12 #include "metascene.h"
21 #include "blob_exhibit.h"
26 #define FAR_CLIP 10000.0
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);
34 int win_width, win_height;
37 bool opt_gear_wireframe;
42 unsigned int sdr_ltmap, sdr_ltmap_notex;
48 static float cam_dist = 0.0;
49 static float floor_y; // last floor height
50 static float user_eye_height = 165;
52 static float walk_speed = 300.0f;
53 static float mouse_speed = 0.5f;
54 static bool show_walk_mesh, noclip = false;
56 static bool have_headtracking, have_handtracking, should_swap;
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;
65 static float framerate;
67 static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
68 static MetaScene *mscn;
69 static unsigned int sdr_post_gamma;
71 static long prev_msec;
73 static ExhibitManager *exman;
74 static bool show_blobs;
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
82 static Renderer *rend;
84 static Ray last_pick_ray;
87 bool app_init(int argc, char **argv)
89 set_log_file("demo.log");
91 char *env = getenv("FPEXCEPT");
92 if(env && atoi(env)) {
93 info_log("enabling floating point exceptions\n");
98 if(init_opengl() == -1) {
102 if(!init_options(argc, argv, "demo.conf")) {
105 app_resize(opt.width, opt.height);
106 app_fullscreen(opt.fullscreen);
109 if(goatvr_init() == -1) {
112 goatvr_set_origin_mode(GOATVR_HEAD);
113 goatvr_set_units_scale(100.0f);
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();
126 glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
127 printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
129 glEnable(GL_FRAMEBUFFER_SRGB);
135 glEnable(GL_MULTISAMPLE);
136 glEnable(GL_DEPTH_TEST);
137 glEnable(GL_CULL_FACE);
138 glEnable(GL_NORMALIZE);
140 if(!init_debug_gui()) {
144 Mesh::use_custom_sdr_attr = false;
146 float ambient[] = {0.0, 0.0, 0.0, 0.0};
147 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
149 glClearColor(1, 1, 1, 1);
153 if(!init_vrhands()) {
157 mscn = new MetaScene;
158 if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
162 avatar.pos = mscn->start_pos;
163 Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot);
165 avatar.body_rot = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
167 exman = new ExhibitManager;
169 if(!exman->load(mscn, "data/exhibits")) {
174 if(!(sdr_ltmap_notex = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-notex.p.glsl"))) {
177 set_uniform_int(sdr_ltmap_notex, "texmap", MTL_TEX_DIFFUSE);
178 set_uniform_int(sdr_ltmap_notex, "lightmap", MTL_TEX_LIGHTMAP);
180 if(!(sdr_ltmap = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-tex.p.glsl"))) {
183 set_uniform_int(sdr_ltmap, "texmap", MTL_TEX_DIFFUSE);
184 set_uniform_int(sdr_ltmap, "lightmap", MTL_TEX_LIGHTMAP);
187 sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
191 rend->set_scene(mscn);
195 if(opt.vr || opt.fullscreen) {
196 app_grab_mouse(true);
199 if(mscn->music && opt.music) {
200 mscn->music->play(AUDIO_PLAYMODE_LOOP);
212 app_grab_mouse(false);
220 /* this must be destroyed before the scene graph to detach exhibit nodes
221 * before the scene tries to delete them recursively
231 static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
233 Mesh *wm = mscn->walk_mesh;
239 Ray downray = Ray(v, Vec3(0, -1, 0));
241 if(mscn->walk_mesh->intersect(downray, &hit)) {
243 newv->y += user_eye_height;
249 static void update(float dt)
257 float speed = walk_speed * dt;
261 float jdeadsq = joy_deadzone * joy_deadzone;
262 float jmove_lensq = length_sq(joy_move);
263 float jlook_lensq = length_sq(joy_look);
265 if(jmove_lensq > jdeadsq) {
266 float len = sqrt(jmove_lensq);
267 jmove_lensq -= jdeadsq;
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;
273 if(jlook_lensq > jdeadsq) {
274 float len = sqrt(jlook_lensq);
275 jlook_lensq -= jdeadsq;
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;
285 if(keystate[(int)'w']) {
288 if(keystate[(int)'s']) {
291 if(keystate[(int)'d']) {
294 if(keystate[(int)'a']) {
297 if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
298 avatar.pos.y += speed;
300 if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
301 avatar.pos.y -= speed;
304 float theta = M_PI * avatar.body_rot / 180.0f;
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;
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();
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)) {
324 dvec = rotate(dir2d, -theta);
325 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
326 if(constrain_walk_mesh(pos, &avatar.pos)) {
332 floor_y = avatar.pos.y - user_eye_height;
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));
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);
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);
354 if(!exslot_left.empty()) exslot_left.node.update(dt);
355 if(!exslot_right.empty()) exslot_right.node.update(dt);
357 // update hand-tracking
358 if(have_handtracking) {
359 update_vrhands(&avatar);
365 float dt = (float)(time_msec - prev_msec) / 1000.0f;
366 prev_msec = time_msec;
369 ImGui::GetIOPtr()->DeltaTime = dt;
372 ImGui::ShowTestWindow();
378 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
382 for(int i=0; i<2; i++) {
386 proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
387 glMatrixMode(GL_PROJECTION);
388 glLoadMatrixf(proj_matrix[0]);
390 view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
391 glMatrixMode(GL_MODELVIEW);
392 glLoadMatrixf(view_matrix[0]);
395 if(have_handtracking) {
410 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
414 proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
415 glMatrixMode(GL_PROJECTION);
416 glLoadMatrixf(proj_matrix[0]);
418 view_matrix = mouse_view_matrix;
419 glMatrixMode(GL_MODELVIEW);
420 glLoadMatrixf(view_matrix[0]);
424 if(!fb_srgb && sdr_post_gamma) {
425 slow_post(sdr_post_gamma);
434 assert(glGetError() == GL_NO_ERROR);
440 static void draw_scene()
446 if(have_handtracking) {
447 Mat4 head_xform = inverse(mouse_view_matrix);//goatvr_head_matrix();
448 Mat4 head_dir_xform = head_xform.upper3x3();
451 glPushAttrib(GL_ENABLE_BIT);
452 glDisable(GL_LIGHTING);
454 for(int i=0; i<2; i++) {
456 glColor3f(i, 1 - i, i);
458 glColor3f(0.5, 0.5, 0.5);
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;
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);
477 if(debug_gui && dbg_sel_node) {
478 AABox bvol = dbg_sel_node->get_bounds();
479 draw_geom_object(&bvol);
482 if(show_walk_mesh && mscn->walk_mesh) {
483 glPushAttrib(GL_ENABLE_BIT);
485 glBlendFunc(GL_ONE, GL_ONE);
486 glEnable(GL_POLYGON_OFFSET_FILL);
490 glPolygonOffset(-1, 1);
493 glColor3f(0.3, 0.08, 0.01);
494 mscn->walk_mesh->draw();
501 print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
506 void app_reshape(int x, int y)
508 glViewport(0, 0, x, y);
509 goatvr_set_fb_size(x, y, 1.0f);
510 debug_gui_reshape(x, y);
513 void app_keyboard(int key, bool pressed)
515 unsigned int mod = app_get_modifiers();
517 if(debug_gui && !(pressed && (key == '`' || key == 27))) {
518 debug_gui_key(key, pressed, mod);
519 return; // ignore all keystrokes when GUI is visible
531 app_toggle_fullscreen();
536 debug_gui = !debug_gui;
537 show_message("debug gui %s", debug_gui ? "enabled" : "disabled");
541 app_toggle_grab_mouse();
542 show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
547 show_walk_mesh = !show_walk_mesh;
548 show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
555 show_message(noclip ? "no clip" : "clip");
566 show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
572 show_message("walk speed: %g", walk_speed);
577 show_message("walk speed: %g", walk_speed);
582 show_message("mouse speed: %g", mouse_speed);
587 show_message("mouse speed: %g", mouse_speed);
591 show_blobs = !show_blobs;
592 show_message("blobs: %s\n", show_blobs ? "on" : "off");
597 show_message("VR recenter\n");
601 exman->load(mscn, "data/exhibits");
606 if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
607 keystate[key] = pressed;
611 void app_mouse_button(int bn, bool pressed, int x, int y)
613 static int press_x, press_y;
616 debug_gui_mbutton(bn, pressed, x, y);
617 return; // ignore mouse events while GUI is visible
622 bnstate[bn] = pressed;
626 Ray ray = calc_pick_ray(x, y);
627 sel = exman->select(ray);
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);
638 exsel_active = ExSelection::null; // cancel active on grab
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();
650 debug_log("releasing at %g %g %g ...\n", pos.x, pos.y, pos.z);
652 exslot_mouse.detach_exhibit();
654 ExhibitSlot *slot = exman->nearest_empty_slot(pos, 100);
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");
664 slot->attach_exhibit(ex);
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");
672 exsel_grab_mouse = ExSelection::null;
675 if(abs(press_x - x) < 5 && abs(press_y - y) < 5) {
676 exsel_active = sel; // select or deselect active exhibit
678 debug_log("selecting...\n");
680 debug_log("deselecting...\n");
684 press_x = press_y = INT_MIN;
689 static inline void mouse_look(float dx, float dy)
691 float scrsz = (float)win_height;
692 avatar.body_rot += dx * 512.0 / scrsz;
693 avatar.head_alt += dy * 512.0 / scrsz;
695 if(avatar.head_alt < -90) avatar.head_alt = -90;
696 if(avatar.head_alt > 90) avatar.head_alt = 90;
699 static void mouse_zoom(float dx, float dy)
701 cam_dist += dy * 0.1;
702 if(cam_dist < 0.0) cam_dist = 0.0;
705 void app_mouse_motion(int x, int y)
708 debug_gui_mmotion(x, y);
709 return; // ignore mouse events while GUI is visible
712 int dx = x - prev_mx;
713 int dy = y - prev_my;
717 if(!dx && !dy) return;
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);
723 exslot_mouse.node.set_position(pos + dir);
731 void app_mouse_delta(int dx, int dy)
734 mouse_zoom(dx * mouse_speed, dy * mouse_speed);
736 mouse_look(dx * mouse_speed, dy * mouse_speed);
740 void app_mouse_wheel(int dir)
743 debug_gui_wheel(dir);
747 void app_gamepad_axis(int axis, float val)
766 void app_gamepad_button(int bn, bool pressed)
768 gpad_bnstate[bn] = pressed;
777 show_blobs = !show_blobs;
778 show_message("blobs: %s\n", show_blobs ? "on" : "off");
783 show_message("VR recenter\n");
792 static void toggle_flight()
794 static float prev_walk_speed = -1.0;
795 if(prev_walk_speed < 0.0) {
797 prev_walk_speed = walk_speed;
799 show_message("fly mode\n");
802 walk_speed = prev_walk_speed;
803 prev_walk_speed = -1.0;
804 show_message("walk mode\n");
808 static void calc_framerate()
812 static long prev_upd;
814 long elapsed = time_msec - prev_upd;
815 if(elapsed >= 1000) {
816 framerate = (float)nframes / (float)(elapsed * 0.001);
818 prev_upd = time_msec;
821 printf("fps: %f\n", framerate);
829 static Ray calc_pick_ray(int x, int y)
831 float nx = (float)x / (float)win_width;
832 float ny = (float)(win_height - y) / (float)win_height;
834 last_pick_ray = mouse_pick_ray(nx, ny, view_matrix, proj_matrix);
835 return last_pick_ray;