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