Merge branch 'master' of goat:git/laserbrain_demo
[laserbrain_demo] / src / app.cc
index bc3f13c..17ab2fd 100644 (file)
@@ -14,6 +14,7 @@
 #include "opt.h"
 #include "post.h"
 #include "renderer.h"
+#include "vrinput.h"
 #include "exman.h"
 #include "blob_exhibit.h"
 
@@ -45,7 +46,7 @@ static float walk_speed = 300.0f;
 static float mouse_speed = 0.5f;
 static bool show_walk_mesh, noclip = false;
 
-static bool have_headtracking, should_swap;
+static bool have_headtracking, have_handtracking, should_swap;
 
 static int prev_mx, prev_my;
 static bool bnstate[8];
@@ -88,6 +89,7 @@ bool app_init(int argc, char **argv)
                should_swap = goatvr_should_swap() != 0;
                user_eye_height = goatvr_get_eye_height();
                have_headtracking = goatvr_have_headtracking();
+               have_handtracking = goatvr_have_handtracking();
 
                goatvr_recenter();
        }
@@ -111,6 +113,10 @@ bool app_init(int argc, char **argv)
 
        glClearColor(1, 1, 1, 1);
 
+       if(!init_vrhands()) {
+               return false;
+       }
+
        mscn = new MetaScene;
        if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
                return false;
@@ -122,6 +128,9 @@ bool app_init(int argc, char **argv)
        cam_theta = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
 
        exman = new ExhibitManager;
+       if(!exman->load(mscn, "data/exhibits")) {
+               //return false;
+       }
 
        blobs = new BlobExhibit;
        blobs->node = new SceneNode;
@@ -165,6 +174,7 @@ void app_cleanup()
        if(opt.vr) {
                goatvr_shutdown();
        }
+       destroy_vrhands();
 
        delete rend;
 
@@ -286,6 +296,11 @@ static void update(float dt)
        }
        mouse_view_matrix.pre_rotate_y(deg_to_rad(cam_theta));
        mouse_view_matrix.pre_translate(-cam_pos.x, -cam_pos.y, -cam_pos.z);
+
+       // update hand-tracking
+       if(have_handtracking) {
+               update_vrhands();
+       }
 }
 
 static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
@@ -305,13 +320,13 @@ void app_display()
        float dt = (float)(time_msec - prev_msec) / 1000.0f;
        prev_msec = time_msec;
 
-       update(dt);
-
        if(opt.vr) {
                // VR mode
                goatvr_draw_start();
                glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
+               update(dt);
+
                for(int i=0; i<2; i++) {
                        // for each eye
                        goatvr_draw_eye(i);
@@ -325,6 +340,9 @@ void app_display()
                        glLoadMatrixf(view_matrix[0]);
 
                        draw_scene();
+                       if(have_handtracking) {
+                               draw_vrhands();
+                       }
                }
                goatvr_draw_done();
 
@@ -335,6 +353,8 @@ void app_display()
        } else {
                glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
+               update(dt);
+
                proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
                glMatrixMode(GL_PROJECTION);
                glLoadMatrixf(proj_matrix[0]);
@@ -370,6 +390,38 @@ static void draw_scene()
                blobs->draw();
        }
 
+       /*
+       if(have_handtracking) {
+               Mat4 head_xform = inverse(mouse_view_matrix);//goatvr_head_matrix();
+               Mat4 head_dir_xform = head_xform.upper3x3();
+
+               glUseProgram(0);
+               glPushAttrib(GL_ENABLE_BIT);
+               glDisable(GL_LIGHTING);
+               glBegin(GL_LINES);
+               for(int i=0; i<2; i++) {
+                       if(hand[i].valid) {
+                               glColor3f(i, 1 - i, i);
+                       } else {
+                               glColor3f(0.5, 0.5, 0.5);
+                       }
+                       Vec3 v = head_xform * hand[i].pos;
+                       Vec3 dir = head_dir_xform * rotate(Vec3(0, 0, -1), hand[i].rot) * 20.0f;
+                       Vec3 up = head_dir_xform * rotate(Vec3(0, 1, 0), hand[i].rot) * 10.0f;
+                       Vec3 right = head_dir_xform * rotate(Vec3(1, 0, 0), hand[i].rot) * 10.0f;
+
+                       glVertex3f(v.x, v.y, v.z);
+                       glVertex3f(v.x + dir.x, v.y + dir.y, v.z + dir.z);
+                       glVertex3f(v.x - right.x, v.y - right.y, v.z - right.z);
+                       glVertex3f(v.x + right.x, v.y + right.y, v.z + right.z);
+                       glVertex3f(v.x - up.x, v.y - up.y, v.z - up.z);
+                       glVertex3f(v.x + up.x, v.y + up.y, v.z + up.z);
+               }
+               glEnd();
+               glPopAttrib();
+       }
+       */
+
        if(show_walk_mesh && mscn->walk_mesh) {
                glPushAttrib(GL_ENABLE_BIT);
                glEnable(GL_BLEND);