12 #include "metascene.h"
21 #include "blob_exhibit.h"
24 #include "ui_exhibit.h"
27 #define FAR_CLIP 10000.0
29 static void draw_scene();
30 static void toggle_flight();
31 static void calc_framerate();
32 static Ray calc_pick_ray(int x, int y);
35 int win_width, win_height;
36 int vp_width, vp_height;
39 bool opt_gear_wireframe;
46 unsigned int dbg_key_pending;
50 static float cam_dist = 0.0;
51 static float floor_y; // last floor height
52 static float user_eye_height = 165;
54 static float walk_speed = 300.0f;
55 static float mouse_speed = 0.5f;
56 static bool show_walk_mesh, noclip = false;
58 static bool have_headtracking, have_handtracking, should_swap;
60 static int prev_mx, prev_my;
61 static bool bnstate[8];
62 static bool keystate[256];
63 static bool gpad_bnstate[64];
64 static Vec2 joy_move, joy_look;
65 static float joy_deadzone = 0.01;
67 static float framerate;
69 static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
70 static MetaScene *mscn;
71 static unsigned int sdr_post_gamma;
73 static long prev_msec;
75 static ExhibitManager *exman;
76 static bool show_blobs;
78 ExSelection exsel_active, exsel_hover;
79 ExSelection exsel_grab_left, exsel_grab_right;
80 #define exsel_grab_mouse exsel_grab_right
81 static ExhibitSlot exslot_left, exslot_right;
82 #define exslot_mouse exslot_right
84 static Renderer *rend;
86 static Ray last_pick_ray;
88 static bool post_scene_init_pending = true;
91 bool app_init(int argc, char **argv)
93 set_log_file("demo.log");
95 char *env = getenv("FPEXCEPT");
96 if(env && atoi(env)) {
97 info_log("enabling floating point exceptions\n");
102 if(init_opengl() == -1) {
106 if(!init_options(argc, argv, "demo.conf")) {
109 app_resize(opt.width, opt.height);
110 app_fullscreen(opt.fullscreen);
113 if(goatvr_init() == -1) {
116 goatvr_set_origin_mode(GOATVR_HEAD);
117 goatvr_set_units_scale(100.0f);
120 should_swap = goatvr_should_swap() != 0;
121 user_eye_height = goatvr_get_eye_height();
122 have_headtracking = goatvr_have_headtracking();
123 have_handtracking = goatvr_have_handtracking();
130 glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
131 printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
133 glEnable(GL_FRAMEBUFFER_SRGB);
139 glEnable(GL_MULTISAMPLE);
140 glEnable(GL_DEPTH_TEST);
141 glEnable(GL_CULL_FACE);
142 glEnable(GL_NORMALIZE);
144 if(!init_debug_gui()) {
148 Mesh::use_custom_sdr_attr = false;
150 float ambient[] = {0.0, 0.0, 0.0, 0.0};
151 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
155 if(!init_vrhands()) {
159 mscn = new MetaScene;
160 if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
164 avatar.pos = mscn->start_pos;
165 Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot);
167 avatar.body_rot = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
169 exman = new ExhibitManager;
170 // exhibits are loaded in post_scene_init, because they need access to the scene graph
173 error_log("failed to initialize exhibit ui system\n");
176 exui_setnode(&exslot_left.node);
179 sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
186 rend->set_scene(mscn);
190 if(opt.vr || opt.fullscreen) {
191 app_grab_mouse(true);
194 if(mscn->music && opt.music) {
195 mscn->music->play(AUDIO_PLAYMODE_LOOP);
200 // post_scene_init is called after the scene has completed loading
201 static void post_scene_init()
203 mscn->update(0); // update once to calculate node matrices
205 int num_mir = mscn->calc_mirror_planes();
206 info_log("found %d mirror planes\n", num_mir);
208 exman->load(mscn, "data/exhibits");
218 app_grab_mouse(false);
228 /* this must be destroyed before the scene graph to detach exhibit nodes
229 * before the scene tries to delete them recursively
239 static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
241 Mesh *wm = mscn->walk_mesh;
247 Ray downray = Ray(v, Vec3(0, -1, 0));
249 if(mscn->walk_mesh->intersect(downray, &hit)) {
251 newv->y += user_eye_height;
257 static void update(float dt)
262 if(post_scene_init_pending && !sceneman.pending()) {
263 post_scene_init_pending = false;
271 float speed = walk_speed * dt;
275 float jdeadsq = joy_deadzone * joy_deadzone;
276 float jmove_lensq = length_sq(joy_move);
277 float jlook_lensq = length_sq(joy_look);
279 if(jmove_lensq > jdeadsq) {
280 float len = sqrt(jmove_lensq);
281 jmove_lensq -= jdeadsq;
283 float mag = len * len;
284 dir.x += mag * joy_move.x / len * 2.0 * speed;
285 dir.z += mag * joy_move.y / len * 2.0 * speed;
287 if(jlook_lensq > jdeadsq) {
288 float len = sqrt(jlook_lensq);
289 jlook_lensq -= jdeadsq;
291 float mag = len * len;
292 avatar.body_rot += mag * joy_look.x / len * 200.0 * dt;
293 avatar.head_alt += mag * joy_look.y / len * 100.0 * dt;
294 if(avatar.head_alt < -90.0f) avatar.head_alt = -90.0f;
295 if(avatar.head_alt > 90.0f) avatar.head_alt = 90.0f;
299 if(keystate[(int)'w']) {
302 if(keystate[(int)'s']) {
305 if(keystate[(int)'d']) {
308 if(keystate[(int)'a']) {
311 if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
312 avatar.pos.y += speed;
314 if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
315 avatar.pos.y -= speed;
318 float theta = M_PI * avatar.body_rot / 180.0f;
320 newpos.x = avatar.pos.x + cos(theta) * dir.x - sin(theta) * dir.z;
321 newpos.y = avatar.pos.y;
322 newpos.z = avatar.pos.z + sin(theta) * dir.x + cos(theta) * dir.z;
327 if(!constrain_walk_mesh(newpos, &avatar.pos)) {
328 float dtheta = M_PI / 32.0;
329 float theta = dtheta;
330 Vec2 dir2d = newpos.xz() - avatar.pos.xz();
332 for(int i=0; i<16; i++) {
333 Vec2 dvec = rotate(dir2d, theta);
334 Vec3 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
335 if(constrain_walk_mesh(pos, &avatar.pos)) {
338 dvec = rotate(dir2d, -theta);
339 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
340 if(constrain_walk_mesh(pos, &avatar.pos)) {
346 floor_y = avatar.pos.y - user_eye_height;
349 // TODO move to the avatar system
350 // calculate mouselook view matrix
351 mouse_view_matrix = Mat4::identity;
352 mouse_view_matrix.pre_translate(0, 0, -cam_dist);
353 if(!have_headtracking) {
354 mouse_view_matrix.pre_rotate_x(deg_to_rad(avatar.head_alt));
356 mouse_view_matrix.pre_rotate_y(deg_to_rad(avatar.body_rot));
357 mouse_view_matrix.pre_translate(-avatar.pos.x, -avatar.pos.y, -avatar.pos.z);
360 // update hand-tracking
361 if(have_handtracking) {
362 update_vrhands(&avatar);
364 if(vrhand[0].valid) {
365 exslot_left.node.set_position(vrhand[0].pos);
366 exslot_left.node.set_rotation(vrhand[0].rot);
368 // right hand takes precedence for hover
369 if(!exsel_grab_left && !exsel_hover) {
370 exsel_hover = exman->select(Sphere(vrhand[0].pos, 5));
373 if(vrhand[1].valid) {
374 exslot_right.node.set_position(vrhand[1].pos);
375 exslot_right.node.set_rotation(vrhand[1].rot);
377 if(!exsel_grab_right) {
378 exsel_hover = exman->select(Sphere(vrhand[1].pos, 5));
383 // check if an exhibit is hovered-over by mouse (only if we don't have one grabbed)
384 if(!exsel_grab_mouse) {
385 Ray ray = calc_pick_ray(prev_mx, prev_my);
386 exsel_hover = exman->select(ray);
389 // TODO do this properly
390 // set the position of the left hand at a suitable position for the exhibit UI
391 dir = rotate(Vec3(-0.46, -0.1, -1), Vec3(0, 1, 0), deg_to_rad(-avatar.body_rot));
392 exslot_left.node.set_position(avatar.pos + dir * 30); // magic: distance in front
395 if(!exslot_right.empty()) exslot_right.node.update(dt);
396 // always update the left slot, because it's the anchor point of the exhibit ui
397 exslot_left.node.update(dt);
402 float dt = (float)(time_msec - prev_msec) / 1000.0f;
403 prev_msec = time_msec;
406 ImGui::GetIOPtr()->DeltaTime = dt;
409 //ImGui::ShowTestWindow();
412 glClearColor(1, 1, 1, 1);
417 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
421 for(int i=0; i<2; i++) {
424 vp_width = goatvr_get_fb_eye_width(i);
425 vp_height = goatvr_get_fb_eye_height(i);
427 proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
428 glMatrixMode(GL_PROJECTION);
429 glLoadMatrixf(proj_matrix[0]);
431 view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
432 glMatrixMode(GL_MODELVIEW);
433 glLoadMatrixf(view_matrix[0]);
436 if(have_handtracking) {
446 vp_width = win_width;
447 vp_height = win_height;
454 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
458 proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
459 glMatrixMode(GL_PROJECTION);
460 glLoadMatrixf(proj_matrix[0]);
462 view_matrix = mouse_view_matrix;
463 glMatrixMode(GL_MODELVIEW);
464 glLoadMatrixf(view_matrix[0]);
468 if(!fb_srgb && sdr_post_gamma) {
469 slow_post(sdr_post_gamma);
478 assert(glGetError() == GL_NO_ERROR);
484 static void draw_scene()
489 if(have_handtracking) {
490 Mat4 head_xform = inverse(mouse_view_matrix);//goatvr_head_matrix();
491 Mat4 head_dir_xform = head_xform.upper3x3();
494 glPushAttrib(GL_ENABLE_BIT);
495 glDisable(GL_LIGHTING);
497 for(int i=0; i<2; i++) {
498 if(vrhand[i].valid) {
499 glColor3f(i, 1 - i, i);
501 glColor3f(0.5, 0.5, 0.5);
503 Vec3 v = head_xform * vrhand[i].pos;
504 Vec3 dir = head_dir_xform * rotate(Vec3(0, 0, -1), vrhand[i].rot) * 20.0f;
505 Vec3 up = head_dir_xform * rotate(Vec3(0, 1, 0), vrhand[i].rot) * 10.0f;
506 Vec3 right = head_dir_xform * rotate(Vec3(1, 0, 0), vrhand[i].rot) * 10.0f;
508 glVertex3f(v.x, v.y, v.z);
509 glVertex3f(v.x + dir.x, v.y + dir.y, v.z + dir.z);
510 glVertex3f(v.x - right.x, v.y - right.y, v.z - right.z);
511 glVertex3f(v.x + right.x, v.y + right.y, v.z + right.z);
512 glVertex3f(v.x - up.x, v.y - up.y, v.z - up.z);
513 glVertex3f(v.x + up.x, v.y + up.y, v.z + up.z);
519 if(debug_gui && dbg_sel_node) {
520 AABox bvol = dbg_sel_node->get_bounds();
521 draw_geom_object(&bvol);
524 if(show_walk_mesh && mscn->walk_mesh) {
525 glPushAttrib(GL_ENABLE_BIT);
527 glBlendFunc(GL_ONE, GL_ONE);
528 glEnable(GL_POLYGON_OFFSET_FILL);
532 glPolygonOffset(-1, 1);
535 glColor3f(0.3, 0.08, 0.01);
536 mscn->walk_mesh->draw();
545 print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
550 void app_reshape(int x, int y)
552 glViewport(0, 0, x, y);
553 goatvr_set_fb_size(x, y, 1.0f);
554 debug_gui_reshape(x, y);
560 void app_keyboard(int key, bool pressed)
562 unsigned int mod = app_get_modifiers();
564 if(debug_gui && !(pressed && (key == '`' || key == 27))) {
565 debug_gui_key(key, pressed, mod);
566 return; // ignore all keystrokes when GUI is visible
578 app_toggle_fullscreen();
583 debug_gui = !debug_gui;
584 show_message("debug gui %s", debug_gui ? "enabled" : "disabled");
588 app_toggle_grab_mouse();
589 show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
594 show_walk_mesh = !show_walk_mesh;
595 show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
602 show_message(noclip ? "no clip" : "clip");
613 show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
619 show_message("walk speed: %g", walk_speed);
624 show_message("walk speed: %g", walk_speed);
629 show_message("mouse speed: %g", mouse_speed);
634 show_message("mouse speed: %g", mouse_speed);
638 show_blobs = !show_blobs;
639 show_message("blobs: %s\n", show_blobs ? "on" : "off");
644 show_message("VR recenter\n");
667 dbg_key_pending |= 1 << (key - KEY_F5);
672 if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
673 keystate[key] = pressed;
677 void app_mouse_button(int bn, bool pressed, int x, int y)
679 static int press_x, press_y;
682 debug_gui_mbutton(bn, pressed, x, y);
683 return; // ignore mouse events while GUI is visible
688 bnstate[bn] = pressed;
692 Ray ray = calc_pick_ray(x, y);
693 sel = exman->select(ray);
696 if(sel && (app_get_modifiers() & MOD_CTRL)) {
697 exsel_grab_mouse = sel;
698 Vec3 pos = sel.ex->node->get_position();
699 debug_log("grabbing... (%g %g %g)\n", pos.x, pos.y, pos.z);
700 exslot_mouse.node.set_position(pos);
701 exslot_mouse.node.set_rotation(sel.ex->node->get_rotation());
702 exslot_mouse.attach_exhibit(sel.ex, EXSLOT_ATTACH_TRANSIENT);
704 exsel_active = ExSelection::null; // cancel active on grab
711 if(exsel_grab_mouse) {
712 // cancel grab on mouse release
713 Exhibit *ex = exsel_grab_mouse.ex;
714 Vec3 pos = exslot_mouse.node.get_position();
716 debug_log("releasing at %g %g %g ...\n", pos.x, pos.y, pos.z);
718 exslot_mouse.detach_exhibit();
720 ExhibitSlot *slot = exman->nearest_empty_slot(pos, 100);
722 debug_log("no empty slot nearby\n");
723 if(ex->prev_slot && ex->prev_slot->empty()) {
724 slot = ex->prev_slot;
725 debug_log("using previous slot");
730 slot->attach_exhibit(ex);
732 // nowhere to put it, so stash it for later
733 exslot_mouse.detach_exhibit();
734 exman->stash_exhibit(ex);
735 debug_log("no slots available, stashing\n");
738 exsel_grab_mouse = ExSelection::null;
741 if(abs(press_x - x) < 5 && abs(press_y - y) < 5) {
742 exsel_active = sel; // select or deselect active exhibit
744 debug_log("selecting...\n");
746 debug_log("deselecting...\n");
750 press_x = press_y = INT_MIN;
755 static inline void mouse_look(float dx, float dy)
757 float scrsz = (float)win_height;
758 avatar.body_rot += dx * 512.0 / scrsz;
759 avatar.head_alt += dy * 512.0 / scrsz;
761 if(avatar.head_alt < -90) avatar.head_alt = -90;
762 if(avatar.head_alt > 90) avatar.head_alt = 90;
765 static void mouse_zoom(float dx, float dy)
767 cam_dist += dy * 0.1;
768 if(cam_dist < 0.0) cam_dist = 0.0;
771 void app_mouse_motion(int x, int y)
774 debug_gui_mmotion(x, y);
775 return; // ignore mouse events while GUI is visible
778 int dx = x - prev_mx;
779 int dy = y - prev_my;
783 if(!dx && !dy) return;
785 if(exsel_grab_mouse) {
786 Vec3 pos = exslot_mouse.node.get_node_position();
787 Vec3 dir = transpose(view_matrix.upper3x3()) * Vec3(dx * 1.0, dy * -1.0, 0);
789 exslot_mouse.node.set_position(pos + dir);
797 void app_mouse_delta(int dx, int dy)
800 mouse_zoom(dx * mouse_speed, dy * mouse_speed);
802 mouse_look(dx * mouse_speed, dy * mouse_speed);
806 void app_mouse_wheel(int dir)
809 debug_gui_wheel(dir);
813 void app_gamepad_axis(int axis, float val)
832 void app_gamepad_button(int bn, bool pressed)
834 gpad_bnstate[bn] = pressed;
843 show_blobs = !show_blobs;
844 show_message("blobs: %s\n", show_blobs ? "on" : "off");
849 show_message("VR recenter\n");
858 static void toggle_flight()
860 static float prev_walk_speed = -1.0;
861 if(prev_walk_speed < 0.0) {
863 prev_walk_speed = walk_speed;
865 show_message("fly mode\n");
868 walk_speed = prev_walk_speed;
869 prev_walk_speed = -1.0;
870 show_message("walk mode\n");
874 static void calc_framerate()
878 static long prev_upd;
880 long elapsed = time_msec - prev_upd;
881 if(elapsed >= 1000) {
882 framerate = (float)nframes / (float)(elapsed * 0.001);
884 prev_upd = time_msec;
887 printf("fps: %f\n", framerate);
895 static Ray calc_pick_ray(int x, int y)
897 float nx = (float)x / (float)win_width;
898 float ny = (float)(win_height - y) / (float)win_height;
900 last_pick_ray = mouse_pick_ray(nx, ny, view_matrix, proj_matrix);
901 return last_pick_ray;