12 #include "metascene.h"
21 #include "blob_exhibit.h"
24 #include "ui_exhibit.h"
27 #define FAR_CLIP 10000.0
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);
35 int win_width, win_height;
36 int vp_width, vp_height;
39 bool opt_gear_wireframe;
44 unsigned int sdr_ltmap, sdr_ltmap_notex;
50 static float cam_dist = 0.0;
51 static float floor_y; // last floor height
52 static float user_eye_height = 165;
54 static float walk_speed = 300.0f;
55 static float mouse_speed = 0.5f;
56 static bool show_walk_mesh, noclip = false;
58 static bool have_headtracking, have_handtracking, should_swap;
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;
67 static float framerate;
69 static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
70 static MetaScene *mscn;
71 static unsigned int sdr_post_gamma;
73 static long prev_msec;
75 static ExhibitManager *exman;
76 static bool show_blobs;
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
84 static Renderer *rend;
86 static Ray last_pick_ray;
88 static bool post_scene_init_pending = true;
91 bool app_init(int argc, char **argv)
93 set_log_file("demo.log");
95 char *env = getenv("FPEXCEPT");
96 if(env && atoi(env)) {
97 info_log("enabling floating point exceptions\n");
102 if(init_opengl() == -1) {
106 if(!init_options(argc, argv, "demo.conf")) {
109 app_resize(opt.width, opt.height);
110 app_fullscreen(opt.fullscreen);
113 if(goatvr_init() == -1) {
116 goatvr_set_origin_mode(GOATVR_HEAD);
117 goatvr_set_units_scale(100.0f);
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();
130 glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
131 printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
133 glEnable(GL_FRAMEBUFFER_SRGB);
139 glEnable(GL_MULTISAMPLE);
140 glEnable(GL_DEPTH_TEST);
141 glEnable(GL_CULL_FACE);
142 glEnable(GL_NORMALIZE);
144 if(!init_debug_gui()) {
148 Mesh::use_custom_sdr_attr = false;
150 float ambient[] = {0.0, 0.0, 0.0, 0.0};
151 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
155 if(!init_vrhands()) {
159 mscn = new MetaScene;
160 if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
164 avatar.pos = mscn->start_pos;
165 Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot);
167 avatar.body_rot = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
169 exman = new ExhibitManager;
170 // exhibits are loaded in post_scene_init, because they need access to the scene graph
173 error_log("failed to initialize exhibit ui system\n");
176 exui_setnode(&exslot_left.node);
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");
198 rend->set_scene(mscn);
202 if(opt.vr || opt.fullscreen) {
203 app_grab_mouse(true);
206 if(mscn->music && opt.music) {
207 mscn->music->play(AUDIO_PLAYMODE_LOOP);
212 // post_scene_init is called after the scene has completed loading
213 static void post_scene_init()
215 mscn->update(0); // update once to calculate node matrices
217 int num_mir = mscn->calc_mirror_planes();
218 info_log("found %d mirror planes\n", num_mir);
220 exman->load(mscn, "data/exhibits");
230 app_grab_mouse(false);
240 /* this must be destroyed before the scene graph to detach exhibit nodes
241 * before the scene tries to delete them recursively
251 static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
253 Mesh *wm = mscn->walk_mesh;
259 Ray downray = Ray(v, Vec3(0, -1, 0));
261 if(mscn->walk_mesh->intersect(downray, &hit)) {
263 newv->y += user_eye_height;
269 static void update(float dt)
274 if(post_scene_init_pending && !sceneman.pending()) {
275 post_scene_init_pending = false;
283 float speed = walk_speed * dt;
287 float jdeadsq = joy_deadzone * joy_deadzone;
288 float jmove_lensq = length_sq(joy_move);
289 float jlook_lensq = length_sq(joy_look);
291 if(jmove_lensq > jdeadsq) {
292 float len = sqrt(jmove_lensq);
293 jmove_lensq -= jdeadsq;
295 float mag = len * len;
296 dir.x += mag * joy_move.x / len * 2.0 * speed;
297 dir.z += mag * joy_move.y / len * 2.0 * speed;
299 if(jlook_lensq > jdeadsq) {
300 float len = sqrt(jlook_lensq);
301 jlook_lensq -= jdeadsq;
303 float mag = len * len;
304 avatar.body_rot += mag * joy_look.x / len * 200.0 * dt;
305 avatar.head_alt += mag * joy_look.y / len * 100.0 * dt;
306 if(avatar.head_alt < -90.0f) avatar.head_alt = -90.0f;
307 if(avatar.head_alt > 90.0f) avatar.head_alt = 90.0f;
311 if(keystate[(int)'w']) {
314 if(keystate[(int)'s']) {
317 if(keystate[(int)'d']) {
320 if(keystate[(int)'a']) {
323 if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
324 avatar.pos.y += speed;
326 if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
327 avatar.pos.y -= speed;
330 float theta = M_PI * avatar.body_rot / 180.0f;
332 newpos.x = avatar.pos.x + cos(theta) * dir.x - sin(theta) * dir.z;
333 newpos.y = avatar.pos.y;
334 newpos.z = avatar.pos.z + sin(theta) * dir.x + cos(theta) * dir.z;
339 if(!constrain_walk_mesh(newpos, &avatar.pos)) {
340 float dtheta = M_PI / 32.0;
341 float theta = dtheta;
342 Vec2 dir2d = newpos.xz() - avatar.pos.xz();
344 for(int i=0; i<16; i++) {
345 Vec2 dvec = rotate(dir2d, theta);
346 Vec3 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
347 if(constrain_walk_mesh(pos, &avatar.pos)) {
350 dvec = rotate(dir2d, -theta);
351 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
352 if(constrain_walk_mesh(pos, &avatar.pos)) {
358 floor_y = avatar.pos.y - user_eye_height;
361 // TODO move to the avatar system
362 // calculate mouselook view matrix
363 mouse_view_matrix = Mat4::identity;
364 mouse_view_matrix.pre_translate(0, 0, -cam_dist);
365 if(!have_headtracking) {
366 mouse_view_matrix.pre_rotate_x(deg_to_rad(avatar.head_alt));
368 mouse_view_matrix.pre_rotate_y(deg_to_rad(avatar.body_rot));
369 mouse_view_matrix.pre_translate(-avatar.pos.x, -avatar.pos.y, -avatar.pos.z);
372 // update hand-tracking
373 if(have_handtracking) {
374 update_vrhands(&avatar);
376 if(vrhand[0].valid) {
377 exslot_left.node.set_position(vrhand[0].pos);
378 exslot_left.node.set_rotation(vrhand[0].rot);
380 // right hand takes precedence for hover
381 if(!exsel_grab_left && !exsel_hover) {
382 exsel_hover = exman->select(Sphere(vrhand[0].pos, 5));
385 if(vrhand[1].valid) {
386 exslot_right.node.set_position(vrhand[1].pos);
387 exslot_right.node.set_rotation(vrhand[1].rot);
389 if(!exsel_grab_right) {
390 exsel_hover = exman->select(Sphere(vrhand[1].pos, 5));
395 // check if an exhibit is hovered-over by mouse (only if we don't have one grabbed)
396 if(!exsel_grab_mouse) {
397 Ray ray = calc_pick_ray(prev_mx, prev_my);
398 exsel_hover = exman->select(ray);
401 // TODO do this properly
402 // set the position of the left hand at a suitable position for the exhibit UI
403 dir = rotate(Vec3(-0.46, -0.1, -1), Vec3(0, 1, 0), deg_to_rad(-avatar.body_rot));
404 exslot_left.node.set_position(avatar.pos + dir * 30); // magic: distance in front
407 if(!exslot_right.empty()) exslot_right.node.update(dt);
408 // always update the left slot, because it's the anchor point of the exhibit ui
409 exslot_left.node.update(dt);
414 float dt = (float)(time_msec - prev_msec) / 1000.0f;
415 prev_msec = time_msec;
418 ImGui::GetIOPtr()->DeltaTime = dt;
421 ImGui::ShowTestWindow();
424 glClearColor(1, 1, 1, 1);
429 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
433 for(int i=0; i<2; i++) {
436 vp_width = goatvr_get_fb_eye_width(i);
437 vp_height = goatvr_get_fb_eye_height(i);
439 proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
440 glMatrixMode(GL_PROJECTION);
441 glLoadMatrixf(proj_matrix[0]);
443 view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
444 glMatrixMode(GL_MODELVIEW);
445 glLoadMatrixf(view_matrix[0]);
448 if(have_handtracking) {
458 vp_width = win_width;
459 vp_height = win_height;
466 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
470 proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
471 glMatrixMode(GL_PROJECTION);
472 glLoadMatrixf(proj_matrix[0]);
474 view_matrix = mouse_view_matrix;
475 glMatrixMode(GL_MODELVIEW);
476 glLoadMatrixf(view_matrix[0]);
480 if(!fb_srgb && sdr_post_gamma) {
481 slow_post(sdr_post_gamma);
490 assert(glGetError() == GL_NO_ERROR);
496 static void draw_scene()
501 if(have_handtracking) {
502 Mat4 head_xform = inverse(mouse_view_matrix);//goatvr_head_matrix();
503 Mat4 head_dir_xform = head_xform.upper3x3();
506 glPushAttrib(GL_ENABLE_BIT);
507 glDisable(GL_LIGHTING);
509 for(int i=0; i<2; i++) {
510 if(vrhand[i].valid) {
511 glColor3f(i, 1 - i, i);
513 glColor3f(0.5, 0.5, 0.5);
515 Vec3 v = head_xform * vrhand[i].pos;
516 Vec3 dir = head_dir_xform * rotate(Vec3(0, 0, -1), vrhand[i].rot) * 20.0f;
517 Vec3 up = head_dir_xform * rotate(Vec3(0, 1, 0), vrhand[i].rot) * 10.0f;
518 Vec3 right = head_dir_xform * rotate(Vec3(1, 0, 0), vrhand[i].rot) * 10.0f;
520 glVertex3f(v.x, v.y, v.z);
521 glVertex3f(v.x + dir.x, v.y + dir.y, v.z + dir.z);
522 glVertex3f(v.x - right.x, v.y - right.y, v.z - right.z);
523 glVertex3f(v.x + right.x, v.y + right.y, v.z + right.z);
524 glVertex3f(v.x - up.x, v.y - up.y, v.z - up.z);
525 glVertex3f(v.x + up.x, v.y + up.y, v.z + up.z);
531 if(debug_gui && dbg_sel_node) {
532 AABox bvol = dbg_sel_node->get_bounds();
533 draw_geom_object(&bvol);
536 if(show_walk_mesh && mscn->walk_mesh) {
537 glPushAttrib(GL_ENABLE_BIT);
539 glBlendFunc(GL_ONE, GL_ONE);
540 glEnable(GL_POLYGON_OFFSET_FILL);
544 glPolygonOffset(-1, 1);
547 glColor3f(0.3, 0.08, 0.01);
548 mscn->walk_mesh->draw();
557 print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
562 void app_reshape(int x, int y)
564 glViewport(0, 0, x, y);
565 goatvr_set_fb_size(x, y, 1.0f);
566 debug_gui_reshape(x, y);
572 void app_keyboard(int key, bool pressed)
574 unsigned int mod = app_get_modifiers();
576 if(debug_gui && !(pressed && (key == '`' || key == 27))) {
577 debug_gui_key(key, pressed, mod);
578 return; // ignore all keystrokes when GUI is visible
590 app_toggle_fullscreen();
595 debug_gui = !debug_gui;
596 show_message("debug gui %s", debug_gui ? "enabled" : "disabled");
600 app_toggle_grab_mouse();
601 show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
606 show_walk_mesh = !show_walk_mesh;
607 show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
614 show_message(noclip ? "no clip" : "clip");
625 show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
631 show_message("walk speed: %g", walk_speed);
636 show_message("walk speed: %g", walk_speed);
641 show_message("mouse speed: %g", mouse_speed);
646 show_message("mouse speed: %g", mouse_speed);
650 show_blobs = !show_blobs;
651 show_message("blobs: %s\n", show_blobs ? "on" : "off");
656 show_message("VR recenter\n");
677 if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
678 keystate[key] = pressed;
682 void app_mouse_button(int bn, bool pressed, int x, int y)
684 static int press_x, press_y;
687 debug_gui_mbutton(bn, pressed, x, y);
688 return; // ignore mouse events while GUI is visible
693 bnstate[bn] = pressed;
697 Ray ray = calc_pick_ray(x, y);
698 sel = exman->select(ray);
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);
709 exsel_active = ExSelection::null; // cancel active on grab
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();
721 debug_log("releasing at %g %g %g ...\n", pos.x, pos.y, pos.z);
723 exslot_mouse.detach_exhibit();
725 ExhibitSlot *slot = exman->nearest_empty_slot(pos, 100);
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");
735 slot->attach_exhibit(ex);
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");
743 exsel_grab_mouse = ExSelection::null;
746 if(abs(press_x - x) < 5 && abs(press_y - y) < 5) {
747 exsel_active = sel; // select or deselect active exhibit
749 debug_log("selecting...\n");
751 debug_log("deselecting...\n");
755 press_x = press_y = INT_MIN;
760 static inline void mouse_look(float dx, float dy)
762 float scrsz = (float)win_height;
763 avatar.body_rot += dx * 512.0 / scrsz;
764 avatar.head_alt += dy * 512.0 / scrsz;
766 if(avatar.head_alt < -90) avatar.head_alt = -90;
767 if(avatar.head_alt > 90) avatar.head_alt = 90;
770 static void mouse_zoom(float dx, float dy)
772 cam_dist += dy * 0.1;
773 if(cam_dist < 0.0) cam_dist = 0.0;
776 void app_mouse_motion(int x, int y)
779 debug_gui_mmotion(x, y);
780 return; // ignore mouse events while GUI is visible
783 int dx = x - prev_mx;
784 int dy = y - prev_my;
788 if(!dx && !dy) return;
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);
794 exslot_mouse.node.set_position(pos + dir);
802 void app_mouse_delta(int dx, int dy)
805 mouse_zoom(dx * mouse_speed, dy * mouse_speed);
807 mouse_look(dx * mouse_speed, dy * mouse_speed);
811 void app_mouse_wheel(int dir)
814 debug_gui_wheel(dir);
818 void app_gamepad_axis(int axis, float val)
837 void app_gamepad_button(int bn, bool pressed)
839 gpad_bnstate[bn] = pressed;
848 show_blobs = !show_blobs;
849 show_message("blobs: %s\n", show_blobs ? "on" : "off");
854 show_message("VR recenter\n");
863 static void toggle_flight()
865 static float prev_walk_speed = -1.0;
866 if(prev_walk_speed < 0.0) {
868 prev_walk_speed = walk_speed;
870 show_message("fly mode\n");
873 walk_speed = prev_walk_speed;
874 prev_walk_speed = -1.0;
875 show_message("walk mode\n");
879 static void calc_framerate()
883 static long prev_upd;
885 long elapsed = time_msec - prev_upd;
886 if(elapsed >= 1000) {
887 framerate = (float)nframes / (float)(elapsed * 0.001);
889 prev_upd = time_msec;
892 printf("fps: %f\n", framerate);
900 static Ray calc_pick_ray(int x, int y)
902 float nx = (float)x / (float)win_width;
903 float ny = (float)(win_height - y) / (float)win_height;
905 last_pick_ray = mouse_pick_ray(nx, ny, view_matrix, proj_matrix);
906 return last_pick_ray;