620ec52a0db290a78a83f7d5c1969ffdc9d46c53
[laserbrain_demo] / src / app.cc
1 #include <stdio.h>
2 #include <limits.h>
3 #include <assert.h>
4 #include <goatvr.h>
5 #include "app.h"
6 #include "opengl.h"
7 #include "sdr.h"
8 #include "texture.h"
9 #include "mesh.h"
10 #include "meshgen.h"
11 #include "scene.h"
12 #include "metascene.h"
13 #include "datamap.h"
14 #include "ui.h"
15 #include "opt.h"
16 #include "post.h"
17 #include "renderer.h"
18 #include "avatar.h"
19 #include "vrinput.h"
20 #include "exman.h"
21 #include "blob_exhibit.h"
22 #include "dbg_gui.h"
23 #include "geomdraw.h"
24
25 #define NEAR_CLIP       5.0
26 #define FAR_CLIP        10000.0
27
28 static void draw_scene();
29 static void toggle_flight();
30 static void calc_framerate();
31 static Ray calc_pick_ray(int x, int y);
32
33 long time_msec;
34 int win_width, win_height;
35 float win_aspect;
36 bool fb_srgb;
37 bool opt_gear_wireframe;
38
39 TextureSet texman;
40 SceneSet sceneman;
41
42 unsigned int sdr_ltmap, sdr_ltmap_notex;
43
44 int fpexcept_enabled;
45
46 static Avatar avatar;
47
48 static float cam_dist = 0.0;
49 static float floor_y;   // last floor height
50 static float user_eye_height = 165;
51
52 static float walk_speed = 300.0f;
53 static float mouse_speed = 0.5f;
54 static bool show_walk_mesh, noclip = false;
55
56 static bool have_headtracking, have_handtracking, should_swap;
57
58 static int prev_mx, prev_my;
59 static bool bnstate[8];
60 static bool keystate[256];
61 static bool gpad_bnstate[64];
62 static Vec2 joy_move, joy_look;
63 static float joy_deadzone = 0.01;
64
65 static float framerate;
66
67 static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
68 static MetaScene *mscn;
69 static unsigned int sdr_post_gamma;
70
71 static long prev_msec;
72
73 static ExhibitManager *exman;
74 static bool show_blobs;
75
76 ExSelection exsel_active, exsel_hover;
77 ExSelection exsel_grab_left, exsel_grab_right;
78 #define exsel_grab_mouse exsel_grab_right
79 static ExhibitSlot exslot_left, exslot_right;
80 #define exslot_mouse exslot_right
81
82 static Renderer *rend;
83
84 static Ray last_pick_ray;
85
86
87 bool app_init(int argc, char **argv)
88 {
89         set_log_file("demo.log");
90
91         char *env = getenv("FPEXCEPT");
92         if(env && atoi(env)) {
93                 info_log("enabling floating point exceptions\n");
94                 fpexcept_enabled = 1;
95                 enable_fpexcept();
96         }
97
98         if(init_opengl() == -1) {
99                 return false;
100         }
101
102         if(!init_options(argc, argv, "demo.conf")) {
103                 return false;
104         }
105         app_resize(opt.width, opt.height);
106         app_fullscreen(opt.fullscreen);
107
108         if(opt.vr) {
109                 if(goatvr_init() == -1) {
110                         return false;
111                 }
112                 goatvr_set_origin_mode(GOATVR_HEAD);
113                 goatvr_set_units_scale(100.0f);
114
115                 goatvr_startvr();
116                 should_swap = goatvr_should_swap() != 0;
117                 user_eye_height = goatvr_get_eye_height();
118                 have_headtracking = goatvr_have_headtracking();
119                 have_handtracking = goatvr_have_handtracking();
120
121                 goatvr_recenter();
122         }
123
124         if(fb_srgb) {
125                 int srgb_capable;
126                 glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
127                 printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
128                 if(srgb_capable) {
129                         glEnable(GL_FRAMEBUFFER_SRGB);
130                 } else {
131                         fb_srgb = 0;
132                 }
133         }
134
135         glEnable(GL_MULTISAMPLE);
136         glEnable(GL_DEPTH_TEST);
137         glEnable(GL_CULL_FACE);
138         glEnable(GL_NORMALIZE);
139
140         if(!init_debug_gui()) {
141                 return false;
142         }
143
144         Mesh::use_custom_sdr_attr = false;
145
146         float ambient[] = {0.0, 0.0, 0.0, 0.0};
147         glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
148
149         glClearColor(1, 1, 1, 1);
150
151         init_audio();
152
153         if(!init_vrhands()) {
154                 return false;
155         }
156
157         mscn = new MetaScene;
158         if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
159                 return false;
160         }
161
162         avatar.pos = mscn->start_pos;
163         Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot);
164         dir.y = 0;
165         avatar.body_rot = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
166
167         exman = new ExhibitManager;
168         /*
169         if(!exman->load(mscn, "data/exhibits")) {
170                 //return false;
171         }
172         */
173
174         if(!(sdr_ltmap_notex = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-notex.p.glsl"))) {
175                 return false;
176         }
177         set_uniform_int(sdr_ltmap_notex, "texmap", MTL_TEX_DIFFUSE);
178         set_uniform_int(sdr_ltmap_notex, "lightmap", MTL_TEX_LIGHTMAP);
179
180         if(!(sdr_ltmap = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-tex.p.glsl"))) {
181                 return false;
182         }
183         set_uniform_int(sdr_ltmap, "texmap", MTL_TEX_DIFFUSE);
184         set_uniform_int(sdr_ltmap, "lightmap", MTL_TEX_LIGHTMAP);
185
186         if(!fb_srgb) {
187                 sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
188         }
189
190         rend = new Renderer;
191         rend->set_scene(mscn);
192
193         glUseProgram(0);
194
195         if(opt.vr || opt.fullscreen) {
196                 app_grab_mouse(true);
197         }
198
199         if(mscn->music && opt.music) {
200                 mscn->music->play(AUDIO_PLAYMODE_LOOP);
201         }
202         return true;
203 }
204
205 void app_cleanup()
206 {
207         if(mscn->music) {
208                 mscn->music->stop();
209         }
210         destroy_audio();
211
212         app_grab_mouse(false);
213         if(opt.vr) {
214                 goatvr_shutdown();
215         }
216         destroy_vrhands();
217
218         delete rend;
219
220         /* this must be destroyed before the scene graph to detach exhibit nodes
221          * before the scene tries to delete them recursively
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 the avatar system
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         // check if an exhibit is hovered-over by mouse or 6dof (only if we don't have one grabbed)
346         if(!exsel_grab_mouse) {
347                 // XXX note: using previous view/proj matrix lattency shouldn't be an issue but
348                 //           make sure state-creep doesn't get us
349                 // XXX also this mouse-picking probably should only be active in non-VR mode
350                 Ray ray = calc_pick_ray(prev_mx, prev_my);
351                 exsel_hover = exman->select(ray);
352         }
353
354         if(!exslot_left.empty()) exslot_left.node.update(dt);
355         if(!exslot_right.empty()) exslot_right.node.update(dt);
356
357         // update hand-tracking
358         if(have_handtracking) {
359                 update_vrhands(&avatar);
360         }
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         rend->draw();
443         exman->draw();
444
445         /*
446         if(have_handtracking) {
447                 Mat4 head_xform = inverse(mouse_view_matrix);//goatvr_head_matrix();
448                 Mat4 head_dir_xform = head_xform.upper3x3();
449
450                 glUseProgram(0);
451                 glPushAttrib(GL_ENABLE_BIT);
452                 glDisable(GL_LIGHTING);
453                 glBegin(GL_LINES);
454                 for(int i=0; i<2; i++) {
455                         if(hand[i].valid) {
456                                 glColor3f(i, 1 - i, i);
457                         } else {
458                                 glColor3f(0.5, 0.5, 0.5);
459                         }
460                         Vec3 v = head_xform * hand[i].pos;
461                         Vec3 dir = head_dir_xform * rotate(Vec3(0, 0, -1), hand[i].rot) * 20.0f;
462                         Vec3 up = head_dir_xform * rotate(Vec3(0, 1, 0), hand[i].rot) * 10.0f;
463                         Vec3 right = head_dir_xform * rotate(Vec3(1, 0, 0), hand[i].rot) * 10.0f;
464
465                         glVertex3f(v.x, v.y, v.z);
466                         glVertex3f(v.x + dir.x, v.y + dir.y, v.z + dir.z);
467                         glVertex3f(v.x - right.x, v.y - right.y, v.z - right.z);
468                         glVertex3f(v.x + right.x, v.y + right.y, v.z + right.z);
469                         glVertex3f(v.x - up.x, v.y - up.y, v.z - up.z);
470                         glVertex3f(v.x + up.x, v.y + up.y, v.z + up.z);
471                 }
472                 glEnd();
473                 glPopAttrib();
474         }
475         */
476
477         if(debug_gui && dbg_sel_node) {
478                 AABox bvol = dbg_sel_node->get_bounds();
479                 draw_geom_object(&bvol);
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                 glEnable(GL_POLYGON_OFFSET_FILL);
487
488                 glUseProgram(0);
489
490                 glPolygonOffset(-1, 1);
491                 glDepthMask(0);
492
493                 glColor3f(0.3, 0.08, 0.01);
494                 mscn->walk_mesh->draw();
495
496                 glDepthMask(1);
497
498                 glPopAttrib();
499         }
500
501         print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
502         draw_ui();
503 }
504
505
506 void app_reshape(int x, int y)
507 {
508         glViewport(0, 0, x, y);
509         goatvr_set_fb_size(x, y, 1.0f);
510         debug_gui_reshape(x, y);
511 }
512
513 void app_keyboard(int key, bool pressed)
514 {
515         unsigned int mod = app_get_modifiers();
516
517         if(debug_gui && !(pressed && (key == '`' || key == 27))) {
518                 debug_gui_key(key, pressed, mod);
519                 return; // ignore all keystrokes when GUI is visible
520         }
521
522         if(pressed) {
523                 switch(key) {
524                 case 27:
525                         app_quit();
526                         break;
527
528                 case '\n':
529                 case '\r':
530                         if(mod & MOD_ALT) {
531                                 app_toggle_fullscreen();
532                         }
533                         break;
534
535                 case '`':
536                         debug_gui = !debug_gui;
537                         show_message("debug gui %s", debug_gui ? "enabled" : "disabled");
538                         break;
539
540                 case 'm':
541                         app_toggle_grab_mouse();
542                         show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
543                         break;
544
545                 case 'w':
546                         if(mod & MOD_CTRL) {
547                                 show_walk_mesh = !show_walk_mesh;
548                                 show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
549                         }
550                         break;
551
552                 case 'c':
553                         if(mod & MOD_CTRL) {
554                                 noclip = !noclip;
555                                 show_message(noclip ? "no clip" : "clip");
556                         }
557                         break;
558
559                 case 'f':
560                         toggle_flight();
561                         break;
562
563                 case 'p':
564                         if(mod & MOD_CTRL) {
565                                 fb_srgb = !fb_srgb;
566                                 show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
567                         }
568                         break;
569
570                 case '=':
571                         walk_speed *= 1.25;
572                         show_message("walk speed: %g", walk_speed);
573                         break;
574
575                 case '-':
576                         walk_speed *= 0.75;
577                         show_message("walk speed: %g", walk_speed);
578                         break;
579
580                 case ']':
581                         mouse_speed *= 1.2;
582                         show_message("mouse speed: %g", mouse_speed);
583                         break;
584
585                 case '[':
586                         mouse_speed *= 0.8;
587                         show_message("mouse speed: %g", mouse_speed);
588                         break;
589
590                 case 'b':
591                         show_blobs = !show_blobs;
592                         show_message("blobs: %s\n", show_blobs ? "on" : "off");
593                         break;
594
595                 case ' ':
596                         goatvr_recenter();
597                         show_message("VR recenter\n");
598                         break;
599
600                 case 'x':
601                         exman->load(mscn, "data/exhibits");
602                         break;
603                 }
604         }
605
606         if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
607                 keystate[key] = pressed;
608         }
609 }
610
611 void app_mouse_button(int bn, bool pressed, int x, int y)
612 {
613         static int press_x, press_y;
614
615         if(debug_gui) {
616                 debug_gui_mbutton(bn, pressed, x, y);
617                 return; // ignore mouse events while GUI is visible
618         }
619
620         prev_mx = x;
621         prev_my = y;
622         bnstate[bn] = pressed;
623
624         if(bn == 0) {
625                 ExSelection sel;
626                 Ray ray = calc_pick_ray(x, y);
627                 sel = exman->select(ray);
628
629                 if(pressed) {
630                         if(sel && (app_get_modifiers() & MOD_CTRL)) {
631                                 exsel_grab_mouse = sel;
632                                 Vec3 pos = sel.ex->node->get_position();
633                                 debug_log("grabbing... (%g %g %g)\n", pos.x, pos.y, pos.z);
634                                 exslot_mouse.node.set_position(pos);
635                                 exslot_mouse.node.set_rotation(sel.ex->node->get_rotation());
636                                 exslot_mouse.attach_exhibit(sel.ex, EXSLOT_ATTACH_TRANSIENT);
637                                 if(exsel_active) {
638                                         exsel_active = ExSelection::null;       // cancel active on grab
639                                 }
640                         }
641                         press_x = x;
642                         press_y = y;
643
644                 } else {
645                         if(exsel_grab_mouse) {
646                                 // cancel grab on mouse release
647                                 Exhibit *ex = exsel_grab_mouse.ex;
648                                 Vec3 pos = exslot_mouse.node.get_position();
649
650                                 debug_log("releasing at %g %g %g ...\n", pos.x, pos.y, pos.z);
651
652                                 exslot_mouse.detach_exhibit();
653
654                                 ExhibitSlot *slot = exman->nearest_empty_slot(pos, 100);
655                                 if(!slot) {
656                                         debug_log("no empty slot nearby\n");
657                                         if(ex->prev_slot && ex->prev_slot->empty()) {
658                                                 slot = ex->prev_slot;
659                                                 debug_log("using previous slot");
660                                         }
661                                 }
662
663                                 if(slot) {
664                                         slot->attach_exhibit(ex);
665                                 } else {
666                                         // nowhere to put it, so stash it for later
667                                         exslot_mouse.detach_exhibit();
668                                         exman->stash_exhibit(ex);
669                                         debug_log("no slots available, stashing\n");
670                                 }
671
672                                 exsel_grab_mouse = ExSelection::null;
673                         }
674
675                         if(abs(press_x - x) < 5 && abs(press_y - y) < 5) {
676                                 exsel_active = sel;     // select or deselect active exhibit
677                                 if(sel) {
678                                         debug_log("selecting...\n");
679                                 } else {
680                                         debug_log("deselecting...\n");
681                                 }
682                         }
683
684                         press_x = press_y = INT_MIN;
685                 }
686         }
687 }
688
689 static inline void mouse_look(float dx, float dy)
690 {
691         float scrsz = (float)win_height;
692         avatar.body_rot += dx * 512.0 / scrsz;
693         avatar.head_alt += dy * 512.0 / scrsz;
694
695         if(avatar.head_alt < -90) avatar.head_alt = -90;
696         if(avatar.head_alt > 90) avatar.head_alt = 90;
697 }
698
699 static void mouse_zoom(float dx, float dy)
700 {
701         cam_dist += dy * 0.1;
702         if(cam_dist < 0.0) cam_dist = 0.0;
703 }
704
705 void app_mouse_motion(int x, int y)
706 {
707         if(debug_gui) {
708                 debug_gui_mmotion(x, y);
709                 return; // ignore mouse events while GUI is visible
710         }
711
712         int dx = x - prev_mx;
713         int dy = y - prev_my;
714         prev_mx = x;
715         prev_my = y;
716
717         if(!dx && !dy) return;
718
719         if(exsel_grab_mouse) {
720                 Vec3 pos = exslot_mouse.node.get_node_position();
721                 Vec3 dir = transpose(view_matrix.upper3x3()) * Vec3(dx * 1.0, dy * -1.0, 0);
722
723                 exslot_mouse.node.set_position(pos + dir);
724         }
725
726         if(bnstate[2]) {
727                 mouse_look(dx, dy);
728         }
729 }
730
731 void app_mouse_delta(int dx, int dy)
732 {
733         if(bnstate[2]) {
734                 mouse_zoom(dx * mouse_speed, dy * mouse_speed);
735         } else {
736                 mouse_look(dx * mouse_speed, dy * mouse_speed);
737         }
738 }
739
740 void app_mouse_wheel(int dir)
741 {
742         if(debug_gui) {
743                 debug_gui_wheel(dir);
744         }
745 }
746
747 void app_gamepad_axis(int axis, float val)
748 {
749         switch(axis) {
750         case 0:
751                 joy_move.x = val;
752                 break;
753         case 1:
754                 joy_move.y = val;
755                 break;
756
757         case 2:
758                 joy_look.x = val;
759                 break;
760         case 3:
761                 joy_look.y = val;
762                 break;
763         }
764 }
765
766 void app_gamepad_button(int bn, bool pressed)
767 {
768         gpad_bnstate[bn] = pressed;
769
770         if(pressed) {
771                 switch(bn) {
772                 case GPAD_LSTICK:
773                         toggle_flight();
774                         break;
775
776                 case GPAD_X:
777                         show_blobs = !show_blobs;
778                         show_message("blobs: %s\n", show_blobs ? "on" : "off");
779                         break;
780
781                 case GPAD_START:
782                         goatvr_recenter();
783                         show_message("VR recenter\n");
784                         break;
785
786                 default:
787                         break;
788                 }
789         }
790 }
791
792 static void toggle_flight()
793 {
794         static float prev_walk_speed = -1.0;
795         if(prev_walk_speed < 0.0) {
796                 noclip = true;
797                 prev_walk_speed = walk_speed;
798                 walk_speed = 1000.0;
799                 show_message("fly mode\n");
800         } else {
801                 noclip = false;
802                 walk_speed = prev_walk_speed;
803                 prev_walk_speed = -1.0;
804                 show_message("walk mode\n");
805         }
806 }
807
808 static void calc_framerate()
809 {
810         //static int ncalc;
811         static int nframes;
812         static long prev_upd;
813
814         long elapsed = time_msec - prev_upd;
815         if(elapsed >= 1000) {
816                 framerate = (float)nframes / (float)(elapsed * 0.001);
817                 nframes = 1;
818                 prev_upd = time_msec;
819
820                 /*if(++ncalc >= 5) {
821                         printf("fps: %f\n", framerate);
822                         ncalc = 0;
823                 }*/
824         } else {
825                 ++nframes;
826         }
827 }
828
829 static Ray calc_pick_ray(int x, int y)
830 {
831         float nx = (float)x / (float)win_width;
832         float ny = (float)(win_height - y) / (float)win_height;
833
834         last_pick_ray = mouse_pick_ray(nx, ny, view_matrix, proj_matrix);
835         return last_pick_ray;
836 }