11 #include "metascene.h"
20 #include "blob_exhibit.h"
24 #define FAR_CLIP 10000.0
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);
32 int win_width, win_height;
35 bool opt_gear_wireframe;
40 unsigned int sdr_ltmap, sdr_ltmap_notex;
44 static float cam_dist = 0.0;
45 static float floor_y; // last floor height
46 static float user_eye_height = 165;
48 static float walk_speed = 300.0f;
49 static float mouse_speed = 0.5f;
50 static bool show_walk_mesh, noclip = false;
52 static bool have_headtracking, have_handtracking, should_swap;
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;
61 static float framerate;
63 static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
64 static MetaScene *mscn;
65 static unsigned int sdr_post_gamma;
67 static long prev_msec;
69 static ExhibitManager *exman;
70 static BlobExhibit *blobs;
71 static bool show_blobs;
73 static ExSelection ex_sel;
75 static Renderer *rend;
78 bool app_init(int argc, char **argv)
80 set_log_file("demo.log");
82 char *env = getenv("FPEXCEPT");
83 if(env && atoi(env)) {
84 info_log("enabling floating point exceptions\n");
88 if(init_opengl() == -1) {
92 if(!init_options(argc, argv, "demo.conf")) {
95 app_resize(opt.width, opt.height);
96 app_fullscreen(opt.fullscreen);
99 if(goatvr_init() == -1) {
102 goatvr_set_origin_mode(GOATVR_HEAD);
103 goatvr_set_units_scale(100.0f);
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();
116 glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
117 printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
119 glEnable(GL_FRAMEBUFFER_SRGB);
125 glEnable(GL_MULTISAMPLE);
126 glEnable(GL_DEPTH_TEST);
127 glEnable(GL_CULL_FACE);
128 glEnable(GL_LIGHTING);
129 glEnable(GL_NORMALIZE);
131 if(!init_debug_gui()) {
135 Mesh::use_custom_sdr_attr = false;
137 float ambient[] = {0.0, 0.0, 0.0, 0.0};
138 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
140 glClearColor(1, 1, 1, 1);
144 if(!init_vrhands()) {
148 mscn = new MetaScene;
149 if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
153 avatar.pos = mscn->start_pos;
154 Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot);
156 avatar.body_rot = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
158 exman = new ExhibitManager;
160 if(!exman->load(mscn, "data/exhibits")) {
165 blobs = new BlobExhibit;
166 blobs->node = new SceneNode;
168 blobs->node->set_position(Vec3(-680, 160, -100));
169 blobs->node->set_scaling(Vec3(28, 28, 28));
170 blobs->node->update(0);
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);
228 static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
230 Mesh *wm = mscn->walk_mesh;
236 Ray downray = Ray(v, Vec3(0, -1, 0));
238 if(mscn->walk_mesh->intersect(downray, &hit)) {
240 newv->y += user_eye_height;
246 static void update(float dt)
254 float speed = walk_speed * dt;
258 float jdeadsq = joy_deadzone * joy_deadzone;
259 float jmove_lensq = length_sq(joy_move);
260 float jlook_lensq = length_sq(joy_look);
262 if(jmove_lensq > jdeadsq) {
263 float len = sqrt(jmove_lensq);
264 jmove_lensq -= jdeadsq;
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;
270 if(jlook_lensq > jdeadsq) {
271 float len = sqrt(jlook_lensq);
272 jlook_lensq -= jdeadsq;
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;
282 if(keystate[(int)'w']) {
285 if(keystate[(int)'s']) {
288 if(keystate[(int)'d']) {
291 if(keystate[(int)'a']) {
294 if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
295 avatar.pos.y += speed;
297 if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
298 avatar.pos.y -= speed;
301 float theta = M_PI * avatar.body_rot / 180.0f;
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;
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();
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)) {
321 dvec = rotate(dir2d, -theta);
322 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
323 if(constrain_walk_mesh(pos, &avatar.pos)) {
329 floor_y = avatar.pos.y - user_eye_height;
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));
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);
342 // update hand-tracking
343 if(have_handtracking) {
344 update_vrhands(&avatar);
348 static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
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 };
355 glLightfv(lt, GL_POSITION, posv);
356 glLightfv(lt, GL_DIFFUSE, colv);
357 glLightfv(lt, GL_SPECULAR, colv);
362 float dt = (float)(time_msec - prev_msec) / 1000.0f;
363 prev_msec = time_msec;
366 ImGui::GetIOPtr()->DeltaTime = dt;
369 ImGui::ShowTestWindow();
375 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
379 for(int i=0; i<2; i++) {
383 proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
384 glMatrixMode(GL_PROJECTION);
385 glLoadMatrixf(proj_matrix[0]);
387 view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
388 glMatrixMode(GL_MODELVIEW);
389 glLoadMatrixf(view_matrix[0]);
392 if(have_handtracking) {
407 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
411 proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
412 glMatrixMode(GL_PROJECTION);
413 glLoadMatrixf(proj_matrix[0]);
415 view_matrix = mouse_view_matrix;
416 glMatrixMode(GL_MODELVIEW);
417 glLoadMatrixf(view_matrix[0]);
421 if(!fb_srgb && sdr_post_gamma) {
422 slow_post(sdr_post_gamma);
431 assert(glGetError() == GL_NO_ERROR);
437 static void draw_scene()
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);
448 if(have_handtracking) {
449 Mat4 head_xform = inverse(mouse_view_matrix);//goatvr_head_matrix();
450 Mat4 head_dir_xform = head_xform.upper3x3();
453 glPushAttrib(GL_ENABLE_BIT);
454 glDisable(GL_LIGHTING);
456 for(int i=0; i<2; i++) {
458 glColor3f(i, 1 - i, i);
460 glColor3f(0.5, 0.5, 0.5);
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;
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);
479 if(show_walk_mesh && mscn->walk_mesh) {
480 glPushAttrib(GL_ENABLE_BIT);
482 glBlendFunc(GL_ONE, GL_ONE);
483 glDisable(GL_LIGHTING);
484 glEnable(GL_POLYGON_OFFSET_FILL);
488 glPolygonOffset(-1, 1);
491 glColor3f(0.3, 0.08, 0.01);
492 mscn->walk_mesh->draw();
499 print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
504 void app_reshape(int x, int y)
506 glViewport(0, 0, x, y);
507 goatvr_set_fb_size(x, y, 1.0f);
508 debug_gui_reshape(x, y);
511 void app_keyboard(int key, bool pressed)
513 unsigned int mod = app_get_modifiers();
515 if(debug_gui && !(pressed && (key == '`' || key == 27))) {
516 debug_gui_key(key, pressed, mod);
517 return; // ignore all keystrokes when GUI is visible
529 app_toggle_fullscreen();
534 debug_gui = !debug_gui;
535 show_message("debug gui %s", debug_gui ? "enabled" : "disabled");
539 app_toggle_grab_mouse();
540 show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
545 show_walk_mesh = !show_walk_mesh;
546 show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
553 show_message(noclip ? "no clip" : "clip");
564 show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
570 show_message("walk speed: %g", walk_speed);
575 show_message("walk speed: %g", walk_speed);
580 show_message("mouse speed: %g", mouse_speed);
585 show_message("mouse speed: %g", mouse_speed);
589 show_blobs = !show_blobs;
590 show_message("blobs: %s\n", show_blobs ? "on" : "off");
595 show_message("VR recenter\n");
599 exman->load(mscn, "data/exhibits");
604 if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
605 keystate[key] = pressed;
609 void app_mouse_button(int bn, bool pressed, int x, int y)
612 debug_gui_mbutton(bn, pressed, x, y);
613 return; // ignore mouse events while GUI is visible
618 bnstate[bn] = pressed;
625 Ray ray = calc_pick_ray(x, y, view_matrix, proj_matrix);
626 ex_sel = exman->select(ray);
632 static inline void mouse_look(float dx, float dy)
634 float scrsz = (float)win_height;
635 avatar.body_rot += dx * 512.0 / scrsz;
636 avatar.head_alt += dy * 512.0 / scrsz;
638 if(avatar.head_alt < -90) avatar.head_alt = -90;
639 if(avatar.head_alt > 90) avatar.head_alt = 90;
642 static void mouse_zoom(float dx, float dy)
644 cam_dist += dy * 0.1;
645 if(cam_dist < 0.0) cam_dist = 0.0;
648 void app_mouse_motion(int x, int y)
651 debug_gui_mmotion(x, y);
652 return; // ignore mouse events while GUI is visible
655 int dx = x - prev_mx;
656 int dy = y - prev_my;
660 if(!dx && !dy) return;
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);
666 ex_sel.ex->node->set_position(pos + dir);
674 void app_mouse_delta(int dx, int dy)
677 mouse_zoom(dx * mouse_speed, dy * mouse_speed);
679 mouse_look(dx * mouse_speed, dy * mouse_speed);
683 void app_mouse_wheel(int dir)
686 debug_gui_wheel(dir);
690 void app_gamepad_axis(int axis, float val)
709 void app_gamepad_button(int bn, bool pressed)
711 gpad_bnstate[bn] = pressed;
720 show_blobs = !show_blobs;
721 show_message("blobs: %s\n", show_blobs ? "on" : "off");
726 show_message("VR recenter\n");
735 static void toggle_flight()
737 static float prev_walk_speed = -1.0;
738 if(prev_walk_speed < 0.0) {
740 prev_walk_speed = walk_speed;
742 show_message("fly mode\n");
745 walk_speed = prev_walk_speed;
746 prev_walk_speed = -1.0;
747 show_message("walk mode\n");
751 static void calc_framerate()
755 static long prev_upd;
757 long elapsed = time_msec - prev_upd;
758 if(elapsed >= 1000) {
759 framerate = (float)nframes / (float)(elapsed * 0.001);
761 prev_upd = time_msec;
764 printf("fps: %f\n", framerate);
772 static Ray calc_pick_ray(int x, int y, const Mat4 &view_mat, const Mat4 &proj_mat)
774 return Ray(); // TODO