fixed bounding volume issue
[laserbrain_demo] / src / app.cc
1 #include <stdio.h>
2 #include <assert.h>
3 #include <goatvr.h>
4 #include "app.h"
5 #include "opengl.h"
6 #include "sdr.h"
7 #include "texture.h"
8 #include "mesh.h"
9 #include "meshgen.h"
10 #include "scene.h"
11 #include "metascene.h"
12 #include "datamap.h"
13 #include "ui.h"
14 #include "opt.h"
15 #include "post.h"
16 #include "renderer.h"
17 #include "avatar.h"
18 #include "vrinput.h"
19 #include "exman.h"
20 #include "blob_exhibit.h"
21 #include "dbg_gui.h"
22
23 #define NEAR_CLIP       5.0
24 #define FAR_CLIP        10000.0
25
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, const Mat4 &view_mat, const Mat4 &proj_mat);
30
31 long time_msec;
32 int win_width, win_height;
33 float win_aspect;
34 bool fb_srgb;
35 bool opt_gear_wireframe;
36
37 TextureSet texman;
38 SceneSet sceneman;
39
40 unsigned int sdr_ltmap, sdr_ltmap_notex;
41
42 int fpexcept_enabled;
43
44 static Avatar avatar;
45
46 static float cam_dist = 0.0;
47 static float floor_y;   // last floor height
48 static float user_eye_height = 165;
49
50 static float walk_speed = 300.0f;
51 static float mouse_speed = 0.5f;
52 static bool show_walk_mesh, noclip = false;
53
54 static bool have_headtracking, have_handtracking, should_swap;
55
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;
62
63 static float framerate;
64
65 static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
66 static MetaScene *mscn;
67 static unsigned int sdr_post_gamma;
68
69 static long prev_msec;
70
71 static ExhibitManager *exman;
72 static BlobExhibit *blobs;
73 static bool show_blobs;
74
75 static ExSelection ex_sel;
76
77 static Renderer *rend;
78
79
80 bool app_init(int argc, char **argv)
81 {
82         set_log_file("demo.log");
83
84         char *env = getenv("FPEXCEPT");
85         if(env && atoi(env)) {
86                 info_log("enabling floating point exceptions\n");
87                 fpexcept_enabled = 1;
88                 enable_fpexcept();
89         }
90
91         if(init_opengl() == -1) {
92                 return false;
93         }
94
95         if(!init_options(argc, argv, "demo.conf")) {
96                 return false;
97         }
98         app_resize(opt.width, opt.height);
99         app_fullscreen(opt.fullscreen);
100
101         if(opt.vr) {
102                 if(goatvr_init() == -1) {
103                         return false;
104                 }
105                 goatvr_set_origin_mode(GOATVR_HEAD);
106                 goatvr_set_units_scale(100.0f);
107
108                 goatvr_startvr();
109                 should_swap = goatvr_should_swap() != 0;
110                 user_eye_height = goatvr_get_eye_height();
111                 have_headtracking = goatvr_have_headtracking();
112                 have_handtracking = goatvr_have_handtracking();
113
114                 goatvr_recenter();
115         }
116
117         if(fb_srgb) {
118                 int srgb_capable;
119                 glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
120                 printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
121                 if(srgb_capable) {
122                         glEnable(GL_FRAMEBUFFER_SRGB);
123                 } else {
124                         fb_srgb = 0;
125                 }
126         }
127
128         glEnable(GL_MULTISAMPLE);
129         glEnable(GL_DEPTH_TEST);
130         glEnable(GL_CULL_FACE);
131         glEnable(GL_LIGHTING);
132         glEnable(GL_NORMALIZE);
133
134         if(!init_debug_gui()) {
135                 return false;
136         }
137
138         Mesh::use_custom_sdr_attr = false;
139
140         float ambient[] = {0.0, 0.0, 0.0, 0.0};
141         glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
142
143         glClearColor(1, 1, 1, 1);
144
145         init_audio();
146
147         if(!init_vrhands()) {
148                 return false;
149         }
150
151         mscn = new MetaScene;
152         if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
153                 return false;
154         }
155
156         avatar.pos = mscn->start_pos;
157         Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot);
158         dir.y = 0;
159         avatar.body_rot = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
160
161         exman = new ExhibitManager;
162         /*
163         if(!exman->load(mscn, "data/exhibits")) {
164                 //return false;
165         }
166         */
167
168         blobs = new BlobExhibit;
169         blobs->node = new SceneNode;
170         blobs->init();
171         blobs->node->set_position(Vec3(-680, 160, -100));
172         blobs->node->set_scaling(Vec3(28, 28, 28));
173         blobs->node->update(0);
174
175         exman->add(blobs);
176
177         if(!(sdr_ltmap_notex = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-notex.p.glsl"))) {
178                 return false;
179         }
180         set_uniform_int(sdr_ltmap_notex, "texmap", MTL_TEX_DIFFUSE);
181         set_uniform_int(sdr_ltmap_notex, "lightmap", MTL_TEX_LIGHTMAP);
182
183         if(!(sdr_ltmap = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-tex.p.glsl"))) {
184                 return false;
185         }
186         set_uniform_int(sdr_ltmap, "texmap", MTL_TEX_DIFFUSE);
187         set_uniform_int(sdr_ltmap, "lightmap", MTL_TEX_LIGHTMAP);
188
189         if(!fb_srgb) {
190                 sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
191         }
192
193         rend = new Renderer;
194         rend->set_scene(mscn);
195
196         glUseProgram(0);
197
198         if(opt.vr || opt.fullscreen) {
199                 app_grab_mouse(true);
200         }
201
202         if(mscn->music && opt.music) {
203                 mscn->music->play(AUDIO_PLAYMODE_LOOP);
204         }
205         return true;
206 }
207
208 void app_cleanup()
209 {
210         if(mscn->music) {
211                 mscn->music->stop();
212         }
213         destroy_audio();
214
215         app_grab_mouse(false);
216         if(opt.vr) {
217                 goatvr_shutdown();
218         }
219         destroy_vrhands();
220
221         delete rend;
222
223         delete exman;
224
225         texman.clear();
226         sceneman.clear();
227
228         cleanup_debug_gui();
229 }
230
231 static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
232 {
233         Mesh *wm = mscn->walk_mesh;
234         if(!wm) {
235                 *newv = v;
236                 return true;
237         }
238
239         Ray downray = Ray(v, Vec3(0, -1, 0));
240         HitPoint hit;
241         if(mscn->walk_mesh->intersect(downray, &hit)) {
242                 *newv = hit.pos;
243                 newv->y += user_eye_height;
244                 return true;
245         }
246         return false;
247 }
248
249 static void update(float dt)
250 {
251         texman.update();
252         sceneman.update();
253
254         mscn->update(dt);
255         exman->update(dt);
256
257         float speed = walk_speed * dt;
258         Vec3 dir;
259
260         // joystick
261         float jdeadsq = joy_deadzone * joy_deadzone;
262         float jmove_lensq = length_sq(joy_move);
263         float jlook_lensq = length_sq(joy_look);
264
265         if(jmove_lensq > jdeadsq) {
266                 float len = sqrt(jmove_lensq);
267                 jmove_lensq -= jdeadsq;
268
269                 float mag = len * len;
270                 dir.x += mag * joy_move.x / len * 2.0 * speed;
271                 dir.z += mag * joy_move.y / len * 2.0 * speed;
272         }
273         if(jlook_lensq > jdeadsq) {
274                 float len = sqrt(jlook_lensq);
275                 jlook_lensq -= jdeadsq;
276
277                 float mag = len * len;
278                 avatar.body_rot += mag * joy_look.x / len * 200.0 * dt;
279                 avatar.head_alt += mag * joy_look.y / len * 100.0 * dt;
280                 if(avatar.head_alt < -90.0f) avatar.head_alt = -90.0f;
281                 if(avatar.head_alt > 90.0f) avatar.head_alt = 90.0f;
282         }
283
284         // keyboard move
285         if(keystate[(int)'w']) {
286                 dir.z -= speed;
287         }
288         if(keystate[(int)'s']) {
289                 dir.z += speed;
290         }
291         if(keystate[(int)'d']) {
292                 dir.x += speed;
293         }
294         if(keystate[(int)'a']) {
295                 dir.x -= speed;
296         }
297         if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
298                 avatar.pos.y += speed;
299         }
300         if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
301                 avatar.pos.y -= speed;
302         }
303
304         float theta = M_PI * avatar.body_rot / 180.0f;
305         Vec3 newpos;
306         newpos.x = avatar.pos.x + cos(theta) * dir.x - sin(theta) * dir.z;
307         newpos.y = avatar.pos.y;
308         newpos.z = avatar.pos.z + sin(theta) * dir.x + cos(theta) * dir.z;
309
310         if(noclip) {
311                 avatar.pos = newpos;
312         } else {
313                 if(!constrain_walk_mesh(newpos, &avatar.pos)) {
314                         float dtheta = M_PI / 32.0;
315                         float theta = dtheta;
316                         Vec2 dir2d = newpos.xz() - avatar.pos.xz();
317
318                         for(int i=0; i<16; i++) {
319                                 Vec2 dvec = rotate(dir2d, theta);
320                                 Vec3 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
321                                 if(constrain_walk_mesh(pos, &avatar.pos)) {
322                                         break;
323                                 }
324                                 dvec = rotate(dir2d, -theta);
325                                 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
326                                 if(constrain_walk_mesh(pos, &avatar.pos)) {
327                                         break;
328                                 }
329                                 theta += dtheta;
330                         }
331                 }
332                 floor_y = avatar.pos.y - user_eye_height;
333         }
334
335         // TODO move to avatar
336         // calculate mouselook view matrix
337         mouse_view_matrix = Mat4::identity;
338         mouse_view_matrix.pre_translate(0, 0, -cam_dist);
339         if(!have_headtracking) {
340                 mouse_view_matrix.pre_rotate_x(deg_to_rad(avatar.head_alt));
341         }
342         mouse_view_matrix.pre_rotate_y(deg_to_rad(avatar.body_rot));
343         mouse_view_matrix.pre_translate(-avatar.pos.x, -avatar.pos.y, -avatar.pos.z);
344
345         // update hand-tracking
346         if(have_handtracking) {
347                 update_vrhands(&avatar);
348         }
349 }
350
351 static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
352 {
353         unsigned int lt = GL_LIGHT0 + idx;
354         float posv[] = { pos.x, pos.y, pos.z, 1 };
355         float colv[] = { color.x, color.y, color.z, 1 };
356
357         glEnable(lt);
358         glLightfv(lt, GL_POSITION, posv);
359         glLightfv(lt, GL_DIFFUSE, colv);
360         glLightfv(lt, GL_SPECULAR, colv);
361 }
362
363 void app_display()
364 {
365         float dt = (float)(time_msec - prev_msec) / 1000.0f;
366         prev_msec = time_msec;
367
368         if(debug_gui) {
369                 ImGui::GetIOPtr()->DeltaTime = dt;
370                 ImGui::NewFrame();
371
372                 ImGui::ShowTestWindow();
373         }
374
375         if(opt.vr) {
376                 // VR mode
377                 goatvr_draw_start();
378                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
379
380                 update(dt);
381
382                 for(int i=0; i<2; i++) {
383                         // for each eye
384                         goatvr_draw_eye(i);
385
386                         proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
387                         glMatrixMode(GL_PROJECTION);
388                         glLoadMatrixf(proj_matrix[0]);
389
390                         view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
391                         glMatrixMode(GL_MODELVIEW);
392                         glLoadMatrixf(view_matrix[0]);
393
394                         draw_scene();
395                         if(have_handtracking) {
396                                 draw_vrhands();
397                         }
398
399                         if(debug_gui) {
400                                 ImGui::Render();
401                         }
402                 }
403                 goatvr_draw_done();
404
405                 if(should_swap) {
406                         app_swap_buffers();
407                 }
408
409         } else {
410                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
411
412                 update(dt);
413
414                 proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
415                 glMatrixMode(GL_PROJECTION);
416                 glLoadMatrixf(proj_matrix[0]);
417
418                 view_matrix = mouse_view_matrix;
419                 glMatrixMode(GL_MODELVIEW);
420                 glLoadMatrixf(view_matrix[0]);
421
422                 draw_scene();
423
424                 if(!fb_srgb && sdr_post_gamma) {
425                         slow_post(sdr_post_gamma);
426                         glUseProgram(0);
427                 }
428
429                 if(debug_gui) {
430                         ImGui::Render();
431                 }
432                 app_swap_buffers();
433         }
434         assert(glGetError() == GL_NO_ERROR);
435
436         calc_framerate();
437 }
438
439
440 static void draw_scene()
441 {
442         static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
443         set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
444         set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
445         set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
446
447         rend->draw();
448         exman->draw();
449
450         /*
451         if(have_handtracking) {
452                 Mat4 head_xform = inverse(mouse_view_matrix);//goatvr_head_matrix();
453                 Mat4 head_dir_xform = head_xform.upper3x3();
454
455                 glUseProgram(0);
456                 glPushAttrib(GL_ENABLE_BIT);
457                 glDisable(GL_LIGHTING);
458                 glBegin(GL_LINES);
459                 for(int i=0; i<2; i++) {
460                         if(hand[i].valid) {
461                                 glColor3f(i, 1 - i, i);
462                         } else {
463                                 glColor3f(0.5, 0.5, 0.5);
464                         }
465                         Vec3 v = head_xform * hand[i].pos;
466                         Vec3 dir = head_dir_xform * rotate(Vec3(0, 0, -1), hand[i].rot) * 20.0f;
467                         Vec3 up = head_dir_xform * rotate(Vec3(0, 1, 0), hand[i].rot) * 10.0f;
468                         Vec3 right = head_dir_xform * rotate(Vec3(1, 0, 0), hand[i].rot) * 10.0f;
469
470                         glVertex3f(v.x, v.y, v.z);
471                         glVertex3f(v.x + dir.x, v.y + dir.y, v.z + dir.z);
472                         glVertex3f(v.x - right.x, v.y - right.y, v.z - right.z);
473                         glVertex3f(v.x + right.x, v.y + right.y, v.z + right.z);
474                         glVertex3f(v.x - up.x, v.y - up.y, v.z - up.z);
475                         glVertex3f(v.x + up.x, v.y + up.y, v.z + up.z);
476                 }
477                 glEnd();
478                 glPopAttrib();
479         }
480         */
481
482         if(show_walk_mesh && mscn->walk_mesh) {
483                 glPushAttrib(GL_ENABLE_BIT);
484                 glEnable(GL_BLEND);
485                 glBlendFunc(GL_ONE, GL_ONE);
486                 glDisable(GL_LIGHTING);
487                 glEnable(GL_POLYGON_OFFSET_FILL);
488
489                 glUseProgram(0);
490
491                 glPolygonOffset(-1, 1);
492                 glDepthMask(0);
493
494                 glColor3f(0.3, 0.08, 0.01);
495                 mscn->walk_mesh->draw();
496
497                 glDepthMask(1);
498
499                 glPopAttrib();
500         }
501
502         print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
503         draw_ui();
504 }
505
506
507 void app_reshape(int x, int y)
508 {
509         glViewport(0, 0, x, y);
510         goatvr_set_fb_size(x, y, 1.0f);
511         debug_gui_reshape(x, y);
512 }
513
514 void app_keyboard(int key, bool pressed)
515 {
516         unsigned int mod = app_get_modifiers();
517
518         if(debug_gui && !(pressed && (key == '`' || key == 27))) {
519                 debug_gui_key(key, pressed, mod);
520                 return; // ignore all keystrokes when GUI is visible
521         }
522
523         if(pressed) {
524                 switch(key) {
525                 case 27:
526                         app_quit();
527                         break;
528
529                 case '\n':
530                 case '\r':
531                         if(mod & MOD_ALT) {
532                                 app_toggle_fullscreen();
533                         }
534                         break;
535
536                 case '`':
537                         debug_gui = !debug_gui;
538                         show_message("debug gui %s", debug_gui ? "enabled" : "disabled");
539                         break;
540
541                 case 'm':
542                         app_toggle_grab_mouse();
543                         show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
544                         break;
545
546                 case 'w':
547                         if(mod & MOD_CTRL) {
548                                 show_walk_mesh = !show_walk_mesh;
549                                 show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
550                         }
551                         break;
552
553                 case 'c':
554                         if(mod & MOD_CTRL) {
555                                 noclip = !noclip;
556                                 show_message(noclip ? "no clip" : "clip");
557                         }
558                         break;
559
560                 case 'f':
561                         toggle_flight();
562                         break;
563
564                 case 'p':
565                         if(mod & MOD_CTRL) {
566                                 fb_srgb = !fb_srgb;
567                                 show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
568                         }
569                         break;
570
571                 case '=':
572                         walk_speed *= 1.25;
573                         show_message("walk speed: %g", walk_speed);
574                         break;
575
576                 case '-':
577                         walk_speed *= 0.75;
578                         show_message("walk speed: %g", walk_speed);
579                         break;
580
581                 case ']':
582                         mouse_speed *= 1.2;
583                         show_message("mouse speed: %g", mouse_speed);
584                         break;
585
586                 case '[':
587                         mouse_speed *= 0.8;
588                         show_message("mouse speed: %g", mouse_speed);
589                         break;
590
591                 case 'b':
592                         show_blobs = !show_blobs;
593                         show_message("blobs: %s\n", show_blobs ? "on" : "off");
594                         break;
595
596                 case ' ':
597                         goatvr_recenter();
598                         show_message("VR recenter\n");
599                         break;
600
601                 case 'x':
602                         exman->load(mscn, "data/exhibits");
603                         break;
604                 }
605         }
606
607         if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
608                 keystate[key] = pressed;
609         }
610 }
611
612 void app_mouse_button(int bn, bool pressed, int x, int y)
613 {
614         if(debug_gui) {
615                 debug_gui_mbutton(bn, pressed, x, y);
616                 return; // ignore mouse events while GUI is visible
617         }
618
619         prev_mx = x;
620         prev_my = y;
621         bnstate[bn] = pressed;
622
623         if(bn == 0) {
624                 if(!pressed) {
625                         if(ex_sel.ex) {
626                                 ex_sel.ex = 0;
627                         } else {
628                                 Ray ray = calc_pick_ray(x, y, view_matrix, proj_matrix);
629                                 ex_sel = exman->select(ray);
630                         }
631                 }
632         }
633 }
634
635 static inline void mouse_look(float dx, float dy)
636 {
637         float scrsz = (float)win_height;
638         avatar.body_rot += dx * 512.0 / scrsz;
639         avatar.head_alt += dy * 512.0 / scrsz;
640
641         if(avatar.head_alt < -90) avatar.head_alt = -90;
642         if(avatar.head_alt > 90) avatar.head_alt = 90;
643 }
644
645 static void mouse_zoom(float dx, float dy)
646 {
647         cam_dist += dy * 0.1;
648         if(cam_dist < 0.0) cam_dist = 0.0;
649 }
650
651 void app_mouse_motion(int x, int y)
652 {
653         if(debug_gui) {
654                 debug_gui_mmotion(x, y);
655                 return; // ignore mouse events while GUI is visible
656         }
657
658         int dx = x - prev_mx;
659         int dy = y - prev_my;
660         prev_mx = x;
661         prev_my = y;
662
663         if(!dx && !dy) return;
664
665         if(ex_sel.ex) {
666                 Vec3 pos = ex_sel.ex->node->get_node_position();
667                 Vec3 dir = transpose(view_matrix.upper3x3()) * Vec3(dx * 1.0, dy * -1.0, 0);
668
669                 ex_sel.ex->node->set_position(pos + dir);
670         }
671
672         if(bnstate[2]) {
673                 mouse_look(dx, dy);
674         }
675 }
676
677 void app_mouse_delta(int dx, int dy)
678 {
679         if(bnstate[2]) {
680                 mouse_zoom(dx * mouse_speed, dy * mouse_speed);
681         } else {
682                 mouse_look(dx * mouse_speed, dy * mouse_speed);
683         }
684 }
685
686 void app_mouse_wheel(int dir)
687 {
688         if(debug_gui) {
689                 debug_gui_wheel(dir);
690         }
691 }
692
693 void app_gamepad_axis(int axis, float val)
694 {
695         switch(axis) {
696         case 0:
697                 joy_move.x = val;
698                 break;
699         case 1:
700                 joy_move.y = val;
701                 break;
702
703         case 2:
704                 joy_look.x = val;
705                 break;
706         case 3:
707                 joy_look.y = val;
708                 break;
709         }
710 }
711
712 void app_gamepad_button(int bn, bool pressed)
713 {
714         gpad_bnstate[bn] = pressed;
715
716         if(pressed) {
717                 switch(bn) {
718                 case GPAD_LSTICK:
719                         toggle_flight();
720                         break;
721
722                 case GPAD_X:
723                         show_blobs = !show_blobs;
724                         show_message("blobs: %s\n", show_blobs ? "on" : "off");
725                         break;
726
727                 case GPAD_START:
728                         goatvr_recenter();
729                         show_message("VR recenter\n");
730                         break;
731
732                 default:
733                         break;
734                 }
735         }
736 }
737
738 static void toggle_flight()
739 {
740         static float prev_walk_speed = -1.0;
741         if(prev_walk_speed < 0.0) {
742                 noclip = true;
743                 prev_walk_speed = walk_speed;
744                 walk_speed = 1000.0;
745                 show_message("fly mode\n");
746         } else {
747                 noclip = false;
748                 walk_speed = prev_walk_speed;
749                 prev_walk_speed = -1.0;
750                 show_message("walk mode\n");
751         }
752 }
753
754 static void calc_framerate()
755 {
756         static int ncalc;
757         static int nframes;
758         static long prev_upd;
759
760         long elapsed = time_msec - prev_upd;
761         if(elapsed >= 1000) {
762                 framerate = (float)nframes / (float)(elapsed * 0.001);
763                 nframes = 1;
764                 prev_upd = time_msec;
765
766                 /*if(++ncalc >= 5) {
767                         printf("fps: %f\n", framerate);
768                         ncalc = 0;
769                 }*/
770         } else {
771                 ++nframes;
772         }
773 }
774
775 static Ray calc_pick_ray(int x, int y, const Mat4 &view_mat, const Mat4 &proj_mat)
776 {
777         return Ray();   // TODO
778 }