stash/unstash clunky as fuck
[laserbrain_demo] / src / app.cc
1 #include <stdio.h>
2 #include <limits.h>
3 #include <assert.h>
4 #include <goatvr.h>
5 #include "app.h"
6 #include "opengl.h"
7 #include "sdr.h"
8 #include "texture.h"
9 #include "mesh.h"
10 #include "meshgen.h"
11 #include "scene.h"
12 #include "metascene.h"
13 #include "datamap.h"
14 #include "ui.h"
15 #include "opt.h"
16 #include "post.h"
17 #include "renderer.h"
18 #include "rtarg.h"
19 #include "avatar.h"
20 #include "vrinput.h"
21 #include "exman.h"
22 #include "blob_exhibit.h"
23 #include "dbg_gui.h"
24 #include "geomdraw.h"
25 #include "ui_exhibit.h"
26
27 #define NEAR_CLIP       5.0
28 #define FAR_CLIP        10000.0
29
30 static void draw_scene();
31 static void toggle_flight();
32 static void calc_framerate();
33 static Ray calc_pick_ray(int x, int y);
34
35 long time_msec;
36 int win_width, win_height;
37 int vp_width, vp_height;
38 float win_aspect;
39 bool fb_srgb;
40 bool opt_gear_wireframe;
41
42 TextureSet texman;
43 SceneSet sceneman;
44
45 int fpexcept_enabled;
46
47 unsigned int dbg_key_pending;
48
49 static Avatar avatar;
50
51 static float cam_dist = 0.0;
52 static float floor_y;   // last floor height
53 static float user_eye_height = 165;
54
55 static float walk_speed = 300.0f;
56 static float mouse_speed = 0.5f;
57 static bool show_walk_mesh, noclip = false;
58
59 static bool have_headtracking, have_handtracking, should_swap;
60
61 static int prev_mx, prev_my;
62 static bool bnstate[8];
63 static bool keystate[256];
64 static bool gpad_bnstate[64];
65 static Vec2 joy_move, joy_look;
66 static float joy_deadzone = 0.01;
67
68 static float framerate;
69
70 static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
71 static MetaScene *mscn;
72 static unsigned int sdr_post_gamma;
73
74 static long prev_msec;
75
76 static ExhibitManager *exman;
77 static bool show_blobs;
78
79 ExSelection exsel_active, exsel_hover;
80 ExSelection exsel_grab_left, exsel_grab_right;
81 #define exsel_grab_mouse exsel_grab_right
82 static ExhibitSlot exslot_left, exslot_right;
83 #define exslot_mouse exslot_right
84
85 static bool pointing;
86
87 static Renderer *rend;
88 static RenderTarget *goatvr_rtarg;
89
90 static Ray last_pick_ray;
91
92 static bool post_scene_init_pending = true;
93
94
95 bool app_init(int argc, char **argv)
96 {
97         set_log_file("demo.log");
98
99         char *env = getenv("FPEXCEPT");
100         if(env && atoi(env)) {
101                 info_log("enabling floating point exceptions\n");
102                 fpexcept_enabled = 1;
103                 enable_fpexcept();
104         }
105
106         if(init_opengl() == -1) {
107                 return false;
108         }
109
110         if(!init_options(argc, argv, "demo.conf")) {
111                 return false;
112         }
113         app_resize(opt.width, opt.height);
114         app_fullscreen(opt.fullscreen);
115
116         if(opt.vr) {
117                 if(goatvr_init() == -1) {
118                         return false;
119                 }
120                 goatvr_set_origin_mode(GOATVR_HEAD);
121                 goatvr_set_units_scale(100.0f);
122
123                 goatvr_startvr();
124                 should_swap = goatvr_should_swap() != 0;
125                 user_eye_height = goatvr_get_eye_height();
126                 have_headtracking = goatvr_have_headtracking();
127                 have_handtracking = goatvr_have_handtracking();
128
129                 goatvr_recenter();
130
131                 goatvr_rtarg = new RenderTarget;
132         }
133
134         if(fb_srgb) {
135                 int srgb_capable;
136                 glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
137                 printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
138                 if(srgb_capable) {
139                         glEnable(GL_FRAMEBUFFER_SRGB);
140                 } else {
141                         fb_srgb = 0;
142                 }
143         }
144
145         glEnable(GL_MULTISAMPLE);
146         glEnable(GL_DEPTH_TEST);
147         glEnable(GL_CULL_FACE);
148         glEnable(GL_NORMALIZE);
149
150         if(!init_debug_gui()) {
151                 return false;
152         }
153
154         Mesh::use_custom_sdr_attr = false;
155
156         float ambient[] = {0.0, 0.0, 0.0, 0.0};
157         glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
158
159         init_audio();
160
161         if(!init_vrhands()) {
162                 return false;
163         }
164
165         mscn = new MetaScene;
166         if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
167                 return false;
168         }
169
170         avatar.pos = mscn->start_pos;
171         Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot);
172         dir.y = 0;
173         avatar.body_rot = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
174
175         exman = new ExhibitManager;
176         // exhibits are loaded in post_scene_init, because they need access to the scene graph
177
178         if(!exui_init()) {
179                 error_log("failed to initialize exhibit ui system\n");
180                 return false;
181         }
182         exui_setnode(&exslot_left.node);
183         if(have_handtracking) {
184                 exui_scale(2);
185                 exui_rotation(Vec3(-deg_to_rad(35), 0, 0));
186         }
187
188         if(!fb_srgb) {
189                 sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
190         }
191
192         rend = new Renderer;
193         if(!rend->init()) {
194                 return false;
195         }
196         if(opt.reflect) {
197                 rend->ropt |= RENDER_MIRRORS;
198         } else {
199                 rend->ropt &= ~RENDER_MIRRORS;
200         }
201         rend->set_scene(mscn);
202
203         glUseProgram(0);
204
205         if(opt.vr || opt.fullscreen) {
206                 app_grab_mouse(true);
207         }
208
209         if(mscn->music && opt.music) {
210                 mscn->music->play(AUDIO_PLAYMODE_LOOP);
211         }
212         return true;
213 }
214
215 // post_scene_init is called after the scene has completed loading
216 static void post_scene_init()
217 {
218         mscn->update(0);        // update once to calculate node matrices
219
220         int num_mir = mscn->calc_mirror_planes();
221         info_log("found %d mirror planes\n", num_mir);
222
223         exman->load(mscn, "data/exhibits");
224 }
225
226 void app_cleanup()
227 {
228         if(mscn->music) {
229                 mscn->music->stop();
230         }
231         destroy_audio();
232
233         app_grab_mouse(false);
234         if(opt.vr) {
235                 delete goatvr_rtarg;
236                 goatvr_shutdown();
237         }
238         destroy_vrhands();
239
240         delete rend;
241
242         exui_shutdown();
243
244         /* this must be destroyed before the scene graph to detach exhibit nodes
245          * before the scene tries to delete them recursively
246          */
247         delete exman;
248
249         texman.clear();
250         sceneman.clear();
251
252         cleanup_debug_gui();
253 }
254
255 static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
256 {
257         Mesh *wm = mscn->walk_mesh;
258         if(!wm) {
259                 *newv = v;
260                 return true;
261         }
262
263         Ray downray = Ray(v, Vec3(0, -1, 0));
264         HitPoint hit;
265         if(mscn->walk_mesh->intersect(downray, &hit)) {
266                 *newv = hit.pos;
267                 newv->y += user_eye_height;
268                 return true;
269         }
270         return false;
271 }
272
273 static void update(float dt)
274 {
275         texman.update();
276         sceneman.update();
277
278         if(post_scene_init_pending && !sceneman.pending()) {
279                 post_scene_init_pending = false;
280                 post_scene_init();
281         }
282
283         mscn->update(dt);
284         exman->update(dt);
285
286         // use goatvr sticks for joystick input
287         int num_vr_sticks = goatvr_num_sticks();
288         if(num_vr_sticks > 0) {
289                 float p[2];
290                 goatvr_stick_pos(0, p);
291                 joy_move.x = p[0];
292                 joy_move.y = -p[1];
293         }
294         if(num_vr_sticks > 1) {
295                 float p[2];
296                 goatvr_stick_pos(1, p);
297                 joy_look.x = p[0];
298         }
299
300
301         float speed = walk_speed * dt;
302         Vec3 dir;
303
304         // joystick
305         float jdeadsq = joy_deadzone * joy_deadzone;
306         float jmove_lensq = length_sq(joy_move);
307         float jlook_lensq = length_sq(joy_look);
308
309         if(jmove_lensq > jdeadsq) {
310                 float len = sqrt(jmove_lensq);
311                 jmove_lensq -= jdeadsq;
312
313                 float mag = len * len;
314                 dir.x += mag * joy_move.x / len * speed;
315                 dir.z += mag * joy_move.y / len * speed;
316         }
317         if(jlook_lensq > jdeadsq) {
318                 float len = sqrt(jlook_lensq);
319                 jlook_lensq -= jdeadsq;
320
321                 float mag = len * len;
322                 avatar.body_rot += mag * joy_look.x / len * 200.0 * dt;
323                 avatar.head_alt += mag * joy_look.y / len * 100.0 * dt;
324                 if(avatar.head_alt < -90.0f) avatar.head_alt = -90.0f;
325                 if(avatar.head_alt > 90.0f) avatar.head_alt = 90.0f;
326         }
327
328         // keyboard move
329         if(keystate[(int)'w']) {
330                 dir.z -= speed;
331         }
332         if(keystate[(int)'s']) {
333                 dir.z += speed;
334         }
335         if(keystate[(int)'d']) {
336                 dir.x += speed;
337         }
338         if(keystate[(int)'a']) {
339                 dir.x -= speed;
340         }
341         if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
342                 avatar.pos.y += speed;
343         }
344         if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
345                 avatar.pos.y -= speed;
346         }
347
348         Vec3 walk_dir = avatar.calc_walk_dir(dir.z, dir.x);
349         Vec3 newpos = avatar.pos + walk_dir;
350
351         if(noclip) {
352                 avatar.pos = newpos;
353         } else {
354                 if(!constrain_walk_mesh(newpos, &avatar.pos)) {
355                         float dtheta = M_PI / 32.0;
356                         float theta = dtheta;
357                         Vec2 dir2d = newpos.xz() - avatar.pos.xz();
358
359                         for(int i=0; i<16; i++) {
360                                 Vec2 dvec = rotate(dir2d, theta);
361                                 Vec3 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
362                                 if(constrain_walk_mesh(pos, &avatar.pos)) {
363                                         break;
364                                 }
365                                 dvec = rotate(dir2d, -theta);
366                                 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
367                                 if(constrain_walk_mesh(pos, &avatar.pos)) {
368                                         break;
369                                 }
370                                 theta += dtheta;
371                         }
372                 }
373                 floor_y = avatar.pos.y - user_eye_height;
374         }
375
376         if(have_headtracking) {
377                 Quat qhead;
378                 goatvr_head_orientation(&qhead.x);
379                 avatar.tracked_head_rotation(qhead);
380         }
381
382         // TODO move to the avatar system
383         // calculate mouselook view matrix
384         mouse_view_matrix = Mat4::identity;
385         mouse_view_matrix.pre_translate(0, 0, -cam_dist);
386         if(!have_headtracking) {
387                 mouse_view_matrix.pre_rotate_x(deg_to_rad(avatar.head_alt));
388         }
389         mouse_view_matrix.pre_rotate_y(deg_to_rad(avatar.body_rot));
390         mouse_view_matrix.pre_translate(-avatar.pos.x, -avatar.pos.y, -avatar.pos.z);
391
392         // update hand-tracking
393         if(have_handtracking) {
394                 update_vrhands(&avatar);
395
396                 ExSelection *exsel_grab[] = { &exsel_grab_left, &exsel_grab_right };
397                 ExhibitSlot *exslot[] = { &exslot_left, &exslot_right };
398
399                 for(int i=0; i<2; i++) {
400                         if(vrhand[i].valid) {
401                                 exslot[i]->node.set_position(vrhand[i].pos);
402                                 exslot[i]->node.set_rotation(vrhand[i].rot * exslot[i]->grab_rot);
403
404                                 bool act_grab = goatvr_action(i, GOATVR_ACTION_GRAB) != 0;
405
406                                 ExSelection sel;
407                                 sel = exman->select(Sphere(vrhand[i].pos, 10));
408
409                                 if(!*exsel_grab[i]) {
410                                         // we don't have an exhibit grabbed
411                                         if(act_grab) {
412                                                 // grab an exhibit
413                                                 *exsel_grab[i] = sel;
414                                                 //SceneNode *objnode = sel.ex->node->find_object_node();
415                                                 //exslot[i]->rotation = normalize(sel.ex->node->get_rotation());
416                                                 exslot[i]->grab_rot = inverse(vrhand[i].rot);
417                                                 exslot[i]->attach_exhibit(sel.ex, EXSLOT_ATTACH_TRANSIENT);
418                                                 if(exsel_active) {
419                                                         exsel_active = ExSelection::null;       // cancel active on grab
420                                                 }
421                                         } else {
422                                                 // just hover
423                                                 exsel_hover = sel;
424                                         }
425                                 } else {
426                                         // we have an exhibit grabbed
427                                         if(!act_grab) {
428                                                 // drop it
429                                                 Exhibit *ex = exsel_grab[i]->ex;
430                                                 exslot[i]->detach_exhibit();
431
432                                                 ExhibitSlot *slot = exman->nearest_empty_slot(vrhand[i].pos, 100);
433                                                 if(!slot) {
434                                                         debug_log("no empty slot nearby\n");
435                                                         if(ex->prev_slot && ex->prev_slot->empty()) {
436                                                                 slot = ex->prev_slot;
437                                                                 debug_log("using previous slot\n");
438                                                         }
439                                                 }
440
441                                                 if(slot) {
442                                                         Quat rot = normalize(exslot[i]->node.get_rotation());
443                                                         ex->node->set_rotation(rot);
444                                                         slot->attach_exhibit(ex);
445                                                 } else {
446                                                         // nowhere to put it, stash it for later
447                                                         exman->stash_exhibit(ex);
448                                                         debug_log("no slots available, stashing\n");
449                                                 }
450
451                                                 *exsel_grab[i] = ExSelection::null;
452                                                 exslot[i]->grab_rot = Quat::identity;
453                                         }
454                                 }
455                         }
456                 }
457
458                 // if there are no grabs, and we're pointing with the right finger, override active
459                 if(!exsel_grab_left && !exsel_grab_right) {
460                         if(goatvr_action(1, GOATVR_ACTION_POINT)) {
461                                 Ray ray;
462                                 ray.origin = vrhand[1].pos;
463                                 ray.dir = rotate(Vec3(0, 0, -1), vrhand[1].rot);
464                                 exsel_active = exman->select(ray);
465                                 pointing = true;
466                         } else {
467                                 exsel_active = ExSelection::null;
468                                 pointing = false;
469                         }
470                 }
471
472         } else {
473                 // check if an exhibit is hovered-over by mouse (only if we don't have one grabbed)
474                 if(!exsel_grab_mouse) {
475                         Ray ray = calc_pick_ray(prev_mx, prev_my);
476                         exsel_hover = exman->select(ray);
477                 }
478
479                 // TODO do this properly
480                 // set the position of the left hand at a suitable position for the exhibit UI
481                 dir = rotate(Vec3(-0.46, -0.1, -1), Vec3(0, 1, 0), deg_to_rad(-avatar.body_rot));
482                 exslot_left.node.set_position(avatar.pos + dir * 30); // magic: distance in front
483                 Quat rot;
484                 rot.set_rotation(Vec3(0, 1, 0), deg_to_rad(-avatar.body_rot));
485                 exslot_left.node.set_rotation(rot);
486         }
487
488         if(!exslot_right.empty()) exslot_right.node.update(dt);
489         // always update the left slot, because it's the anchor point of the exhibit ui
490         exslot_left.node.update(dt);
491
492         // need to call this *after* we have updated the active exhibit (if any)
493         exui_update(dt);
494 }
495
496 void app_display()
497 {
498         float dt = (float)(time_msec - prev_msec) / 1000.0f;
499         prev_msec = time_msec;
500
501         if(debug_gui) {
502                 ImGui::GetIOPtr()->DeltaTime = dt;
503                 ImGui::NewFrame();
504
505                 //ImGui::ShowTestWindow();
506         }
507
508         glClearColor(1, 1, 1, 1);
509
510         if(opt.vr) {
511                 // VR mode
512                 goatvr_draw_start();
513                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
514
515                 unsigned int gfbo = goatvr_get_fbo();
516
517                 update(dt);
518
519                 for(int i=0; i<2; i++) {
520                         // for each eye
521                         goatvr_draw_eye(i);
522                         if(gfbo) {
523                                 vp_width = goatvr_get_fb_eye_width(i);
524                                 vp_height = goatvr_get_fb_eye_height(i);
525
526                                 // this is a lightweight operation
527                                 goatvr_rtarg->create_wrap_fbo(gfbo, vp_width, vp_height);
528                                 push_render_target(goatvr_rtarg, RT_FAKE);
529                         } else {
530                                 vp_width = win_width / 2;
531                         }
532
533                         proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
534                         glMatrixMode(GL_PROJECTION);
535                         glLoadMatrixf(proj_matrix[0]);
536
537                         view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
538                         glMatrixMode(GL_MODELVIEW);
539                         glLoadMatrixf(view_matrix[0]);
540
541                         draw_scene();
542                         /*
543                         if(have_handtracking) {
544                                 draw_vrhands();
545                         }
546                         */
547
548                         if(debug_gui) {
549                                 ImGui::Render();
550                         }
551
552                         if(gfbo) {
553                                 pop_render_target(RT_FAKE);
554                         }
555                 }
556
557                 goatvr_draw_done();
558
559                 vp_width = win_width;
560                 vp_height = win_height;
561
562                 if(should_swap) {
563                         app_swap_buffers();
564                 }
565
566         } else {
567                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
568
569                 update(dt);
570
571                 proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
572                 glMatrixMode(GL_PROJECTION);
573                 glLoadMatrixf(proj_matrix[0]);
574
575                 view_matrix = mouse_view_matrix;
576                 glMatrixMode(GL_MODELVIEW);
577                 glLoadMatrixf(view_matrix[0]);
578
579                 draw_scene();
580
581                 if(!fb_srgb && sdr_post_gamma) {
582                         slow_post(sdr_post_gamma);
583                         glUseProgram(0);
584                 }
585
586                 if(debug_gui) {
587                         ImGui::Render();
588                 }
589                 app_swap_buffers();
590         }
591         assert(glGetError() == GL_NO_ERROR);
592
593         calc_framerate();
594 }
595
596
597 static void draw_scene()
598 {
599         rend->draw();
600         exman->draw();
601
602         if(have_handtracking) {
603                 glUseProgram(0);
604                 glPushAttrib(GL_ENABLE_BIT);
605                 glDisable(GL_LIGHTING);
606                 glBegin(GL_LINES);
607                 for(int i=0; i<2; i++) {
608                         // skip drawing the left hand when we're showing the exhibit gui
609                         if(exsel_active && i == 0) continue;
610
611                         if(vrhand[i].valid) {
612                                 glColor3f(i, 1 - i, i);
613                         } else {
614                                 glColor3f(0.5, 0.5, 0.5);
615                         }
616                         Vec3 v = vrhand[i].pos;
617                         Vec3 dir = rotate(Vec3(0, 0, -1), vrhand[i].rot) * 10.0f;
618                         Vec3 up = rotate(Vec3(0, 1, 0), vrhand[i].rot) * 5.0f;
619                         Vec3 right = rotate(Vec3(1, 0, 0), vrhand[i].rot) * 5.0f;
620
621                         if(i == 1 && pointing) {
622                                 dir *= 1000.0f;
623                         }
624
625                         glVertex3f(v.x, v.y, v.z);
626                         glVertex3f(v.x + dir.x, v.y + dir.y, v.z + dir.z);
627                         glVertex3f(v.x - right.x, v.y - right.y, v.z - right.z);
628                         glVertex3f(v.x + right.x, v.y + right.y, v.z + right.z);
629                         glVertex3f(v.x - up.x, v.y - up.y, v.z - up.z);
630                         glVertex3f(v.x + up.x, v.y + up.y, v.z + up.z);
631                 }
632                 glEnd();
633                 glPopAttrib();
634         }
635
636         if(debug_gui && dbg_sel_node) {
637                 AABox bvol = dbg_sel_node->get_bounds();
638                 draw_geom_object(&bvol);
639         }
640
641         if(show_walk_mesh && mscn->walk_mesh) {
642                 glPushAttrib(GL_ENABLE_BIT);
643                 glEnable(GL_BLEND);
644                 glBlendFunc(GL_ONE, GL_ONE);
645                 glEnable(GL_POLYGON_OFFSET_FILL);
646
647                 glUseProgram(0);
648
649                 glPolygonOffset(-1, 1);
650                 glDepthMask(0);
651
652                 glColor3f(0.3, 0.08, 0.01);
653                 mscn->walk_mesh->draw();
654
655                 glDepthMask(1);
656
657                 glPopAttrib();
658         }
659
660         exui_draw();
661
662         print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
663         draw_ui();
664 }
665
666
667 void app_reshape(int x, int y)
668 {
669         glViewport(0, 0, x, y);
670         goatvr_set_fb_size(x, y, 1.0f);
671         debug_gui_reshape(x, y);
672
673         vp_width = x;
674         vp_height = y;
675 }
676
677 void app_keyboard(int key, bool pressed)
678 {
679         unsigned int mod = app_get_modifiers();
680
681         if(debug_gui && !(pressed && (key == '`' || key == 27))) {
682                 debug_gui_key(key, pressed, mod);
683                 return; // ignore all keystrokes when GUI is visible
684         }
685
686         if(pressed) {
687                 switch(key) {
688                 case 27:
689                         app_quit();
690                         break;
691
692                 case '\n':
693                 case '\r':
694                         if(mod & MOD_ALT) {
695                                 app_toggle_fullscreen();
696                         }
697                         break;
698
699                 case '`':
700                         debug_gui = !debug_gui;
701                         show_message("debug gui %s", debug_gui ? "enabled" : "disabled");
702                         break;
703
704                 case 'm':
705                         app_toggle_grab_mouse();
706                         show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
707                         break;
708
709                 case 'w':
710                         if(mod & MOD_CTRL) {
711                                 show_walk_mesh = !show_walk_mesh;
712                                 show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
713                         }
714                         break;
715
716                 case 'c':
717                         if(mod & MOD_CTRL) {
718                                 noclip = !noclip;
719                                 show_message(noclip ? "no clip" : "clip");
720                         }
721                         break;
722
723                 case 'f':
724                         toggle_flight();
725                         break;
726
727                 case 'p':
728                         if(mod & MOD_CTRL) {
729                                 fb_srgb = !fb_srgb;
730                                 show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
731                         }
732                         break;
733
734                 case '=':
735                         walk_speed *= 1.25;
736                         show_message("walk speed: %g", walk_speed);
737                         break;
738
739                 case '-':
740                         walk_speed *= 0.75;
741                         show_message("walk speed: %g", walk_speed);
742                         break;
743
744                 case ']':
745                         mouse_speed *= 1.2;
746                         show_message("mouse speed: %g", mouse_speed);
747                         break;
748
749                 case '[':
750                         mouse_speed *= 0.8;
751                         show_message("mouse speed: %g", mouse_speed);
752                         break;
753
754                 case 'b':
755                         show_blobs = !show_blobs;
756                         show_message("blobs: %s\n", show_blobs ? "on" : "off");
757                         break;
758
759                 case ' ':
760                         goatvr_recenter();
761                         show_message("VR recenter\n");
762                         break;
763
764                 case KEY_UP:
765                         exui_scroll(-1);
766                         break;
767
768                 case KEY_DOWN:
769                         exui_scroll(1);
770                         break;
771
772                 case KEY_LEFT:
773                         exui_change_tab(-1);
774                         break;
775
776                 case KEY_RIGHT:
777                         exui_change_tab(1);
778                         break;
779
780                 case '\t':
781                         if(exsel_grab_mouse) {
782                                 Exhibit *ex = exsel_grab_mouse.ex;
783                                 exslot_mouse.detach_exhibit();
784                                 exman->stash_exhibit(ex);
785                                 exsel_grab_mouse = ExSelection::null;
786                         } else {
787                                 Exhibit *ex = exman->unstash_exhibit();
788                                 if(ex) {
789                                         exslot_mouse.attach_exhibit(ex, EXSLOT_ATTACH_TRANSIENT);
790                                         exsel_grab_mouse = ex;
791
792                                         Vec3 fwd = avatar.get_body_fwd();
793                                         exslot_mouse.node.set_position(avatar.pos + fwd * 100);
794                                 }
795                         }
796                         break;
797
798                 case KEY_F5:
799                 case KEY_F6:
800                 case KEY_F7:
801                 case KEY_F8:
802                         dbg_key_pending |= 1 << (key - KEY_F5);
803                         break;
804                 }
805         }
806
807         if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
808                 keystate[key] = pressed;
809         }
810 }
811
812 void app_mouse_button(int bn, bool pressed, int x, int y)
813 {
814         static int press_x, press_y;
815
816         if(debug_gui) {
817                 debug_gui_mbutton(bn, pressed, x, y);
818                 return; // ignore mouse events while GUI is visible
819         }
820
821         prev_mx = x;
822         prev_my = y;
823         bnstate[bn] = pressed;
824
825         if(bn == 0) {
826                 ExSelection sel;
827                 Ray ray = calc_pick_ray(x, y);
828                 sel = exman->select(ray);
829
830                 if(pressed) {
831                         if(sel && (app_get_modifiers() & MOD_CTRL)) {
832                                 exsel_grab_mouse = sel;
833                                 Vec3 pos = sel.ex->node->get_position();
834                                 debug_log("grabbing... (%g %g %g)\n", pos.x, pos.y, pos.z);
835                                 exslot_mouse.node.set_position(pos);
836                                 exslot_mouse.node.set_rotation(sel.ex->node->get_rotation());
837                                 exslot_mouse.attach_exhibit(sel.ex, EXSLOT_ATTACH_TRANSIENT);
838                                 if(exsel_active) {
839                                         exsel_active = ExSelection::null;       // cancel active on grab
840                                 }
841                         }
842                         press_x = x;
843                         press_y = y;
844
845                 } else {
846                         if(exsel_grab_mouse) {
847                                 // cancel grab on mouse release
848                                 Exhibit *ex = exsel_grab_mouse.ex;
849                                 Vec3 pos = exslot_mouse.node.get_position();
850
851                                 debug_log("releasing at %g %g %g ...\n", pos.x, pos.y, pos.z);
852
853                                 exslot_mouse.detach_exhibit();
854
855                                 ExhibitSlot *slot = exman->nearest_empty_slot(pos, 300);
856                                 if(!slot) {
857                                         debug_log("no empty slot nearby\n");
858                                         if(ex->prev_slot && ex->prev_slot->empty()) {
859                                                 slot = ex->prev_slot;
860                                                 debug_log("using previous slot\n");
861                                         }
862                                 }
863
864                                 if(slot) {
865                                         slot->attach_exhibit(ex);
866                                 } else {
867                                         // nowhere to put it, so stash it for later
868                                         exslot_mouse.detach_exhibit();
869                                         exman->stash_exhibit(ex);
870                                         debug_log("no slots available, stashing\n");
871                                 }
872
873                                 exsel_grab_mouse = ExSelection::null;
874                         }
875
876                         if(abs(press_x - x) < 5 && abs(press_y - y) < 5) {
877                                 exsel_active = sel;     // select or deselect active exhibit
878                                 if(sel) {
879                                         debug_log("selecting...\n");
880                                 } else {
881                                         debug_log("deselecting...\n");
882                                 }
883                         }
884
885                         press_x = press_y = INT_MIN;
886                 }
887         }
888 }
889
890 static inline void mouse_look(float dx, float dy)
891 {
892         float scrsz = (float)win_height;
893         avatar.set_body_rotation(avatar.body_rot + dx * 512.0 / scrsz);
894         avatar.head_alt += dy * 512.0 / scrsz;
895
896         if(avatar.head_alt < -90) avatar.head_alt = -90;
897         if(avatar.head_alt > 90) avatar.head_alt = 90;
898 }
899
900 static void mouse_zoom(float dx, float dy)
901 {
902         cam_dist += dy * 0.1;
903         if(cam_dist < 0.0) cam_dist = 0.0;
904 }
905
906 void app_mouse_motion(int x, int y)
907 {
908         if(debug_gui) {
909                 debug_gui_mmotion(x, y);
910                 return; // ignore mouse events while GUI is visible
911         }
912
913         int dx = x - prev_mx;
914         int dy = y - prev_my;
915         prev_mx = x;
916         prev_my = y;
917
918         if(!dx && !dy) return;
919
920         if(exsel_grab_mouse) {
921                 Vec3 pos = exslot_mouse.node.get_node_position();
922                 Vec3 dir = transpose(view_matrix.upper3x3()) * Vec3(dx * 1.0, dy * -1.0, 0);
923
924                 exslot_mouse.node.set_position(pos + dir);
925         }
926
927         if(bnstate[2]) {
928                 mouse_look(dx, dy);
929         }
930 }
931
932 void app_mouse_delta(int dx, int dy)
933 {
934         if(bnstate[2]) {
935                 mouse_zoom(dx * mouse_speed, dy * mouse_speed);
936         } else {
937                 mouse_look(dx * mouse_speed, dy * mouse_speed);
938         }
939 }
940
941 void app_mouse_wheel(int dir)
942 {
943         if(debug_gui) {
944                 debug_gui_wheel(dir);
945         }
946 }
947
948 void app_gamepad_axis(int axis, float val)
949 {
950         switch(axis) {
951         case 0:
952                 joy_move.x = val;
953                 break;
954         case 1:
955                 joy_move.y = val;
956                 break;
957
958         case 2:
959                 joy_look.x = val;
960                 break;
961         case 3:
962                 joy_look.y = val;
963                 break;
964         }
965 }
966
967 void app_gamepad_button(int bn, bool pressed)
968 {
969         gpad_bnstate[bn] = pressed;
970
971         if(pressed) {
972                 switch(bn) {
973                 case GPAD_LSTICK:
974                         toggle_flight();
975                         break;
976
977                 case GPAD_X:
978                         show_blobs = !show_blobs;
979                         show_message("blobs: %s\n", show_blobs ? "on" : "off");
980                         break;
981
982                 case GPAD_START:
983                         goatvr_recenter();
984                         show_message("VR recenter\n");
985                         break;
986
987                 default:
988                         break;
989                 }
990         }
991 }
992
993 static void toggle_flight()
994 {
995         static float prev_walk_speed = -1.0;
996         if(prev_walk_speed < 0.0) {
997                 noclip = true;
998                 prev_walk_speed = walk_speed;
999                 walk_speed = 1000.0;
1000                 show_message("fly mode\n");
1001         } else {
1002                 noclip = false;
1003                 walk_speed = prev_walk_speed;
1004                 prev_walk_speed = -1.0;
1005                 show_message("walk mode\n");
1006         }
1007 }
1008
1009 static void calc_framerate()
1010 {
1011         //static int ncalc;
1012         static int nframes;
1013         static long prev_upd;
1014
1015         long elapsed = time_msec - prev_upd;
1016         if(elapsed >= 1000) {
1017                 framerate = (float)nframes / (float)(elapsed * 0.001);
1018                 nframes = 1;
1019                 prev_upd = time_msec;
1020
1021                 /*if(++ncalc >= 5) {
1022                         printf("fps: %f\n", framerate);
1023                         ncalc = 0;
1024                 }*/
1025         } else {
1026                 ++nframes;
1027         }
1028 }
1029
1030 static Ray calc_pick_ray(int x, int y)
1031 {
1032         float nx = (float)x / (float)win_width;
1033         float ny = (float)(win_height - y) / (float)win_height;
1034
1035         last_pick_ray = mouse_pick_ray(nx, ny, view_matrix, proj_matrix);
1036         return last_pick_ray;
1037 }