pick ray calculation (moved to gph-math and used here)
[laserbrain_demo] / src / app.cc
index 065e581..25c59b3 100644 (file)
@@ -1,5 +1,6 @@
 #include <stdio.h>
 #include <assert.h>
+#include <goatvr.h>
 #include "app.h"
 #include "opengl.h"
 #include "sdr.h"
 #include "metascene.h"
 #include "datamap.h"
 #include "ui.h"
+#include "opt.h"
+#include "post.h"
+#include "renderer.h"
+#include "avatar.h"
+#include "vrinput.h"
+#include "exman.h"
+#include "blob_exhibit.h"
+#include "dbg_gui.h"
+
+#define NEAR_CLIP      5.0
+#define FAR_CLIP       10000.0
 
 static void draw_scene();
+static void toggle_flight();
+static void calc_framerate();
+static Ray calc_pick_ray(int x, int y);
 
 long time_msec;
 int win_width, win_height;
 float win_aspect;
+bool fb_srgb;
 bool opt_gear_wireframe;
 
+TextureSet texman;
+SceneSet sceneman;
+
+unsigned int sdr_ltmap, sdr_ltmap_notex;
+
+int fpexcept_enabled;
+
+static Avatar avatar;
+
 static float cam_dist = 0.0;
-static float cam_theta, cam_phi = 20;
-static Vec3 cam_pos;
 static float floor_y;  // last floor height
 static float user_eye_height = 165;
 
 static float walk_speed = 300.0f;
+static float mouse_speed = 0.5f;
 static bool show_walk_mesh, noclip = false;
 
+static bool have_headtracking, have_handtracking, should_swap;
+
 static int prev_mx, prev_my;
 static bool bnstate[8];
 static bool keystate[256];
+static bool gpad_bnstate[64];
+static Vec2 joy_move, joy_look;
+static float joy_deadzone = 0.01;
+
+static float framerate;
 
-static Mat4 view_matrix;
-static TextureSet texman;
-static Scene *scn;
-static unsigned int sdr;
+static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
+static MetaScene *mscn;
+static unsigned int sdr_post_gamma;
 
 static long prev_msec;
 
+static ExhibitManager *exman;
+static BlobExhibit *blobs;
+static bool show_blobs;
 
-bool app_init()
+static ExSelection ex_sel;
+
+static Renderer *rend;
+
+static Ray last_pick_ray;
+
+
+bool app_init(int argc, char **argv)
 {
-       glEnable(GL_FRAMEBUFFER_SRGB);
+       set_log_file("demo.log");
+
+       char *env = getenv("FPEXCEPT");
+       if(env && atoi(env)) {
+               info_log("enabling floating point exceptions\n");
+               fpexcept_enabled = 1;
+               enable_fpexcept();
+       }
+
+       if(init_opengl() == -1) {
+               return false;
+       }
+
+       if(!init_options(argc, argv, "demo.conf")) {
+               return false;
+       }
+       app_resize(opt.width, opt.height);
+       app_fullscreen(opt.fullscreen);
+
+       if(opt.vr) {
+               if(goatvr_init() == -1) {
+                       return false;
+               }
+               goatvr_set_origin_mode(GOATVR_HEAD);
+               goatvr_set_units_scale(100.0f);
+
+               goatvr_startvr();
+               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();
+       }
+
+       if(fb_srgb) {
+               int srgb_capable;
+               glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
+               printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
+               if(srgb_capable) {
+                       glEnable(GL_FRAMEBUFFER_SRGB);
+               } else {
+                       fb_srgb = 0;
+               }
+       }
+
        glEnable(GL_MULTISAMPLE);
        glEnable(GL_DEPTH_TEST);
        glEnable(GL_CULL_FACE);
-       glEnable(GL_LIGHTING);
        glEnable(GL_NORMALIZE);
 
+       if(!init_debug_gui()) {
+               return false;
+       }
+
        Mesh::use_custom_sdr_attr = false;
 
        float ambient[] = {0.0, 0.0, 0.0, 0.0};
        glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
 
-       scn = new Scene(&texman);
-       if(!load_scene(scn, "data/museum.scene")) {
+       glClearColor(1, 1, 1, 1);
+
+       init_audio();
+
+       if(!init_vrhands()) {
                return false;
        }
 
-       // set initial cam_pos above the center of the walk mesh (if any)
-       if(scn->walk_mesh) {
-               Vec3 bcent;
-               float brad;
-               scn->walk_mesh->get_bsphere(&bcent, &brad);
+       mscn = new MetaScene;
+       if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
+               return false;
+       }
+
+       avatar.pos = mscn->start_pos;
+       Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot);
+       dir.y = 0;
+       avatar.body_rot = 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(-680, 160, -100));
+       blobs->node->set_scaling(Vec3(28, 28, 28));
+       blobs->node->update(0);
 
-               floor_y = bcent.y;
-               cam_pos = bcent + Vec3(0, user_eye_height, 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 = create_program_load("sdr/test.v.glsl", "sdr/test.p.glsl"))) {
-               fprintf(stderr, "failed to load test shaders\n");
+       if(!(sdr_ltmap = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-tex.p.glsl"))) {
                return false;
        }
-       set_uniform_int(sdr, "texmap", 0);
-       set_uniform_int(sdr, "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) {
+               app_grab_mouse(true);
+       }
+
+       if(mscn->music && opt.music) {
+               mscn->music->play(AUDIO_PLAYMODE_LOOP);
+       }
        return true;
 }
 
 void app_cleanup()
 {
+       if(mscn->music) {
+               mscn->music->stop();
+       }
+       destroy_audio();
+
+       app_grab_mouse(false);
+       if(opt.vr) {
+               goatvr_shutdown();
+       }
+       destroy_vrhands();
+
+       delete rend;
+
+       delete exman;
+
        texman.clear();
+       sceneman.clear();
+
+       cleanup_debug_gui();
 }
 
 static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
 {
-       Mesh *wm = scn->walk_mesh;
+       Mesh *wm = mscn->walk_mesh;
        if(!wm) {
                *newv = v;
                return true;
@@ -94,7 +239,7 @@ static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
 
        Ray downray = Ray(v, Vec3(0, -1, 0));
        HitPoint hit;
-       if(scn->walk_mesh->intersect(downray, &hit)) {
+       if(mscn->walk_mesh->intersect(downray, &hit)) {
                *newv = hit.pos;
                newv->y += user_eye_height;
                return true;
@@ -105,12 +250,39 @@ static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
 static void update(float dt)
 {
        texman.update();
+       sceneman.update();
 
-       scn->update(dt);
+       mscn->update(dt);
+       exman->update(dt);
 
        float speed = walk_speed * dt;
        Vec3 dir;
 
+       // joystick
+       float jdeadsq = joy_deadzone * joy_deadzone;
+       float jmove_lensq = length_sq(joy_move);
+       float jlook_lensq = length_sq(joy_look);
+
+       if(jmove_lensq > jdeadsq) {
+               float len = sqrt(jmove_lensq);
+               jmove_lensq -= jdeadsq;
+
+               float mag = len * len;
+               dir.x += mag * joy_move.x / len * 2.0 * speed;
+               dir.z += mag * joy_move.y / len * 2.0 * speed;
+       }
+       if(jlook_lensq > jdeadsq) {
+               float len = sqrt(jlook_lensq);
+               jlook_lensq -= jdeadsq;
+
+               float mag = len * len;
+               avatar.body_rot += mag * joy_look.x / len * 200.0 * dt;
+               avatar.head_alt += mag * joy_look.y / len * 100.0 * dt;
+               if(avatar.head_alt < -90.0f) avatar.head_alt = -90.0f;
+               if(avatar.head_alt > 90.0f) avatar.head_alt = 90.0f;
+       }
+
+       // keyboard move
        if(keystate[(int)'w']) {
                dir.z -= speed;
        }
@@ -123,55 +295,58 @@ static void update(float dt)
        if(keystate[(int)'a']) {
                dir.x -= speed;
        }
-       if(keystate[(int)'q']) {
-               cam_pos.y += speed;
+       if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
+               avatar.pos.y += speed;
        }
-       if(keystate[(int)'z']) {
-               cam_pos.y -= speed;
+       if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
+               avatar.pos.y -= speed;
        }
 
-       float theta = M_PI * cam_theta / 180.0f;
+       float theta = M_PI * avatar.body_rot / 180.0f;
        Vec3 newpos;
-       newpos.x = cam_pos.x + cos(theta) * dir.x - sin(theta) * dir.z;
-       newpos.y = cam_pos.y;
-       newpos.z = cam_pos.z + sin(theta) * dir.x + cos(theta) * dir.z;
+       newpos.x = avatar.pos.x + cos(theta) * dir.x - sin(theta) * dir.z;
+       newpos.y = avatar.pos.y;
+       newpos.z = avatar.pos.z + sin(theta) * dir.x + cos(theta) * dir.z;
 
        if(noclip) {
-               cam_pos = newpos;
+               avatar.pos = newpos;
        } else {
-               if(!constrain_walk_mesh(newpos, &cam_pos)) {
+               if(!constrain_walk_mesh(newpos, &avatar.pos)) {
                        float dtheta = M_PI / 32.0;
                        float theta = dtheta;
-                       Vec2 dir2d = newpos.xz() - cam_pos.xz();
+                       Vec2 dir2d = newpos.xz() - avatar.pos.xz();
 
                        for(int i=0; i<16; i++) {
                                Vec2 dvec = rotate(dir2d, theta);
-                               Vec3 pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
-                               if(constrain_walk_mesh(pos, &cam_pos)) {
+                               Vec3 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
+                               if(constrain_walk_mesh(pos, &avatar.pos)) {
                                        break;
                                }
                                dvec = rotate(dir2d, -theta);
-                               pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
-                               if(constrain_walk_mesh(pos, &cam_pos)) {
+                               pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
+                               if(constrain_walk_mesh(pos, &avatar.pos)) {
                                        break;
                                }
                                theta += dtheta;
                        }
                }
-               floor_y = cam_pos.y - user_eye_height;
+               floor_y = avatar.pos.y - user_eye_height;
        }
-}
 
-static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
-{
-       unsigned int lt = GL_LIGHT0 + idx;
-       float posv[] = { pos.x, pos.y, pos.z, 1 };
-       float colv[] = { color.x, color.y, color.z, 1 };
-
-       glEnable(lt);
-       glLightfv(lt, GL_POSITION, posv);
-       glLightfv(lt, GL_DIFFUSE, colv);
-       glLightfv(lt, GL_SPECULAR, colv);
+       // TODO move to avatar
+       // calculate mouselook view matrix
+       mouse_view_matrix = Mat4::identity;
+       mouse_view_matrix.pre_translate(0, 0, -cam_dist);
+       if(!have_headtracking) {
+               mouse_view_matrix.pre_rotate_x(deg_to_rad(avatar.head_alt));
+       }
+       mouse_view_matrix.pre_rotate_y(deg_to_rad(avatar.body_rot));
+       mouse_view_matrix.pre_translate(-avatar.pos.x, -avatar.pos.y, -avatar.pos.z);
+
+       // update hand-tracking
+       if(have_handtracking) {
+               update_vrhands(&avatar);
+       }
 }
 
 void app_display()
@@ -179,82 +354,174 @@ void app_display()
        float dt = (float)(time_msec - prev_msec) / 1000.0f;
        prev_msec = time_msec;
 
-       glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+       if(debug_gui) {
+               ImGui::GetIOPtr()->DeltaTime = dt;
+               ImGui::NewFrame();
 
-       view_matrix = Mat4::identity;
-       view_matrix.pre_translate(0, 0, -cam_dist);
-       view_matrix.pre_rotate(deg_to_rad(cam_phi), 1, 0, 0);
-       view_matrix.pre_rotate(deg_to_rad(cam_theta), 0, 1, 0);
-       view_matrix.pre_translate(-cam_pos.x, -cam_pos.y, -cam_pos.z);
+               ImGui::ShowTestWindow();
+       }
 
-       glMatrixMode(GL_MODELVIEW);
-       glLoadMatrixf(view_matrix[0]);
+       if(opt.vr) {
+               // VR mode
+               goatvr_draw_start();
+               glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
-       static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
-       set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
-       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);
+               update(dt);
 
-       update(dt);
+               for(int i=0; i<2; i++) {
+                       // for each eye
+                       goatvr_draw_eye(i);
 
-       draw_scene();
-       draw_ui();
+                       proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
+                       glMatrixMode(GL_PROJECTION);
+                       glLoadMatrixf(proj_matrix[0]);
+
+                       view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
+                       glMatrixMode(GL_MODELVIEW);
+                       glLoadMatrixf(view_matrix[0]);
+
+                       draw_scene();
+                       if(have_handtracking) {
+                               draw_vrhands();
+                       }
+
+                       if(debug_gui) {
+                               ImGui::Render();
+                       }
+               }
+               goatvr_draw_done();
+
+               if(should_swap) {
+                       app_swap_buffers();
+               }
+
+       } else {
+               glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
-       app_swap_buffers();
+               update(dt);
+
+               proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
+               glMatrixMode(GL_PROJECTION);
+               glLoadMatrixf(proj_matrix[0]);
+
+               view_matrix = mouse_view_matrix;
+               glMatrixMode(GL_MODELVIEW);
+               glLoadMatrixf(view_matrix[0]);
+
+               draw_scene();
+
+               if(!fb_srgb && sdr_post_gamma) {
+                       slow_post(sdr_post_gamma);
+                       glUseProgram(0);
+               }
+
+               if(debug_gui) {
+                       ImGui::Render();
+               }
+               app_swap_buffers();
+       }
        assert(glGetError() == GL_NO_ERROR);
+
+       calc_framerate();
 }
 
 
 static void draw_scene()
 {
-       glUseProgram(sdr);
-       scn->draw();
-       glUseProgram(0);
+       rend->draw();
+       exman->draw();
 
-       if(show_walk_mesh && scn->walk_mesh) {
+       /*
+       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);
                glBlendFunc(GL_ONE, GL_ONE);
-               glDisable(GL_LIGHTING);
                glEnable(GL_POLYGON_OFFSET_FILL);
 
+               glUseProgram(0);
+
                glPolygonOffset(-1, 1);
                glDepthMask(0);
 
                glColor3f(0.3, 0.08, 0.01);
-               scn->walk_mesh->draw();
+               mscn->walk_mesh->draw();
 
                glDepthMask(1);
 
                glPopAttrib();
        }
+
+       print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
+       draw_ui();
 }
 
 
 void app_reshape(int x, int y)
 {
        glViewport(0, 0, x, y);
-
-       glMatrixMode(GL_PROJECTION);
-       glLoadIdentity();
-       gluPerspective(50.0, (float)x / (float)y, 1.0, 10000.0);
+       goatvr_set_fb_size(x, y, 1.0f);
+       debug_gui_reshape(x, y);
 }
 
 void app_keyboard(int key, bool pressed)
 {
        unsigned int mod = app_get_modifiers();
 
+       if(debug_gui && !(pressed && (key == '`' || key == 27))) {
+               debug_gui_key(key, pressed, mod);
+               return; // ignore all keystrokes when GUI is visible
+       }
+
        if(pressed) {
                switch(key) {
                case 27:
                        app_quit();
                        break;
 
-               case 'f':
-                       app_toggle_fullscreen();
+               case '\n':
+               case '\r':
+                       if(mod & MOD_ALT) {
+                               app_toggle_fullscreen();
+                       }
                        break;
 
                case '`':
+                       debug_gui = !debug_gui;
+                       show_message("debug gui %s", debug_gui ? "enabled" : "disabled");
+                       break;
+
+               case 'm':
                        app_toggle_grab_mouse();
                        show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
                        break;
@@ -273,6 +540,17 @@ void app_keyboard(int key, bool pressed)
                        }
                        break;
 
+               case 'f':
+                       toggle_flight();
+                       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);
@@ -282,6 +560,30 @@ void app_keyboard(int key, bool pressed)
                        walk_speed *= 0.75;
                        show_message("walk speed: %g", walk_speed);
                        break;
+
+               case ']':
+                       mouse_speed *= 1.2;
+                       show_message("mouse speed: %g", mouse_speed);
+                       break;
+
+               case '[':
+                       mouse_speed *= 0.8;
+                       show_message("mouse speed: %g", mouse_speed);
+                       break;
+
+               case 'b':
+                       show_blobs = !show_blobs;
+                       show_message("blobs: %s\n", show_blobs ? "on" : "off");
+                       break;
+
+               case ' ':
+                       goatvr_recenter();
+                       show_message("VR recenter\n");
+                       break;
+
+               case 'x':
+                       exman->load(mscn, "data/exhibits");
+                       break;
                }
        }
 
@@ -292,21 +594,38 @@ void app_keyboard(int key, bool pressed)
 
 void app_mouse_button(int bn, bool pressed, int x, int y)
 {
+       if(debug_gui) {
+               debug_gui_mbutton(bn, pressed, x, y);
+               return; // ignore mouse events while GUI is visible
+       }
+
        prev_mx = x;
        prev_my = y;
        bnstate[bn] = pressed;
+
+       if(bn == 0) {
+               if(!pressed) {
+                       if(ex_sel.ex) {
+                               ex_sel.ex = 0;
+                       } else {
+                               Ray ray = calc_pick_ray(x, y);
+                               ex_sel = exman->select(ray);
+                       }
+               }
+       }
 }
 
-static inline void mouse_look(int dx, int dy)
+static inline void mouse_look(float dx, float dy)
 {
-       cam_theta += dx * 0.5;
-       cam_phi += dy * 0.5;
+       float scrsz = (float)win_height;
+       avatar.body_rot += dx * 512.0 / scrsz;
+       avatar.head_alt += dy * 512.0 / scrsz;
 
-       if(cam_phi < -90) cam_phi = -90;
-       if(cam_phi > 90) cam_phi = 90;
+       if(avatar.head_alt < -90) avatar.head_alt = -90;
+       if(avatar.head_alt > 90) avatar.head_alt = 90;
 }
 
-static void mouse_zoom(int dx, int dy)
+static void mouse_zoom(float dx, float dy)
 {
        cam_dist += dy * 0.1;
        if(cam_dist < 0.0) cam_dist = 0.0;
@@ -314,6 +633,11 @@ static void mouse_zoom(int dx, int dy)
 
 void app_mouse_motion(int x, int y)
 {
+       if(debug_gui) {
+               debug_gui_mmotion(x, y);
+               return; // ignore mouse events while GUI is visible
+       }
+
        int dx = x - prev_mx;
        int dy = y - prev_my;
        prev_mx = x;
@@ -321,19 +645,121 @@ void app_mouse_motion(int x, int y)
 
        if(!dx && !dy) return;
 
-       if(bnstate[0]) {
-               mouse_look(dx, dy);
+       if(ex_sel.ex) {
+               Vec3 pos = ex_sel.ex->node->get_node_position();
+               Vec3 dir = transpose(view_matrix.upper3x3()) * Vec3(dx * 1.0, dy * -1.0, 0);
+
+               ex_sel.ex->node->set_position(pos + dir);
        }
+
        if(bnstate[2]) {
-               mouse_zoom(dx, dy);
+               mouse_look(dx, dy);
        }
 }
 
 void app_mouse_delta(int dx, int dy)
 {
        if(bnstate[2]) {
-               mouse_zoom(dx, dy);
+               mouse_zoom(dx * mouse_speed, dy * mouse_speed);
        } else {
-               mouse_look(dx, dy);
+               mouse_look(dx * mouse_speed, dy * mouse_speed);
+       }
+}
+
+void app_mouse_wheel(int dir)
+{
+       if(debug_gui) {
+               debug_gui_wheel(dir);
+       }
+}
+
+void app_gamepad_axis(int axis, float val)
+{
+       switch(axis) {
+       case 0:
+               joy_move.x = val;
+               break;
+       case 1:
+               joy_move.y = val;
+               break;
+
+       case 2:
+               joy_look.x = val;
+               break;
+       case 3:
+               joy_look.y = val;
+               break;
+       }
+}
+
+void app_gamepad_button(int bn, bool pressed)
+{
+       gpad_bnstate[bn] = pressed;
+
+       if(pressed) {
+               switch(bn) {
+               case GPAD_LSTICK:
+                       toggle_flight();
+                       break;
+
+               case GPAD_X:
+                       show_blobs = !show_blobs;
+                       show_message("blobs: %s\n", show_blobs ? "on" : "off");
+                       break;
+
+               case GPAD_START:
+                       goatvr_recenter();
+                       show_message("VR recenter\n");
+                       break;
+
+               default:
+                       break;
+               }
        }
 }
+
+static void toggle_flight()
+{
+       static float prev_walk_speed = -1.0;
+       if(prev_walk_speed < 0.0) {
+               noclip = true;
+               prev_walk_speed = walk_speed;
+               walk_speed = 1000.0;
+               show_message("fly mode\n");
+       } else {
+               noclip = false;
+               walk_speed = prev_walk_speed;
+               prev_walk_speed = -1.0;
+               show_message("walk mode\n");
+       }
+}
+
+static void calc_framerate()
+{
+       //static int ncalc;
+       static int nframes;
+       static long prev_upd;
+
+       long elapsed = time_msec - prev_upd;
+       if(elapsed >= 1000) {
+               framerate = (float)nframes / (float)(elapsed * 0.001);
+               nframes = 1;
+               prev_upd = time_msec;
+
+               /*if(++ncalc >= 5) {
+                       printf("fps: %f\n", framerate);
+                       ncalc = 0;
+               }*/
+       } else {
+               ++nframes;
+       }
+}
+
+static Ray calc_pick_ray(int x, int y)
+{
+       float nx = (float)x / (float)win_width;
+       float ny = (float)(win_height - y) / (float)win_height;
+
+       last_pick_ray = mouse_pick_ray(nx, ny, view_matrix, proj_matrix);
+       return last_pick_ray;
+}