21e8acc47c8153708725323ffe10163a8d5dcac2
[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 "avatar.h"
19 #include "vrinput.h"
20 #include "exman.h"
21 #include "blob_exhibit.h"
22 #include "dbg_gui.h"
23 #include "geomdraw.h"
24 #include "ui_exhibit.h"
25
26 #define NEAR_CLIP       5.0
27 #define FAR_CLIP        10000.0
28
29 static void draw_scene();
30 static void toggle_flight();
31 static void calc_framerate();
32 static Ray calc_pick_ray(int x, int y);
33
34 long time_msec;
35 int win_width, win_height;
36 int vp_width, vp_height;
37 float win_aspect;
38 bool fb_srgb;
39 bool opt_gear_wireframe;
40
41 TextureSet texman;
42 SceneSet sceneman;
43
44 int fpexcept_enabled;
45
46 unsigned int dbg_key_pending;
47
48 static Avatar avatar;
49
50 static float cam_dist = 0.0;
51 static float floor_y;   // last floor height
52 static float user_eye_height = 165;
53
54 static float walk_speed = 300.0f;
55 static float mouse_speed = 0.5f;
56 static bool show_walk_mesh, noclip = false;
57
58 static bool have_headtracking, have_handtracking, should_swap;
59
60 static int prev_mx, prev_my;
61 static bool bnstate[8];
62 static bool keystate[256];
63 static bool gpad_bnstate[64];
64 static Vec2 joy_move, joy_look;
65 static float joy_deadzone = 0.01;
66
67 static float framerate;
68
69 static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
70 static MetaScene *mscn;
71 static unsigned int sdr_post_gamma;
72
73 static long prev_msec;
74
75 static ExhibitManager *exman;
76 static bool show_blobs;
77
78 ExSelection exsel_active, exsel_hover;
79 ExSelection exsel_grab_left, exsel_grab_right;
80 #define exsel_grab_mouse exsel_grab_right
81 static ExhibitSlot exslot_left, exslot_right;
82 #define exslot_mouse exslot_right
83
84 static Renderer *rend;
85
86 static Ray last_pick_ray;
87
88 static bool post_scene_init_pending = true;
89
90
91 bool app_init(int argc, char **argv)
92 {
93         set_log_file("demo.log");
94
95         char *env = getenv("FPEXCEPT");
96         if(env && atoi(env)) {
97                 info_log("enabling floating point exceptions\n");
98                 fpexcept_enabled = 1;
99                 enable_fpexcept();
100         }
101
102         if(init_opengl() == -1) {
103                 return false;
104         }
105
106         if(!init_options(argc, argv, "demo.conf")) {
107                 return false;
108         }
109         app_resize(opt.width, opt.height);
110         app_fullscreen(opt.fullscreen);
111
112         if(opt.vr) {
113                 if(goatvr_init() == -1) {
114                         return false;
115                 }
116                 goatvr_set_origin_mode(GOATVR_HEAD);
117                 goatvr_set_units_scale(100.0f);
118
119                 goatvr_startvr();
120                 should_swap = goatvr_should_swap() != 0;
121                 user_eye_height = goatvr_get_eye_height();
122                 have_headtracking = goatvr_have_headtracking();
123                 have_handtracking = goatvr_have_handtracking();
124
125                 goatvr_recenter();
126         }
127
128         if(fb_srgb) {
129                 int srgb_capable;
130                 glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
131                 printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
132                 if(srgb_capable) {
133                         glEnable(GL_FRAMEBUFFER_SRGB);
134                 } else {
135                         fb_srgb = 0;
136                 }
137         }
138
139         glEnable(GL_MULTISAMPLE);
140         glEnable(GL_DEPTH_TEST);
141         glEnable(GL_CULL_FACE);
142         glEnable(GL_NORMALIZE);
143
144         if(!init_debug_gui()) {
145                 return false;
146         }
147
148         Mesh::use_custom_sdr_attr = false;
149
150         float ambient[] = {0.0, 0.0, 0.0, 0.0};
151         glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
152
153         init_audio();
154
155         if(!init_vrhands()) {
156                 return false;
157         }
158
159         mscn = new MetaScene;
160         if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
161                 return false;
162         }
163
164         avatar.pos = mscn->start_pos;
165         Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot);
166         dir.y = 0;
167         avatar.body_rot = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
168
169         exman = new ExhibitManager;
170         // exhibits are loaded in post_scene_init, because they need access to the scene graph
171
172         if(!exui_init()) {
173                 error_log("failed to initialize exhibit ui system\n");
174                 return false;
175         }
176         exui_setnode(&exslot_left.node);
177
178         if(!fb_srgb) {
179                 sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
180         }
181
182         rend = new Renderer;
183         if(!rend->init()) {
184                 return false;
185         }
186         if(opt.reflect) {
187                 rend->ropt |= RENDER_MIRRORS;
188         } else {
189                 rend->ropt &= ~RENDER_MIRRORS;
190         }
191         rend->set_scene(mscn);
192
193         glUseProgram(0);
194
195         if(opt.vr || opt.fullscreen) {
196                 app_grab_mouse(true);
197         }
198
199         if(mscn->music && opt.music) {
200                 mscn->music->play(AUDIO_PLAYMODE_LOOP);
201         }
202         return true;
203 }
204
205 // post_scene_init is called after the scene has completed loading
206 static void post_scene_init()
207 {
208         mscn->update(0);        // update once to calculate node matrices
209
210         int num_mir = mscn->calc_mirror_planes();
211         info_log("found %d mirror planes\n", num_mir);
212
213         exman->load(mscn, "data/exhibits");
214 }
215
216 void app_cleanup()
217 {
218         if(mscn->music) {
219                 mscn->music->stop();
220         }
221         destroy_audio();
222
223         app_grab_mouse(false);
224         if(opt.vr) {
225                 goatvr_shutdown();
226         }
227         destroy_vrhands();
228
229         delete rend;
230
231         exui_shutdown();
232
233         /* this must be destroyed before the scene graph to detach exhibit nodes
234          * before the scene tries to delete them recursively
235          */
236         delete exman;
237
238         texman.clear();
239         sceneman.clear();
240
241         cleanup_debug_gui();
242 }
243
244 static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
245 {
246         Mesh *wm = mscn->walk_mesh;
247         if(!wm) {
248                 *newv = v;
249                 return true;
250         }
251
252         Ray downray = Ray(v, Vec3(0, -1, 0));
253         HitPoint hit;
254         if(mscn->walk_mesh->intersect(downray, &hit)) {
255                 *newv = hit.pos;
256                 newv->y += user_eye_height;
257                 return true;
258         }
259         return false;
260 }
261
262 static void update(float dt)
263 {
264         texman.update();
265         sceneman.update();
266
267         if(post_scene_init_pending && !sceneman.pending()) {
268                 post_scene_init_pending = false;
269                 post_scene_init();
270         }
271
272         mscn->update(dt);
273         exman->update(dt);
274         exui_update(dt);
275
276         float speed = walk_speed * dt;
277         Vec3 dir;
278
279         // joystick
280         float jdeadsq = joy_deadzone * joy_deadzone;
281         float jmove_lensq = length_sq(joy_move);
282         float jlook_lensq = length_sq(joy_look);
283
284         if(jmove_lensq > jdeadsq) {
285                 float len = sqrt(jmove_lensq);
286                 jmove_lensq -= jdeadsq;
287
288                 float mag = len * len;
289                 dir.x += mag * joy_move.x / len * 2.0 * speed;
290                 dir.z += mag * joy_move.y / len * 2.0 * speed;
291         }
292         if(jlook_lensq > jdeadsq) {
293                 float len = sqrt(jlook_lensq);
294                 jlook_lensq -= jdeadsq;
295
296                 float mag = len * len;
297                 avatar.body_rot += mag * joy_look.x / len * 200.0 * dt;
298                 avatar.head_alt += mag * joy_look.y / len * 100.0 * dt;
299                 if(avatar.head_alt < -90.0f) avatar.head_alt = -90.0f;
300                 if(avatar.head_alt > 90.0f) avatar.head_alt = 90.0f;
301         }
302
303         // keyboard move
304         if(keystate[(int)'w']) {
305                 dir.z -= speed;
306         }
307         if(keystate[(int)'s']) {
308                 dir.z += speed;
309         }
310         if(keystate[(int)'d']) {
311                 dir.x += speed;
312         }
313         if(keystate[(int)'a']) {
314                 dir.x -= speed;
315         }
316         if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
317                 avatar.pos.y += speed;
318         }
319         if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
320                 avatar.pos.y -= speed;
321         }
322
323         float theta = M_PI * avatar.body_rot / 180.0f;
324         Vec3 newpos;
325         newpos.x = avatar.pos.x + cos(theta) * dir.x - sin(theta) * dir.z;
326         newpos.y = avatar.pos.y;
327         newpos.z = avatar.pos.z + sin(theta) * dir.x + cos(theta) * dir.z;
328
329         if(noclip) {
330                 avatar.pos = newpos;
331         } else {
332                 if(!constrain_walk_mesh(newpos, &avatar.pos)) {
333                         float dtheta = M_PI / 32.0;
334                         float theta = dtheta;
335                         Vec2 dir2d = newpos.xz() - avatar.pos.xz();
336
337                         for(int i=0; i<16; i++) {
338                                 Vec2 dvec = rotate(dir2d, theta);
339                                 Vec3 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
340                                 if(constrain_walk_mesh(pos, &avatar.pos)) {
341                                         break;
342                                 }
343                                 dvec = rotate(dir2d, -theta);
344                                 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
345                                 if(constrain_walk_mesh(pos, &avatar.pos)) {
346                                         break;
347                                 }
348                                 theta += dtheta;
349                         }
350                 }
351                 floor_y = avatar.pos.y - user_eye_height;
352         }
353
354         // TODO move to the avatar system
355         // calculate mouselook view matrix
356         mouse_view_matrix = Mat4::identity;
357         mouse_view_matrix.pre_translate(0, 0, -cam_dist);
358         if(!have_headtracking) {
359                 mouse_view_matrix.pre_rotate_x(deg_to_rad(avatar.head_alt));
360         }
361         mouse_view_matrix.pre_rotate_y(deg_to_rad(avatar.body_rot));
362         mouse_view_matrix.pre_translate(-avatar.pos.x, -avatar.pos.y, -avatar.pos.z);
363
364
365         // update hand-tracking
366         if(have_handtracking) {
367                 update_vrhands(&avatar);
368
369                 if(vrhand[0].valid) {
370                         exslot_left.node.set_position(vrhand[0].pos);
371                         exslot_left.node.set_rotation(vrhand[0].rot);
372
373                         // right hand takes precedence for hover
374                         if(!exsel_grab_left && !exsel_hover) {
375                                 exsel_hover = exman->select(Sphere(vrhand[0].pos, 5));
376                         }
377                 }
378                 if(vrhand[1].valid) {
379                         exslot_right.node.set_position(vrhand[1].pos);
380                         exslot_right.node.set_rotation(vrhand[1].rot);
381
382                         if(!exsel_grab_right) {
383                                 exsel_hover = exman->select(Sphere(vrhand[1].pos, 5));
384                         }
385                 }
386
387         } else {
388                 // check if an exhibit is hovered-over by mouse (only if we don't have one grabbed)
389                 if(!exsel_grab_mouse) {
390                         Ray ray = calc_pick_ray(prev_mx, prev_my);
391                         exsel_hover = exman->select(ray);
392                 }
393
394                 // TODO do this properly
395                 // set the position of the left hand at a suitable position for the exhibit UI
396                 dir = rotate(Vec3(-0.46, -0.1, -1), Vec3(0, 1, 0), deg_to_rad(-avatar.body_rot));
397                 exslot_left.node.set_position(avatar.pos + dir * 30); // magic: distance in front
398         }
399
400         if(!exslot_right.empty()) exslot_right.node.update(dt);
401         // always update the left slot, because it's the anchor point of the exhibit ui
402         exslot_left.node.update(dt);
403 }
404
405 void app_display()
406 {
407         float dt = (float)(time_msec - prev_msec) / 1000.0f;
408         prev_msec = time_msec;
409
410         if(debug_gui) {
411                 ImGui::GetIOPtr()->DeltaTime = dt;
412                 ImGui::NewFrame();
413
414                 //ImGui::ShowTestWindow();
415         }
416
417         glClearColor(1, 1, 1, 1);
418
419         if(opt.vr) {
420                 // VR mode
421                 goatvr_draw_start();
422                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
423
424                 update(dt);
425
426                 for(int i=0; i<2; i++) {
427                         // for each eye
428                         goatvr_draw_eye(i);
429                         vp_width = goatvr_get_fb_eye_width(i);
430                         vp_height = goatvr_get_fb_eye_height(i);
431
432                         proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
433                         glMatrixMode(GL_PROJECTION);
434                         glLoadMatrixf(proj_matrix[0]);
435
436                         view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
437                         glMatrixMode(GL_MODELVIEW);
438                         glLoadMatrixf(view_matrix[0]);
439
440                         draw_scene();
441                         if(have_handtracking) {
442                                 draw_vrhands();
443                         }
444
445                         if(debug_gui) {
446                                 ImGui::Render();
447                         }
448                 }
449                 goatvr_draw_done();
450
451                 vp_width = win_width;
452                 vp_height = win_height;
453
454                 if(should_swap) {
455                         app_swap_buffers();
456                 }
457
458         } else {
459                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
460
461                 update(dt);
462
463                 proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
464                 glMatrixMode(GL_PROJECTION);
465                 glLoadMatrixf(proj_matrix[0]);
466
467                 view_matrix = mouse_view_matrix;
468                 glMatrixMode(GL_MODELVIEW);
469                 glLoadMatrixf(view_matrix[0]);
470
471                 draw_scene();
472
473                 if(!fb_srgb && sdr_post_gamma) {
474                         slow_post(sdr_post_gamma);
475                         glUseProgram(0);
476                 }
477
478                 if(debug_gui) {
479                         ImGui::Render();
480                 }
481                 app_swap_buffers();
482         }
483         assert(glGetError() == GL_NO_ERROR);
484
485         calc_framerate();
486 }
487
488
489 static void draw_scene()
490 {
491         rend->draw();
492         exman->draw();
493
494         if(have_handtracking) {
495                 Mat4 head_xform = inverse(mouse_view_matrix);//goatvr_head_matrix();
496                 Mat4 head_dir_xform = head_xform.upper3x3();
497
498                 glUseProgram(0);
499                 glPushAttrib(GL_ENABLE_BIT);
500                 glDisable(GL_LIGHTING);
501                 glBegin(GL_LINES);
502                 for(int i=0; i<2; i++) {
503                         if(vrhand[i].valid) {
504                                 glColor3f(i, 1 - i, i);
505                         } else {
506                                 glColor3f(0.5, 0.5, 0.5);
507                         }
508                         Vec3 v = head_xform * vrhand[i].pos;
509                         Vec3 dir = head_dir_xform * rotate(Vec3(0, 0, -1), vrhand[i].rot) * 20.0f;
510                         Vec3 up = head_dir_xform * rotate(Vec3(0, 1, 0), vrhand[i].rot) * 10.0f;
511                         Vec3 right = head_dir_xform * rotate(Vec3(1, 0, 0), vrhand[i].rot) * 10.0f;
512
513                         glVertex3f(v.x, v.y, v.z);
514                         glVertex3f(v.x + dir.x, v.y + dir.y, v.z + dir.z);
515                         glVertex3f(v.x - right.x, v.y - right.y, v.z - right.z);
516                         glVertex3f(v.x + right.x, v.y + right.y, v.z + right.z);
517                         glVertex3f(v.x - up.x, v.y - up.y, v.z - up.z);
518                         glVertex3f(v.x + up.x, v.y + up.y, v.z + up.z);
519                 }
520                 glEnd();
521                 glPopAttrib();
522         }
523
524         if(debug_gui && dbg_sel_node) {
525                 AABox bvol = dbg_sel_node->get_bounds();
526                 draw_geom_object(&bvol);
527         }
528
529         if(show_walk_mesh && mscn->walk_mesh) {
530                 glPushAttrib(GL_ENABLE_BIT);
531                 glEnable(GL_BLEND);
532                 glBlendFunc(GL_ONE, GL_ONE);
533                 glEnable(GL_POLYGON_OFFSET_FILL);
534
535                 glUseProgram(0);
536
537                 glPolygonOffset(-1, 1);
538                 glDepthMask(0);
539
540                 glColor3f(0.3, 0.08, 0.01);
541                 mscn->walk_mesh->draw();
542
543                 glDepthMask(1);
544
545                 glPopAttrib();
546         }
547
548         exui_draw();
549
550         print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
551         draw_ui();
552 }
553
554
555 void app_reshape(int x, int y)
556 {
557         glViewport(0, 0, x, y);
558         goatvr_set_fb_size(x, y, 1.0f);
559         debug_gui_reshape(x, y);
560
561         vp_width = x;
562         vp_height = y;
563 }
564
565 void app_keyboard(int key, bool pressed)
566 {
567         unsigned int mod = app_get_modifiers();
568
569         if(debug_gui && !(pressed && (key == '`' || key == 27))) {
570                 debug_gui_key(key, pressed, mod);
571                 return; // ignore all keystrokes when GUI is visible
572         }
573
574         if(pressed) {
575                 switch(key) {
576                 case 27:
577                         app_quit();
578                         break;
579
580                 case '\n':
581                 case '\r':
582                         if(mod & MOD_ALT) {
583                                 app_toggle_fullscreen();
584                         }
585                         break;
586
587                 case '`':
588                         debug_gui = !debug_gui;
589                         show_message("debug gui %s", debug_gui ? "enabled" : "disabled");
590                         break;
591
592                 case 'm':
593                         app_toggle_grab_mouse();
594                         show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
595                         break;
596
597                 case 'w':
598                         if(mod & MOD_CTRL) {
599                                 show_walk_mesh = !show_walk_mesh;
600                                 show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
601                         }
602                         break;
603
604                 case 'c':
605                         if(mod & MOD_CTRL) {
606                                 noclip = !noclip;
607                                 show_message(noclip ? "no clip" : "clip");
608                         }
609                         break;
610
611                 case 'f':
612                         toggle_flight();
613                         break;
614
615                 case 'p':
616                         if(mod & MOD_CTRL) {
617                                 fb_srgb = !fb_srgb;
618                                 show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
619                         }
620                         break;
621
622                 case '=':
623                         walk_speed *= 1.25;
624                         show_message("walk speed: %g", walk_speed);
625                         break;
626
627                 case '-':
628                         walk_speed *= 0.75;
629                         show_message("walk speed: %g", walk_speed);
630                         break;
631
632                 case ']':
633                         mouse_speed *= 1.2;
634                         show_message("mouse speed: %g", mouse_speed);
635                         break;
636
637                 case '[':
638                         mouse_speed *= 0.8;
639                         show_message("mouse speed: %g", mouse_speed);
640                         break;
641
642                 case 'b':
643                         show_blobs = !show_blobs;
644                         show_message("blobs: %s\n", show_blobs ? "on" : "off");
645                         break;
646
647                 case ' ':
648                         goatvr_recenter();
649                         show_message("VR recenter\n");
650                         break;
651
652                 case KEY_UP:
653                         exui_scroll(-1);
654                         break;
655
656                 case KEY_DOWN:
657                         exui_scroll(1);
658                         break;
659
660                 case KEY_LEFT:
661                         exui_change_tab(-1);
662                         break;
663
664                 case KEY_RIGHT:
665                         exui_change_tab(1);
666                         break;
667
668                 case KEY_F5:
669                 case KEY_F6:
670                 case KEY_F7:
671                 case KEY_F8:
672                         dbg_key_pending |= 1 << (key - KEY_F5);
673                         break;
674                 }
675         }
676
677         if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
678                 keystate[key] = pressed;
679         }
680 }
681
682 void app_mouse_button(int bn, bool pressed, int x, int y)
683 {
684         static int press_x, press_y;
685
686         if(debug_gui) {
687                 debug_gui_mbutton(bn, pressed, x, y);
688                 return; // ignore mouse events while GUI is visible
689         }
690
691         prev_mx = x;
692         prev_my = y;
693         bnstate[bn] = pressed;
694
695         if(bn == 0) {
696                 ExSelection sel;
697                 Ray ray = calc_pick_ray(x, y);
698                 sel = exman->select(ray);
699
700                 if(pressed) {
701                         if(sel && (app_get_modifiers() & MOD_CTRL)) {
702                                 exsel_grab_mouse = sel;
703                                 Vec3 pos = sel.ex->node->get_position();
704                                 debug_log("grabbing... (%g %g %g)\n", pos.x, pos.y, pos.z);
705                                 exslot_mouse.node.set_position(pos);
706                                 exslot_mouse.node.set_rotation(sel.ex->node->get_rotation());
707                                 exslot_mouse.attach_exhibit(sel.ex, EXSLOT_ATTACH_TRANSIENT);
708                                 if(exsel_active) {
709                                         exsel_active = ExSelection::null;       // cancel active on grab
710                                 }
711                         }
712                         press_x = x;
713                         press_y = y;
714
715                 } else {
716                         if(exsel_grab_mouse) {
717                                 // cancel grab on mouse release
718                                 Exhibit *ex = exsel_grab_mouse.ex;
719                                 Vec3 pos = exslot_mouse.node.get_position();
720
721                                 debug_log("releasing at %g %g %g ...\n", pos.x, pos.y, pos.z);
722
723                                 exslot_mouse.detach_exhibit();
724
725                                 ExhibitSlot *slot = exman->nearest_empty_slot(pos, 100);
726                                 if(!slot) {
727                                         debug_log("no empty slot nearby\n");
728                                         if(ex->prev_slot && ex->prev_slot->empty()) {
729                                                 slot = ex->prev_slot;
730                                                 debug_log("using previous slot");
731                                         }
732                                 }
733
734                                 if(slot) {
735                                         slot->attach_exhibit(ex);
736                                 } else {
737                                         // nowhere to put it, so stash it for later
738                                         exslot_mouse.detach_exhibit();
739                                         exman->stash_exhibit(ex);
740                                         debug_log("no slots available, stashing\n");
741                                 }
742
743                                 exsel_grab_mouse = ExSelection::null;
744                         }
745
746                         if(abs(press_x - x) < 5 && abs(press_y - y) < 5) {
747                                 exsel_active = sel;     // select or deselect active exhibit
748                                 if(sel) {
749                                         debug_log("selecting...\n");
750                                 } else {
751                                         debug_log("deselecting...\n");
752                                 }
753                         }
754
755                         press_x = press_y = INT_MIN;
756                 }
757         }
758 }
759
760 static inline void mouse_look(float dx, float dy)
761 {
762         float scrsz = (float)win_height;
763         avatar.body_rot += dx * 512.0 / scrsz;
764         avatar.head_alt += dy * 512.0 / scrsz;
765
766         if(avatar.head_alt < -90) avatar.head_alt = -90;
767         if(avatar.head_alt > 90) avatar.head_alt = 90;
768 }
769
770 static void mouse_zoom(float dx, float dy)
771 {
772         cam_dist += dy * 0.1;
773         if(cam_dist < 0.0) cam_dist = 0.0;
774 }
775
776 void app_mouse_motion(int x, int y)
777 {
778         if(debug_gui) {
779                 debug_gui_mmotion(x, y);
780                 return; // ignore mouse events while GUI is visible
781         }
782
783         int dx = x - prev_mx;
784         int dy = y - prev_my;
785         prev_mx = x;
786         prev_my = y;
787
788         if(!dx && !dy) return;
789
790         if(exsel_grab_mouse) {
791                 Vec3 pos = exslot_mouse.node.get_node_position();
792                 Vec3 dir = transpose(view_matrix.upper3x3()) * Vec3(dx * 1.0, dy * -1.0, 0);
793
794                 exslot_mouse.node.set_position(pos + dir);
795         }
796
797         if(bnstate[2]) {
798                 mouse_look(dx, dy);
799         }
800 }
801
802 void app_mouse_delta(int dx, int dy)
803 {
804         if(bnstate[2]) {
805                 mouse_zoom(dx * mouse_speed, dy * mouse_speed);
806         } else {
807                 mouse_look(dx * mouse_speed, dy * mouse_speed);
808         }
809 }
810
811 void app_mouse_wheel(int dir)
812 {
813         if(debug_gui) {
814                 debug_gui_wheel(dir);
815         }
816 }
817
818 void app_gamepad_axis(int axis, float val)
819 {
820         switch(axis) {
821         case 0:
822                 joy_move.x = val;
823                 break;
824         case 1:
825                 joy_move.y = val;
826                 break;
827
828         case 2:
829                 joy_look.x = val;
830                 break;
831         case 3:
832                 joy_look.y = val;
833                 break;
834         }
835 }
836
837 void app_gamepad_button(int bn, bool pressed)
838 {
839         gpad_bnstate[bn] = pressed;
840
841         if(pressed) {
842                 switch(bn) {
843                 case GPAD_LSTICK:
844                         toggle_flight();
845                         break;
846
847                 case GPAD_X:
848                         show_blobs = !show_blobs;
849                         show_message("blobs: %s\n", show_blobs ? "on" : "off");
850                         break;
851
852                 case GPAD_START:
853                         goatvr_recenter();
854                         show_message("VR recenter\n");
855                         break;
856
857                 default:
858                         break;
859                 }
860         }
861 }
862
863 static void toggle_flight()
864 {
865         static float prev_walk_speed = -1.0;
866         if(prev_walk_speed < 0.0) {
867                 noclip = true;
868                 prev_walk_speed = walk_speed;
869                 walk_speed = 1000.0;
870                 show_message("fly mode\n");
871         } else {
872                 noclip = false;
873                 walk_speed = prev_walk_speed;
874                 prev_walk_speed = -1.0;
875                 show_message("walk mode\n");
876         }
877 }
878
879 static void calc_framerate()
880 {
881         //static int ncalc;
882         static int nframes;
883         static long prev_upd;
884
885         long elapsed = time_msec - prev_upd;
886         if(elapsed >= 1000) {
887                 framerate = (float)nframes / (float)(elapsed * 0.001);
888                 nframes = 1;
889                 prev_upd = time_msec;
890
891                 /*if(++ncalc >= 5) {
892                         printf("fps: %f\n", framerate);
893                         ncalc = 0;
894                 }*/
895         } else {
896                 ++nframes;
897         }
898 }
899
900 static Ray calc_pick_ray(int x, int y)
901 {
902         float nx = (float)x / (float)win_width;
903         float ny = (float)(win_height - y) / (float)win_height;
904
905         last_pick_ray = mouse_pick_ray(nx, ny, view_matrix, proj_matrix);
906         return last_pick_ray;
907 }