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