11 #include "metascene.h"
20 #include "blob_exhibit.h"
24 #define FAR_CLIP 10000.0
26 static void draw_scene();
27 static void toggle_flight();
28 static void calc_framerate();
29 static Ray calc_pick_ray(int x, int y);
32 int win_width, win_height;
35 bool opt_gear_wireframe;
40 unsigned int sdr_ltmap, sdr_ltmap_notex;
46 static float cam_dist = 0.0;
47 static float floor_y; // last floor height
48 static float user_eye_height = 165;
50 static float walk_speed = 300.0f;
51 static float mouse_speed = 0.5f;
52 static bool show_walk_mesh, noclip = false;
54 static bool have_headtracking, have_handtracking, should_swap;
56 static int prev_mx, prev_my;
57 static bool bnstate[8];
58 static bool keystate[256];
59 static bool gpad_bnstate[64];
60 static Vec2 joy_move, joy_look;
61 static float joy_deadzone = 0.01;
63 static float framerate;
65 static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
66 static MetaScene *mscn;
67 static unsigned int sdr_post_gamma;
69 static long prev_msec;
71 static ExhibitManager *exman;
72 static BlobExhibit *blobs;
73 static bool show_blobs;
75 static ExSelection ex_sel;
77 static Renderer *rend;
79 static Ray last_pick_ray;
82 bool app_init(int argc, char **argv)
84 set_log_file("demo.log");
86 char *env = getenv("FPEXCEPT");
87 if(env && atoi(env)) {
88 info_log("enabling floating point exceptions\n");
93 if(init_opengl() == -1) {
97 if(!init_options(argc, argv, "demo.conf")) {
100 app_resize(opt.width, opt.height);
101 app_fullscreen(opt.fullscreen);
104 if(goatvr_init() == -1) {
107 goatvr_set_origin_mode(GOATVR_HEAD);
108 goatvr_set_units_scale(100.0f);
111 should_swap = goatvr_should_swap() != 0;
112 user_eye_height = goatvr_get_eye_height();
113 have_headtracking = goatvr_have_headtracking();
114 have_handtracking = goatvr_have_handtracking();
121 glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
122 printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
124 glEnable(GL_FRAMEBUFFER_SRGB);
130 glEnable(GL_MULTISAMPLE);
131 glEnable(GL_DEPTH_TEST);
132 glEnable(GL_CULL_FACE);
133 glEnable(GL_NORMALIZE);
135 if(!init_debug_gui()) {
139 Mesh::use_custom_sdr_attr = false;
141 float ambient[] = {0.0, 0.0, 0.0, 0.0};
142 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
144 glClearColor(1, 1, 1, 1);
148 if(!init_vrhands()) {
152 mscn = new MetaScene;
153 if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
157 avatar.pos = mscn->start_pos;
158 Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot);
160 avatar.body_rot = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
162 exman = new ExhibitManager;
164 if(!exman->load(mscn, "data/exhibits")) {
169 blobs = new BlobExhibit;
170 blobs->node = new SceneNode;
172 blobs->node->set_position(Vec3(-680, 160, -100));
173 blobs->node->set_scaling(Vec3(28, 28, 28));
174 blobs->node->update(0);
178 if(!(sdr_ltmap_notex = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-notex.p.glsl"))) {
181 set_uniform_int(sdr_ltmap_notex, "texmap", MTL_TEX_DIFFUSE);
182 set_uniform_int(sdr_ltmap_notex, "lightmap", MTL_TEX_LIGHTMAP);
184 if(!(sdr_ltmap = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-tex.p.glsl"))) {
187 set_uniform_int(sdr_ltmap, "texmap", MTL_TEX_DIFFUSE);
188 set_uniform_int(sdr_ltmap, "lightmap", MTL_TEX_LIGHTMAP);
191 sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
195 rend->set_scene(mscn);
199 if(opt.vr || opt.fullscreen) {
200 app_grab_mouse(true);
203 if(mscn->music && opt.music) {
204 mscn->music->play(AUDIO_PLAYMODE_LOOP);
216 app_grab_mouse(false);
232 static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
234 Mesh *wm = mscn->walk_mesh;
240 Ray downray = Ray(v, Vec3(0, -1, 0));
242 if(mscn->walk_mesh->intersect(downray, &hit)) {
244 newv->y += user_eye_height;
250 static void update(float dt)
258 float speed = walk_speed * dt;
262 float jdeadsq = joy_deadzone * joy_deadzone;
263 float jmove_lensq = length_sq(joy_move);
264 float jlook_lensq = length_sq(joy_look);
266 if(jmove_lensq > jdeadsq) {
267 float len = sqrt(jmove_lensq);
268 jmove_lensq -= jdeadsq;
270 float mag = len * len;
271 dir.x += mag * joy_move.x / len * 2.0 * speed;
272 dir.z += mag * joy_move.y / len * 2.0 * speed;
274 if(jlook_lensq > jdeadsq) {
275 float len = sqrt(jlook_lensq);
276 jlook_lensq -= jdeadsq;
278 float mag = len * len;
279 avatar.body_rot += mag * joy_look.x / len * 200.0 * dt;
280 avatar.head_alt += mag * joy_look.y / len * 100.0 * dt;
281 if(avatar.head_alt < -90.0f) avatar.head_alt = -90.0f;
282 if(avatar.head_alt > 90.0f) avatar.head_alt = 90.0f;
286 if(keystate[(int)'w']) {
289 if(keystate[(int)'s']) {
292 if(keystate[(int)'d']) {
295 if(keystate[(int)'a']) {
298 if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
299 avatar.pos.y += speed;
301 if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
302 avatar.pos.y -= speed;
305 float theta = M_PI * avatar.body_rot / 180.0f;
307 newpos.x = avatar.pos.x + cos(theta) * dir.x - sin(theta) * dir.z;
308 newpos.y = avatar.pos.y;
309 newpos.z = avatar.pos.z + sin(theta) * dir.x + cos(theta) * dir.z;
314 if(!constrain_walk_mesh(newpos, &avatar.pos)) {
315 float dtheta = M_PI / 32.0;
316 float theta = dtheta;
317 Vec2 dir2d = newpos.xz() - avatar.pos.xz();
319 for(int i=0; i<16; i++) {
320 Vec2 dvec = rotate(dir2d, theta);
321 Vec3 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
322 if(constrain_walk_mesh(pos, &avatar.pos)) {
325 dvec = rotate(dir2d, -theta);
326 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
327 if(constrain_walk_mesh(pos, &avatar.pos)) {
333 floor_y = avatar.pos.y - user_eye_height;
336 // TODO move to avatar
337 // calculate mouselook view matrix
338 mouse_view_matrix = Mat4::identity;
339 mouse_view_matrix.pre_translate(0, 0, -cam_dist);
340 if(!have_headtracking) {
341 mouse_view_matrix.pre_rotate_x(deg_to_rad(avatar.head_alt));
343 mouse_view_matrix.pre_rotate_y(deg_to_rad(avatar.body_rot));
344 mouse_view_matrix.pre_translate(-avatar.pos.x, -avatar.pos.y, -avatar.pos.z);
346 // update hand-tracking
347 if(have_handtracking) {
348 update_vrhands(&avatar);
354 float dt = (float)(time_msec - prev_msec) / 1000.0f;
355 prev_msec = time_msec;
358 ImGui::GetIOPtr()->DeltaTime = dt;
361 ImGui::ShowTestWindow();
367 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
371 for(int i=0; i<2; i++) {
375 proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
376 glMatrixMode(GL_PROJECTION);
377 glLoadMatrixf(proj_matrix[0]);
379 view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
380 glMatrixMode(GL_MODELVIEW);
381 glLoadMatrixf(view_matrix[0]);
384 if(have_handtracking) {
399 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
403 proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
404 glMatrixMode(GL_PROJECTION);
405 glLoadMatrixf(proj_matrix[0]);
407 view_matrix = mouse_view_matrix;
408 glMatrixMode(GL_MODELVIEW);
409 glLoadMatrixf(view_matrix[0]);
413 if(!fb_srgb && sdr_post_gamma) {
414 slow_post(sdr_post_gamma);
423 assert(glGetError() == GL_NO_ERROR);
429 static void draw_scene()
435 if(have_handtracking) {
436 Mat4 head_xform = inverse(mouse_view_matrix);//goatvr_head_matrix();
437 Mat4 head_dir_xform = head_xform.upper3x3();
440 glPushAttrib(GL_ENABLE_BIT);
441 glDisable(GL_LIGHTING);
443 for(int i=0; i<2; i++) {
445 glColor3f(i, 1 - i, i);
447 glColor3f(0.5, 0.5, 0.5);
449 Vec3 v = head_xform * hand[i].pos;
450 Vec3 dir = head_dir_xform * rotate(Vec3(0, 0, -1), hand[i].rot) * 20.0f;
451 Vec3 up = head_dir_xform * rotate(Vec3(0, 1, 0), hand[i].rot) * 10.0f;
452 Vec3 right = head_dir_xform * rotate(Vec3(1, 0, 0), hand[i].rot) * 10.0f;
454 glVertex3f(v.x, v.y, v.z);
455 glVertex3f(v.x + dir.x, v.y + dir.y, v.z + dir.z);
456 glVertex3f(v.x - right.x, v.y - right.y, v.z - right.z);
457 glVertex3f(v.x + right.x, v.y + right.y, v.z + right.z);
458 glVertex3f(v.x - up.x, v.y - up.y, v.z - up.z);
459 glVertex3f(v.x + up.x, v.y + up.y, v.z + up.z);
466 if(show_walk_mesh && mscn->walk_mesh) {
467 glPushAttrib(GL_ENABLE_BIT);
469 glBlendFunc(GL_ONE, GL_ONE);
470 glEnable(GL_POLYGON_OFFSET_FILL);
474 glPolygonOffset(-1, 1);
477 glColor3f(0.3, 0.08, 0.01);
478 mscn->walk_mesh->draw();
485 print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
490 void app_reshape(int x, int y)
492 glViewport(0, 0, x, y);
493 goatvr_set_fb_size(x, y, 1.0f);
494 debug_gui_reshape(x, y);
497 void app_keyboard(int key, bool pressed)
499 unsigned int mod = app_get_modifiers();
501 if(debug_gui && !(pressed && (key == '`' || key == 27))) {
502 debug_gui_key(key, pressed, mod);
503 return; // ignore all keystrokes when GUI is visible
515 app_toggle_fullscreen();
520 debug_gui = !debug_gui;
521 show_message("debug gui %s", debug_gui ? "enabled" : "disabled");
525 app_toggle_grab_mouse();
526 show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
531 show_walk_mesh = !show_walk_mesh;
532 show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
539 show_message(noclip ? "no clip" : "clip");
550 show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
556 show_message("walk speed: %g", walk_speed);
561 show_message("walk speed: %g", walk_speed);
566 show_message("mouse speed: %g", mouse_speed);
571 show_message("mouse speed: %g", mouse_speed);
575 show_blobs = !show_blobs;
576 show_message("blobs: %s\n", show_blobs ? "on" : "off");
581 show_message("VR recenter\n");
585 exman->load(mscn, "data/exhibits");
590 if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
591 keystate[key] = pressed;
595 void app_mouse_button(int bn, bool pressed, int x, int y)
598 debug_gui_mbutton(bn, pressed, x, y);
599 return; // ignore mouse events while GUI is visible
604 bnstate[bn] = pressed;
611 Ray ray = calc_pick_ray(x, y);
612 ex_sel = exman->select(ray);
618 static inline void mouse_look(float dx, float dy)
620 float scrsz = (float)win_height;
621 avatar.body_rot += dx * 512.0 / scrsz;
622 avatar.head_alt += dy * 512.0 / scrsz;
624 if(avatar.head_alt < -90) avatar.head_alt = -90;
625 if(avatar.head_alt > 90) avatar.head_alt = 90;
628 static void mouse_zoom(float dx, float dy)
630 cam_dist += dy * 0.1;
631 if(cam_dist < 0.0) cam_dist = 0.0;
634 void app_mouse_motion(int x, int y)
637 debug_gui_mmotion(x, y);
638 return; // ignore mouse events while GUI is visible
641 int dx = x - prev_mx;
642 int dy = y - prev_my;
646 if(!dx && !dy) return;
649 Vec3 pos = ex_sel.ex->node->get_node_position();
650 Vec3 dir = transpose(view_matrix.upper3x3()) * Vec3(dx * 1.0, dy * -1.0, 0);
652 ex_sel.ex->node->set_position(pos + dir);
660 void app_mouse_delta(int dx, int dy)
663 mouse_zoom(dx * mouse_speed, dy * mouse_speed);
665 mouse_look(dx * mouse_speed, dy * mouse_speed);
669 void app_mouse_wheel(int dir)
672 debug_gui_wheel(dir);
676 void app_gamepad_axis(int axis, float val)
695 void app_gamepad_button(int bn, bool pressed)
697 gpad_bnstate[bn] = pressed;
706 show_blobs = !show_blobs;
707 show_message("blobs: %s\n", show_blobs ? "on" : "off");
712 show_message("VR recenter\n");
721 static void toggle_flight()
723 static float prev_walk_speed = -1.0;
724 if(prev_walk_speed < 0.0) {
726 prev_walk_speed = walk_speed;
728 show_message("fly mode\n");
731 walk_speed = prev_walk_speed;
732 prev_walk_speed = -1.0;
733 show_message("walk mode\n");
737 static void calc_framerate()
741 static long prev_upd;
743 long elapsed = time_msec - prev_upd;
744 if(elapsed >= 1000) {
745 framerate = (float)nframes / (float)(elapsed * 0.001);
747 prev_upd = time_msec;
750 printf("fps: %f\n", framerate);
758 static Ray calc_pick_ray(int x, int y)
760 float nx = (float)x / (float)win_width;
761 float ny = (float)(win_height - y) / (float)win_height;
763 last_pick_ray = mouse_pick_ray(nx, ny, view_matrix, proj_matrix);
764 return last_pick_ray;