11 #include "metascene.h"
18 #define FAR_CLIP 10000.0
20 static void draw_scene();
21 static void toggle_flight();
24 int win_width, win_height;
27 bool opt_gear_wireframe;
29 unsigned int sdr_ltmap, sdr_ltmap_notex;
31 static float cam_dist = 0.0;
32 static float cam_theta, cam_phi = 20;
34 static float floor_y; // last floor height
35 static float user_eye_height = 165;
37 static float walk_speed = 300.0f;
38 static float mouse_speed = 0.5f;
39 static bool show_walk_mesh, noclip = false;
41 static bool have_headtracking, should_swap;
43 static int prev_mx, prev_my;
44 static bool bnstate[8];
45 static bool keystate[256];
46 static bool gpad_bnstate[64];
47 static Vec2 joy_move, joy_look;
48 static float joy_deadzone = 0.01;
50 static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
51 static TextureSet texman;
52 static SceneSet sceneman;
53 static MetaScene *mscn;
54 static unsigned int sdr_post_gamma;
56 static long prev_msec;
59 bool app_init(int argc, char **argv)
61 if(!init_options(argc, argv, "demo.conf")) {
64 app_resize(opt.width, opt.height);
65 app_fullscreen(opt.fullscreen);
68 if(goatvr_init() == -1) {
71 goatvr_set_origin_mode(GOATVR_HEAD);
72 goatvr_set_units_scale(100.0f);
75 should_swap = goatvr_should_swap() != 0;
76 user_eye_height = goatvr_get_eye_height();
77 have_headtracking = goatvr_have_headtracking();
83 glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
84 printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
85 fb_srgb = srgb_capable != 0;
86 glEnable(GL_FRAMEBUFFER_SRGB);
88 glEnable(GL_MULTISAMPLE);
89 glEnable(GL_DEPTH_TEST);
90 glEnable(GL_CULL_FACE);
91 glEnable(GL_LIGHTING);
92 glEnable(GL_NORMALIZE);
94 Mesh::use_custom_sdr_attr = false;
96 float ambient[] = {0.0, 0.0, 0.0, 0.0};
97 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
99 glClearColor(0.2, 0.2, 0.2, 1.0);
101 mscn = new MetaScene(&sceneman, &texman);
102 if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
106 cam_pos = mscn->start_pos;
107 // TODO use start_rot
109 if(!(sdr_ltmap_notex = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-notex.p.glsl"))) {
113 if(!(sdr_ltmap = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-tex.p.glsl"))) {
116 set_uniform_int(sdr_ltmap, "texmap", 0);
117 set_uniform_int(sdr_ltmap, "lightmap", 1);
120 sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
125 if(opt.vr || opt.fullscreen) {
126 app_grab_mouse(true);
133 app_grab_mouse(false);
142 static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
144 Mesh *wm = mscn->walk_mesh;
150 Ray downray = Ray(v, Vec3(0, -1, 0));
152 if(mscn->walk_mesh->intersect(downray, &hit)) {
154 newv->y += user_eye_height;
160 static void update(float dt)
167 float speed = walk_speed * dt;
171 float jdeadsq = joy_deadzone * joy_deadzone;
172 float jmove_lensq = length_sq(joy_move);
173 float jlook_lensq = length_sq(joy_look);
175 if(jmove_lensq > jdeadsq) {
176 float len = sqrt(jmove_lensq);
177 jmove_lensq -= jdeadsq;
179 float mag = len * len;
180 dir.x += mag * joy_move.x / len * 2.0 * speed;
181 dir.z += mag * joy_move.y / len * 2.0 * speed;
183 if(jlook_lensq > jdeadsq) {
184 float len = sqrt(jlook_lensq);
185 jlook_lensq -= jdeadsq;
187 float mag = len * len;
188 cam_theta += mag * joy_look.x / len * 200.0 * dt;
189 cam_phi += mag * joy_look.y / len * 100.0 * dt;
190 if(cam_phi < -90.0f) cam_phi = -90.0f;
191 if(cam_phi > 90.0f) cam_phi = 90.0f;
195 if(keystate[(int)'w']) {
198 if(keystate[(int)'s']) {
201 if(keystate[(int)'d']) {
204 if(keystate[(int)'a']) {
207 if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
210 if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
214 float theta = M_PI * cam_theta / 180.0f;
216 newpos.x = cam_pos.x + cos(theta) * dir.x - sin(theta) * dir.z;
217 newpos.y = cam_pos.y;
218 newpos.z = cam_pos.z + sin(theta) * dir.x + cos(theta) * dir.z;
223 if(!constrain_walk_mesh(newpos, &cam_pos)) {
224 float dtheta = M_PI / 32.0;
225 float theta = dtheta;
226 Vec2 dir2d = newpos.xz() - cam_pos.xz();
228 for(int i=0; i<16; i++) {
229 Vec2 dvec = rotate(dir2d, theta);
230 Vec3 pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
231 if(constrain_walk_mesh(pos, &cam_pos)) {
234 dvec = rotate(dir2d, -theta);
235 pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
236 if(constrain_walk_mesh(pos, &cam_pos)) {
242 floor_y = cam_pos.y - user_eye_height;
245 // calculate mouselook view matrix
246 mouse_view_matrix = Mat4::identity;
247 mouse_view_matrix.pre_translate(0, 0, -cam_dist);
248 if(!have_headtracking) {
249 mouse_view_matrix.pre_rotate_x(deg_to_rad(cam_phi));
251 mouse_view_matrix.pre_rotate_y(deg_to_rad(cam_theta));
252 mouse_view_matrix.pre_translate(-cam_pos.x, -cam_pos.y, -cam_pos.z);
255 static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
257 unsigned int lt = GL_LIGHT0 + idx;
258 float posv[] = { pos.x, pos.y, pos.z, 1 };
259 float colv[] = { color.x, color.y, color.z, 1 };
262 glLightfv(lt, GL_POSITION, posv);
263 glLightfv(lt, GL_DIFFUSE, colv);
264 glLightfv(lt, GL_SPECULAR, colv);
269 float dt = (float)(time_msec - prev_msec) / 1000.0f;
270 prev_msec = time_msec;
277 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
279 for(int i=0; i<2; i++) {
283 proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
284 glMatrixMode(GL_PROJECTION);
285 glLoadMatrixf(proj_matrix[0]);
287 view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
288 glMatrixMode(GL_MODELVIEW);
289 glLoadMatrixf(view_matrix[0]);
300 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
302 proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
303 glMatrixMode(GL_PROJECTION);
304 glLoadMatrixf(proj_matrix[0]);
306 view_matrix = mouse_view_matrix;
307 glMatrixMode(GL_MODELVIEW);
308 glLoadMatrixf(view_matrix[0]);
312 if(!fb_srgb && sdr_post_gamma) {
313 slow_post(sdr_post_gamma);
318 assert(glGetError() == GL_NO_ERROR);
322 static void draw_scene()
324 static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
325 set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
326 set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
327 set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
331 if(show_walk_mesh && mscn->walk_mesh) {
332 glPushAttrib(GL_ENABLE_BIT);
334 glBlendFunc(GL_ONE, GL_ONE);
335 glDisable(GL_LIGHTING);
336 glEnable(GL_POLYGON_OFFSET_FILL);
340 glPolygonOffset(-1, 1);
343 glColor3f(0.3, 0.08, 0.01);
344 mscn->walk_mesh->draw();
355 void app_reshape(int x, int y)
357 glViewport(0, 0, x, y);
358 goatvr_set_fb_size(x, y, 1.0f);
361 void app_keyboard(int key, bool pressed)
363 unsigned int mod = app_get_modifiers();
374 app_toggle_fullscreen();
379 app_toggle_grab_mouse();
380 show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
385 show_walk_mesh = !show_walk_mesh;
386 show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
393 show_message(noclip ? "no clip" : "clip");
404 show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
410 show_message("walk speed: %g", walk_speed);
415 show_message("walk speed: %g", walk_speed);
420 show_message("mouse speed: %g", mouse_speed);
425 show_message("mouse speed: %g", mouse_speed);
430 if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
431 keystate[key] = pressed;
435 void app_mouse_button(int bn, bool pressed, int x, int y)
439 bnstate[bn] = pressed;
442 static inline void mouse_look(float dx, float dy)
444 float scrsz = (float)win_height;
445 cam_theta += dx * 512.0 / scrsz;
446 cam_phi += dy * 512.0 / scrsz;
448 if(cam_phi < -90) cam_phi = -90;
449 if(cam_phi > 90) cam_phi = 90;
452 static void mouse_zoom(float dx, float dy)
454 cam_dist += dy * 0.1;
455 if(cam_dist < 0.0) cam_dist = 0.0;
458 void app_mouse_motion(int x, int y)
460 int dx = x - prev_mx;
461 int dy = y - prev_my;
465 if(!dx && !dy) return;
475 void app_mouse_delta(int dx, int dy)
478 mouse_zoom(dx * mouse_speed, dy * mouse_speed);
480 mouse_look(dx * mouse_speed, dy * mouse_speed);
484 void app_gamepad_axis(int axis, float val)
503 void app_gamepad_button(int bn, bool pressed)
505 gpad_bnstate[bn] = pressed;
519 static void toggle_flight()
521 static float prev_walk_speed = -1.0;
522 if(prev_walk_speed < 0.0) {
524 prev_walk_speed = walk_speed;
526 show_message("fly mode\n");
529 walk_speed = prev_walk_speed;
530 prev_walk_speed = -1.0;
531 show_message("walk mode\n");