#include "datamap.h"
#include "ui.h"
#include "opt.h"
+#include "post.h"
#define NEAR_CLIP 5.0
#define FAR_CLIP 10000.0
long time_msec;
int win_width, win_height;
float win_aspect;
+bool fb_srgb;
bool opt_gear_wireframe;
static float cam_dist = 0.0;
static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
static TextureSet texman;
static Scene *scn;
-static unsigned int sdr;
+static unsigned int sdr, sdr_post_gamma;
static long prev_msec;
goatvr_recenter();
}
+ int srgb_capable;
+ glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
+ printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
+ fb_srgb = srgb_capable != 0;
glEnable(GL_FRAMEBUFFER_SRGB);
+
glEnable(GL_MULTISAMPLE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
set_uniform_int(sdr, "texmap", 0);
set_uniform_int(sdr, "lightmap", 1);
+ if(!fb_srgb) {
+ sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
+ }
+
glUseProgram(0);
if(opt.vr || opt.fullscreen) {
draw_scene();
+ if(!fb_srgb && sdr_post_gamma) {
+ slow_post(sdr_post_gamma);
+ glUseProgram(0);
+ }
app_swap_buffers();
}
assert(glGetError() == GL_NO_ERROR);
}
break;
+ case 'p':
+ if(mod & MOD_CTRL) {
+ fb_srgb = !fb_srgb;
+ show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
+ }
+ break;
+
case '=':
walk_speed *= 1.25;
show_message("walk speed: %g", walk_speed);
static inline void mouse_look(int dx, int dy)
{
- cam_theta += dx * 0.5;
- cam_phi += dy * 0.5;
+ float scrsz = (float)win_height;
+ cam_theta += dx * 512.0 / scrsz;
+ cam_phi += dy * 512.0 / scrsz;
if(cam_phi < -90) cam_phi = -90;
if(cam_phi > 90) cam_phi = 90;