17ab2fd80473e2f206a28301c11446d237d449b7
[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 "vrinput.h"
18 #include "exman.h"
19 #include "blob_exhibit.h"
20
21 #define NEAR_CLIP       5.0
22 #define FAR_CLIP        10000.0
23
24 static void draw_scene();
25 static void toggle_flight();
26 static void calc_framerate();
27
28 long time_msec;
29 int win_width, win_height;
30 float win_aspect;
31 bool fb_srgb;
32 bool opt_gear_wireframe;
33
34 TextureSet texman;
35 SceneSet sceneman;
36
37 unsigned int sdr_ltmap, sdr_ltmap_notex;
38
39 static float cam_dist = 0.0;
40 static float cam_theta, cam_phi;
41 static Vec3 cam_pos;
42 static float floor_y;   // last floor height
43 static float user_eye_height = 165;
44
45 static float walk_speed = 300.0f;
46 static float mouse_speed = 0.5f;
47 static bool show_walk_mesh, noclip = false;
48
49 static bool have_headtracking, have_handtracking, should_swap;
50
51 static int prev_mx, prev_my;
52 static bool bnstate[8];
53 static bool keystate[256];
54 static bool gpad_bnstate[64];
55 static Vec2 joy_move, joy_look;
56 static float joy_deadzone = 0.01;
57
58 static float framerate;
59
60 static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
61 static MetaScene *mscn;
62 static unsigned int sdr_post_gamma;
63
64 static long prev_msec;
65
66 static ExhibitManager *exman;
67 static BlobExhibit *blobs;
68 static bool show_blobs;
69
70 static Renderer *rend;
71
72
73 bool app_init(int argc, char **argv)
74 {
75         if(!init_options(argc, argv, "demo.conf")) {
76                 return false;
77         }
78         app_resize(opt.width, opt.height);
79         app_fullscreen(opt.fullscreen);
80
81         if(opt.vr) {
82                 if(goatvr_init() == -1) {
83                         return false;
84                 }
85                 goatvr_set_origin_mode(GOATVR_HEAD);
86                 goatvr_set_units_scale(100.0f);
87
88                 goatvr_startvr();
89                 should_swap = goatvr_should_swap() != 0;
90                 user_eye_height = goatvr_get_eye_height();
91                 have_headtracking = goatvr_have_headtracking();
92                 have_handtracking = goatvr_have_handtracking();
93
94                 goatvr_recenter();
95         }
96
97         int srgb_capable;
98         glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
99         printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
100         fb_srgb = srgb_capable != 0;
101         glEnable(GL_FRAMEBUFFER_SRGB);
102
103         glEnable(GL_MULTISAMPLE);
104         glEnable(GL_DEPTH_TEST);
105         glEnable(GL_CULL_FACE);
106         glEnable(GL_LIGHTING);
107         glEnable(GL_NORMALIZE);
108
109         Mesh::use_custom_sdr_attr = false;
110
111         float ambient[] = {0.0, 0.0, 0.0, 0.0};
112         glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
113
114         glClearColor(1, 1, 1, 1);
115
116         if(!init_vrhands()) {
117                 return false;
118         }
119
120         mscn = new MetaScene;
121         if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
122                 return false;
123         }
124
125         cam_pos = mscn->start_pos;
126         Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot);
127         dir.y = 0;
128         cam_theta = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
129
130         exman = new ExhibitManager;
131         if(!exman->load(mscn, "data/exhibits")) {
132                 //return false;
133         }
134
135         blobs = new BlobExhibit;
136         blobs->node = new SceneNode;
137         blobs->init();
138         blobs->node->set_position(Vec3(-680, 160, -100));
139         blobs->node->set_scaling(Vec3(28, 28, 28));
140         blobs->node->update(0);
141
142         exman->add(blobs);
143
144         if(!(sdr_ltmap_notex = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-notex.p.glsl"))) {
145                 return false;
146         }
147         set_uniform_int(sdr_ltmap_notex, "texmap", MTL_TEX_DIFFUSE);
148         set_uniform_int(sdr_ltmap_notex, "lightmap", MTL_TEX_LIGHTMAP);
149
150         if(!(sdr_ltmap = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-tex.p.glsl"))) {
151                 return false;
152         }
153         set_uniform_int(sdr_ltmap, "texmap", MTL_TEX_DIFFUSE);
154         set_uniform_int(sdr_ltmap, "lightmap", MTL_TEX_LIGHTMAP);
155
156         if(!fb_srgb) {
157                 sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
158         }
159
160         rend = new Renderer;
161         rend->set_scene(mscn);
162
163         glUseProgram(0);
164
165         if(opt.vr || opt.fullscreen) {
166                 app_grab_mouse(true);
167         }
168         return true;
169 }
170
171 void app_cleanup()
172 {
173         app_grab_mouse(false);
174         if(opt.vr) {
175                 goatvr_shutdown();
176         }
177         destroy_vrhands();
178
179         delete rend;
180
181         delete exman;
182
183         texman.clear();
184         sceneman.clear();
185 }
186
187 static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
188 {
189         Mesh *wm = mscn->walk_mesh;
190         if(!wm) {
191                 *newv = v;
192                 return true;
193         }
194
195         Ray downray = Ray(v, Vec3(0, -1, 0));
196         HitPoint hit;
197         if(mscn->walk_mesh->intersect(downray, &hit)) {
198                 *newv = hit.pos;
199                 newv->y += user_eye_height;
200                 return true;
201         }
202         return false;
203 }
204
205 static void update(float dt)
206 {
207         texman.update();
208         sceneman.update();
209
210         mscn->update(dt);
211         exman->update(dt);
212
213         float speed = walk_speed * dt;
214         Vec3 dir;
215
216         // joystick
217         float jdeadsq = joy_deadzone * joy_deadzone;
218         float jmove_lensq = length_sq(joy_move);
219         float jlook_lensq = length_sq(joy_look);
220
221         if(jmove_lensq > jdeadsq) {
222                 float len = sqrt(jmove_lensq);
223                 jmove_lensq -= jdeadsq;
224
225                 float mag = len * len;
226                 dir.x += mag * joy_move.x / len * 2.0 * speed;
227                 dir.z += mag * joy_move.y / len * 2.0 * speed;
228         }
229         if(jlook_lensq > jdeadsq) {
230                 float len = sqrt(jlook_lensq);
231                 jlook_lensq -= jdeadsq;
232
233                 float mag = len * len;
234                 cam_theta += mag * joy_look.x / len * 200.0 * dt;
235                 cam_phi += mag * joy_look.y / len * 100.0 * dt;
236                 if(cam_phi < -90.0f) cam_phi = -90.0f;
237                 if(cam_phi > 90.0f) cam_phi = 90.0f;
238         }
239
240         // keyboard move
241         if(keystate[(int)'w']) {
242                 dir.z -= speed;
243         }
244         if(keystate[(int)'s']) {
245                 dir.z += speed;
246         }
247         if(keystate[(int)'d']) {
248                 dir.x += speed;
249         }
250         if(keystate[(int)'a']) {
251                 dir.x -= speed;
252         }
253         if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
254                 cam_pos.y += speed;
255         }
256         if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
257                 cam_pos.y -= speed;
258         }
259
260         float theta = M_PI * cam_theta / 180.0f;
261         Vec3 newpos;
262         newpos.x = cam_pos.x + cos(theta) * dir.x - sin(theta) * dir.z;
263         newpos.y = cam_pos.y;
264         newpos.z = cam_pos.z + sin(theta) * dir.x + cos(theta) * dir.z;
265
266         if(noclip) {
267                 cam_pos = newpos;
268         } else {
269                 if(!constrain_walk_mesh(newpos, &cam_pos)) {
270                         float dtheta = M_PI / 32.0;
271                         float theta = dtheta;
272                         Vec2 dir2d = newpos.xz() - cam_pos.xz();
273
274                         for(int i=0; i<16; i++) {
275                                 Vec2 dvec = rotate(dir2d, theta);
276                                 Vec3 pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
277                                 if(constrain_walk_mesh(pos, &cam_pos)) {
278                                         break;
279                                 }
280                                 dvec = rotate(dir2d, -theta);
281                                 pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
282                                 if(constrain_walk_mesh(pos, &cam_pos)) {
283                                         break;
284                                 }
285                                 theta += dtheta;
286                         }
287                 }
288                 floor_y = cam_pos.y - user_eye_height;
289         }
290
291         // calculate mouselook view matrix
292         mouse_view_matrix = Mat4::identity;
293         mouse_view_matrix.pre_translate(0, 0, -cam_dist);
294         if(!have_headtracking) {
295                 mouse_view_matrix.pre_rotate_x(deg_to_rad(cam_phi));
296         }
297         mouse_view_matrix.pre_rotate_y(deg_to_rad(cam_theta));
298         mouse_view_matrix.pre_translate(-cam_pos.x, -cam_pos.y, -cam_pos.z);
299
300         // update hand-tracking
301         if(have_handtracking) {
302                 update_vrhands();
303         }
304 }
305
306 static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
307 {
308         unsigned int lt = GL_LIGHT0 + idx;
309         float posv[] = { pos.x, pos.y, pos.z, 1 };
310         float colv[] = { color.x, color.y, color.z, 1 };
311
312         glEnable(lt);
313         glLightfv(lt, GL_POSITION, posv);
314         glLightfv(lt, GL_DIFFUSE, colv);
315         glLightfv(lt, GL_SPECULAR, colv);
316 }
317
318 void app_display()
319 {
320         float dt = (float)(time_msec - prev_msec) / 1000.0f;
321         prev_msec = time_msec;
322
323         if(opt.vr) {
324                 // VR mode
325                 goatvr_draw_start();
326                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
327
328                 update(dt);
329
330                 for(int i=0; i<2; i++) {
331                         // for each eye
332                         goatvr_draw_eye(i);
333
334                         proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
335                         glMatrixMode(GL_PROJECTION);
336                         glLoadMatrixf(proj_matrix[0]);
337
338                         view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
339                         glMatrixMode(GL_MODELVIEW);
340                         glLoadMatrixf(view_matrix[0]);
341
342                         draw_scene();
343                         if(have_handtracking) {
344                                 draw_vrhands();
345                         }
346                 }
347                 goatvr_draw_done();
348
349                 if(should_swap) {
350                         app_swap_buffers();
351                 }
352
353         } else {
354                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
355
356                 update(dt);
357
358                 proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
359                 glMatrixMode(GL_PROJECTION);
360                 glLoadMatrixf(proj_matrix[0]);
361
362                 view_matrix = mouse_view_matrix;
363                 glMatrixMode(GL_MODELVIEW);
364                 glLoadMatrixf(view_matrix[0]);
365
366                 draw_scene();
367
368                 if(!fb_srgb && sdr_post_gamma) {
369                         slow_post(sdr_post_gamma);
370                         glUseProgram(0);
371                 }
372                 app_swap_buffers();
373         }
374         assert(glGetError() == GL_NO_ERROR);
375
376         calc_framerate();
377 }
378
379
380 static void draw_scene()
381 {
382         static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
383         set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
384         set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
385         set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
386
387         rend->draw();
388
389         if(show_blobs) {
390                 blobs->draw();
391         }
392
393         /*
394         if(have_handtracking) {
395                 Mat4 head_xform = inverse(mouse_view_matrix);//goatvr_head_matrix();
396                 Mat4 head_dir_xform = head_xform.upper3x3();
397
398                 glUseProgram(0);
399                 glPushAttrib(GL_ENABLE_BIT);
400                 glDisable(GL_LIGHTING);
401                 glBegin(GL_LINES);
402                 for(int i=0; i<2; i++) {
403                         if(hand[i].valid) {
404                                 glColor3f(i, 1 - i, i);
405                         } else {
406                                 glColor3f(0.5, 0.5, 0.5);
407                         }
408                         Vec3 v = head_xform * hand[i].pos;
409                         Vec3 dir = head_dir_xform * rotate(Vec3(0, 0, -1), hand[i].rot) * 20.0f;
410                         Vec3 up = head_dir_xform * rotate(Vec3(0, 1, 0), hand[i].rot) * 10.0f;
411                         Vec3 right = head_dir_xform * rotate(Vec3(1, 0, 0), hand[i].rot) * 10.0f;
412
413                         glVertex3f(v.x, v.y, v.z);
414                         glVertex3f(v.x + dir.x, v.y + dir.y, v.z + dir.z);
415                         glVertex3f(v.x - right.x, v.y - right.y, v.z - right.z);
416                         glVertex3f(v.x + right.x, v.y + right.y, v.z + right.z);
417                         glVertex3f(v.x - up.x, v.y - up.y, v.z - up.z);
418                         glVertex3f(v.x + up.x, v.y + up.y, v.z + up.z);
419                 }
420                 glEnd();
421                 glPopAttrib();
422         }
423         */
424
425         if(show_walk_mesh && mscn->walk_mesh) {
426                 glPushAttrib(GL_ENABLE_BIT);
427                 glEnable(GL_BLEND);
428                 glBlendFunc(GL_ONE, GL_ONE);
429                 glDisable(GL_LIGHTING);
430                 glEnable(GL_POLYGON_OFFSET_FILL);
431
432                 glUseProgram(0);
433
434                 glPolygonOffset(-1, 1);
435                 glDepthMask(0);
436
437                 glColor3f(0.3, 0.08, 0.01);
438                 mscn->walk_mesh->draw();
439
440                 glDepthMask(1);
441
442                 glPopAttrib();
443         }
444
445         print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
446         draw_ui();
447 }
448
449
450 void app_reshape(int x, int y)
451 {
452         glViewport(0, 0, x, y);
453         goatvr_set_fb_size(x, y, 1.0f);
454 }
455
456 void app_keyboard(int key, bool pressed)
457 {
458         unsigned int mod = app_get_modifiers();
459
460         if(pressed) {
461                 switch(key) {
462                 case 27:
463                         app_quit();
464                         break;
465
466                 case '\n':
467                 case '\r':
468                         if(mod & MOD_ALT) {
469                                 app_toggle_fullscreen();
470                         }
471                         break;
472
473                 case '`':
474                         app_toggle_grab_mouse();
475                         show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
476                         break;
477
478                 case 'w':
479                         if(mod & MOD_CTRL) {
480                                 show_walk_mesh = !show_walk_mesh;
481                                 show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
482                         }
483                         break;
484
485                 case 'c':
486                         if(mod & MOD_CTRL) {
487                                 noclip = !noclip;
488                                 show_message(noclip ? "no clip" : "clip");
489                         }
490                         break;
491
492                 case 'f':
493                         toggle_flight();
494                         break;
495
496                 case 'p':
497                         if(mod & MOD_CTRL) {
498                                 fb_srgb = !fb_srgb;
499                                 show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
500                         }
501                         break;
502
503                 case '=':
504                         walk_speed *= 1.25;
505                         show_message("walk speed: %g", walk_speed);
506                         break;
507
508                 case '-':
509                         walk_speed *= 0.75;
510                         show_message("walk speed: %g", walk_speed);
511                         break;
512
513                 case ']':
514                         mouse_speed *= 1.2;
515                         show_message("mouse speed: %g", mouse_speed);
516                         break;
517
518                 case '[':
519                         mouse_speed *= 0.8;
520                         show_message("mouse speed: %g", mouse_speed);
521                         break;
522
523                 case 'b':
524                         show_blobs = !show_blobs;
525                         show_message("blobs: %s\n", show_blobs ? "on" : "off");
526                         break;
527
528                 case ' ':
529                         goatvr_recenter();
530                         show_message("VR recenter\n");
531                         break;
532                 }
533         }
534
535         if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
536                 keystate[key] = pressed;
537         }
538 }
539
540 void app_mouse_button(int bn, bool pressed, int x, int y)
541 {
542         prev_mx = x;
543         prev_my = y;
544         bnstate[bn] = pressed;
545 }
546
547 static inline void mouse_look(float dx, float dy)
548 {
549         float scrsz = (float)win_height;
550         cam_theta += dx * 512.0 / scrsz;
551         cam_phi += dy * 512.0 / scrsz;
552
553         if(cam_phi < -90) cam_phi = -90;
554         if(cam_phi > 90) cam_phi = 90;
555 }
556
557 static void mouse_zoom(float dx, float dy)
558 {
559         cam_dist += dy * 0.1;
560         if(cam_dist < 0.0) cam_dist = 0.0;
561 }
562
563 void app_mouse_motion(int x, int y)
564 {
565         int dx = x - prev_mx;
566         int dy = y - prev_my;
567         prev_mx = x;
568         prev_my = y;
569
570         if(!dx && !dy) return;
571
572         if(bnstate[0]) {
573                 mouse_look(dx, dy);
574         }
575         if(bnstate[2]) {
576                 mouse_zoom(dx, dy);
577         }
578 }
579
580 void app_mouse_delta(int dx, int dy)
581 {
582         if(bnstate[2]) {
583                 mouse_zoom(dx * mouse_speed, dy * mouse_speed);
584         } else {
585                 mouse_look(dx * mouse_speed, dy * mouse_speed);
586         }
587 }
588
589 void app_gamepad_axis(int axis, float val)
590 {
591         switch(axis) {
592         case 0:
593                 joy_move.x = val;
594                 break;
595         case 1:
596                 joy_move.y = val;
597                 break;
598
599         case 2:
600                 joy_look.x = val;
601                 break;
602         case 3:
603                 joy_look.y = val;
604                 break;
605         }
606 }
607
608 void app_gamepad_button(int bn, bool pressed)
609 {
610         gpad_bnstate[bn] = pressed;
611
612         if(pressed) {
613                 switch(bn) {
614                 case GPAD_LSTICK:
615                         toggle_flight();
616                         break;
617
618                 case GPAD_X:
619                         show_blobs = !show_blobs;
620                         show_message("blobs: %s\n", show_blobs ? "on" : "off");
621                         break;
622
623                 case GPAD_START:
624                         goatvr_recenter();
625                         show_message("VR recenter\n");
626                         break;
627
628                 default:
629                         break;
630                 }
631         }
632 }
633
634 static void toggle_flight()
635 {
636         static float prev_walk_speed = -1.0;
637         if(prev_walk_speed < 0.0) {
638                 noclip = true;
639                 prev_walk_speed = walk_speed;
640                 walk_speed = 1000.0;
641                 show_message("fly mode\n");
642         } else {
643                 noclip = false;
644                 walk_speed = prev_walk_speed;
645                 prev_walk_speed = -1.0;
646                 show_message("walk mode\n");
647         }
648 }
649
650 static void calc_framerate()
651 {
652         static int ncalc;
653         static int nframes;
654         static long prev_upd;
655
656         long elapsed = time_msec - prev_upd;
657         if(elapsed >= 1000) {
658                 framerate = (float)nframes / (float)(elapsed * 0.001);
659                 nframes = 1;
660                 prev_upd = time_msec;
661
662                 /*if(++ncalc >= 5) {
663                         printf("fps: %f\n", framerate);
664                         ncalc = 0;
665                 }*/
666         } else {
667                 ++nframes;
668         }
669 }