better logging and OpenGL ARB_debug_output
[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 "avatar.h"
18 #include "vrinput.h"
19 #include "exman.h"
20 #include "blob_exhibit.h"
21 #include "dbg_gui.h"
22
23 #define NEAR_CLIP       5.0
24 #define FAR_CLIP        10000.0
25
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);
30
31 long time_msec;
32 int win_width, win_height;
33 float win_aspect;
34 bool fb_srgb;
35 bool opt_gear_wireframe;
36
37 TextureSet texman;
38 SceneSet sceneman;
39
40 unsigned int sdr_ltmap, sdr_ltmap_notex;
41
42 static Avatar avatar;
43
44 static float cam_dist = 0.0;
45 static float floor_y;   // last floor height
46 static float user_eye_height = 165;
47
48 static float walk_speed = 300.0f;
49 static float mouse_speed = 0.5f;
50 static bool show_walk_mesh, noclip = false;
51
52 static bool have_headtracking, have_handtracking, should_swap;
53
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;
60
61 static float framerate;
62
63 static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
64 static MetaScene *mscn;
65 static unsigned int sdr_post_gamma;
66
67 static long prev_msec;
68
69 static ExhibitManager *exman;
70 static BlobExhibit *blobs;
71 static bool show_blobs;
72
73 static ExSelection ex_sel;
74
75 static Renderer *rend;
76
77
78 bool app_init(int argc, char **argv)
79 {
80         set_log_file("demo.log");
81
82         if(init_opengl() == -1) {
83                 return false;
84         }
85
86         if(!init_options(argc, argv, "demo.conf")) {
87                 return false;
88         }
89         app_resize(opt.width, opt.height);
90         app_fullscreen(opt.fullscreen);
91
92         if(opt.vr) {
93                 if(goatvr_init() == -1) {
94                         return false;
95                 }
96                 goatvr_set_origin_mode(GOATVR_HEAD);
97                 goatvr_set_units_scale(100.0f);
98
99                 goatvr_startvr();
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();
104
105                 goatvr_recenter();
106         }
107
108         if(fb_srgb) {
109                 int srgb_capable;
110                 glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
111                 printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
112                 if(srgb_capable) {
113                         glEnable(GL_FRAMEBUFFER_SRGB);
114                 } else {
115                         fb_srgb = 0;
116                 }
117         }
118
119         glEnable(GL_MULTISAMPLE);
120         glEnable(GL_DEPTH_TEST);
121         glEnable(GL_CULL_FACE);
122         glEnable(GL_LIGHTING);
123         glEnable(GL_NORMALIZE);
124
125         if(!init_debug_gui()) {
126                 return false;
127         }
128
129         Mesh::use_custom_sdr_attr = false;
130
131         float ambient[] = {0.0, 0.0, 0.0, 0.0};
132         glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
133
134         glClearColor(1, 1, 1, 1);
135
136         init_audio();
137
138         if(!init_vrhands()) {
139                 return false;
140         }
141
142         mscn = new MetaScene;
143         if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
144                 return false;
145         }
146
147         avatar.pos = mscn->start_pos;
148         Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot);
149         dir.y = 0;
150         avatar.body_rot = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
151
152         exman = new ExhibitManager;
153         /*
154         if(!exman->load(mscn, "data/exhibits")) {
155                 //return false;
156         }
157         */
158
159         blobs = new BlobExhibit;
160         blobs->node = new SceneNode;
161         blobs->init();
162         blobs->node->set_position(Vec3(-680, 160, -100));
163         blobs->node->set_scaling(Vec3(28, 28, 28));
164         blobs->node->update(0);
165
166         exman->add(blobs);
167
168         if(!(sdr_ltmap_notex = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-notex.p.glsl"))) {
169                 return false;
170         }
171         set_uniform_int(sdr_ltmap_notex, "texmap", MTL_TEX_DIFFUSE);
172         set_uniform_int(sdr_ltmap_notex, "lightmap", MTL_TEX_LIGHTMAP);
173
174         if(!(sdr_ltmap = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-tex.p.glsl"))) {
175                 return false;
176         }
177         set_uniform_int(sdr_ltmap, "texmap", MTL_TEX_DIFFUSE);
178         set_uniform_int(sdr_ltmap, "lightmap", MTL_TEX_LIGHTMAP);
179
180         if(!fb_srgb) {
181                 sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
182         }
183
184         rend = new Renderer;
185         rend->set_scene(mscn);
186
187         glUseProgram(0);
188
189         if(opt.vr || opt.fullscreen) {
190                 app_grab_mouse(true);
191         }
192
193         if(mscn->music && opt.music) {
194                 mscn->music->play(AUDIO_PLAYMODE_LOOP);
195         }
196         return true;
197 }
198
199 void app_cleanup()
200 {
201         if(mscn->music) {
202                 mscn->music->stop();
203         }
204         destroy_audio();
205
206         app_grab_mouse(false);
207         if(opt.vr) {
208                 goatvr_shutdown();
209         }
210         destroy_vrhands();
211
212         delete rend;
213
214         delete exman;
215
216         texman.clear();
217         sceneman.clear();
218
219         cleanup_debug_gui();
220 }
221
222 static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
223 {
224         Mesh *wm = mscn->walk_mesh;
225         if(!wm) {
226                 *newv = v;
227                 return true;
228         }
229
230         Ray downray = Ray(v, Vec3(0, -1, 0));
231         HitPoint hit;
232         if(mscn->walk_mesh->intersect(downray, &hit)) {
233                 *newv = hit.pos;
234                 newv->y += user_eye_height;
235                 return true;
236         }
237         return false;
238 }
239
240 static void update(float dt)
241 {
242         texman.update();
243         sceneman.update();
244
245         mscn->update(dt);
246         exman->update(dt);
247
248         float speed = walk_speed * dt;
249         Vec3 dir;
250
251         // joystick
252         float jdeadsq = joy_deadzone * joy_deadzone;
253         float jmove_lensq = length_sq(joy_move);
254         float jlook_lensq = length_sq(joy_look);
255
256         if(jmove_lensq > jdeadsq) {
257                 float len = sqrt(jmove_lensq);
258                 jmove_lensq -= jdeadsq;
259
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;
263         }
264         if(jlook_lensq > jdeadsq) {
265                 float len = sqrt(jlook_lensq);
266                 jlook_lensq -= jdeadsq;
267
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;
273         }
274
275         // keyboard move
276         if(keystate[(int)'w']) {
277                 dir.z -= speed;
278         }
279         if(keystate[(int)'s']) {
280                 dir.z += speed;
281         }
282         if(keystate[(int)'d']) {
283                 dir.x += speed;
284         }
285         if(keystate[(int)'a']) {
286                 dir.x -= speed;
287         }
288         if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
289                 avatar.pos.y += speed;
290         }
291         if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
292                 avatar.pos.y -= speed;
293         }
294
295         float theta = M_PI * avatar.body_rot / 180.0f;
296         Vec3 newpos;
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;
300
301         if(noclip) {
302                 avatar.pos = newpos;
303         } else {
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();
308
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)) {
313                                         break;
314                                 }
315                                 dvec = rotate(dir2d, -theta);
316                                 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
317                                 if(constrain_walk_mesh(pos, &avatar.pos)) {
318                                         break;
319                                 }
320                                 theta += dtheta;
321                         }
322                 }
323                 floor_y = avatar.pos.y - user_eye_height;
324         }
325
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));
332         }
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);
335
336         // update hand-tracking
337         if(have_handtracking) {
338                 update_vrhands(&avatar);
339         }
340 }
341
342 static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
343 {
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 };
347
348         glEnable(lt);
349         glLightfv(lt, GL_POSITION, posv);
350         glLightfv(lt, GL_DIFFUSE, colv);
351         glLightfv(lt, GL_SPECULAR, colv);
352 }
353
354 void app_display()
355 {
356         float dt = (float)(time_msec - prev_msec) / 1000.0f;
357         prev_msec = time_msec;
358
359         if(debug_gui) {
360                 ImGui::GetIOPtr()->DeltaTime = dt;
361                 ImGui::NewFrame();
362
363                 ImGui::ShowTestWindow();
364         }
365
366         if(opt.vr) {
367                 // VR mode
368                 goatvr_draw_start();
369                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
370
371                 update(dt);
372
373                 for(int i=0; i<2; i++) {
374                         // for each eye
375                         goatvr_draw_eye(i);
376
377                         proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
378                         glMatrixMode(GL_PROJECTION);
379                         glLoadMatrixf(proj_matrix[0]);
380
381                         view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
382                         glMatrixMode(GL_MODELVIEW);
383                         glLoadMatrixf(view_matrix[0]);
384
385                         draw_scene();
386                         if(have_handtracking) {
387                                 draw_vrhands();
388                         }
389
390                         if(debug_gui) {
391                                 ImGui::Render();
392                         }
393                 }
394                 goatvr_draw_done();
395
396                 if(should_swap) {
397                         app_swap_buffers();
398                 }
399
400         } else {
401                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
402
403                 update(dt);
404
405                 proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
406                 glMatrixMode(GL_PROJECTION);
407                 glLoadMatrixf(proj_matrix[0]);
408
409                 view_matrix = mouse_view_matrix;
410                 glMatrixMode(GL_MODELVIEW);
411                 glLoadMatrixf(view_matrix[0]);
412
413                 draw_scene();
414
415                 if(!fb_srgb && sdr_post_gamma) {
416                         slow_post(sdr_post_gamma);
417                         glUseProgram(0);
418                 }
419
420                 if(debug_gui) {
421                         ImGui::Render();
422                 }
423                 app_swap_buffers();
424         }
425         assert(glGetError() == GL_NO_ERROR);
426
427         calc_framerate();
428 }
429
430
431 static void draw_scene()
432 {
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);
437
438         rend->draw();
439         exman->draw();
440
441         /*
442         if(have_handtracking) {
443                 Mat4 head_xform = inverse(mouse_view_matrix);//goatvr_head_matrix();
444                 Mat4 head_dir_xform = head_xform.upper3x3();
445
446                 glUseProgram(0);
447                 glPushAttrib(GL_ENABLE_BIT);
448                 glDisable(GL_LIGHTING);
449                 glBegin(GL_LINES);
450                 for(int i=0; i<2; i++) {
451                         if(hand[i].valid) {
452                                 glColor3f(i, 1 - i, i);
453                         } else {
454                                 glColor3f(0.5, 0.5, 0.5);
455                         }
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;
460
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);
467                 }
468                 glEnd();
469                 glPopAttrib();
470         }
471         */
472
473         if(show_walk_mesh && mscn->walk_mesh) {
474                 glPushAttrib(GL_ENABLE_BIT);
475                 glEnable(GL_BLEND);
476                 glBlendFunc(GL_ONE, GL_ONE);
477                 glDisable(GL_LIGHTING);
478                 glEnable(GL_POLYGON_OFFSET_FILL);
479
480                 glUseProgram(0);
481
482                 glPolygonOffset(-1, 1);
483                 glDepthMask(0);
484
485                 glColor3f(0.3, 0.08, 0.01);
486                 mscn->walk_mesh->draw();
487
488                 glDepthMask(1);
489
490                 glPopAttrib();
491         }
492
493         print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
494         draw_ui();
495 }
496
497
498 void app_reshape(int x, int y)
499 {
500         glViewport(0, 0, x, y);
501         goatvr_set_fb_size(x, y, 1.0f);
502         debug_gui_reshape(x, y);
503 }
504
505 void app_keyboard(int key, bool pressed)
506 {
507         unsigned int mod = app_get_modifiers();
508
509         if(debug_gui && !(pressed && (key == '`' || key == 27))) {
510                 debug_gui_key(key, pressed, mod);
511                 return; // ignore all keystrokes when GUI is visible
512         }
513
514         if(pressed) {
515                 switch(key) {
516                 case 27:
517                         app_quit();
518                         break;
519
520                 case '\n':
521                 case '\r':
522                         if(mod & MOD_ALT) {
523                                 app_toggle_fullscreen();
524                         }
525                         break;
526
527                 case '`':
528                         debug_gui = !debug_gui;
529                         show_message("debug gui %s", debug_gui ? "enabled" : "disabled");
530                         break;
531
532                 case 'm':
533                         app_toggle_grab_mouse();
534                         show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
535                         break;
536
537                 case 'w':
538                         if(mod & MOD_CTRL) {
539                                 show_walk_mesh = !show_walk_mesh;
540                                 show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
541                         }
542                         break;
543
544                 case 'c':
545                         if(mod & MOD_CTRL) {
546                                 noclip = !noclip;
547                                 show_message(noclip ? "no clip" : "clip");
548                         }
549                         break;
550
551                 case 'f':
552                         toggle_flight();
553                         break;
554
555                 case 'p':
556                         if(mod & MOD_CTRL) {
557                                 fb_srgb = !fb_srgb;
558                                 show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
559                         }
560                         break;
561
562                 case '=':
563                         walk_speed *= 1.25;
564                         show_message("walk speed: %g", walk_speed);
565                         break;
566
567                 case '-':
568                         walk_speed *= 0.75;
569                         show_message("walk speed: %g", walk_speed);
570                         break;
571
572                 case ']':
573                         mouse_speed *= 1.2;
574                         show_message("mouse speed: %g", mouse_speed);
575                         break;
576
577                 case '[':
578                         mouse_speed *= 0.8;
579                         show_message("mouse speed: %g", mouse_speed);
580                         break;
581
582                 case 'b':
583                         show_blobs = !show_blobs;
584                         show_message("blobs: %s\n", show_blobs ? "on" : "off");
585                         break;
586
587                 case ' ':
588                         goatvr_recenter();
589                         show_message("VR recenter\n");
590                         break;
591
592                 case 'x':
593                         exman->load(mscn, "data/exhibits");
594                         break;
595                 }
596         }
597
598         if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
599                 keystate[key] = pressed;
600         }
601 }
602
603 void app_mouse_button(int bn, bool pressed, int x, int y)
604 {
605         if(debug_gui) {
606                 debug_gui_mbutton(bn, pressed, x, y);
607                 return; // ignore mouse events while GUI is visible
608         }
609
610         prev_mx = x;
611         prev_my = y;
612         bnstate[bn] = pressed;
613
614         if(bn == 0) {
615                 if(!pressed) {
616                         if(ex_sel.ex) {
617                                 ex_sel.ex = 0;
618                         } else {
619                                 Ray ray = calc_pick_ray(x, y, view_matrix, proj_matrix);
620                                 ex_sel = exman->select(ray);
621                         }
622                 }
623         }
624 }
625
626 static inline void mouse_look(float dx, float dy)
627 {
628         float scrsz = (float)win_height;
629         avatar.body_rot += dx * 512.0 / scrsz;
630         avatar.head_alt += dy * 512.0 / scrsz;
631
632         if(avatar.head_alt < -90) avatar.head_alt = -90;
633         if(avatar.head_alt > 90) avatar.head_alt = 90;
634 }
635
636 static void mouse_zoom(float dx, float dy)
637 {
638         cam_dist += dy * 0.1;
639         if(cam_dist < 0.0) cam_dist = 0.0;
640 }
641
642 void app_mouse_motion(int x, int y)
643 {
644         if(debug_gui) {
645                 debug_gui_mmotion(x, y);
646                 return; // ignore mouse events while GUI is visible
647         }
648
649         int dx = x - prev_mx;
650         int dy = y - prev_my;
651         prev_mx = x;
652         prev_my = y;
653
654         if(!dx && !dy) return;
655
656         if(ex_sel.ex) {
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);
659
660                 ex_sel.ex->node->set_position(pos + dir);
661         }
662
663         if(bnstate[2]) {
664                 mouse_look(dx, dy);
665         }
666 }
667
668 void app_mouse_delta(int dx, int dy)
669 {
670         if(bnstate[2]) {
671                 mouse_zoom(dx * mouse_speed, dy * mouse_speed);
672         } else {
673                 mouse_look(dx * mouse_speed, dy * mouse_speed);
674         }
675 }
676
677 void app_mouse_wheel(int dir)
678 {
679         if(debug_gui) {
680                 debug_gui_wheel(dir);
681         }
682 }
683
684 void app_gamepad_axis(int axis, float val)
685 {
686         switch(axis) {
687         case 0:
688                 joy_move.x = val;
689                 break;
690         case 1:
691                 joy_move.y = val;
692                 break;
693
694         case 2:
695                 joy_look.x = val;
696                 break;
697         case 3:
698                 joy_look.y = val;
699                 break;
700         }
701 }
702
703 void app_gamepad_button(int bn, bool pressed)
704 {
705         gpad_bnstate[bn] = pressed;
706
707         if(pressed) {
708                 switch(bn) {
709                 case GPAD_LSTICK:
710                         toggle_flight();
711                         break;
712
713                 case GPAD_X:
714                         show_blobs = !show_blobs;
715                         show_message("blobs: %s\n", show_blobs ? "on" : "off");
716                         break;
717
718                 case GPAD_START:
719                         goatvr_recenter();
720                         show_message("VR recenter\n");
721                         break;
722
723                 default:
724                         break;
725                 }
726         }
727 }
728
729 static void toggle_flight()
730 {
731         static float prev_walk_speed = -1.0;
732         if(prev_walk_speed < 0.0) {
733                 noclip = true;
734                 prev_walk_speed = walk_speed;
735                 walk_speed = 1000.0;
736                 show_message("fly mode\n");
737         } else {
738                 noclip = false;
739                 walk_speed = prev_walk_speed;
740                 prev_walk_speed = -1.0;
741                 show_message("walk mode\n");
742         }
743 }
744
745 static void calc_framerate()
746 {
747         static int ncalc;
748         static int nframes;
749         static long prev_upd;
750
751         long elapsed = time_msec - prev_upd;
752         if(elapsed >= 1000) {
753                 framerate = (float)nframes / (float)(elapsed * 0.001);
754                 nframes = 1;
755                 prev_upd = time_msec;
756
757                 /*if(++ncalc >= 5) {
758                         printf("fps: %f\n", framerate);
759                         ncalc = 0;
760                 }*/
761         } else {
762                 ++nframes;
763         }
764 }
765
766 static Ray calc_pick_ray(int x, int y, const Mat4 &view_mat, const Mat4 &proj_mat)
767 {
768         return Ray();   // TODO
769 }