vr input
[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 "vrinput.h"
18 #include "exman.h"
19 #include "blob_exhibit.h"
20
21 #define NEAR_CLIP       5.0
22 #define FAR_CLIP        10000.0
23
24 static void draw_scene();
25 static void toggle_flight();
26 static void calc_framerate();
27
28 long time_msec;
29 int win_width, win_height;
30 float win_aspect;
31 bool fb_srgb;
32 bool opt_gear_wireframe;
33
34 TextureSet texman;
35 SceneSet sceneman;
36
37 unsigned int sdr_ltmap, sdr_ltmap_notex;
38
39 static float cam_dist = 0.0;
40 static float cam_theta, cam_phi;
41 static Vec3 cam_pos;
42 static float floor_y;   // last floor height
43 static float user_eye_height = 165;
44
45 static float walk_speed = 300.0f;
46 static float mouse_speed = 0.5f;
47 static bool show_walk_mesh, noclip = false;
48
49 static bool have_headtracking, have_handtracking, should_swap;
50
51 static int prev_mx, prev_my;
52 static bool bnstate[8];
53 static bool keystate[256];
54 static bool gpad_bnstate[64];
55 static Vec2 joy_move, joy_look;
56 static float joy_deadzone = 0.01;
57
58 static float framerate;
59
60 static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
61 static MetaScene *mscn;
62 static unsigned int sdr_post_gamma;
63
64 static long prev_msec;
65
66 static ExhibitManager *exman;
67 static BlobExhibit *blobs;
68 static bool show_blobs;
69
70 static Renderer *rend;
71
72
73 bool app_init(int argc, char **argv)
74 {
75         if(!init_options(argc, argv, "demo.conf")) {
76                 return false;
77         }
78         app_resize(opt.width, opt.height);
79         app_fullscreen(opt.fullscreen);
80
81         if(opt.vr) {
82                 if(goatvr_init() == -1) {
83                         return false;
84                 }
85                 goatvr_set_origin_mode(GOATVR_HEAD);
86                 goatvr_set_units_scale(100.0f);
87
88                 goatvr_startvr();
89                 should_swap = goatvr_should_swap() != 0;
90                 user_eye_height = goatvr_get_eye_height();
91                 have_headtracking = goatvr_have_headtracking();
92                 have_handtracking = goatvr_have_handtracking();
93
94                 goatvr_recenter();
95         }
96
97         int srgb_capable;
98         glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
99         printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
100         fb_srgb = srgb_capable != 0;
101         glEnable(GL_FRAMEBUFFER_SRGB);
102
103         glEnable(GL_MULTISAMPLE);
104         glEnable(GL_DEPTH_TEST);
105         glEnable(GL_CULL_FACE);
106         glEnable(GL_LIGHTING);
107         glEnable(GL_NORMALIZE);
108
109         Mesh::use_custom_sdr_attr = false;
110
111         float ambient[] = {0.0, 0.0, 0.0, 0.0};
112         glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
113
114         glClearColor(1, 1, 1, 1);
115
116         if(!init_vrhands()) {
117                 return false;
118         }
119
120         mscn = new MetaScene;
121         if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
122                 return false;
123         }
124
125         cam_pos = mscn->start_pos;
126         Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot);
127         dir.y = 0;
128         cam_theta = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
129
130         exman = new ExhibitManager;
131         if(!exman->load(mscn, "data/exhibits")) {
132                 //return false;
133         }
134
135         blobs = new BlobExhibit;
136         blobs->node = new SceneNode;
137         blobs->init();
138         blobs->node->set_position(Vec3(-680, 160, -100));
139         blobs->node->set_scaling(Vec3(28, 28, 28));
140         blobs->node->update(0);
141
142         exman->add(blobs);
143
144         if(!(sdr_ltmap_notex = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-notex.p.glsl"))) {
145                 return false;
146         }
147         set_uniform_int(sdr_ltmap_notex, "texmap", MTL_TEX_DIFFUSE);
148         set_uniform_int(sdr_ltmap_notex, "lightmap", MTL_TEX_LIGHTMAP);
149
150         if(!(sdr_ltmap = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-tex.p.glsl"))) {
151                 return false;
152         }
153         set_uniform_int(sdr_ltmap, "texmap", MTL_TEX_DIFFUSE);
154         set_uniform_int(sdr_ltmap, "lightmap", MTL_TEX_LIGHTMAP);
155
156         if(!fb_srgb) {
157                 sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
158         }
159
160         rend = new Renderer;
161         rend->set_scene(mscn);
162
163         glUseProgram(0);
164
165         if(opt.vr || opt.fullscreen) {
166                 app_grab_mouse(true);
167         }
168         return true;
169 }
170
171 void app_cleanup()
172 {
173         app_grab_mouse(false);
174         if(opt.vr) {
175                 goatvr_shutdown();
176         }
177         destroy_vrhands();
178
179         delete rend;
180
181         delete exman;
182
183         texman.clear();
184         sceneman.clear();
185 }
186
187 static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
188 {
189         Mesh *wm = mscn->walk_mesh;
190         if(!wm) {
191                 *newv = v;
192                 return true;
193         }
194
195         Ray downray = Ray(v, Vec3(0, -1, 0));
196         HitPoint hit;
197         if(mscn->walk_mesh->intersect(downray, &hit)) {
198                 *newv = hit.pos;
199                 newv->y += user_eye_height;
200                 return true;
201         }
202         return false;
203 }
204
205 static void update(float dt)
206 {
207         texman.update();
208         sceneman.update();
209
210         mscn->update(dt);
211         exman->update(dt);
212
213         float speed = walk_speed * dt;
214         Vec3 dir;
215
216         // joystick
217         float jdeadsq = joy_deadzone * joy_deadzone;
218         float jmove_lensq = length_sq(joy_move);
219         float jlook_lensq = length_sq(joy_look);
220
221         if(jmove_lensq > jdeadsq) {
222                 float len = sqrt(jmove_lensq);
223                 jmove_lensq -= jdeadsq;
224
225                 float mag = len * len;
226                 dir.x += mag * joy_move.x / len * 2.0 * speed;
227                 dir.z += mag * joy_move.y / len * 2.0 * speed;
228         }
229         if(jlook_lensq > jdeadsq) {
230                 float len = sqrt(jlook_lensq);
231                 jlook_lensq -= jdeadsq;
232
233                 float mag = len * len;
234                 cam_theta += mag * joy_look.x / len * 200.0 * dt;
235                 cam_phi += mag * joy_look.y / len * 100.0 * dt;
236                 if(cam_phi < -90.0f) cam_phi = -90.0f;
237                 if(cam_phi > 90.0f) cam_phi = 90.0f;
238         }
239
240         // keyboard move
241         if(keystate[(int)'w']) {
242                 dir.z -= speed;
243         }
244         if(keystate[(int)'s']) {
245                 dir.z += speed;
246         }
247         if(keystate[(int)'d']) {
248                 dir.x += speed;
249         }
250         if(keystate[(int)'a']) {
251                 dir.x -= speed;
252         }
253         if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
254                 cam_pos.y += speed;
255         }
256         if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
257                 cam_pos.y -= speed;
258         }
259
260         float theta = M_PI * cam_theta / 180.0f;
261         Vec3 newpos;
262         newpos.x = cam_pos.x + cos(theta) * dir.x - sin(theta) * dir.z;
263         newpos.y = cam_pos.y;
264         newpos.z = cam_pos.z + sin(theta) * dir.x + cos(theta) * dir.z;
265
266         if(noclip) {
267                 cam_pos = newpos;
268         } else {
269                 if(!constrain_walk_mesh(newpos, &cam_pos)) {
270                         float dtheta = M_PI / 32.0;
271                         float theta = dtheta;
272                         Vec2 dir2d = newpos.xz() - cam_pos.xz();
273
274                         for(int i=0; i<16; i++) {
275                                 Vec2 dvec = rotate(dir2d, theta);
276                                 Vec3 pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
277                                 if(constrain_walk_mesh(pos, &cam_pos)) {
278                                         break;
279                                 }
280                                 dvec = rotate(dir2d, -theta);
281                                 pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
282                                 if(constrain_walk_mesh(pos, &cam_pos)) {
283                                         break;
284                                 }
285                                 theta += dtheta;
286                         }
287                 }
288                 floor_y = cam_pos.y - user_eye_height;
289         }
290
291         // calculate mouselook view matrix
292         mouse_view_matrix = Mat4::identity;
293         mouse_view_matrix.pre_translate(0, 0, -cam_dist);
294         if(!have_headtracking) {
295                 mouse_view_matrix.pre_rotate_x(deg_to_rad(cam_phi));
296         }
297         mouse_view_matrix.pre_rotate_y(deg_to_rad(cam_theta));
298         mouse_view_matrix.pre_translate(-cam_pos.x, -cam_pos.y, -cam_pos.z);
299
300         // update hand-tracking
301         if(have_handtracking) {
302                 update_vrhands();
303         }
304 }
305
306 static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
307 {
308         unsigned int lt = GL_LIGHT0 + idx;
309         float posv[] = { pos.x, pos.y, pos.z, 1 };
310         float colv[] = { color.x, color.y, color.z, 1 };
311
312         glEnable(lt);
313         glLightfv(lt, GL_POSITION, posv);
314         glLightfv(lt, GL_DIFFUSE, colv);
315         glLightfv(lt, GL_SPECULAR, colv);
316 }
317
318 void app_display()
319 {
320         float dt = (float)(time_msec - prev_msec) / 1000.0f;
321         prev_msec = time_msec;
322
323         update(dt);
324
325         if(opt.vr) {
326                 // VR mode
327                 goatvr_draw_start();
328                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
329
330                 for(int i=0; i<2; i++) {
331                         // for each eye
332                         goatvr_draw_eye(i);
333
334                         proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
335                         glMatrixMode(GL_PROJECTION);
336                         glLoadMatrixf(proj_matrix[0]);
337
338                         view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
339                         glMatrixMode(GL_MODELVIEW);
340                         glLoadMatrixf(view_matrix[0]);
341
342                         draw_scene();
343                         draw_vrhands();
344                 }
345                 goatvr_draw_done();
346
347                 if(should_swap) {
348                         app_swap_buffers();
349                 }
350
351         } else {
352                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
353
354                 proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
355                 glMatrixMode(GL_PROJECTION);
356                 glLoadMatrixf(proj_matrix[0]);
357
358                 view_matrix = mouse_view_matrix;
359                 glMatrixMode(GL_MODELVIEW);
360                 glLoadMatrixf(view_matrix[0]);
361
362                 draw_scene();
363
364                 if(!fb_srgb && sdr_post_gamma) {
365                         slow_post(sdr_post_gamma);
366                         glUseProgram(0);
367                 }
368                 app_swap_buffers();
369         }
370         assert(glGetError() == GL_NO_ERROR);
371
372         calc_framerate();
373 }
374
375
376 static void draw_scene()
377 {
378         static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
379         set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
380         set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
381         set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
382
383         rend->draw();
384
385         if(show_blobs) {
386                 blobs->draw();
387         }
388
389         if(show_walk_mesh && mscn->walk_mesh) {
390                 glPushAttrib(GL_ENABLE_BIT);
391                 glEnable(GL_BLEND);
392                 glBlendFunc(GL_ONE, GL_ONE);
393                 glDisable(GL_LIGHTING);
394                 glEnable(GL_POLYGON_OFFSET_FILL);
395
396                 glUseProgram(0);
397
398                 glPolygonOffset(-1, 1);
399                 glDepthMask(0);
400
401                 glColor3f(0.3, 0.08, 0.01);
402                 mscn->walk_mesh->draw();
403
404                 glDepthMask(1);
405
406                 glPopAttrib();
407         }
408
409         print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
410         draw_ui();
411 }
412
413
414 void app_reshape(int x, int y)
415 {
416         glViewport(0, 0, x, y);
417         goatvr_set_fb_size(x, y, 1.0f);
418 }
419
420 void app_keyboard(int key, bool pressed)
421 {
422         unsigned int mod = app_get_modifiers();
423
424         if(pressed) {
425                 switch(key) {
426                 case 27:
427                         app_quit();
428                         break;
429
430                 case '\n':
431                 case '\r':
432                         if(mod & MOD_ALT) {
433                                 app_toggle_fullscreen();
434                         }
435                         break;
436
437                 case '`':
438                         app_toggle_grab_mouse();
439                         show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
440                         break;
441
442                 case 'w':
443                         if(mod & MOD_CTRL) {
444                                 show_walk_mesh = !show_walk_mesh;
445                                 show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
446                         }
447                         break;
448
449                 case 'c':
450                         if(mod & MOD_CTRL) {
451                                 noclip = !noclip;
452                                 show_message(noclip ? "no clip" : "clip");
453                         }
454                         break;
455
456                 case 'f':
457                         toggle_flight();
458                         break;
459
460                 case 'p':
461                         if(mod & MOD_CTRL) {
462                                 fb_srgb = !fb_srgb;
463                                 show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
464                         }
465                         break;
466
467                 case '=':
468                         walk_speed *= 1.25;
469                         show_message("walk speed: %g", walk_speed);
470                         break;
471
472                 case '-':
473                         walk_speed *= 0.75;
474                         show_message("walk speed: %g", walk_speed);
475                         break;
476
477                 case ']':
478                         mouse_speed *= 1.2;
479                         show_message("mouse speed: %g", mouse_speed);
480                         break;
481
482                 case '[':
483                         mouse_speed *= 0.8;
484                         show_message("mouse speed: %g", mouse_speed);
485                         break;
486
487                 case 'b':
488                         show_blobs = !show_blobs;
489                         show_message("blobs: %s\n", show_blobs ? "on" : "off");
490                         break;
491
492                 case ' ':
493                         goatvr_recenter();
494                         show_message("VR recenter\n");
495                         break;
496                 }
497         }
498
499         if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
500                 keystate[key] = pressed;
501         }
502 }
503
504 void app_mouse_button(int bn, bool pressed, int x, int y)
505 {
506         prev_mx = x;
507         prev_my = y;
508         bnstate[bn] = pressed;
509 }
510
511 static inline void mouse_look(float dx, float dy)
512 {
513         float scrsz = (float)win_height;
514         cam_theta += dx * 512.0 / scrsz;
515         cam_phi += dy * 512.0 / scrsz;
516
517         if(cam_phi < -90) cam_phi = -90;
518         if(cam_phi > 90) cam_phi = 90;
519 }
520
521 static void mouse_zoom(float dx, float dy)
522 {
523         cam_dist += dy * 0.1;
524         if(cam_dist < 0.0) cam_dist = 0.0;
525 }
526
527 void app_mouse_motion(int x, int y)
528 {
529         int dx = x - prev_mx;
530         int dy = y - prev_my;
531         prev_mx = x;
532         prev_my = y;
533
534         if(!dx && !dy) return;
535
536         if(bnstate[0]) {
537                 mouse_look(dx, dy);
538         }
539         if(bnstate[2]) {
540                 mouse_zoom(dx, dy);
541         }
542 }
543
544 void app_mouse_delta(int dx, int dy)
545 {
546         if(bnstate[2]) {
547                 mouse_zoom(dx * mouse_speed, dy * mouse_speed);
548         } else {
549                 mouse_look(dx * mouse_speed, dy * mouse_speed);
550         }
551 }
552
553 void app_gamepad_axis(int axis, float val)
554 {
555         switch(axis) {
556         case 0:
557                 joy_move.x = val;
558                 break;
559         case 1:
560                 joy_move.y = val;
561                 break;
562
563         case 2:
564                 joy_look.x = val;
565                 break;
566         case 3:
567                 joy_look.y = val;
568                 break;
569         }
570 }
571
572 void app_gamepad_button(int bn, bool pressed)
573 {
574         gpad_bnstate[bn] = pressed;
575
576         if(pressed) {
577                 switch(bn) {
578                 case GPAD_LSTICK:
579                         toggle_flight();
580                         break;
581
582                 case GPAD_X:
583                         show_blobs = !show_blobs;
584                         show_message("blobs: %s\n", show_blobs ? "on" : "off");
585                         break;
586
587                 case GPAD_START:
588                         goatvr_recenter();
589                         show_message("VR recenter\n");
590                         break;
591
592                 default:
593                         break;
594                 }
595         }
596 }
597
598 static void toggle_flight()
599 {
600         static float prev_walk_speed = -1.0;
601         if(prev_walk_speed < 0.0) {
602                 noclip = true;
603                 prev_walk_speed = walk_speed;
604                 walk_speed = 1000.0;
605                 show_message("fly mode\n");
606         } else {
607                 noclip = false;
608                 walk_speed = prev_walk_speed;
609                 prev_walk_speed = -1.0;
610                 show_message("walk mode\n");
611         }
612 }
613
614 static void calc_framerate()
615 {
616         static int ncalc;
617         static int nframes;
618         static long prev_upd;
619
620         long elapsed = time_msec - prev_upd;
621         if(elapsed >= 1000) {
622                 framerate = (float)nframes / (float)(elapsed * 0.001);
623                 nframes = 1;
624                 prev_upd = time_msec;
625
626                 /*if(++ncalc >= 5) {
627                         printf("fps: %f\n", framerate);
628                         ncalc = 0;
629                 }*/
630         } else {
631                 ++nframes;
632         }
633 }