9f58b5fe88b9d2872f5857bd5aa3d13966714960
[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 "rtarg.h"
19 #include "avatar.h"
20 #include "vrinput.h"
21 #include "exman.h"
22 #include "blob_exhibit.h"
23 #include "dbg_gui.h"
24 #include "geomdraw.h"
25 #include "ui_exhibit.h"
26
27 #define NEAR_CLIP       5.0
28 #define FAR_CLIP        10000.0
29
30 static void draw_scene();
31 static void toggle_flight();
32 static void calc_framerate();
33 static Ray calc_pick_ray(int x, int y);
34
35 long time_msec;
36 int win_width, win_height;
37 int vp_width, vp_height;
38 float win_aspect;
39 bool fb_srgb;
40 bool opt_gear_wireframe;
41
42 TextureSet texman;
43 SceneSet sceneman;
44
45 int fpexcept_enabled;
46
47 unsigned int dbg_key_pending;
48
49 static Avatar avatar;
50
51 static float cam_dist = 0.0;
52 static float floor_y;   // last floor height
53 static float user_eye_height = 165;
54
55 static float walk_speed = 300.0f;
56 static float mouse_speed = 0.5f;
57 static bool show_walk_mesh, noclip = false;
58
59 static bool have_headtracking, have_handtracking, should_swap;
60
61 static int prev_mx, prev_my;
62 static bool bnstate[8];
63 static bool keystate[256];
64 static bool gpad_bnstate[64];
65 static Vec2 joy_move, joy_look;
66 static float joy_deadzone = 0.01;
67
68 static float framerate;
69
70 static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
71 static MetaScene *mscn;
72 static unsigned int sdr_post_gamma;
73
74 static long prev_msec;
75
76 static ExhibitManager *exman;
77 static bool show_blobs;
78
79 ExSelection exsel_active, exsel_hover;
80 ExSelection exsel_grab_left, exsel_grab_right;
81 #define exsel_grab_mouse exsel_grab_right
82 static ExhibitSlot exslot_left, exslot_right;
83 #define exslot_mouse exslot_right
84
85 static bool pointing;
86
87 static Renderer *rend;
88 static RenderTarget *goatvr_rtarg;
89
90 static Ray last_pick_ray;
91
92 static bool post_scene_init_pending = true;
93
94
95 bool app_init(int argc, char **argv)
96 {
97         set_log_file("demo.log");
98
99         char *env = getenv("FPEXCEPT");
100         if(env && atoi(env)) {
101                 info_log("enabling floating point exceptions\n");
102                 fpexcept_enabled = 1;
103                 enable_fpexcept();
104         }
105
106         if(init_opengl() == -1) {
107                 return false;
108         }
109
110         if(!init_options(argc, argv, "demo.conf")) {
111                 return false;
112         }
113         app_resize(opt.width, opt.height);
114         app_fullscreen(opt.fullscreen);
115
116         if(opt.vr) {
117                 if(goatvr_init() == -1) {
118                         return false;
119                 }
120                 goatvr_set_origin_mode(GOATVR_HEAD);
121                 goatvr_set_units_scale(100.0f);
122
123                 goatvr_startvr();
124                 should_swap = goatvr_should_swap() != 0;
125                 user_eye_height = goatvr_get_eye_height();
126                 have_headtracking = goatvr_have_headtracking();
127                 have_handtracking = goatvr_have_handtracking();
128
129                 goatvr_recenter();
130
131                 goatvr_rtarg = new RenderTarget;
132         }
133
134         if(fb_srgb) {
135                 int srgb_capable;
136                 glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
137                 printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
138                 if(srgb_capable) {
139                         glEnable(GL_FRAMEBUFFER_SRGB);
140                 } else {
141                         fb_srgb = 0;
142                 }
143         }
144
145         glEnable(GL_MULTISAMPLE);
146         glEnable(GL_DEPTH_TEST);
147         glEnable(GL_CULL_FACE);
148         glEnable(GL_NORMALIZE);
149
150         if(!init_debug_gui()) {
151                 return false;
152         }
153
154         Mesh::use_custom_sdr_attr = false;
155
156         float ambient[] = {0.0, 0.0, 0.0, 0.0};
157         glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
158
159         init_audio();
160
161         if(!init_vrhands()) {
162                 return false;
163         }
164
165         mscn = new MetaScene;
166         if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
167                 return false;
168         }
169
170         avatar.pos = mscn->start_pos;
171         Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot);
172         dir.y = 0;
173         avatar.body_rot = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
174
175         exman = new ExhibitManager;
176         // exhibits are loaded in post_scene_init, because they need access to the scene graph
177
178         if(!exui_init()) {
179                 error_log("failed to initialize exhibit ui system\n");
180                 return false;
181         }
182         exui_setnode(&exslot_left.node);
183         if(have_handtracking) {
184                 exui_scale(2);
185                 exui_rotation(Vec3(-deg_to_rad(35), 0, 0));
186         }
187
188         if(!fb_srgb) {
189                 sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
190         }
191
192         rend = new Renderer;
193         if(!rend->init()) {
194                 return false;
195         }
196         if(opt.reflect) {
197                 rend->ropt |= RENDER_MIRRORS;
198         } else {
199                 rend->ropt &= ~RENDER_MIRRORS;
200         }
201         rend->set_scene(mscn);
202
203         glUseProgram(0);
204
205         if(opt.vr || opt.fullscreen) {
206                 app_grab_mouse(true);
207         }
208
209         if(mscn->music && opt.music) {
210                 mscn->music->play(AUDIO_PLAYMODE_LOOP);
211         }
212         return true;
213 }
214
215 // post_scene_init is called after the scene has completed loading
216 static void post_scene_init()
217 {
218         mscn->update(0);        // update once to calculate node matrices
219
220         int num_mir = mscn->calc_mirror_planes();
221         info_log("found %d mirror planes\n", num_mir);
222
223         exman->load(mscn, "data/exhibits");
224 }
225
226 void app_cleanup()
227 {
228         if(mscn->music) {
229                 mscn->music->stop();
230         }
231         destroy_audio();
232
233         app_grab_mouse(false);
234         if(opt.vr) {
235                 delete goatvr_rtarg;
236                 goatvr_shutdown();
237         }
238         destroy_vrhands();
239
240         delete rend;
241
242         exui_shutdown();
243
244         /* this must be destroyed before the scene graph to detach exhibit nodes
245          * before the scene tries to delete them recursively
246          */
247         delete exman;
248
249         texman.clear();
250         sceneman.clear();
251
252         cleanup_debug_gui();
253 }
254
255 static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
256 {
257         Mesh *wm = mscn->walk_mesh;
258         if(!wm) {
259                 *newv = v;
260                 return true;
261         }
262
263         Ray downray = Ray(v, Vec3(0, -1, 0));
264         HitPoint hit;
265         if(mscn->walk_mesh->intersect(downray, &hit)) {
266                 *newv = hit.pos;
267                 newv->y += user_eye_height;
268                 return true;
269         }
270         return false;
271 }
272
273 static void update(float dt)
274 {
275         texman.update();
276         sceneman.update();
277
278         if(post_scene_init_pending && !sceneman.pending()) {
279                 post_scene_init_pending = false;
280                 post_scene_init();
281         }
282
283         mscn->update(dt);
284         exman->update(dt);
285
286         // use goatvr sticks for joystick input
287         int num_vr_sticks = goatvr_num_sticks();
288         if(num_vr_sticks > 0) {
289                 float p[2];
290                 goatvr_stick_pos(0, p);
291                 joy_move.x = p[0];
292                 joy_move.y = -p[1];
293         }
294         if(num_vr_sticks > 1) {
295                 float p[2];
296                 goatvr_stick_pos(1, p);
297                 joy_look.x = p[0];
298         }
299
300
301         float speed = walk_speed * dt;
302         Vec3 dir;
303
304         // joystick
305         float jdeadsq = joy_deadzone * joy_deadzone;
306         float jmove_lensq = length_sq(joy_move);
307         float jlook_lensq = length_sq(joy_look);
308
309         if(jmove_lensq > jdeadsq) {
310                 float len = sqrt(jmove_lensq);
311                 jmove_lensq -= jdeadsq;
312
313                 float mag = len * len;
314                 dir.x += mag * joy_move.x / len * speed;
315                 dir.z += mag * joy_move.y / len * speed;
316         }
317         if(jlook_lensq > jdeadsq) {
318                 float len = sqrt(jlook_lensq);
319                 jlook_lensq -= jdeadsq;
320
321                 float mag = len * len;
322                 avatar.body_rot += mag * joy_look.x / len * 200.0 * dt;
323                 avatar.head_alt += mag * joy_look.y / len * 100.0 * dt;
324                 if(avatar.head_alt < -90.0f) avatar.head_alt = -90.0f;
325                 if(avatar.head_alt > 90.0f) avatar.head_alt = 90.0f;
326         }
327
328         // keyboard move
329         if(keystate[(int)'w']) {
330                 dir.z -= speed;
331         }
332         if(keystate[(int)'s']) {
333                 dir.z += speed;
334         }
335         if(keystate[(int)'d']) {
336                 dir.x += speed;
337         }
338         if(keystate[(int)'a']) {
339                 dir.x -= speed;
340         }
341         if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
342                 avatar.pos.y += speed;
343         }
344         if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
345                 avatar.pos.y -= speed;
346         }
347
348         Vec3 walk_dir = avatar.calc_walk_dir(dir.z, dir.x);
349         Vec3 newpos = avatar.pos + walk_dir;
350
351         if(noclip) {
352                 avatar.pos = newpos;
353         } else {
354                 if(!constrain_walk_mesh(newpos, &avatar.pos)) {
355                         float dtheta = M_PI / 32.0;
356                         float theta = dtheta;
357                         Vec2 dir2d = newpos.xz() - avatar.pos.xz();
358
359                         for(int i=0; i<16; i++) {
360                                 Vec2 dvec = rotate(dir2d, theta);
361                                 Vec3 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
362                                 if(constrain_walk_mesh(pos, &avatar.pos)) {
363                                         break;
364                                 }
365                                 dvec = rotate(dir2d, -theta);
366                                 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
367                                 if(constrain_walk_mesh(pos, &avatar.pos)) {
368                                         break;
369                                 }
370                                 theta += dtheta;
371                         }
372                 }
373                 floor_y = avatar.pos.y - user_eye_height;
374         }
375
376         if(have_headtracking) {
377                 Quat qhead;
378                 goatvr_head_orientation(&qhead.x);
379                 avatar.tracked_head_rotation(qhead);
380         }
381
382         // TODO move to the avatar system
383         // calculate mouselook view matrix
384         mouse_view_matrix = Mat4::identity;
385         mouse_view_matrix.pre_translate(0, 0, -cam_dist);
386         if(!have_headtracking) {
387                 mouse_view_matrix.pre_rotate_x(deg_to_rad(avatar.head_alt));
388         }
389         mouse_view_matrix.pre_rotate_y(deg_to_rad(avatar.body_rot));
390         mouse_view_matrix.pre_translate(-avatar.pos.x, -avatar.pos.y, -avatar.pos.z);
391
392         // update hand-tracking
393         if(have_handtracking) {
394                 update_vrhands(&avatar);
395
396                 ExSelection *exsel_grab[] = { &exsel_grab_left, &exsel_grab_right };
397                 ExhibitSlot *exslot[] = { &exslot_left, &exslot_right };
398
399                 for(int i=0; i<2; i++) {
400                         if(vrhand[i].valid) {
401                                 exslot[i]->node.set_position(vrhand[i].pos);
402                                 exslot[i]->node.set_rotation(vrhand[i].rot * exslot[i]->grab_rot);
403
404                                 bool act_grab = goatvr_action(i, GOATVR_ACTION_GRAB) != 0;
405
406                                 ExSelection sel;
407                                 sel = exman->select(Sphere(vrhand[i].pos, 10));
408
409                                 if(!*exsel_grab[i]) {
410                                         // we don't have an exhibit grabbed
411                                         if(act_grab) {
412                                                 // grab an exhibit
413                                                 *exsel_grab[i] = sel;
414                                                 //SceneNode *objnode = sel.ex->node->find_object_node();
415                                                 //exslot[i]->rotation = normalize(sel.ex->node->get_rotation());
416                                                 exslot[i]->grab_rot = inverse(vrhand[i].rot);
417                                                 exslot[i]->attach_exhibit(sel.ex, EXSLOT_ATTACH_TRANSIENT);
418                                                 if(exsel_active) {
419                                                         exsel_active = ExSelection::null;       // cancel active on grab
420                                                 }
421                                         } else {
422                                                 // just hover
423                                                 exsel_hover = sel;
424                                         }
425                                 } else {
426                                         // we have an exhibit grabbed
427                                         if(!act_grab) {
428                                                 // drop it
429                                                 Exhibit *ex = exsel_grab[i]->ex;
430                                                 exslot[i]->detach_exhibit();
431
432                                                 ExhibitSlot *slot = exman->nearest_empty_slot(vrhand[i].pos, 100);
433                                                 if(!slot) {
434                                                         debug_log("no empty slot nearby\n");
435                                                         if(ex->prev_slot && ex->prev_slot->empty()) {
436                                                                 slot = ex->prev_slot;
437                                                                 debug_log("using previous slot\n");
438                                                         }
439                                                 }
440
441                                                 if(slot) {
442                                                         Quat rot = normalize(exslot[i]->node.get_rotation());
443                                                         ex->node->set_rotation(rot);
444                                                         slot->attach_exhibit(ex);
445                                                 } else {
446                                                         // nowhere to put it, stash it for later
447                                                         exman->stash_exhibit(ex);
448                                                         debug_log("no slots available, stashing\n");
449                                                 }
450
451                                                 *exsel_grab[i] = ExSelection::null;
452                                                 exslot[i]->grab_rot = Quat::identity;
453                                         }
454                                 }
455                         }
456                 }
457
458                 // if there are no grabs, and we're pointing with the right finger, override active
459                 if(!exsel_grab_left && !exsel_grab_right) {
460                         if(goatvr_action(1, GOATVR_ACTION_POINT)) {
461                                 Ray ray;
462                                 ray.origin = vrhand[1].pos;
463                                 ray.dir = rotate(Vec3(0, 0, -1), vrhand[1].rot);
464                                 exsel_active = exman->select(ray);
465                                 pointing = true;
466                         } else {
467                                 exsel_active = ExSelection::null;
468                                 pointing = false;
469                         }
470                 }
471
472         } else {
473                 // check if an exhibit is hovered-over by mouse (only if we don't have one grabbed)
474                 if(!exsel_grab_mouse) {
475                         Ray ray = calc_pick_ray(prev_mx, prev_my);
476                         exsel_hover = exman->select(ray);
477                 }
478
479                 // TODO do this properly
480                 // set the position of the left hand at a suitable position for the exhibit UI
481                 dir = rotate(Vec3(-0.46, -0.1, -1), Vec3(0, 1, 0), deg_to_rad(-avatar.body_rot));
482                 exslot_left.node.set_position(avatar.pos + dir * 30); // magic: distance in front
483                 Quat rot;
484                 rot.set_rotation(Vec3(0, 1, 0), deg_to_rad(-avatar.body_rot));
485                 exslot_left.node.set_rotation(rot);
486         }
487
488         if(!exslot_right.empty()) exslot_right.node.update(dt);
489         // always update the left slot, because it's the anchor point of the exhibit ui
490         exslot_left.node.update(dt);
491
492         // need to call this *after* we have updated the active exhibit (if any)
493         exui_update(dt);
494 }
495
496 void app_display()
497 {
498         float dt = (float)(time_msec - prev_msec) / 1000.0f;
499         prev_msec = time_msec;
500
501         if(debug_gui) {
502                 ImGui::GetIOPtr()->DeltaTime = dt;
503                 ImGui::NewFrame();
504
505                 //ImGui::ShowTestWindow();
506         }
507
508         glClearColor(1, 1, 1, 1);
509
510         if(opt.vr) {
511                 // VR mode
512                 goatvr_draw_start();
513                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
514
515                 unsigned int gfbo = goatvr_get_fbo();
516
517                 update(dt);
518
519                 for(int i=0; i<2; i++) {
520                         // for each eye
521                         goatvr_draw_eye(i);
522                         if(gfbo) {
523                                 vp_width = goatvr_get_fb_eye_width(i);
524                                 vp_height = goatvr_get_fb_eye_height(i);
525
526                                 // this is a lightweight operation
527                                 goatvr_rtarg->create_wrap_fbo(gfbo, vp_width, vp_height);
528                                 push_render_target(goatvr_rtarg, RT_FAKE);
529                         } else {
530                                 vp_width = win_width / 2;
531                         }
532
533                         proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
534                         glMatrixMode(GL_PROJECTION);
535                         glLoadMatrixf(proj_matrix[0]);
536
537                         view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
538                         glMatrixMode(GL_MODELVIEW);
539                         glLoadMatrixf(view_matrix[0]);
540
541                         draw_scene();
542                         /*
543                         if(have_handtracking) {
544                                 draw_vrhands();
545                         }
546                         */
547
548                         if(debug_gui) {
549                                 ImGui::Render();
550                         }
551
552                         if(gfbo) {
553                                 pop_render_target(RT_FAKE);
554                         }
555                 }
556
557                 goatvr_draw_done();
558
559                 vp_width = win_width;
560                 vp_height = win_height;
561
562                 if(!gfbo && !fb_srgb && sdr_post_gamma) {
563                         glViewport(0, 0, win_width, win_height);
564                         slow_post(sdr_post_gamma);
565                         glUseProgram(0);
566                 }
567
568                 if(should_swap) {
569                         app_swap_buffers();
570                 }
571
572         } else {
573                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
574
575                 update(dt);
576
577                 proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
578                 glMatrixMode(GL_PROJECTION);
579                 glLoadMatrixf(proj_matrix[0]);
580
581                 view_matrix = mouse_view_matrix;
582                 glMatrixMode(GL_MODELVIEW);
583                 glLoadMatrixf(view_matrix[0]);
584
585                 draw_scene();
586
587                 if(!fb_srgb && sdr_post_gamma) {
588                         slow_post(sdr_post_gamma);
589                         glUseProgram(0);
590                 }
591
592                 if(debug_gui) {
593                         ImGui::Render();
594                 }
595                 app_swap_buffers();
596         }
597         assert(glGetError() == GL_NO_ERROR);
598
599         calc_framerate();
600 }
601
602
603 static void draw_scene()
604 {
605         rend->draw();
606         exman->draw();
607
608         if(have_handtracking) {
609                 glUseProgram(0);
610                 glPushAttrib(GL_ENABLE_BIT);
611                 glDisable(GL_LIGHTING);
612                 glBegin(GL_LINES);
613                 for(int i=0; i<2; i++) {
614                         // skip drawing the left hand when we're showing the exhibit gui
615                         if(exsel_active && i == 0) continue;
616
617                         if(vrhand[i].valid) {
618                                 glColor3f(i, 1 - i, i);
619                         } else {
620                                 glColor3f(0.5, 0.5, 0.5);
621                         }
622                         Vec3 v = vrhand[i].pos;
623                         Vec3 dir = rotate(Vec3(0, 0, -1), vrhand[i].rot) * 10.0f;
624                         Vec3 up = rotate(Vec3(0, 1, 0), vrhand[i].rot) * 5.0f;
625                         Vec3 right = rotate(Vec3(1, 0, 0), vrhand[i].rot) * 5.0f;
626
627                         if(i == 1 && pointing) {
628                                 dir *= 1000.0f;
629                         }
630
631                         glVertex3f(v.x, v.y, v.z);
632                         glVertex3f(v.x + dir.x, v.y + dir.y, v.z + dir.z);
633                         glVertex3f(v.x - right.x, v.y - right.y, v.z - right.z);
634                         glVertex3f(v.x + right.x, v.y + right.y, v.z + right.z);
635                         glVertex3f(v.x - up.x, v.y - up.y, v.z - up.z);
636                         glVertex3f(v.x + up.x, v.y + up.y, v.z + up.z);
637                 }
638                 glEnd();
639                 glPopAttrib();
640         }
641
642         if(debug_gui && dbg_sel_node) {
643                 AABox bvol = dbg_sel_node->get_bounds();
644                 draw_geom_object(&bvol);
645         }
646
647         if(show_walk_mesh && mscn->walk_mesh) {
648                 glPushAttrib(GL_ENABLE_BIT);
649                 glEnable(GL_BLEND);
650                 glBlendFunc(GL_ONE, GL_ONE);
651                 glEnable(GL_POLYGON_OFFSET_FILL);
652
653                 glUseProgram(0);
654
655                 glPolygonOffset(-1, 1);
656                 glDepthMask(0);
657
658                 glColor3f(0.3, 0.08, 0.01);
659                 mscn->walk_mesh->draw();
660
661                 glDepthMask(1);
662
663                 glPopAttrib();
664         }
665
666         exui_draw();
667
668         print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
669         draw_ui();
670 }
671
672
673 void app_reshape(int x, int y)
674 {
675         glViewport(0, 0, x, y);
676         goatvr_set_fb_size(x, y, 1.0f);
677         debug_gui_reshape(x, y);
678
679         vp_width = x;
680         vp_height = y;
681 }
682
683 void app_keyboard(int key, bool pressed)
684 {
685         unsigned int mod = app_get_modifiers();
686
687         if(debug_gui && !(pressed && (key == '`' || key == 27))) {
688                 debug_gui_key(key, pressed, mod);
689                 return; // ignore all keystrokes when GUI is visible
690         }
691
692         if(pressed) {
693                 switch(key) {
694                 case 27:
695                         app_quit();
696                         break;
697
698                 case '\n':
699                 case '\r':
700                         if(mod & MOD_ALT) {
701                                 app_toggle_fullscreen();
702                         }
703                         break;
704
705                 case '`':
706                         debug_gui = !debug_gui;
707                         show_message("debug gui %s", debug_gui ? "enabled" : "disabled");
708                         break;
709
710                 case 'm':
711                         app_toggle_grab_mouse();
712                         show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
713                         break;
714
715                 case 'w':
716                         if(mod & MOD_CTRL) {
717                                 show_walk_mesh = !show_walk_mesh;
718                                 show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
719                         }
720                         break;
721
722                 case 'c':
723                         if(mod & MOD_CTRL) {
724                                 noclip = !noclip;
725                                 show_message(noclip ? "no clip" : "clip");
726                         }
727                         break;
728
729                 case 'f':
730                         toggle_flight();
731                         break;
732
733                 case 'p':
734                         if(mod & MOD_CTRL) {
735                                 fb_srgb = !fb_srgb;
736                                 show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
737                         }
738                         break;
739
740                 case '=':
741                         walk_speed *= 1.25;
742                         show_message("walk speed: %g", walk_speed);
743                         break;
744
745                 case '-':
746                         walk_speed *= 0.75;
747                         show_message("walk speed: %g", walk_speed);
748                         break;
749
750                 case ']':
751                         mouse_speed *= 1.2;
752                         show_message("mouse speed: %g", mouse_speed);
753                         break;
754
755                 case '[':
756                         mouse_speed *= 0.8;
757                         show_message("mouse speed: %g", mouse_speed);
758                         break;
759
760                 case 'b':
761                         show_blobs = !show_blobs;
762                         show_message("blobs: %s\n", show_blobs ? "on" : "off");
763                         break;
764
765                 case ' ':
766                         goatvr_recenter();
767                         show_message("VR recenter\n");
768                         break;
769
770                 case KEY_UP:
771                         exui_scroll(-1);
772                         break;
773
774                 case KEY_DOWN:
775                         exui_scroll(1);
776                         break;
777
778                 case KEY_LEFT:
779                         exui_change_tab(-1);
780                         break;
781
782                 case KEY_RIGHT:
783                         exui_change_tab(1);
784                         break;
785
786                 case '\t':
787                         if(exsel_grab_mouse) {
788                                 Exhibit *ex = exsel_grab_mouse.ex;
789                                 exslot_mouse.detach_exhibit();
790                                 exman->stash_exhibit(ex);
791                                 exsel_grab_mouse = ExSelection::null;
792                         } else {
793                                 Exhibit *ex = exman->unstash_exhibit();
794                                 if(ex) {
795                                         exslot_mouse.attach_exhibit(ex, EXSLOT_ATTACH_TRANSIENT);
796                                         exsel_grab_mouse = ex;
797
798                                         Vec3 fwd = avatar.get_body_fwd();
799                                         exslot_mouse.node.set_position(avatar.pos + fwd * 100);
800                                 }
801                         }
802                         break;
803
804                 case KEY_F5:
805                 case KEY_F6:
806                 case KEY_F7:
807                 case KEY_F8:
808                         dbg_key_pending |= 1 << (key - KEY_F5);
809                         break;
810                 }
811         }
812
813         if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
814                 keystate[key] = pressed;
815         }
816 }
817
818 void app_mouse_button(int bn, bool pressed, int x, int y)
819 {
820         static int press_x, press_y;
821
822         if(debug_gui) {
823                 debug_gui_mbutton(bn, pressed, x, y);
824                 return; // ignore mouse events while GUI is visible
825         }
826
827         prev_mx = x;
828         prev_my = y;
829         bnstate[bn] = pressed;
830
831         if(bn == 0) {
832                 ExSelection sel;
833                 Ray ray = calc_pick_ray(x, y);
834                 sel = exman->select(ray);
835
836                 if(pressed) {
837                         if(sel && (app_get_modifiers() & MOD_CTRL)) {
838                                 exsel_grab_mouse = sel;
839                                 Vec3 pos = sel.ex->node->get_position();
840                                 debug_log("grabbing... (%g %g %g)\n", pos.x, pos.y, pos.z);
841                                 exslot_mouse.node.set_position(pos);
842                                 exslot_mouse.node.set_rotation(sel.ex->node->get_rotation());
843                                 exslot_mouse.attach_exhibit(sel.ex, EXSLOT_ATTACH_TRANSIENT);
844                                 if(exsel_active) {
845                                         exsel_active = ExSelection::null;       // cancel active on grab
846                                 }
847                         }
848                         press_x = x;
849                         press_y = y;
850
851                 } else {
852                         if(exsel_grab_mouse) {
853                                 // cancel grab on mouse release
854                                 Exhibit *ex = exsel_grab_mouse.ex;
855                                 Vec3 pos = exslot_mouse.node.get_position();
856
857                                 debug_log("releasing at %g %g %g ...\n", pos.x, pos.y, pos.z);
858
859                                 exslot_mouse.detach_exhibit();
860
861                                 ExhibitSlot *slot = exman->nearest_empty_slot(pos, 300);
862                                 if(!slot) {
863                                         debug_log("no empty slot nearby\n");
864                                         if(ex->prev_slot && ex->prev_slot->empty()) {
865                                                 slot = ex->prev_slot;
866                                                 debug_log("using previous slot\n");
867                                         }
868                                 }
869
870                                 if(slot) {
871                                         slot->attach_exhibit(ex);
872                                 } else {
873                                         // nowhere to put it, so stash it for later
874                                         exslot_mouse.detach_exhibit();
875                                         exman->stash_exhibit(ex);
876                                         debug_log("no slots available, stashing\n");
877                                 }
878
879                                 exsel_grab_mouse = ExSelection::null;
880                         }
881
882                         if(abs(press_x - x) < 5 && abs(press_y - y) < 5) {
883                                 exsel_active = sel;     // select or deselect active exhibit
884                                 if(sel) {
885                                         debug_log("selecting...\n");
886                                 } else {
887                                         debug_log("deselecting...\n");
888                                 }
889                         }
890
891                         press_x = press_y = INT_MIN;
892                 }
893         }
894 }
895
896 static inline void mouse_look(float dx, float dy)
897 {
898         float scrsz = (float)win_height;
899         avatar.set_body_rotation(avatar.body_rot + dx * 512.0 / scrsz);
900         avatar.head_alt += dy * 512.0 / scrsz;
901
902         if(avatar.head_alt < -90) avatar.head_alt = -90;
903         if(avatar.head_alt > 90) avatar.head_alt = 90;
904 }
905
906 static void mouse_zoom(float dx, float dy)
907 {
908         cam_dist += dy * 0.1;
909         if(cam_dist < 0.0) cam_dist = 0.0;
910 }
911
912 void app_mouse_motion(int x, int y)
913 {
914         if(debug_gui) {
915                 debug_gui_mmotion(x, y);
916                 return; // ignore mouse events while GUI is visible
917         }
918
919         int dx = x - prev_mx;
920         int dy = y - prev_my;
921         prev_mx = x;
922         prev_my = y;
923
924         if(!dx && !dy) return;
925
926         if(exsel_grab_mouse) {
927                 Vec3 pos = exslot_mouse.node.get_node_position();
928                 Vec3 dir = transpose(view_matrix.upper3x3()) * Vec3(dx * 1.0, dy * -1.0, 0);
929
930                 exslot_mouse.node.set_position(pos + dir);
931         }
932
933         if(bnstate[2]) {
934                 mouse_look(dx, dy);
935         }
936 }
937
938 void app_mouse_delta(int dx, int dy)
939 {
940         if(bnstate[2]) {
941                 mouse_zoom(dx * mouse_speed, dy * mouse_speed);
942         } else {
943                 mouse_look(dx * mouse_speed, dy * mouse_speed);
944         }
945 }
946
947 void app_mouse_wheel(int dir)
948 {
949         if(debug_gui) {
950                 debug_gui_wheel(dir);
951         }
952 }
953
954 void app_gamepad_axis(int axis, float val)
955 {
956         switch(axis) {
957         case 0:
958                 joy_move.x = val;
959                 break;
960         case 1:
961                 joy_move.y = val;
962                 break;
963
964         case 2:
965                 joy_look.x = val;
966                 break;
967         case 3:
968                 joy_look.y = val;
969                 break;
970         }
971 }
972
973 void app_gamepad_button(int bn, bool pressed)
974 {
975         gpad_bnstate[bn] = pressed;
976
977         if(pressed) {
978                 switch(bn) {
979                 case GPAD_LSTICK:
980                         toggle_flight();
981                         break;
982
983                 case GPAD_X:
984                         show_blobs = !show_blobs;
985                         show_message("blobs: %s\n", show_blobs ? "on" : "off");
986                         break;
987
988                 case GPAD_START:
989                         goatvr_recenter();
990                         show_message("VR recenter\n");
991                         break;
992
993                 default:
994                         break;
995                 }
996         }
997 }
998
999 static void toggle_flight()
1000 {
1001         static float prev_walk_speed = -1.0;
1002         if(prev_walk_speed < 0.0) {
1003                 noclip = true;
1004                 prev_walk_speed = walk_speed;
1005                 walk_speed = 1000.0;
1006                 show_message("fly mode\n");
1007         } else {
1008                 noclip = false;
1009                 walk_speed = prev_walk_speed;
1010                 prev_walk_speed = -1.0;
1011                 show_message("walk mode\n");
1012         }
1013 }
1014
1015 static void calc_framerate()
1016 {
1017         //static int ncalc;
1018         static int nframes;
1019         static long prev_upd;
1020
1021         long elapsed = time_msec - prev_upd;
1022         if(elapsed >= 1000) {
1023                 framerate = (float)nframes / (float)(elapsed * 0.001);
1024                 nframes = 1;
1025                 prev_upd = time_msec;
1026
1027                 /*if(++ncalc >= 5) {
1028                         printf("fps: %f\n", framerate);
1029                         ncalc = 0;
1030                 }*/
1031         } else {
1032                 ++nframes;
1033         }
1034 }
1035
1036 static Ray calc_pick_ray(int x, int y)
1037 {
1038         float nx = (float)x / (float)win_width;
1039         float ny = (float)(win_height - y) / (float)win_height;
1040
1041         last_pick_ray = mouse_pick_ray(nx, ny, view_matrix, proj_matrix);
1042         return last_pick_ray;
1043 }