11 #include "metascene.h"
18 #define FAR_CLIP 10000.0
20 static void draw_scene();
23 int win_width, win_height;
26 bool opt_gear_wireframe;
28 unsigned int sdr_ltmap, sdr_ltmap_notex;
30 static float cam_dist = 0.0;
31 static float cam_theta, cam_phi = 20;
33 static float floor_y; // last floor height
34 static float user_eye_height = 165;
36 static float walk_speed = 300.0f;
37 static float mouse_speed = 1.0f;
38 static bool show_walk_mesh, noclip = false;
40 static bool have_headtracking, should_swap;
42 static int prev_mx, prev_my;
43 static bool bnstate[8];
44 static bool keystate[256];
46 static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
47 static TextureSet texman;
49 static unsigned int sdr_post_gamma;
51 static long prev_msec;
54 bool app_init(int argc, char **argv)
56 if(!init_options(argc, argv, "demo.conf")) {
59 app_resize(opt.width, opt.height);
60 app_fullscreen(opt.fullscreen);
63 if(goatvr_init() == -1) {
66 goatvr_set_origin_mode(GOATVR_HEAD);
67 goatvr_set_units_scale(100.0f);
70 should_swap = goatvr_should_swap() != 0;
71 user_eye_height = goatvr_get_eye_height();
72 have_headtracking = goatvr_have_headtracking();
78 glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
79 printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
80 fb_srgb = srgb_capable != 0;
81 glEnable(GL_FRAMEBUFFER_SRGB);
83 glEnable(GL_MULTISAMPLE);
84 glEnable(GL_DEPTH_TEST);
85 glEnable(GL_CULL_FACE);
86 glEnable(GL_LIGHTING);
87 glEnable(GL_NORMALIZE);
89 Mesh::use_custom_sdr_attr = false;
91 float ambient[] = {0.0, 0.0, 0.0, 0.0};
92 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
94 glClearColor(0.2, 0.2, 0.2, 1.0);
96 scn = new Scene(&texman);
97 if(!load_scene(scn, "data/museum.scene")) {
101 // set initial cam_pos above the center of the walk mesh (if any)
105 scn->walk_mesh->get_bsphere(&bcent, &brad);
108 cam_pos = bcent + Vec3(0, user_eye_height, 0);
111 if(!(sdr_ltmap_notex = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-notex.p.glsl"))) {
115 if(!(sdr_ltmap = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-tex.p.glsl"))) {
118 set_uniform_int(sdr_ltmap, "texmap", 0);
119 set_uniform_int(sdr_ltmap, "lightmap", 1);
122 sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
127 if(opt.vr || opt.fullscreen) {
128 app_grab_mouse(true);
135 app_grab_mouse(false);
142 static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
144 Mesh *wm = scn->walk_mesh;
150 Ray downray = Ray(v, Vec3(0, -1, 0));
152 if(scn->walk_mesh->intersect(downray, &hit)) {
154 newv->y += user_eye_height;
160 static void update(float dt)
166 float speed = walk_speed * dt;
169 if(keystate[(int)'w']) {
172 if(keystate[(int)'s']) {
175 if(keystate[(int)'d']) {
178 if(keystate[(int)'a']) {
181 if(keystate[(int)'q']) {
184 if(keystate[(int)'z']) {
188 float theta = M_PI * cam_theta / 180.0f;
190 newpos.x = cam_pos.x + cos(theta) * dir.x - sin(theta) * dir.z;
191 newpos.y = cam_pos.y;
192 newpos.z = cam_pos.z + sin(theta) * dir.x + cos(theta) * dir.z;
197 if(!constrain_walk_mesh(newpos, &cam_pos)) {
198 float dtheta = M_PI / 32.0;
199 float theta = dtheta;
200 Vec2 dir2d = newpos.xz() - cam_pos.xz();
202 for(int i=0; i<16; i++) {
203 Vec2 dvec = rotate(dir2d, theta);
204 Vec3 pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
205 if(constrain_walk_mesh(pos, &cam_pos)) {
208 dvec = rotate(dir2d, -theta);
209 pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
210 if(constrain_walk_mesh(pos, &cam_pos)) {
216 floor_y = cam_pos.y - user_eye_height;
219 // calculate mouselook view matrix
220 mouse_view_matrix = Mat4::identity;
221 mouse_view_matrix.pre_translate(0, 0, -cam_dist);
222 if(!have_headtracking) {
223 mouse_view_matrix.pre_rotate_x(deg_to_rad(cam_phi));
225 mouse_view_matrix.pre_rotate_y(deg_to_rad(cam_theta));
226 mouse_view_matrix.pre_translate(-cam_pos.x, -cam_pos.y, -cam_pos.z);
229 static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
231 unsigned int lt = GL_LIGHT0 + idx;
232 float posv[] = { pos.x, pos.y, pos.z, 1 };
233 float colv[] = { color.x, color.y, color.z, 1 };
236 glLightfv(lt, GL_POSITION, posv);
237 glLightfv(lt, GL_DIFFUSE, colv);
238 glLightfv(lt, GL_SPECULAR, colv);
243 float dt = (float)(time_msec - prev_msec) / 1000.0f;
244 prev_msec = time_msec;
251 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
253 for(int i=0; i<2; i++) {
257 proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
258 glMatrixMode(GL_PROJECTION);
259 glLoadMatrixf(proj_matrix[0]);
261 view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
262 glMatrixMode(GL_MODELVIEW);
263 glLoadMatrixf(view_matrix[0]);
274 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
276 proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
277 glMatrixMode(GL_PROJECTION);
278 glLoadMatrixf(proj_matrix[0]);
280 view_matrix = mouse_view_matrix;
281 glMatrixMode(GL_MODELVIEW);
282 glLoadMatrixf(view_matrix[0]);
286 if(!fb_srgb && sdr_post_gamma) {
287 slow_post(sdr_post_gamma);
292 assert(glGetError() == GL_NO_ERROR);
296 static void draw_scene()
298 static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
299 set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
300 set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
301 set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
305 if(show_walk_mesh && scn->walk_mesh) {
306 glPushAttrib(GL_ENABLE_BIT);
308 glBlendFunc(GL_ONE, GL_ONE);
309 glDisable(GL_LIGHTING);
310 glEnable(GL_POLYGON_OFFSET_FILL);
312 glPolygonOffset(-1, 1);
315 glColor3f(0.3, 0.08, 0.01);
316 scn->walk_mesh->draw();
327 void app_reshape(int x, int y)
329 glViewport(0, 0, x, y);
330 goatvr_set_fb_size(x, y, 1.0f);
333 void app_keyboard(int key, bool pressed)
335 unsigned int mod = app_get_modifiers();
346 app_toggle_fullscreen();
351 app_toggle_grab_mouse();
352 show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
357 show_walk_mesh = !show_walk_mesh;
358 show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
365 show_message(noclip ? "no clip" : "clip");
371 static float prev_walk_speed = -1.0;
372 if(prev_walk_speed < 0.0) {
374 prev_walk_speed = walk_speed;
376 show_message("fly mode\n");
379 walk_speed = prev_walk_speed;
380 prev_walk_speed = -1.0;
381 show_message("walk mode\n");
389 show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
395 show_message("walk speed: %g", walk_speed);
400 show_message("walk speed: %g", walk_speed);
405 show_message("mouse speed: %g", mouse_speed);
410 show_message("mouse speed: %g", mouse_speed);
415 if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
416 keystate[key] = pressed;
420 void app_mouse_button(int bn, bool pressed, int x, int y)
424 bnstate[bn] = pressed;
427 static inline void mouse_look(int dx, int dy)
429 float scrsz = (float)win_height;
430 cam_theta += dx * 512.0 / scrsz;
431 cam_phi += dy * 512.0 / scrsz;
433 if(cam_phi < -90) cam_phi = -90;
434 if(cam_phi > 90) cam_phi = 90;
437 static void mouse_zoom(int dx, int dy)
439 cam_dist += dy * 0.1;
440 if(cam_dist < 0.0) cam_dist = 0.0;
443 void app_mouse_motion(int x, int y)
445 int dx = x - prev_mx;
446 int dy = y - prev_my;
450 if(!dx && !dy) return;
460 void app_mouse_delta(int dx, int dy)
463 mouse_zoom(dx * mouse_speed, dy * mouse_speed);
465 mouse_look(dx * mouse_speed, dy * mouse_speed);