11 #include "metascene.h"
20 #include "blob_exhibit.h"
23 #define FAR_CLIP 10000.0
25 static void draw_scene();
26 static void toggle_flight();
27 static void calc_framerate();
30 int win_width, win_height;
33 bool opt_gear_wireframe;
38 unsigned int sdr_ltmap, sdr_ltmap_notex;
42 static float cam_dist = 0.0;
43 static float floor_y; // last floor height
44 static float user_eye_height = 165;
46 static float walk_speed = 300.0f;
47 static float mouse_speed = 0.5f;
48 static bool show_walk_mesh, noclip = false;
50 static bool have_headtracking, have_handtracking, should_swap;
52 static int prev_mx, prev_my;
53 static bool bnstate[8];
54 static bool keystate[256];
55 static bool gpad_bnstate[64];
56 static Vec2 joy_move, joy_look;
57 static float joy_deadzone = 0.01;
59 static float framerate;
61 static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
62 static MetaScene *mscn;
63 static unsigned int sdr_post_gamma;
65 static long prev_msec;
67 static ExhibitManager *exman;
68 static BlobExhibit *blobs;
69 static bool show_blobs;
71 static Renderer *rend;
74 bool app_init(int argc, char **argv)
76 if(!init_options(argc, argv, "demo.conf")) {
79 app_resize(opt.width, opt.height);
80 app_fullscreen(opt.fullscreen);
83 if(goatvr_init() == -1) {
86 goatvr_set_origin_mode(GOATVR_HEAD);
87 goatvr_set_units_scale(100.0f);
90 should_swap = goatvr_should_swap() != 0;
91 user_eye_height = goatvr_get_eye_height();
92 have_headtracking = goatvr_have_headtracking();
93 have_handtracking = goatvr_have_handtracking();
99 glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
100 printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
101 fb_srgb = srgb_capable != 0;
102 glEnable(GL_FRAMEBUFFER_SRGB);
104 glEnable(GL_MULTISAMPLE);
105 glEnable(GL_DEPTH_TEST);
106 glEnable(GL_CULL_FACE);
107 glEnable(GL_LIGHTING);
108 glEnable(GL_NORMALIZE);
110 Mesh::use_custom_sdr_attr = false;
112 float ambient[] = {0.0, 0.0, 0.0, 0.0};
113 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
115 glClearColor(1, 1, 1, 1);
117 if(!init_vrhands()) {
121 mscn = new MetaScene;
122 if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
126 avatar.pos = mscn->start_pos;
127 Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot);
129 avatar.body_rot = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
131 exman = new ExhibitManager;
132 if(!exman->load(mscn, "data/exhibits")) {
136 blobs = new BlobExhibit;
137 blobs->node = new SceneNode;
139 blobs->node->set_position(Vec3(-680, 160, -100));
140 blobs->node->set_scaling(Vec3(28, 28, 28));
141 blobs->node->update(0);
145 if(!(sdr_ltmap_notex = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-notex.p.glsl"))) {
148 set_uniform_int(sdr_ltmap_notex, "texmap", MTL_TEX_DIFFUSE);
149 set_uniform_int(sdr_ltmap_notex, "lightmap", MTL_TEX_LIGHTMAP);
151 if(!(sdr_ltmap = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-tex.p.glsl"))) {
154 set_uniform_int(sdr_ltmap, "texmap", MTL_TEX_DIFFUSE);
155 set_uniform_int(sdr_ltmap, "lightmap", MTL_TEX_LIGHTMAP);
158 sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
162 rend->set_scene(mscn);
166 if(opt.vr || opt.fullscreen) {
167 app_grab_mouse(true);
174 app_grab_mouse(false);
188 static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
190 Mesh *wm = mscn->walk_mesh;
196 Ray downray = Ray(v, Vec3(0, -1, 0));
198 if(mscn->walk_mesh->intersect(downray, &hit)) {
200 newv->y += user_eye_height;
206 static void update(float dt)
214 float speed = walk_speed * dt;
218 float jdeadsq = joy_deadzone * joy_deadzone;
219 float jmove_lensq = length_sq(joy_move);
220 float jlook_lensq = length_sq(joy_look);
222 if(jmove_lensq > jdeadsq) {
223 float len = sqrt(jmove_lensq);
224 jmove_lensq -= jdeadsq;
226 float mag = len * len;
227 dir.x += mag * joy_move.x / len * 2.0 * speed;
228 dir.z += mag * joy_move.y / len * 2.0 * speed;
230 if(jlook_lensq > jdeadsq) {
231 float len = sqrt(jlook_lensq);
232 jlook_lensq -= jdeadsq;
234 float mag = len * len;
235 avatar.body_rot += mag * joy_look.x / len * 200.0 * dt;
236 avatar.head_alt += mag * joy_look.y / len * 100.0 * dt;
237 if(avatar.head_alt < -90.0f) avatar.head_alt = -90.0f;
238 if(avatar.head_alt > 90.0f) avatar.head_alt = 90.0f;
242 if(keystate[(int)'w']) {
245 if(keystate[(int)'s']) {
248 if(keystate[(int)'d']) {
251 if(keystate[(int)'a']) {
254 if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
255 avatar.pos.y += speed;
257 if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
258 avatar.pos.y -= speed;
261 float theta = M_PI * avatar.body_rot / 180.0f;
263 newpos.x = avatar.pos.x + cos(theta) * dir.x - sin(theta) * dir.z;
264 newpos.y = avatar.pos.y;
265 newpos.z = avatar.pos.z + sin(theta) * dir.x + cos(theta) * dir.z;
270 if(!constrain_walk_mesh(newpos, &avatar.pos)) {
271 float dtheta = M_PI / 32.0;
272 float theta = dtheta;
273 Vec2 dir2d = newpos.xz() - avatar.pos.xz();
275 for(int i=0; i<16; i++) {
276 Vec2 dvec = rotate(dir2d, theta);
277 Vec3 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
278 if(constrain_walk_mesh(pos, &avatar.pos)) {
281 dvec = rotate(dir2d, -theta);
282 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
283 if(constrain_walk_mesh(pos, &avatar.pos)) {
289 floor_y = avatar.pos.y - user_eye_height;
292 // TODO move to avatar
293 // calculate mouselook view matrix
294 mouse_view_matrix = Mat4::identity;
295 mouse_view_matrix.pre_translate(0, 0, -cam_dist);
296 if(!have_headtracking) {
297 mouse_view_matrix.pre_rotate_x(deg_to_rad(avatar.head_alt));
299 mouse_view_matrix.pre_rotate_y(deg_to_rad(avatar.body_rot));
300 mouse_view_matrix.pre_translate(-avatar.pos.x, -avatar.pos.y, -avatar.pos.z);
302 // update hand-tracking
303 if(have_handtracking) {
304 update_vrhands(&avatar);
308 static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
310 unsigned int lt = GL_LIGHT0 + idx;
311 float posv[] = { pos.x, pos.y, pos.z, 1 };
312 float colv[] = { color.x, color.y, color.z, 1 };
315 glLightfv(lt, GL_POSITION, posv);
316 glLightfv(lt, GL_DIFFUSE, colv);
317 glLightfv(lt, GL_SPECULAR, colv);
322 float dt = (float)(time_msec - prev_msec) / 1000.0f;
323 prev_msec = time_msec;
328 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
332 for(int i=0; i<2; i++) {
336 proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
337 glMatrixMode(GL_PROJECTION);
338 glLoadMatrixf(proj_matrix[0]);
340 view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
341 glMatrixMode(GL_MODELVIEW);
342 glLoadMatrixf(view_matrix[0]);
345 if(have_handtracking) {
356 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
360 proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
361 glMatrixMode(GL_PROJECTION);
362 glLoadMatrixf(proj_matrix[0]);
364 view_matrix = mouse_view_matrix;
365 glMatrixMode(GL_MODELVIEW);
366 glLoadMatrixf(view_matrix[0]);
370 if(!fb_srgb && sdr_post_gamma) {
371 slow_post(sdr_post_gamma);
376 assert(glGetError() == GL_NO_ERROR);
382 static void draw_scene()
384 static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
385 set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
386 set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
387 set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
396 if(have_handtracking) {
397 Mat4 head_xform = inverse(mouse_view_matrix);//goatvr_head_matrix();
398 Mat4 head_dir_xform = head_xform.upper3x3();
401 glPushAttrib(GL_ENABLE_BIT);
402 glDisable(GL_LIGHTING);
404 for(int i=0; i<2; i++) {
406 glColor3f(i, 1 - i, i);
408 glColor3f(0.5, 0.5, 0.5);
410 Vec3 v = head_xform * hand[i].pos;
411 Vec3 dir = head_dir_xform * rotate(Vec3(0, 0, -1), hand[i].rot) * 20.0f;
412 Vec3 up = head_dir_xform * rotate(Vec3(0, 1, 0), hand[i].rot) * 10.0f;
413 Vec3 right = head_dir_xform * rotate(Vec3(1, 0, 0), hand[i].rot) * 10.0f;
415 glVertex3f(v.x, v.y, v.z);
416 glVertex3f(v.x + dir.x, v.y + dir.y, v.z + dir.z);
417 glVertex3f(v.x - right.x, v.y - right.y, v.z - right.z);
418 glVertex3f(v.x + right.x, v.y + right.y, v.z + right.z);
419 glVertex3f(v.x - up.x, v.y - up.y, v.z - up.z);
420 glVertex3f(v.x + up.x, v.y + up.y, v.z + up.z);
427 if(show_walk_mesh && mscn->walk_mesh) {
428 glPushAttrib(GL_ENABLE_BIT);
430 glBlendFunc(GL_ONE, GL_ONE);
431 glDisable(GL_LIGHTING);
432 glEnable(GL_POLYGON_OFFSET_FILL);
436 glPolygonOffset(-1, 1);
439 glColor3f(0.3, 0.08, 0.01);
440 mscn->walk_mesh->draw();
447 print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
452 void app_reshape(int x, int y)
454 glViewport(0, 0, x, y);
455 goatvr_set_fb_size(x, y, 1.0f);
458 void app_keyboard(int key, bool pressed)
460 unsigned int mod = app_get_modifiers();
471 app_toggle_fullscreen();
476 app_toggle_grab_mouse();
477 show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
482 show_walk_mesh = !show_walk_mesh;
483 show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
490 show_message(noclip ? "no clip" : "clip");
501 show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
507 show_message("walk speed: %g", walk_speed);
512 show_message("walk speed: %g", walk_speed);
517 show_message("mouse speed: %g", mouse_speed);
522 show_message("mouse speed: %g", mouse_speed);
526 show_blobs = !show_blobs;
527 show_message("blobs: %s\n", show_blobs ? "on" : "off");
532 show_message("VR recenter\n");
537 if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
538 keystate[key] = pressed;
542 void app_mouse_button(int bn, bool pressed, int x, int y)
546 bnstate[bn] = pressed;
549 static inline void mouse_look(float dx, float dy)
551 float scrsz = (float)win_height;
552 avatar.body_rot += dx * 512.0 / scrsz;
553 avatar.head_alt += dy * 512.0 / scrsz;
555 if(avatar.head_alt < -90) avatar.head_alt = -90;
556 if(avatar.head_alt > 90) avatar.head_alt = 90;
559 static void mouse_zoom(float dx, float dy)
561 cam_dist += dy * 0.1;
562 if(cam_dist < 0.0) cam_dist = 0.0;
565 void app_mouse_motion(int x, int y)
567 int dx = x - prev_mx;
568 int dy = y - prev_my;
572 if(!dx && !dy) return;
582 void app_mouse_delta(int dx, int dy)
585 mouse_zoom(dx * mouse_speed, dy * mouse_speed);
587 mouse_look(dx * mouse_speed, dy * mouse_speed);
591 void app_gamepad_axis(int axis, float val)
610 void app_gamepad_button(int bn, bool pressed)
612 gpad_bnstate[bn] = pressed;
621 show_blobs = !show_blobs;
622 show_message("blobs: %s\n", show_blobs ? "on" : "off");
627 show_message("VR recenter\n");
636 static void toggle_flight()
638 static float prev_walk_speed = -1.0;
639 if(prev_walk_speed < 0.0) {
641 prev_walk_speed = walk_speed;
643 show_message("fly mode\n");
646 walk_speed = prev_walk_speed;
647 prev_walk_speed = -1.0;
648 show_message("walk mode\n");
652 static void calc_framerate()
656 static long prev_upd;
658 long elapsed = time_msec - prev_upd;
659 if(elapsed >= 1000) {
660 framerate = (float)nframes / (float)(elapsed * 0.001);
662 prev_upd = time_msec;
665 printf("fps: %f\n", framerate);