bc3f13c55ebb27cf52e3fcf998f6b25afd29a300
[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 "exman.h"
18 #include "blob_exhibit.h"
19
20 #define NEAR_CLIP       5.0
21 #define FAR_CLIP        10000.0
22
23 static void draw_scene();
24 static void toggle_flight();
25 static void calc_framerate();
26
27 long time_msec;
28 int win_width, win_height;
29 float win_aspect;
30 bool fb_srgb;
31 bool opt_gear_wireframe;
32
33 TextureSet texman;
34 SceneSet sceneman;
35
36 unsigned int sdr_ltmap, sdr_ltmap_notex;
37
38 static float cam_dist = 0.0;
39 static float cam_theta, cam_phi;
40 static Vec3 cam_pos;
41 static float floor_y;   // last floor height
42 static float user_eye_height = 165;
43
44 static float walk_speed = 300.0f;
45 static float mouse_speed = 0.5f;
46 static bool show_walk_mesh, noclip = false;
47
48 static bool have_headtracking, should_swap;
49
50 static int prev_mx, prev_my;
51 static bool bnstate[8];
52 static bool keystate[256];
53 static bool gpad_bnstate[64];
54 static Vec2 joy_move, joy_look;
55 static float joy_deadzone = 0.01;
56
57 static float framerate;
58
59 static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
60 static MetaScene *mscn;
61 static unsigned int sdr_post_gamma;
62
63 static long prev_msec;
64
65 static ExhibitManager *exman;
66 static BlobExhibit *blobs;
67 static bool show_blobs;
68
69 static Renderer *rend;
70
71
72 bool app_init(int argc, char **argv)
73 {
74         if(!init_options(argc, argv, "demo.conf")) {
75                 return false;
76         }
77         app_resize(opt.width, opt.height);
78         app_fullscreen(opt.fullscreen);
79
80         if(opt.vr) {
81                 if(goatvr_init() == -1) {
82                         return false;
83                 }
84                 goatvr_set_origin_mode(GOATVR_HEAD);
85                 goatvr_set_units_scale(100.0f);
86
87                 goatvr_startvr();
88                 should_swap = goatvr_should_swap() != 0;
89                 user_eye_height = goatvr_get_eye_height();
90                 have_headtracking = goatvr_have_headtracking();
91
92                 goatvr_recenter();
93         }
94
95         int srgb_capable;
96         glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
97         printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
98         fb_srgb = srgb_capable != 0;
99         glEnable(GL_FRAMEBUFFER_SRGB);
100
101         glEnable(GL_MULTISAMPLE);
102         glEnable(GL_DEPTH_TEST);
103         glEnable(GL_CULL_FACE);
104         glEnable(GL_LIGHTING);
105         glEnable(GL_NORMALIZE);
106
107         Mesh::use_custom_sdr_attr = false;
108
109         float ambient[] = {0.0, 0.0, 0.0, 0.0};
110         glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
111
112         glClearColor(1, 1, 1, 1);
113
114         mscn = new MetaScene;
115         if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
116                 return false;
117         }
118
119         cam_pos = mscn->start_pos;
120         Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot);
121         dir.y = 0;
122         cam_theta = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
123
124         exman = new ExhibitManager;
125
126         blobs = new BlobExhibit;
127         blobs->node = new SceneNode;
128         blobs->init();
129         blobs->node->set_position(Vec3(-680, 160, -100));
130         blobs->node->set_scaling(Vec3(28, 28, 28));
131         blobs->node->update(0);
132
133         exman->add(blobs);
134
135         if(!(sdr_ltmap_notex = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-notex.p.glsl"))) {
136                 return false;
137         }
138         set_uniform_int(sdr_ltmap_notex, "texmap", MTL_TEX_DIFFUSE);
139         set_uniform_int(sdr_ltmap_notex, "lightmap", MTL_TEX_LIGHTMAP);
140
141         if(!(sdr_ltmap = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-tex.p.glsl"))) {
142                 return false;
143         }
144         set_uniform_int(sdr_ltmap, "texmap", MTL_TEX_DIFFUSE);
145         set_uniform_int(sdr_ltmap, "lightmap", MTL_TEX_LIGHTMAP);
146
147         if(!fb_srgb) {
148                 sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
149         }
150
151         rend = new Renderer;
152         rend->set_scene(mscn);
153
154         glUseProgram(0);
155
156         if(opt.vr || opt.fullscreen) {
157                 app_grab_mouse(true);
158         }
159         return true;
160 }
161
162 void app_cleanup()
163 {
164         app_grab_mouse(false);
165         if(opt.vr) {
166                 goatvr_shutdown();
167         }
168
169         delete rend;
170
171         delete exman;
172
173         texman.clear();
174         sceneman.clear();
175 }
176
177 static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
178 {
179         Mesh *wm = mscn->walk_mesh;
180         if(!wm) {
181                 *newv = v;
182                 return true;
183         }
184
185         Ray downray = Ray(v, Vec3(0, -1, 0));
186         HitPoint hit;
187         if(mscn->walk_mesh->intersect(downray, &hit)) {
188                 *newv = hit.pos;
189                 newv->y += user_eye_height;
190                 return true;
191         }
192         return false;
193 }
194
195 static void update(float dt)
196 {
197         texman.update();
198         sceneman.update();
199
200         mscn->update(dt);
201         exman->update(dt);
202
203         float speed = walk_speed * dt;
204         Vec3 dir;
205
206         // joystick
207         float jdeadsq = joy_deadzone * joy_deadzone;
208         float jmove_lensq = length_sq(joy_move);
209         float jlook_lensq = length_sq(joy_look);
210
211         if(jmove_lensq > jdeadsq) {
212                 float len = sqrt(jmove_lensq);
213                 jmove_lensq -= jdeadsq;
214
215                 float mag = len * len;
216                 dir.x += mag * joy_move.x / len * 2.0 * speed;
217                 dir.z += mag * joy_move.y / len * 2.0 * speed;
218         }
219         if(jlook_lensq > jdeadsq) {
220                 float len = sqrt(jlook_lensq);
221                 jlook_lensq -= jdeadsq;
222
223                 float mag = len * len;
224                 cam_theta += mag * joy_look.x / len * 200.0 * dt;
225                 cam_phi += mag * joy_look.y / len * 100.0 * dt;
226                 if(cam_phi < -90.0f) cam_phi = -90.0f;
227                 if(cam_phi > 90.0f) cam_phi = 90.0f;
228         }
229
230         // keyboard move
231         if(keystate[(int)'w']) {
232                 dir.z -= speed;
233         }
234         if(keystate[(int)'s']) {
235                 dir.z += speed;
236         }
237         if(keystate[(int)'d']) {
238                 dir.x += speed;
239         }
240         if(keystate[(int)'a']) {
241                 dir.x -= speed;
242         }
243         if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
244                 cam_pos.y += speed;
245         }
246         if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
247                 cam_pos.y -= speed;
248         }
249
250         float theta = M_PI * cam_theta / 180.0f;
251         Vec3 newpos;
252         newpos.x = cam_pos.x + cos(theta) * dir.x - sin(theta) * dir.z;
253         newpos.y = cam_pos.y;
254         newpos.z = cam_pos.z + sin(theta) * dir.x + cos(theta) * dir.z;
255
256         if(noclip) {
257                 cam_pos = newpos;
258         } else {
259                 if(!constrain_walk_mesh(newpos, &cam_pos)) {
260                         float dtheta = M_PI / 32.0;
261                         float theta = dtheta;
262                         Vec2 dir2d = newpos.xz() - cam_pos.xz();
263
264                         for(int i=0; i<16; i++) {
265                                 Vec2 dvec = rotate(dir2d, theta);
266                                 Vec3 pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
267                                 if(constrain_walk_mesh(pos, &cam_pos)) {
268                                         break;
269                                 }
270                                 dvec = rotate(dir2d, -theta);
271                                 pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
272                                 if(constrain_walk_mesh(pos, &cam_pos)) {
273                                         break;
274                                 }
275                                 theta += dtheta;
276                         }
277                 }
278                 floor_y = cam_pos.y - user_eye_height;
279         }
280
281         // calculate mouselook view matrix
282         mouse_view_matrix = Mat4::identity;
283         mouse_view_matrix.pre_translate(0, 0, -cam_dist);
284         if(!have_headtracking) {
285                 mouse_view_matrix.pre_rotate_x(deg_to_rad(cam_phi));
286         }
287         mouse_view_matrix.pre_rotate_y(deg_to_rad(cam_theta));
288         mouse_view_matrix.pre_translate(-cam_pos.x, -cam_pos.y, -cam_pos.z);
289 }
290
291 static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
292 {
293         unsigned int lt = GL_LIGHT0 + idx;
294         float posv[] = { pos.x, pos.y, pos.z, 1 };
295         float colv[] = { color.x, color.y, color.z, 1 };
296
297         glEnable(lt);
298         glLightfv(lt, GL_POSITION, posv);
299         glLightfv(lt, GL_DIFFUSE, colv);
300         glLightfv(lt, GL_SPECULAR, colv);
301 }
302
303 void app_display()
304 {
305         float dt = (float)(time_msec - prev_msec) / 1000.0f;
306         prev_msec = time_msec;
307
308         update(dt);
309
310         if(opt.vr) {
311                 // VR mode
312                 goatvr_draw_start();
313                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
314
315                 for(int i=0; i<2; i++) {
316                         // for each eye
317                         goatvr_draw_eye(i);
318
319                         proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
320                         glMatrixMode(GL_PROJECTION);
321                         glLoadMatrixf(proj_matrix[0]);
322
323                         view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
324                         glMatrixMode(GL_MODELVIEW);
325                         glLoadMatrixf(view_matrix[0]);
326
327                         draw_scene();
328                 }
329                 goatvr_draw_done();
330
331                 if(should_swap) {
332                         app_swap_buffers();
333                 }
334
335         } else {
336                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
337
338                 proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
339                 glMatrixMode(GL_PROJECTION);
340                 glLoadMatrixf(proj_matrix[0]);
341
342                 view_matrix = mouse_view_matrix;
343                 glMatrixMode(GL_MODELVIEW);
344                 glLoadMatrixf(view_matrix[0]);
345
346                 draw_scene();
347
348                 if(!fb_srgb && sdr_post_gamma) {
349                         slow_post(sdr_post_gamma);
350                         glUseProgram(0);
351                 }
352                 app_swap_buffers();
353         }
354         assert(glGetError() == GL_NO_ERROR);
355
356         calc_framerate();
357 }
358
359
360 static void draw_scene()
361 {
362         static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
363         set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
364         set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
365         set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
366
367         rend->draw();
368
369         if(show_blobs) {
370                 blobs->draw();
371         }
372
373         if(show_walk_mesh && mscn->walk_mesh) {
374                 glPushAttrib(GL_ENABLE_BIT);
375                 glEnable(GL_BLEND);
376                 glBlendFunc(GL_ONE, GL_ONE);
377                 glDisable(GL_LIGHTING);
378                 glEnable(GL_POLYGON_OFFSET_FILL);
379
380                 glUseProgram(0);
381
382                 glPolygonOffset(-1, 1);
383                 glDepthMask(0);
384
385                 glColor3f(0.3, 0.08, 0.01);
386                 mscn->walk_mesh->draw();
387
388                 glDepthMask(1);
389
390                 glPopAttrib();
391         }
392
393         print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
394         draw_ui();
395 }
396
397
398 void app_reshape(int x, int y)
399 {
400         glViewport(0, 0, x, y);
401         goatvr_set_fb_size(x, y, 1.0f);
402 }
403
404 void app_keyboard(int key, bool pressed)
405 {
406         unsigned int mod = app_get_modifiers();
407
408         if(pressed) {
409                 switch(key) {
410                 case 27:
411                         app_quit();
412                         break;
413
414                 case '\n':
415                 case '\r':
416                         if(mod & MOD_ALT) {
417                                 app_toggle_fullscreen();
418                         }
419                         break;
420
421                 case '`':
422                         app_toggle_grab_mouse();
423                         show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
424                         break;
425
426                 case 'w':
427                         if(mod & MOD_CTRL) {
428                                 show_walk_mesh = !show_walk_mesh;
429                                 show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
430                         }
431                         break;
432
433                 case 'c':
434                         if(mod & MOD_CTRL) {
435                                 noclip = !noclip;
436                                 show_message(noclip ? "no clip" : "clip");
437                         }
438                         break;
439
440                 case 'f':
441                         toggle_flight();
442                         break;
443
444                 case 'p':
445                         if(mod & MOD_CTRL) {
446                                 fb_srgb = !fb_srgb;
447                                 show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
448                         }
449                         break;
450
451                 case '=':
452                         walk_speed *= 1.25;
453                         show_message("walk speed: %g", walk_speed);
454                         break;
455
456                 case '-':
457                         walk_speed *= 0.75;
458                         show_message("walk speed: %g", walk_speed);
459                         break;
460
461                 case ']':
462                         mouse_speed *= 1.2;
463                         show_message("mouse speed: %g", mouse_speed);
464                         break;
465
466                 case '[':
467                         mouse_speed *= 0.8;
468                         show_message("mouse speed: %g", mouse_speed);
469                         break;
470
471                 case 'b':
472                         show_blobs = !show_blobs;
473                         show_message("blobs: %s\n", show_blobs ? "on" : "off");
474                         break;
475
476                 case ' ':
477                         goatvr_recenter();
478                         show_message("VR recenter\n");
479                         break;
480                 }
481         }
482
483         if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
484                 keystate[key] = pressed;
485         }
486 }
487
488 void app_mouse_button(int bn, bool pressed, int x, int y)
489 {
490         prev_mx = x;
491         prev_my = y;
492         bnstate[bn] = pressed;
493 }
494
495 static inline void mouse_look(float dx, float dy)
496 {
497         float scrsz = (float)win_height;
498         cam_theta += dx * 512.0 / scrsz;
499         cam_phi += dy * 512.0 / scrsz;
500
501         if(cam_phi < -90) cam_phi = -90;
502         if(cam_phi > 90) cam_phi = 90;
503 }
504
505 static void mouse_zoom(float dx, float dy)
506 {
507         cam_dist += dy * 0.1;
508         if(cam_dist < 0.0) cam_dist = 0.0;
509 }
510
511 void app_mouse_motion(int x, int y)
512 {
513         int dx = x - prev_mx;
514         int dy = y - prev_my;
515         prev_mx = x;
516         prev_my = y;
517
518         if(!dx && !dy) return;
519
520         if(bnstate[0]) {
521                 mouse_look(dx, dy);
522         }
523         if(bnstate[2]) {
524                 mouse_zoom(dx, dy);
525         }
526 }
527
528 void app_mouse_delta(int dx, int dy)
529 {
530         if(bnstate[2]) {
531                 mouse_zoom(dx * mouse_speed, dy * mouse_speed);
532         } else {
533                 mouse_look(dx * mouse_speed, dy * mouse_speed);
534         }
535 }
536
537 void app_gamepad_axis(int axis, float val)
538 {
539         switch(axis) {
540         case 0:
541                 joy_move.x = val;
542                 break;
543         case 1:
544                 joy_move.y = val;
545                 break;
546
547         case 2:
548                 joy_look.x = val;
549                 break;
550         case 3:
551                 joy_look.y = val;
552                 break;
553         }
554 }
555
556 void app_gamepad_button(int bn, bool pressed)
557 {
558         gpad_bnstate[bn] = pressed;
559
560         if(pressed) {
561                 switch(bn) {
562                 case GPAD_LSTICK:
563                         toggle_flight();
564                         break;
565
566                 case GPAD_X:
567                         show_blobs = !show_blobs;
568                         show_message("blobs: %s\n", show_blobs ? "on" : "off");
569                         break;
570
571                 case GPAD_START:
572                         goatvr_recenter();
573                         show_message("VR recenter\n");
574                         break;
575
576                 default:
577                         break;
578                 }
579         }
580 }
581
582 static void toggle_flight()
583 {
584         static float prev_walk_speed = -1.0;
585         if(prev_walk_speed < 0.0) {
586                 noclip = true;
587                 prev_walk_speed = walk_speed;
588                 walk_speed = 1000.0;
589                 show_message("fly mode\n");
590         } else {
591                 noclip = false;
592                 walk_speed = prev_walk_speed;
593                 prev_walk_speed = -1.0;
594                 show_message("walk mode\n");
595         }
596 }
597
598 static void calc_framerate()
599 {
600         static int ncalc;
601         static int nframes;
602         static long prev_upd;
603
604         long elapsed = time_msec - prev_upd;
605         if(elapsed >= 1000) {
606                 framerate = (float)nframes / (float)(elapsed * 0.001);
607                 nframes = 1;
608                 prev_upd = time_msec;
609
610                 /*if(++ncalc >= 5) {
611                         printf("fps: %f\n", framerate);
612                         ncalc = 0;
613                 }*/
614         } else {
615                 ++nframes;
616         }
617 }