fixed background loading of both textures and scenes
[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
17 #define NEAR_CLIP       5.0
18 #define FAR_CLIP        10000.0
19
20 static void draw_scene();
21 static void toggle_flight();
22
23 long time_msec;
24 int win_width, win_height;
25 float win_aspect;
26 bool fb_srgb;
27 bool opt_gear_wireframe;
28
29 TextureSet texman;
30 SceneSet sceneman;
31
32 unsigned int sdr_ltmap, sdr_ltmap_notex;
33
34 static float cam_dist = 0.0;
35 static float cam_theta, cam_phi = 20;
36 static Vec3 cam_pos;
37 static float floor_y;   // last floor height
38 static float user_eye_height = 165;
39
40 static float walk_speed = 300.0f;
41 static float mouse_speed = 0.5f;
42 static bool show_walk_mesh, noclip = false;
43
44 static bool have_headtracking, should_swap;
45
46 static int prev_mx, prev_my;
47 static bool bnstate[8];
48 static bool keystate[256];
49 static bool gpad_bnstate[64];
50 static Vec2 joy_move, joy_look;
51 static float joy_deadzone = 0.01;
52
53 static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
54 static MetaScene *mscn;
55 static unsigned int sdr_post_gamma;
56
57 static long prev_msec;
58
59
60 bool app_init(int argc, char **argv)
61 {
62         if(!init_options(argc, argv, "demo.conf")) {
63                 return false;
64         }
65         app_resize(opt.width, opt.height);
66         app_fullscreen(opt.fullscreen);
67
68         if(opt.vr) {
69                 if(goatvr_init() == -1) {
70                         return false;
71                 }
72                 goatvr_set_origin_mode(GOATVR_HEAD);
73                 goatvr_set_units_scale(100.0f);
74
75                 goatvr_startvr();
76                 should_swap = goatvr_should_swap() != 0;
77                 user_eye_height = goatvr_get_eye_height();
78                 have_headtracking = goatvr_have_headtracking();
79
80                 goatvr_recenter();
81         }
82
83         int srgb_capable;
84         glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
85         printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
86         fb_srgb = srgb_capable != 0;
87         glEnable(GL_FRAMEBUFFER_SRGB);
88
89         glEnable(GL_MULTISAMPLE);
90         glEnable(GL_DEPTH_TEST);
91         glEnable(GL_CULL_FACE);
92         glEnable(GL_LIGHTING);
93         glEnable(GL_NORMALIZE);
94
95         Mesh::use_custom_sdr_attr = false;
96
97         float ambient[] = {0.0, 0.0, 0.0, 0.0};
98         glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
99
100         glClearColor(0.2, 0.2, 0.2, 1.0);
101
102         mscn = new MetaScene;
103         if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
104                 return false;
105         }
106
107         cam_pos = mscn->start_pos;
108         // TODO use start_rot
109
110         if(!(sdr_ltmap_notex = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-notex.p.glsl"))) {
111                 return false;
112         }
113
114         if(!(sdr_ltmap = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-tex.p.glsl"))) {
115                 return false;
116         }
117         set_uniform_int(sdr_ltmap, "texmap", 0);
118         set_uniform_int(sdr_ltmap, "lightmap", 1);
119
120         if(!fb_srgb) {
121                 sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
122         }
123
124         glUseProgram(0);
125
126         if(opt.vr || opt.fullscreen) {
127                 app_grab_mouse(true);
128         }
129         return true;
130 }
131
132 void app_cleanup()
133 {
134         app_grab_mouse(false);
135         if(opt.vr) {
136                 goatvr_shutdown();
137         }
138
139         texman.clear();
140         sceneman.clear();
141 }
142
143 static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
144 {
145         Mesh *wm = mscn->walk_mesh;
146         if(!wm) {
147                 *newv = v;
148                 return true;
149         }
150
151         Ray downray = Ray(v, Vec3(0, -1, 0));
152         HitPoint hit;
153         if(mscn->walk_mesh->intersect(downray, &hit)) {
154                 *newv = hit.pos;
155                 newv->y += user_eye_height;
156                 return true;
157         }
158         return false;
159 }
160
161 static void update(float dt)
162 {
163         texman.update();
164         sceneman.update();
165
166         mscn->update(dt);
167
168         float speed = walk_speed * dt;
169         Vec3 dir;
170
171         // joystick
172         float jdeadsq = joy_deadzone * joy_deadzone;
173         float jmove_lensq = length_sq(joy_move);
174         float jlook_lensq = length_sq(joy_look);
175
176         if(jmove_lensq > jdeadsq) {
177                 float len = sqrt(jmove_lensq);
178                 jmove_lensq -= jdeadsq;
179
180                 float mag = len * len;
181                 dir.x += mag * joy_move.x / len * 2.0 * speed;
182                 dir.z += mag * joy_move.y / len * 2.0 * speed;
183         }
184         if(jlook_lensq > jdeadsq) {
185                 float len = sqrt(jlook_lensq);
186                 jlook_lensq -= jdeadsq;
187
188                 float mag = len * len;
189                 cam_theta += mag * joy_look.x / len * 200.0 * dt;
190                 cam_phi += mag * joy_look.y / len * 100.0 * dt;
191                 if(cam_phi < -90.0f) cam_phi = -90.0f;
192                 if(cam_phi > 90.0f) cam_phi = 90.0f;
193         }
194
195         // keyboard move
196         if(keystate[(int)'w']) {
197                 dir.z -= speed;
198         }
199         if(keystate[(int)'s']) {
200                 dir.z += speed;
201         }
202         if(keystate[(int)'d']) {
203                 dir.x += speed;
204         }
205         if(keystate[(int)'a']) {
206                 dir.x -= speed;
207         }
208         if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
209                 cam_pos.y += speed;
210         }
211         if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
212                 cam_pos.y -= speed;
213         }
214
215         float theta = M_PI * cam_theta / 180.0f;
216         Vec3 newpos;
217         newpos.x = cam_pos.x + cos(theta) * dir.x - sin(theta) * dir.z;
218         newpos.y = cam_pos.y;
219         newpos.z = cam_pos.z + sin(theta) * dir.x + cos(theta) * dir.z;
220
221         if(noclip) {
222                 cam_pos = newpos;
223         } else {
224                 if(!constrain_walk_mesh(newpos, &cam_pos)) {
225                         float dtheta = M_PI / 32.0;
226                         float theta = dtheta;
227                         Vec2 dir2d = newpos.xz() - cam_pos.xz();
228
229                         for(int i=0; i<16; i++) {
230                                 Vec2 dvec = rotate(dir2d, theta);
231                                 Vec3 pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
232                                 if(constrain_walk_mesh(pos, &cam_pos)) {
233                                         break;
234                                 }
235                                 dvec = rotate(dir2d, -theta);
236                                 pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
237                                 if(constrain_walk_mesh(pos, &cam_pos)) {
238                                         break;
239                                 }
240                                 theta += dtheta;
241                         }
242                 }
243                 floor_y = cam_pos.y - user_eye_height;
244         }
245
246         // calculate mouselook view matrix
247         mouse_view_matrix = Mat4::identity;
248         mouse_view_matrix.pre_translate(0, 0, -cam_dist);
249         if(!have_headtracking) {
250                 mouse_view_matrix.pre_rotate_x(deg_to_rad(cam_phi));
251         }
252         mouse_view_matrix.pre_rotate_y(deg_to_rad(cam_theta));
253         mouse_view_matrix.pre_translate(-cam_pos.x, -cam_pos.y, -cam_pos.z);
254 }
255
256 static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
257 {
258         unsigned int lt = GL_LIGHT0 + idx;
259         float posv[] = { pos.x, pos.y, pos.z, 1 };
260         float colv[] = { color.x, color.y, color.z, 1 };
261
262         glEnable(lt);
263         glLightfv(lt, GL_POSITION, posv);
264         glLightfv(lt, GL_DIFFUSE, colv);
265         glLightfv(lt, GL_SPECULAR, colv);
266 }
267
268 void app_display()
269 {
270         float dt = (float)(time_msec - prev_msec) / 1000.0f;
271         prev_msec = time_msec;
272
273         update(dt);
274
275         if(opt.vr) {
276                 // VR mode
277                 goatvr_draw_start();
278                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
279
280                 for(int i=0; i<2; i++) {
281                         // for each eye
282                         goatvr_draw_eye(i);
283
284                         proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
285                         glMatrixMode(GL_PROJECTION);
286                         glLoadMatrixf(proj_matrix[0]);
287
288                         view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
289                         glMatrixMode(GL_MODELVIEW);
290                         glLoadMatrixf(view_matrix[0]);
291
292                         draw_scene();
293                 }
294                 goatvr_draw_done();
295
296                 if(should_swap) {
297                         app_swap_buffers();
298                 }
299
300         } else {
301                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
302
303                 proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
304                 glMatrixMode(GL_PROJECTION);
305                 glLoadMatrixf(proj_matrix[0]);
306
307                 view_matrix = mouse_view_matrix;
308                 glMatrixMode(GL_MODELVIEW);
309                 glLoadMatrixf(view_matrix[0]);
310
311                 draw_scene();
312
313                 if(!fb_srgb && sdr_post_gamma) {
314                         slow_post(sdr_post_gamma);
315                         glUseProgram(0);
316                 }
317                 app_swap_buffers();
318         }
319         assert(glGetError() == GL_NO_ERROR);
320 }
321
322
323 static void draw_scene()
324 {
325         static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
326         set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
327         set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
328         set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
329
330         mscn->draw();
331
332         if(show_walk_mesh && mscn->walk_mesh) {
333                 glPushAttrib(GL_ENABLE_BIT);
334                 glEnable(GL_BLEND);
335                 glBlendFunc(GL_ONE, GL_ONE);
336                 glDisable(GL_LIGHTING);
337                 glEnable(GL_POLYGON_OFFSET_FILL);
338
339                 glUseProgram(0);
340
341                 glPolygonOffset(-1, 1);
342                 glDepthMask(0);
343
344                 glColor3f(0.3, 0.08, 0.01);
345                 mscn->walk_mesh->draw();
346
347                 glDepthMask(1);
348
349                 glPopAttrib();
350         }
351
352         draw_ui();
353 }
354
355
356 void app_reshape(int x, int y)
357 {
358         glViewport(0, 0, x, y);
359         goatvr_set_fb_size(x, y, 1.0f);
360 }
361
362 void app_keyboard(int key, bool pressed)
363 {
364         unsigned int mod = app_get_modifiers();
365
366         if(pressed) {
367                 switch(key) {
368                 case 27:
369                         app_quit();
370                         break;
371
372                 case '\n':
373                 case '\r':
374                         if(mod & MOD_ALT) {
375                                 app_toggle_fullscreen();
376                         }
377                         break;
378
379                 case '`':
380                         app_toggle_grab_mouse();
381                         show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
382                         break;
383
384                 case 'w':
385                         if(mod & MOD_CTRL) {
386                                 show_walk_mesh = !show_walk_mesh;
387                                 show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
388                         }
389                         break;
390
391                 case 'c':
392                         if(mod & MOD_CTRL) {
393                                 noclip = !noclip;
394                                 show_message(noclip ? "no clip" : "clip");
395                         }
396                         break;
397
398                 case 'f':
399                         toggle_flight();
400                         break;
401
402                 case 'p':
403                         if(mod & MOD_CTRL) {
404                                 fb_srgb = !fb_srgb;
405                                 show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
406                         }
407                         break;
408
409                 case '=':
410                         walk_speed *= 1.25;
411                         show_message("walk speed: %g", walk_speed);
412                         break;
413
414                 case '-':
415                         walk_speed *= 0.75;
416                         show_message("walk speed: %g", walk_speed);
417                         break;
418
419                 case ']':
420                         mouse_speed *= 1.2;
421                         show_message("mouse speed: %g", mouse_speed);
422                         break;
423
424                 case '[':
425                         mouse_speed *= 0.8;
426                         show_message("mouse speed: %g", mouse_speed);
427                         break;
428                 }
429         }
430
431         if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
432                 keystate[key] = pressed;
433         }
434 }
435
436 void app_mouse_button(int bn, bool pressed, int x, int y)
437 {
438         prev_mx = x;
439         prev_my = y;
440         bnstate[bn] = pressed;
441 }
442
443 static inline void mouse_look(float dx, float dy)
444 {
445         float scrsz = (float)win_height;
446         cam_theta += dx * 512.0 / scrsz;
447         cam_phi += dy * 512.0 / scrsz;
448
449         if(cam_phi < -90) cam_phi = -90;
450         if(cam_phi > 90) cam_phi = 90;
451 }
452
453 static void mouse_zoom(float dx, float dy)
454 {
455         cam_dist += dy * 0.1;
456         if(cam_dist < 0.0) cam_dist = 0.0;
457 }
458
459 void app_mouse_motion(int x, int y)
460 {
461         int dx = x - prev_mx;
462         int dy = y - prev_my;
463         prev_mx = x;
464         prev_my = y;
465
466         if(!dx && !dy) return;
467
468         if(bnstate[0]) {
469                 mouse_look(dx, dy);
470         }
471         if(bnstate[2]) {
472                 mouse_zoom(dx, dy);
473         }
474 }
475
476 void app_mouse_delta(int dx, int dy)
477 {
478         if(bnstate[2]) {
479                 mouse_zoom(dx * mouse_speed, dy * mouse_speed);
480         } else {
481                 mouse_look(dx * mouse_speed, dy * mouse_speed);
482         }
483 }
484
485 void app_gamepad_axis(int axis, float val)
486 {
487         switch(axis) {
488         case 0:
489                 joy_move.x = val;
490                 break;
491         case 1:
492                 joy_move.y = val;
493                 break;
494
495         case 2:
496                 joy_look.x = val;
497                 break;
498         case 3:
499                 joy_look.y = val;
500                 break;
501         }
502 }
503
504 void app_gamepad_button(int bn, bool pressed)
505 {
506         gpad_bnstate[bn] = pressed;
507
508         if(pressed) {
509                 switch(bn) {
510                 case GPAD_LSTICK:
511                         toggle_flight();
512                         break;
513
514                 default:
515                         break;
516                 }
517         }
518 }
519
520 static void toggle_flight()
521 {
522         static float prev_walk_speed = -1.0;
523         if(prev_walk_speed < 0.0) {
524                 noclip = true;
525                 prev_walk_speed = walk_speed;
526                 walk_speed = 1000.0;
527                 show_message("fly mode\n");
528         } else {
529                 noclip = false;
530                 walk_speed = prev_walk_speed;
531                 prev_walk_speed = -1.0;
532                 show_message("walk mode\n");
533         }
534 }