11 #include "metascene.h"
18 #define FAR_CLIP 10000.0
20 static void draw_scene();
23 int win_width, win_height;
26 bool opt_gear_wireframe;
28 static float cam_dist = 0.0;
29 static float cam_theta, cam_phi = 20;
31 static float floor_y; // last floor height
32 static float user_eye_height = 165;
34 static float walk_speed = 300.0f;
35 static float mouse_speed = 1.0f;
36 static bool show_walk_mesh, noclip = false;
38 static bool have_headtracking, should_swap;
40 static int prev_mx, prev_my;
41 static bool bnstate[8];
42 static bool keystate[256];
44 static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
45 static TextureSet texman;
47 static unsigned int sdr, sdr_post_gamma;
49 static long prev_msec;
52 bool app_init(int argc, char **argv)
54 if(!init_options(argc, argv, "demo.conf")) {
57 app_resize(opt.width, opt.height);
58 app_fullscreen(opt.fullscreen);
61 if(goatvr_init() == -1) {
64 goatvr_set_origin_mode(GOATVR_HEAD);
65 goatvr_set_units_scale(100.0f);
68 should_swap = goatvr_should_swap() != 0;
69 user_eye_height = goatvr_get_eye_height();
70 have_headtracking = goatvr_have_headtracking();
76 glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
77 printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
78 fb_srgb = srgb_capable != 0;
79 glEnable(GL_FRAMEBUFFER_SRGB);
81 glEnable(GL_MULTISAMPLE);
82 glEnable(GL_DEPTH_TEST);
83 glEnable(GL_CULL_FACE);
84 glEnable(GL_LIGHTING);
85 glEnable(GL_NORMALIZE);
87 Mesh::use_custom_sdr_attr = false;
89 float ambient[] = {0.0, 0.0, 0.0, 0.0};
90 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
92 glClearColor(0.2, 0.2, 0.2, 1.0);
94 scn = new Scene(&texman);
95 if(!load_scene(scn, "data/museum.scene")) {
99 // set initial cam_pos above the center of the walk mesh (if any)
103 scn->walk_mesh->get_bsphere(&bcent, &brad);
106 cam_pos = bcent + Vec3(0, user_eye_height, 0);
109 if(!(sdr = create_program_load("sdr/test.v.glsl", "sdr/test.p.glsl"))) {
110 fprintf(stderr, "failed to load test shaders\n");
113 set_uniform_int(sdr, "texmap", 0);
114 set_uniform_int(sdr, "lightmap", 1);
117 sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
122 if(opt.vr || opt.fullscreen) {
123 app_grab_mouse(true);
130 app_grab_mouse(false);
137 static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
139 Mesh *wm = scn->walk_mesh;
145 Ray downray = Ray(v, Vec3(0, -1, 0));
147 if(scn->walk_mesh->intersect(downray, &hit)) {
149 newv->y += user_eye_height;
155 static void update(float dt)
161 float speed = walk_speed * dt;
164 if(keystate[(int)'w']) {
167 if(keystate[(int)'s']) {
170 if(keystate[(int)'d']) {
173 if(keystate[(int)'a']) {
176 if(keystate[(int)'q']) {
179 if(keystate[(int)'z']) {
183 float theta = M_PI * cam_theta / 180.0f;
185 newpos.x = cam_pos.x + cos(theta) * dir.x - sin(theta) * dir.z;
186 newpos.y = cam_pos.y;
187 newpos.z = cam_pos.z + sin(theta) * dir.x + cos(theta) * dir.z;
192 if(!constrain_walk_mesh(newpos, &cam_pos)) {
193 float dtheta = M_PI / 32.0;
194 float theta = dtheta;
195 Vec2 dir2d = newpos.xz() - cam_pos.xz();
197 for(int i=0; i<16; i++) {
198 Vec2 dvec = rotate(dir2d, theta);
199 Vec3 pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
200 if(constrain_walk_mesh(pos, &cam_pos)) {
203 dvec = rotate(dir2d, -theta);
204 pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
205 if(constrain_walk_mesh(pos, &cam_pos)) {
211 floor_y = cam_pos.y - user_eye_height;
214 // calculate mouselook view matrix
215 mouse_view_matrix = Mat4::identity;
216 mouse_view_matrix.pre_translate(0, 0, -cam_dist);
217 if(!have_headtracking) {
218 mouse_view_matrix.pre_rotate_x(deg_to_rad(cam_phi));
220 mouse_view_matrix.pre_rotate_y(deg_to_rad(cam_theta));
221 mouse_view_matrix.pre_translate(-cam_pos.x, -cam_pos.y, -cam_pos.z);
224 static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
226 unsigned int lt = GL_LIGHT0 + idx;
227 float posv[] = { pos.x, pos.y, pos.z, 1 };
228 float colv[] = { color.x, color.y, color.z, 1 };
231 glLightfv(lt, GL_POSITION, posv);
232 glLightfv(lt, GL_DIFFUSE, colv);
233 glLightfv(lt, GL_SPECULAR, colv);
238 float dt = (float)(time_msec - prev_msec) / 1000.0f;
239 prev_msec = time_msec;
246 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
248 for(int i=0; i<2; i++) {
252 proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
253 glMatrixMode(GL_PROJECTION);
254 glLoadMatrixf(proj_matrix[0]);
256 view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
257 glMatrixMode(GL_MODELVIEW);
258 glLoadMatrixf(view_matrix[0]);
269 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
271 proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
272 glMatrixMode(GL_PROJECTION);
273 glLoadMatrixf(proj_matrix[0]);
275 view_matrix = mouse_view_matrix;
276 glMatrixMode(GL_MODELVIEW);
277 glLoadMatrixf(view_matrix[0]);
281 if(!fb_srgb && sdr_post_gamma) {
282 slow_post(sdr_post_gamma);
287 assert(glGetError() == GL_NO_ERROR);
291 static void draw_scene()
293 static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
294 set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
295 set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
296 set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
302 if(show_walk_mesh && scn->walk_mesh) {
303 glPushAttrib(GL_ENABLE_BIT);
305 glBlendFunc(GL_ONE, GL_ONE);
306 glDisable(GL_LIGHTING);
307 glEnable(GL_POLYGON_OFFSET_FILL);
309 glPolygonOffset(-1, 1);
312 glColor3f(0.3, 0.08, 0.01);
313 scn->walk_mesh->draw();
324 void app_reshape(int x, int y)
326 glViewport(0, 0, x, y);
327 goatvr_set_fb_size(x, y, 1.0f);
330 void app_keyboard(int key, bool pressed)
332 unsigned int mod = app_get_modifiers();
341 app_toggle_fullscreen();
345 app_toggle_grab_mouse();
346 show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
351 show_walk_mesh = !show_walk_mesh;
352 show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
359 show_message(noclip ? "no clip" : "clip");
366 show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
372 show_message("walk speed: %g", walk_speed);
377 show_message("walk speed: %g", walk_speed);
382 show_message("mouse speed: %g", mouse_speed);
387 show_message("mouse speed: %g", mouse_speed);
392 if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
393 keystate[key] = pressed;
397 void app_mouse_button(int bn, bool pressed, int x, int y)
401 bnstate[bn] = pressed;
404 static inline void mouse_look(int dx, int dy)
406 float scrsz = (float)win_height;
407 cam_theta += dx * 512.0 / scrsz;
408 cam_phi += dy * 512.0 / scrsz;
410 if(cam_phi < -90) cam_phi = -90;
411 if(cam_phi > 90) cam_phi = 90;
414 static void mouse_zoom(int dx, int dy)
416 cam_dist += dy * 0.1;
417 if(cam_dist < 0.0) cam_dist = 0.0;
420 void app_mouse_motion(int x, int y)
422 int dx = x - prev_mx;
423 int dy = y - prev_my;
427 if(!dx && !dy) return;
437 void app_mouse_delta(int dx, int dy)
440 mouse_zoom(dx * mouse_speed, dy * mouse_speed);
442 mouse_look(dx * mouse_speed, dy * mouse_speed);