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 if(init_opengl() == -1) {
86 if(!init_options(argc, argv, "demo.conf")) {
89 app_resize(opt.width, opt.height);
90 app_fullscreen(opt.fullscreen);
93 if(goatvr_init() == -1) {
96 goatvr_set_origin_mode(GOATVR_HEAD);
97 goatvr_set_units_scale(100.0f);
100 should_swap = goatvr_should_swap() != 0;
101 user_eye_height = goatvr_get_eye_height();
102 have_headtracking = goatvr_have_headtracking();
103 have_handtracking = goatvr_have_handtracking();
110 glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
111 printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
113 glEnable(GL_FRAMEBUFFER_SRGB);
119 glEnable(GL_MULTISAMPLE);
120 glEnable(GL_DEPTH_TEST);
121 glEnable(GL_CULL_FACE);
122 glEnable(GL_LIGHTING);
123 glEnable(GL_NORMALIZE);
125 if(!init_debug_gui()) {
129 Mesh::use_custom_sdr_attr = false;
131 float ambient[] = {0.0, 0.0, 0.0, 0.0};
132 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
134 glClearColor(1, 1, 1, 1);
138 if(!init_vrhands()) {
142 mscn = new MetaScene;
143 if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
147 avatar.pos = mscn->start_pos;
148 Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot);
150 avatar.body_rot = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
152 exman = new ExhibitManager;
154 if(!exman->load(mscn, "data/exhibits")) {
159 blobs = new BlobExhibit;
160 blobs->node = new SceneNode;
162 blobs->node->set_position(Vec3(-680, 160, -100));
163 blobs->node->set_scaling(Vec3(28, 28, 28));
164 blobs->node->update(0);
168 if(!(sdr_ltmap_notex = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-notex.p.glsl"))) {
171 set_uniform_int(sdr_ltmap_notex, "texmap", MTL_TEX_DIFFUSE);
172 set_uniform_int(sdr_ltmap_notex, "lightmap", MTL_TEX_LIGHTMAP);
174 if(!(sdr_ltmap = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-tex.p.glsl"))) {
177 set_uniform_int(sdr_ltmap, "texmap", MTL_TEX_DIFFUSE);
178 set_uniform_int(sdr_ltmap, "lightmap", MTL_TEX_LIGHTMAP);
181 sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
185 rend->set_scene(mscn);
189 if(opt.vr || opt.fullscreen) {
190 app_grab_mouse(true);
193 if(mscn->music && opt.music) {
194 mscn->music->play(AUDIO_PLAYMODE_LOOP);
206 app_grab_mouse(false);
222 static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
224 Mesh *wm = mscn->walk_mesh;
230 Ray downray = Ray(v, Vec3(0, -1, 0));
232 if(mscn->walk_mesh->intersect(downray, &hit)) {
234 newv->y += user_eye_height;
240 static void update(float dt)
248 float speed = walk_speed * dt;
252 float jdeadsq = joy_deadzone * joy_deadzone;
253 float jmove_lensq = length_sq(joy_move);
254 float jlook_lensq = length_sq(joy_look);
256 if(jmove_lensq > jdeadsq) {
257 float len = sqrt(jmove_lensq);
258 jmove_lensq -= jdeadsq;
260 float mag = len * len;
261 dir.x += mag * joy_move.x / len * 2.0 * speed;
262 dir.z += mag * joy_move.y / len * 2.0 * speed;
264 if(jlook_lensq > jdeadsq) {
265 float len = sqrt(jlook_lensq);
266 jlook_lensq -= jdeadsq;
268 float mag = len * len;
269 avatar.body_rot += mag * joy_look.x / len * 200.0 * dt;
270 avatar.head_alt += mag * joy_look.y / len * 100.0 * dt;
271 if(avatar.head_alt < -90.0f) avatar.head_alt = -90.0f;
272 if(avatar.head_alt > 90.0f) avatar.head_alt = 90.0f;
276 if(keystate[(int)'w']) {
279 if(keystate[(int)'s']) {
282 if(keystate[(int)'d']) {
285 if(keystate[(int)'a']) {
288 if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
289 avatar.pos.y += speed;
291 if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
292 avatar.pos.y -= speed;
295 float theta = M_PI * avatar.body_rot / 180.0f;
297 newpos.x = avatar.pos.x + cos(theta) * dir.x - sin(theta) * dir.z;
298 newpos.y = avatar.pos.y;
299 newpos.z = avatar.pos.z + sin(theta) * dir.x + cos(theta) * dir.z;
304 if(!constrain_walk_mesh(newpos, &avatar.pos)) {
305 float dtheta = M_PI / 32.0;
306 float theta = dtheta;
307 Vec2 dir2d = newpos.xz() - avatar.pos.xz();
309 for(int i=0; i<16; i++) {
310 Vec2 dvec = rotate(dir2d, theta);
311 Vec3 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
312 if(constrain_walk_mesh(pos, &avatar.pos)) {
315 dvec = rotate(dir2d, -theta);
316 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
317 if(constrain_walk_mesh(pos, &avatar.pos)) {
323 floor_y = avatar.pos.y - user_eye_height;
326 // TODO move to avatar
327 // calculate mouselook view matrix
328 mouse_view_matrix = Mat4::identity;
329 mouse_view_matrix.pre_translate(0, 0, -cam_dist);
330 if(!have_headtracking) {
331 mouse_view_matrix.pre_rotate_x(deg_to_rad(avatar.head_alt));
333 mouse_view_matrix.pre_rotate_y(deg_to_rad(avatar.body_rot));
334 mouse_view_matrix.pre_translate(-avatar.pos.x, -avatar.pos.y, -avatar.pos.z);
336 // update hand-tracking
337 if(have_handtracking) {
338 update_vrhands(&avatar);
342 static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
344 unsigned int lt = GL_LIGHT0 + idx;
345 float posv[] = { pos.x, pos.y, pos.z, 1 };
346 float colv[] = { color.x, color.y, color.z, 1 };
349 glLightfv(lt, GL_POSITION, posv);
350 glLightfv(lt, GL_DIFFUSE, colv);
351 glLightfv(lt, GL_SPECULAR, colv);
356 float dt = (float)(time_msec - prev_msec) / 1000.0f;
357 prev_msec = time_msec;
360 ImGui::GetIOPtr()->DeltaTime = dt;
363 ImGui::ShowTestWindow();
369 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
373 for(int i=0; i<2; i++) {
377 proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
378 glMatrixMode(GL_PROJECTION);
379 glLoadMatrixf(proj_matrix[0]);
381 view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
382 glMatrixMode(GL_MODELVIEW);
383 glLoadMatrixf(view_matrix[0]);
386 if(have_handtracking) {
401 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
405 proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
406 glMatrixMode(GL_PROJECTION);
407 glLoadMatrixf(proj_matrix[0]);
409 view_matrix = mouse_view_matrix;
410 glMatrixMode(GL_MODELVIEW);
411 glLoadMatrixf(view_matrix[0]);
415 if(!fb_srgb && sdr_post_gamma) {
416 slow_post(sdr_post_gamma);
425 assert(glGetError() == GL_NO_ERROR);
431 static void draw_scene()
433 static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
434 set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
435 set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
436 set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
442 if(have_handtracking) {
443 Mat4 head_xform = inverse(mouse_view_matrix);//goatvr_head_matrix();
444 Mat4 head_dir_xform = head_xform.upper3x3();
447 glPushAttrib(GL_ENABLE_BIT);
448 glDisable(GL_LIGHTING);
450 for(int i=0; i<2; i++) {
452 glColor3f(i, 1 - i, i);
454 glColor3f(0.5, 0.5, 0.5);
456 Vec3 v = head_xform * hand[i].pos;
457 Vec3 dir = head_dir_xform * rotate(Vec3(0, 0, -1), hand[i].rot) * 20.0f;
458 Vec3 up = head_dir_xform * rotate(Vec3(0, 1, 0), hand[i].rot) * 10.0f;
459 Vec3 right = head_dir_xform * rotate(Vec3(1, 0, 0), hand[i].rot) * 10.0f;
461 glVertex3f(v.x, v.y, v.z);
462 glVertex3f(v.x + dir.x, v.y + dir.y, v.z + dir.z);
463 glVertex3f(v.x - right.x, v.y - right.y, v.z - right.z);
464 glVertex3f(v.x + right.x, v.y + right.y, v.z + right.z);
465 glVertex3f(v.x - up.x, v.y - up.y, v.z - up.z);
466 glVertex3f(v.x + up.x, v.y + up.y, v.z + up.z);
473 if(show_walk_mesh && mscn->walk_mesh) {
474 glPushAttrib(GL_ENABLE_BIT);
476 glBlendFunc(GL_ONE, GL_ONE);
477 glDisable(GL_LIGHTING);
478 glEnable(GL_POLYGON_OFFSET_FILL);
482 glPolygonOffset(-1, 1);
485 glColor3f(0.3, 0.08, 0.01);
486 mscn->walk_mesh->draw();
493 print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
498 void app_reshape(int x, int y)
500 glViewport(0, 0, x, y);
501 goatvr_set_fb_size(x, y, 1.0f);
502 debug_gui_reshape(x, y);
505 void app_keyboard(int key, bool pressed)
507 unsigned int mod = app_get_modifiers();
509 if(debug_gui && !(pressed && (key == '`' || key == 27))) {
510 debug_gui_key(key, pressed, mod);
511 return; // ignore all keystrokes when GUI is visible
523 app_toggle_fullscreen();
528 debug_gui = !debug_gui;
529 show_message("debug gui %s", debug_gui ? "enabled" : "disabled");
533 app_toggle_grab_mouse();
534 show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
539 show_walk_mesh = !show_walk_mesh;
540 show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
547 show_message(noclip ? "no clip" : "clip");
558 show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
564 show_message("walk speed: %g", walk_speed);
569 show_message("walk speed: %g", walk_speed);
574 show_message("mouse speed: %g", mouse_speed);
579 show_message("mouse speed: %g", mouse_speed);
583 show_blobs = !show_blobs;
584 show_message("blobs: %s\n", show_blobs ? "on" : "off");
589 show_message("VR recenter\n");
593 exman->load(mscn, "data/exhibits");
598 if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
599 keystate[key] = pressed;
603 void app_mouse_button(int bn, bool pressed, int x, int y)
606 debug_gui_mbutton(bn, pressed, x, y);
607 return; // ignore mouse events while GUI is visible
612 bnstate[bn] = pressed;
619 Ray ray = calc_pick_ray(x, y, view_matrix, proj_matrix);
620 ex_sel = exman->select(ray);
626 static inline void mouse_look(float dx, float dy)
628 float scrsz = (float)win_height;
629 avatar.body_rot += dx * 512.0 / scrsz;
630 avatar.head_alt += dy * 512.0 / scrsz;
632 if(avatar.head_alt < -90) avatar.head_alt = -90;
633 if(avatar.head_alt > 90) avatar.head_alt = 90;
636 static void mouse_zoom(float dx, float dy)
638 cam_dist += dy * 0.1;
639 if(cam_dist < 0.0) cam_dist = 0.0;
642 void app_mouse_motion(int x, int y)
645 debug_gui_mmotion(x, y);
646 return; // ignore mouse events while GUI is visible
649 int dx = x - prev_mx;
650 int dy = y - prev_my;
654 if(!dx && !dy) return;
657 Vec3 pos = ex_sel.ex->node->get_node_position();
658 Vec3 dir = transpose(view_matrix.upper3x3()) * Vec3(dx * 1.0, dy * -1.0, 0);
660 ex_sel.ex->node->set_position(pos + dir);
668 void app_mouse_delta(int dx, int dy)
671 mouse_zoom(dx * mouse_speed, dy * mouse_speed);
673 mouse_look(dx * mouse_speed, dy * mouse_speed);
677 void app_mouse_wheel(int dir)
680 debug_gui_wheel(dir);
684 void app_gamepad_axis(int axis, float val)
703 void app_gamepad_button(int bn, bool pressed)
705 gpad_bnstate[bn] = pressed;
714 show_blobs = !show_blobs;
715 show_message("blobs: %s\n", show_blobs ? "on" : "off");
720 show_message("VR recenter\n");
729 static void toggle_flight()
731 static float prev_walk_speed = -1.0;
732 if(prev_walk_speed < 0.0) {
734 prev_walk_speed = walk_speed;
736 show_message("fly mode\n");
739 walk_speed = prev_walk_speed;
740 prev_walk_speed = -1.0;
741 show_message("walk mode\n");
745 static void calc_framerate()
749 static long prev_upd;
751 long elapsed = time_msec - prev_upd;
752 if(elapsed >= 1000) {
753 framerate = (float)nframes / (float)(elapsed * 0.001);
755 prev_upd = time_msec;
758 printf("fps: %f\n", framerate);
766 static Ray calc_pick_ray(int x, int y, const Mat4 &view_mat, const Mat4 &proj_mat)
768 return Ray(); // TODO