
238
239         float speed = walk_speed * dt;
240         Vec3 dir;
241
242         // joystick
243         float jdeadsq = joy_deadzone * joy_deadzone;
244         float jmove_lensq = length_sq(joy_move);
245         float jlook_lensq = length_sq(joy_look);
246
247         if(jmove_lensq > jdeadsq) {
248                 float len = sqrt(jmove_lensq);
249                 jmove_lensq -= jdeadsq;
250
251                 float mag = len * len;
252                 dir.x += mag * joy_move.x / len * 2.0 * speed;
253                 dir.z += mag * joy_move.y / len * 2.0 * speed;
254         }
255         if(jlook_lensq > jdeadsq) {
256                 float len = sqrt(jlook_lensq);
257                 jlook_lensq -= jdeadsq;
258
259                 float mag = len * len;
260                 avatar.body_rot += mag * joy_look.x / len * 200.0 * dt;
261                 avatar.head_alt += mag * joy_look.y / len * 100.0 * dt;
262                 if(avatar.head_alt < -90.0f) avatar.head_alt = -90.0f;
263                 if(avatar.head_alt > 90.0f) avatar.head_alt = 90.0f;
264         }
265
266         // keyboard move
267         if(keystate[(int)'w']) {
268                 dir.z -= speed;
269         }
270         if(keystate[(int)'s']) {
271                 dir.z += speed;
272         }
273         if(keystate[(int)'d']) {
274                 dir.x += speed;
275         }
276         if(keystate[(int)'a']) {
277                 dir.x -= speed;
278         }
279         if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
280                 avatar.pos.y += speed;
281         }
282         if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
283                 avatar.pos.y -= speed;
284         }
285
286         float theta = M_PI * avatar.body_rot / 180.0f;
287         Vec3 newpos;
288         newpos.x = avatar.pos.x + cos(theta) * dir.x - sin(theta) * dir.z;
289         newpos.y = avatar.pos.y;
290         newpos.z = avatar.pos.z + sin(theta) * dir.x + cos(theta) * dir.z;
291
292         if(noclip) {
293                 avatar.pos = newpos;
294         } else {
295                 if(!constrain_walk_mesh(newpos, &avatar.pos)) {
296                         float dtheta = M_PI / 32.0;
297                         float theta = dtheta;
298                         Vec2 dir2d = newpos.xz() - avatar.pos.xz();
299
300                         for(int i=0; i<16; i++) {
301                                 Vec2 dvec = rotate(dir2d, theta);
302                                 Vec3 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
303                                 if(constrain_walk_mesh(pos, &avatar.pos)) {
304                                         break;
305                                 }
306                                 dvec = rotate(dir2d, -theta);
307                                 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
308                                 if(constrain_walk_mesh(pos, &avatar.pos)) {
309                                         break;
310                                 }
311                                 theta += dtheta;
312                         }
313                 }
314                 floor_y = avatar.pos.y - user_eye_height;
315         }
316
317         // TODO move to avatar
318         // calculate mouselook view matrix
319         mouse_view_matrix = Mat4::identity;
320         mouse_view_matrix.pre_translate(0, 0, -cam_dist);
321         if(!have_headtracking) {
322                 mouse_view_matrix.pre_rotate_x(deg_to_rad(avatar.head_alt));
323         }
324         mouse_view_matrix.pre_rotate_y(deg_to_rad(avatar.body_rot));
325         mouse_view_matrix.pre_translate(-avatar.pos.x, -avatar.pos.y, -avatar.pos.z);
326
327         // update hand-tracking
328         if(have_handtracking) {
329                 update_vrhands(&avatar);
330         }
331 }
332
333 static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
334 {
335         unsigned int lt = GL_LIGHT0 + idx;
336         float posv[] = { pos.x, pos.y, pos.z, 1 };
337         float colv[] = { color.x, color.y, color.z, 1 };
338
339         glEnable(lt);
340         glLightfv(lt, GL_POSITION, posv);
341         glLightfv(lt, GL_DIFFUSE, colv);
342         glLightfv(lt, GL_SPECULAR, colv);
343 }
344
345 void app_display()
346 {
347         float dt = (float)(time_msec - prev_msec) / 1000.0f;
348         prev_msec = time_msec;
349
350         if(show_debug_gui) {
351                 ImGui::GetIOPtr()->DeltaTime = dt;
352                 ImGui::NewFrame();
353
354                 ImGui::ShowTestWindow();
355         }
356
357         if(opt.vr) {
358                 // VR mode
359                 goatvr_draw_start();
360                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
361
362                 update(dt);
363
364                 for(int i=0; i<2; i++) {
365                         // for each eye
366                         goatvr_draw_eye(i);
367
368                         proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
369                         glMatrixMode(GL_PROJECTION);
370                         glLoadMatrixf(proj_matrix[0]);
371
372                         view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
373                         glMatrixMode(GL_MODELVIEW);
374                         glLoadMatrixf(view_matrix[0]);
375
376                         draw_scene();
377                         if(have_handtracking) {
378                                 draw_vrhands();
379                         }
380
381                         if(show_debug_gui) {
382                                 ImGui::Render();
383                         }
384                 }
385                 goatvr_draw_done();
386
387                 if(should_swap) {
388                         app_swap_buffers();
389                 }
390
391         } else {
392                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
393
394                 update(dt);
395
396                 proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
397                 glMatrixMode(GL_PROJECTION);
398                 glLoadMatrixf(proj_matrix[0]);
399
400                 view_matrix = mouse_view_matrix;
401                 glMatrixMode(GL_MODELVIEW);
402                 glLoadMatrixf(view_matrix[0]);
403
404                 draw_scene();
405
406                 if(!fb_srgb && sdr_post_gamma) {
407                         slow_post(sdr_post_gamma);
408                         glUseProgram(0);
409                 }
410
411                 if(show_debug_gui) {
412                         ImGui::Render();
413                 }
414                 app_swap_buffers();
415         }
416         assert(glGetError() == GL_NO_ERROR);
417
418         calc_framerate();
419 }
420
421
422 static void draw_scene()
423 {
424         static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
425         set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
426         set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
427         set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
428
429         rend->draw();
430
431         if(show_blobs) {
432                 blobs->draw();
433         }
434
435         /*
436         if(have_handtracking) {
437                 Mat4 head_xform = inverse(mouse_view_matrix);//goatvr_head_matrix();
438                 Mat4 head_dir_xform = head_xform.upper3x3();
439
440                 glUseProgram(0);
441                 glPushAttrib(GL_ENABLE_BIT);
442                 glDisable(GL_LIGHTING);
443                 glBegin(GL_LINES);
444                 for(int i=0; i<2; i++) {
445                         if(hand[i].valid) {
446                                 glColor3f(i, 1 - i, i);
447                         } else {
448                                 glColor3f(0.5, 0.5, 0.5);
449                         }
450                         Vec3 v = head_xform * hand[i].pos;
451                         Vec3 dir = head_dir_xform * rotate(Vec3(0, 0, -1), hand[i].rot) * 20.0f;
452                         Vec3 up = head_dir_xform * rotate(Vec3(0, 1, 0), hand[i].rot) * 10.0f;
453                         Vec3 right = head_dir_xform * rotate(Vec3(1, 0, 0), hand[i].rot) * 10.0f;
454
455                         glVertex3f(v.x, v.y, v.z);
456                         glVertex3f(v.x + dir.x, v.y + dir.y, v.z + dir.z);
457                         glVertex3f(v.x - right.x, v.y - right.y, v.z - right.z);
458                         glVertex3f(v.x + right.x, v.y + right.y, v.z + right.z);
459                         glVertex3f(v.x - up.x, v.y - up.y, v.z - up.z);
460                         glVertex3f(v.x + up.x, v.y + up.y, v.z + up.z);
461                 }
462                 glEnd();
463                 glPopAttrib();
464         }
465         */
466
467         if(show_walk_mesh && mscn->walk_mesh) {
468                 glPushAttrib(GL_ENABLE_BIT);
469                 glEnable(GL_BLEND);
470                 glBlendFunc(GL_ONE, GL_ONE);
471                 glDisable(GL_LIGHTING);
472                 glEnable(GL_POLYGON_OFFSET_FILL);
473
474                 glUseProgram(0);
475
476                 glPolygonOffset(-1, 1);
477                 glDepthMask(0);
478
479                 glColor3f(0.3, 0.08, 0.01);
480                 mscn->walk_mesh->draw();
481
482                 glDepthMask(1);
483
484                 glPopAttrib();
485         }
486
487         print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
488         draw_ui();
489 }
490
491
492 void app_reshape(int x, int y)
493 {
494         glViewport(0, 0, x, y);
495         goatvr_set_fb_size(x, y, 1.0f);
496         debug_gui_reshape(x, y);
497 }
498
499 void app_keyboard(int key, bool pressed)
500 {
501         unsigned int mod = app_get_modifiers();
502
503         if(!debug_gui_key(key, pressed, mod)) {
504                 // the debug gui indicated that we should ignore the event
505                 return;
506         }
507
508         if(pressed) {
509                 switch(key) {
510                 case 27:
511                         app_quit();
512                         break;
513
514                 case '\n':
515                 case '\r':
516                         if(mod & MOD_ALT) {
517                                 app_toggle_fullscreen();
518                         }
519                         break;
520
521                 case '\t':
522                         show_debug_gui = !show_debug_gui;
523                         show_message("debug gui %s", show_debug_gui ? "enabled" : "disabled");
524                         break;
525
526                 case '`':
527                         app_toggle_grab_mouse();
528                         show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
529                         break;
530
531                 case 'w':
532                         if(mod & MOD_CTRL) {
533                                 show_walk_mesh = !show_walk_mesh;
534                                 show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
535                         }
536                         break;
537
538                 case 'c':
539                         if(mod & MOD_CTRL) {
540                                 noclip = !noclip;
541                                 show_message(noclip ? "no clip" : "clip");
542                         }
543                         break;
544
545                 case 'f':
546                         toggle_flight();
547                         break;
548
549                 case 'p':
550                         if(mod & MOD_CTRL) {
551                                 fb_srgb = !fb_srgb;
552                                 show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
553                         }
554                         break;
555
556                 case '=':
557                         walk_speed *= 1.25;
558                         show_message("walk speed: %g", walk_speed);
559                         break;
560
561                 case '-':
562                         walk_speed *= 0.75;
563                         show_message("walk speed: %g", walk_speed);
564                         break;
565
566                 case ']':
567                         mouse_speed *= 1.2;
568                         show_message("mouse speed: %g", mouse_speed);
569                         break;
570
571                 case '[':
572                         mouse_speed *= 0.8;
573                         show_message("mouse speed: %g", mouse_speed);
574                         break;
575
576                 case 'b':
577                         show_blobs = !show_blobs;
578                         show_message("blobs: %s\n", show_blobs ? "on" : "off");
579                         break;
580
581                 case ' ':
582                         goatvr_recenter();
583                         show_message("VR recenter\n");
584                         break;
585                 }
586         }
587
588         if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
589                 keystate[key] = pressed;
590         }
591 }
592
593 void app_mouse_button(int bn, bool pressed, int x, int y)
594 {
595         if(!debug_gui_mbutton(bn, pressed, x, y)) {
596                 // the debug GUI indicated we should ignore the event
597                 return;
598         }
599
600         prev_mx = x;
601         prev_my = y;
602         bnstate[bn] = pressed;
603 }
604
605 static inline void mouse_look(float dx, float dy)
606 {
607         float scrsz = (float)win_height;
608         avatar.body_rot += dx * 512.0 / scrsz;
609         avatar.head_alt += dy * 512.0 / scrsz;
610
611         if(avatar.head_alt < -90) avatar.head_alt = -90;
612         if(avatar.head_alt > 90) avatar.head_alt = 90;
613 }
614
615 static void mouse_zoom(float dx, float dy)
616 {
617         cam_dist += dy * 0.1;
618         if(cam_dist < 0.0) cam_dist = 0.0;
619 }
620
621 void app_mouse_motion(int x, int y)
622 {
623         if(!debug_gui_mmotion(x, y)) {
624                 // the debug GUI indicated we should ignore the event
625                 return;
626         }
627
628         int dx = x - prev_mx;
629         int dy = y - prev_my;
630         prev_mx = x;
631         prev_my = y;
632
633         if(!dx && !dy) return;
634
635         if(bnstate[0]) {
636                 mouse_look(dx, dy);
637         }
638         if(bnstate[2]) {
639                 mouse_zoom(dx, dy);
640         }
641 }
642
643 void app_mouse_delta(int dx, int dy)
644 {
645         if(bnstate[2]) {
646                 mouse_zoom(dx * mouse_speed, dy * mouse_speed);
647         } else {
648                 mouse_look(dx * mouse_speed, dy * mouse_speed);
649         }
650 }
651
652 void app_gamepad_axis(int axis, float val)
653 {
654         switch(axis) {
655         case 0:
656                 joy_move.x = val;
657                 break;
658         case 1:
659                 joy_move.y = val;
660                 break;
661
662         case 2:
663                 joy_look.x = val;
664                 break;
665         case 3:
666                 joy_look.y = val;
667                 break;
668         }
669 }
670
671 void app_gamepad_button(int bn, bool pressed)
672 {
673         gpad_bnstate[bn] = pressed;
674
675         if(pressed) {
676                 switch(bn) {
677                 case GPAD_LSTICK:
678                         toggle_flight();
679                         break;
680
681                 case GPAD_X:
682                         show_blobs = !show_blobs;
683                         show_message("blobs: %s\n", show_blobs ? "on" : "off");
684                         break;
685
686                 case GPAD_START:
687                         goatvr_recenter();
688                         show_message("VR recenter\n");
689                         break;
690
691                 default:
692                         break;
693                 }
694         }
695 }
696
697 static void toggle_flight()
698 {
699         static float prev_walk_speed = -1.0;
700         if(prev_walk_speed < 0.0) {
701                 noclip = true;
702                 prev_walk_speed = walk_speed;
703                 walk_speed = 1000.0;
704                 show_message("fly mode\n");
705         } else {
706                 noclip = false;
707                 walk_speed = prev_walk_speed;
708                 prev_walk_speed = -1.0;
709                 show_message("walk mode\n");
710         }
711 }
712
713 static void calc_framerate()
714 {
715         static int ncalc;
716         static int nframes;
717         static long prev_upd;
718
719         long elapsed = time_msec - prev_upd;
720         if(elapsed >= 1000) {
721                 framerate = (float)nframes / (float)(elapsed * 0.001);
722                 nframes = 1;
723                 prev_upd = time_msec;
724
725                 /*if(++ncalc >= 5) {
726                         printf("fps: %f\n", framerate);
727                         ncalc = 0;
728                 }*/
729         } else {
730                 ++nframes;
731         }
732 }