added hand markers
[laserbrain_demo] / src / app.cc
index e135ddf..24658ee 100644 (file)
@@ -13,6 +13,8 @@
 #include "ui.h"
 #include "opt.h"
 #include "post.h"
+#include "renderer.h"
+#include "exman.h"
 #include "blob_exhibit.h"
 
 #define NEAR_CLIP      5.0
@@ -44,6 +46,13 @@ static float mouse_speed = 0.5f;
 static bool show_walk_mesh, noclip = false;
 
 static bool have_headtracking, should_swap;
+static bool have_handtracking;
+
+static struct {
+       Vec3 pos;
+       Quat rot;
+       bool valid;
+} hand[2];
 
 static int prev_mx, prev_my;
 static bool bnstate[8];
@@ -60,9 +69,12 @@ static unsigned int sdr_post_gamma;
 
 static long prev_msec;
 
+static ExhibitManager *exman;
 static BlobExhibit *blobs;
 static bool show_blobs;
 
+static Renderer *rend;
+
 
 bool app_init(int argc, char **argv)
 {
@@ -83,6 +95,7 @@ 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();
        }
@@ -104,7 +117,7 @@ bool app_init(int argc, char **argv)
        float ambient[] = {0.0, 0.0, 0.0, 0.0};
        glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
 
-       glClearColor(0.2, 0.2, 0.2, 1.0);
+       glClearColor(1, 1, 1, 1);
 
        mscn = new MetaScene;
        if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
@@ -116,27 +129,39 @@ bool app_init(int argc, char **argv)
        dir.y = 0;
        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;
        blobs->init();
-       blobs->node->set_position(Vec3(-250, 150, 250));
-       blobs->node->set_scaling(Vec3(20, 20, 20));
+       blobs->node->set_position(Vec3(-680, 160, -100));
+       blobs->node->set_scaling(Vec3(28, 28, 28));
        blobs->node->update(0);
 
+       exman->add(blobs);
+
        if(!(sdr_ltmap_notex = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-notex.p.glsl"))) {
                return false;
        }
+       set_uniform_int(sdr_ltmap_notex, "texmap", MTL_TEX_DIFFUSE);
+       set_uniform_int(sdr_ltmap_notex, "lightmap", MTL_TEX_LIGHTMAP);
 
        if(!(sdr_ltmap = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-tex.p.glsl"))) {
                return false;
        }
-       set_uniform_int(sdr_ltmap, "texmap", 0);
-       set_uniform_int(sdr_ltmap, "lightmap", 1);
+       set_uniform_int(sdr_ltmap, "texmap", MTL_TEX_DIFFUSE);
+       set_uniform_int(sdr_ltmap, "lightmap", MTL_TEX_LIGHTMAP);
 
        if(!fb_srgb) {
                sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
        }
 
+       rend = new Renderer;
+       rend->set_scene(mscn);
+
        glUseProgram(0);
 
        if(opt.vr || opt.fullscreen) {
@@ -152,9 +177,9 @@ void app_cleanup()
                goatvr_shutdown();
        }
 
-       blobs->destroy();
-       delete blobs->node;
-       delete blobs;
+       delete rend;
+
+       delete exman;
 
        texman.clear();
        sceneman.clear();
@@ -184,9 +209,7 @@ static void update(float dt)
        sceneman.update();
 
        mscn->update(dt);
-       if(show_blobs) {
-               blobs->update(dt);
-       }
+       exman->update(dt);
 
        float speed = walk_speed * dt;
        Vec3 dir;
@@ -274,6 +297,18 @@ 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);
+
+       if(have_handtracking) {
+               for(int i=0; i<2; i++) {
+                       if(goatvr_hand_active(i)) {
+                               goatvr_hand_position(i, &hand[i].pos.x);
+                               goatvr_hand_orientation(i, &hand[i].rot.x);
+                               hand[i].valid = true;
+                       } else {
+                               hand[i].valid = false;
+                       }
+               }
+       }
 }
 
 static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
@@ -293,13 +328,13 @@ 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);
@@ -323,6 +358,8 @@ 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]);
@@ -352,11 +389,42 @@ static void draw_scene()
        set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
        set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
 
-       mscn->draw();
+       rend->draw();
+
        if(show_blobs) {
                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);
@@ -459,6 +527,11 @@ void app_keyboard(int key, bool pressed)
                        show_blobs = !show_blobs;
                        show_message("blobs: %s\n", show_blobs ? "on" : "off");
                        break;
+
+               case ' ':
+                       goatvr_recenter();
+                       show_message("VR recenter\n");
+                       break;
                }
        }
 
@@ -550,6 +623,11 @@ void app_gamepad_button(int bn, bool pressed)
                        show_message("blobs: %s\n", show_blobs ? "on" : "off");
                        break;
 
+               case GPAD_START:
+                       goatvr_recenter();
+                       show_message("VR recenter\n");
+                       break;
+
                default:
                        break;
                }
@@ -584,10 +662,10 @@ static void calc_framerate()
                nframes = 1;
                prev_upd = time_msec;
 
-               if(++ncalc >= 5) {
+               /*if(++ncalc >= 5) {
                        printf("fps: %f\n", framerate);
                        ncalc = 0;
-               }
+               }*/
        } else {
                ++nframes;
        }