11 #include "metascene.h"
16 #include "blob_exhibit.h"
19 #define FAR_CLIP 10000.0
21 static void draw_scene();
22 static void toggle_flight();
23 static void calc_framerate();
26 int win_width, win_height;
29 bool opt_gear_wireframe;
34 unsigned int sdr_ltmap, sdr_ltmap_notex;
36 static float cam_dist = 0.0;
37 static float cam_theta, cam_phi;
39 static float floor_y; // last floor height
40 static float user_eye_height = 165;
42 static float walk_speed = 300.0f;
43 static float mouse_speed = 0.5f;
44 static bool show_walk_mesh, noclip = false;
46 static bool have_headtracking, should_swap;
48 static int prev_mx, prev_my;
49 static bool bnstate[8];
50 static bool keystate[256];
51 static bool gpad_bnstate[64];
52 static Vec2 joy_move, joy_look;
53 static float joy_deadzone = 0.01;
55 static float framerate;
57 static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
58 static MetaScene *mscn;
59 static unsigned int sdr_post_gamma;
61 static long prev_msec;
63 static BlobExhibit *blobs;
64 static bool show_blobs;
67 bool app_init(int argc, char **argv)
69 if(!init_options(argc, argv, "demo.conf")) {
72 app_resize(opt.width, opt.height);
73 app_fullscreen(opt.fullscreen);
76 if(goatvr_init() == -1) {
79 goatvr_set_origin_mode(GOATVR_HEAD);
80 goatvr_set_units_scale(100.0f);
83 should_swap = goatvr_should_swap() != 0;
84 user_eye_height = goatvr_get_eye_height();
85 have_headtracking = goatvr_have_headtracking();
91 glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
92 printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
93 fb_srgb = srgb_capable != 0;
94 glEnable(GL_FRAMEBUFFER_SRGB);
96 glEnable(GL_MULTISAMPLE);
97 glEnable(GL_DEPTH_TEST);
98 glEnable(GL_CULL_FACE);
99 glEnable(GL_LIGHTING);
100 glEnable(GL_NORMALIZE);
102 Mesh::use_custom_sdr_attr = false;
104 float ambient[] = {0.0, 0.0, 0.0, 0.0};
105 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
107 glClearColor(0.2, 0.2, 0.2, 1.0);
109 mscn = new MetaScene;
110 if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
114 cam_pos = mscn->start_pos;
115 Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot);
117 cam_theta = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
119 blobs = new BlobExhibit;
120 blobs->node = new SceneNode;
122 blobs->node->set_position(Vec3(-250, 150, 250));
123 blobs->node->set_scaling(Vec3(20, 20, 20));
124 blobs->node->update(0);
126 if(!(sdr_ltmap_notex = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-notex.p.glsl"))) {
130 if(!(sdr_ltmap = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-tex.p.glsl"))) {
133 set_uniform_int(sdr_ltmap, "texmap", 0);
134 set_uniform_int(sdr_ltmap, "lightmap", 1);
137 sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
142 if(opt.vr || opt.fullscreen) {
143 app_grab_mouse(true);
150 app_grab_mouse(false);
163 static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
165 Mesh *wm = mscn->walk_mesh;
171 Ray downray = Ray(v, Vec3(0, -1, 0));
173 if(mscn->walk_mesh->intersect(downray, &hit)) {
175 newv->y += user_eye_height;
181 static void update(float dt)
191 float speed = walk_speed * dt;
195 float jdeadsq = joy_deadzone * joy_deadzone;
196 float jmove_lensq = length_sq(joy_move);
197 float jlook_lensq = length_sq(joy_look);
199 if(jmove_lensq > jdeadsq) {
200 float len = sqrt(jmove_lensq);
201 jmove_lensq -= jdeadsq;
203 float mag = len * len;
204 dir.x += mag * joy_move.x / len * 2.0 * speed;
205 dir.z += mag * joy_move.y / len * 2.0 * speed;
207 if(jlook_lensq > jdeadsq) {
208 float len = sqrt(jlook_lensq);
209 jlook_lensq -= jdeadsq;
211 float mag = len * len;
212 cam_theta += mag * joy_look.x / len * 200.0 * dt;
213 cam_phi += mag * joy_look.y / len * 100.0 * dt;
214 if(cam_phi < -90.0f) cam_phi = -90.0f;
215 if(cam_phi > 90.0f) cam_phi = 90.0f;
219 if(keystate[(int)'w']) {
222 if(keystate[(int)'s']) {
225 if(keystate[(int)'d']) {
228 if(keystate[(int)'a']) {
231 if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
234 if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
238 float theta = M_PI * cam_theta / 180.0f;
240 newpos.x = cam_pos.x + cos(theta) * dir.x - sin(theta) * dir.z;
241 newpos.y = cam_pos.y;
242 newpos.z = cam_pos.z + sin(theta) * dir.x + cos(theta) * dir.z;
247 if(!constrain_walk_mesh(newpos, &cam_pos)) {
248 float dtheta = M_PI / 32.0;
249 float theta = dtheta;
250 Vec2 dir2d = newpos.xz() - cam_pos.xz();
252 for(int i=0; i<16; i++) {
253 Vec2 dvec = rotate(dir2d, theta);
254 Vec3 pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
255 if(constrain_walk_mesh(pos, &cam_pos)) {
258 dvec = rotate(dir2d, -theta);
259 pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
260 if(constrain_walk_mesh(pos, &cam_pos)) {
266 floor_y = cam_pos.y - user_eye_height;
269 // calculate mouselook view matrix
270 mouse_view_matrix = Mat4::identity;
271 mouse_view_matrix.pre_translate(0, 0, -cam_dist);
272 if(!have_headtracking) {
273 mouse_view_matrix.pre_rotate_x(deg_to_rad(cam_phi));
275 mouse_view_matrix.pre_rotate_y(deg_to_rad(cam_theta));
276 mouse_view_matrix.pre_translate(-cam_pos.x, -cam_pos.y, -cam_pos.z);
279 static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
281 unsigned int lt = GL_LIGHT0 + idx;
282 float posv[] = { pos.x, pos.y, pos.z, 1 };
283 float colv[] = { color.x, color.y, color.z, 1 };
286 glLightfv(lt, GL_POSITION, posv);
287 glLightfv(lt, GL_DIFFUSE, colv);
288 glLightfv(lt, GL_SPECULAR, colv);
293 float dt = (float)(time_msec - prev_msec) / 1000.0f;
294 prev_msec = time_msec;
301 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
303 for(int i=0; i<2; i++) {
307 proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
308 glMatrixMode(GL_PROJECTION);
309 glLoadMatrixf(proj_matrix[0]);
311 view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
312 glMatrixMode(GL_MODELVIEW);
313 glLoadMatrixf(view_matrix[0]);
324 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
326 proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
327 glMatrixMode(GL_PROJECTION);
328 glLoadMatrixf(proj_matrix[0]);
330 view_matrix = mouse_view_matrix;
331 glMatrixMode(GL_MODELVIEW);
332 glLoadMatrixf(view_matrix[0]);
336 if(!fb_srgb && sdr_post_gamma) {
337 slow_post(sdr_post_gamma);
342 assert(glGetError() == GL_NO_ERROR);
348 static void draw_scene()
350 static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
351 set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
352 set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
353 set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
360 if(show_walk_mesh && mscn->walk_mesh) {
361 glPushAttrib(GL_ENABLE_BIT);
363 glBlendFunc(GL_ONE, GL_ONE);
364 glDisable(GL_LIGHTING);
365 glEnable(GL_POLYGON_OFFSET_FILL);
369 glPolygonOffset(-1, 1);
372 glColor3f(0.3, 0.08, 0.01);
373 mscn->walk_mesh->draw();
380 print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
385 void app_reshape(int x, int y)
387 glViewport(0, 0, x, y);
388 goatvr_set_fb_size(x, y, 1.0f);
391 void app_keyboard(int key, bool pressed)
393 unsigned int mod = app_get_modifiers();
404 app_toggle_fullscreen();
409 app_toggle_grab_mouse();
410 show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
415 show_walk_mesh = !show_walk_mesh;
416 show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
423 show_message(noclip ? "no clip" : "clip");
434 show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
440 show_message("walk speed: %g", walk_speed);
445 show_message("walk speed: %g", walk_speed);
450 show_message("mouse speed: %g", mouse_speed);
455 show_message("mouse speed: %g", mouse_speed);
459 show_blobs = !show_blobs;
460 show_message("blobs: %s\n", show_blobs ? "on" : "off");
465 if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
466 keystate[key] = pressed;
470 void app_mouse_button(int bn, bool pressed, int x, int y)
474 bnstate[bn] = pressed;
477 static inline void mouse_look(float dx, float dy)
479 float scrsz = (float)win_height;
480 cam_theta += dx * 512.0 / scrsz;
481 cam_phi += dy * 512.0 / scrsz;
483 if(cam_phi < -90) cam_phi = -90;
484 if(cam_phi > 90) cam_phi = 90;
487 static void mouse_zoom(float dx, float dy)
489 cam_dist += dy * 0.1;
490 if(cam_dist < 0.0) cam_dist = 0.0;
493 void app_mouse_motion(int x, int y)
495 int dx = x - prev_mx;
496 int dy = y - prev_my;
500 if(!dx && !dy) return;
510 void app_mouse_delta(int dx, int dy)
513 mouse_zoom(dx * mouse_speed, dy * mouse_speed);
515 mouse_look(dx * mouse_speed, dy * mouse_speed);
519 void app_gamepad_axis(int axis, float val)
538 void app_gamepad_button(int bn, bool pressed)
540 gpad_bnstate[bn] = pressed;
549 show_blobs = !show_blobs;
550 show_message("blobs: %s\n", show_blobs ? "on" : "off");
559 static void toggle_flight()
561 static float prev_walk_speed = -1.0;
562 if(prev_walk_speed < 0.0) {
564 prev_walk_speed = walk_speed;
566 show_message("fly mode\n");
569 walk_speed = prev_walk_speed;
570 prev_walk_speed = -1.0;
571 show_message("walk mode\n");
575 static void calc_framerate()
578 static long prev_upd;
580 long elapsed = time_msec - prev_upd;
581 if(elapsed >= 1000) {
582 framerate = (float)nframes / (float)(elapsed * 0.001);
584 prev_upd = time_msec;