static void draw_scene();
static void toggle_flight();
static void calc_framerate();
-static Ray calc_pick_ray(int x, int y, const Mat4 &view_mat, const Mat4 &proj_mat);
+static Ray calc_pick_ray(int x, int y);
long time_msec;
int win_width, win_height;
unsigned int sdr_ltmap, sdr_ltmap_notex;
+int fpexcept_enabled;
+
static Avatar avatar;
static float cam_dist = 0.0;
static BlobExhibit *blobs;
static bool show_blobs;
-static ExSelection ex_sel;
+ExSelection exsel_grab, exsel_hover;
static Renderer *rend;
+static Ray last_pick_ray;
+
bool app_init(int argc, char **argv)
{
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;
}
glEnable(GL_MULTISAMPLE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
- glEnable(GL_LIGHTING);
glEnable(GL_NORMALIZE);
if(!init_debug_gui()) {
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);
+ // check if an exhibit is hovered-over by mouse or 6dof
+ // XXX note: using previous view/proj matrix lattency shouldn't be an issue but
+ // make sure state-creep doesn't get us
+ // XXX also this mouse-picking probably should only be active in non-VR mode
+ Ray ray = calc_pick_ray(prev_mx, prev_my);
+ exsel_hover = exman->select(ray);
+
// update hand-tracking
if(have_handtracking) {
update_vrhands(&avatar);
}
}
-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);
-}
-
void app_display()
{
float dt = (float)(time_msec - prev_msec) / 1000.0f;
static void draw_scene()
{
- 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);
-
rend->draw();
exman->draw();
glPushAttrib(GL_ENABLE_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
- glDisable(GL_LIGHTING);
glEnable(GL_POLYGON_OFFSET_FILL);
glUseProgram(0);
if(bn == 0) {
if(!pressed) {
- if(ex_sel.ex) {
- ex_sel.ex = 0;
+ if(exsel_grab.ex) {
+ exsel_grab.ex = 0;
} else {
- Ray ray = calc_pick_ray(x, y, view_matrix, proj_matrix);
- ex_sel = exman->select(ray);
+ Ray ray = calc_pick_ray(x, y);
+ exsel_grab = exman->select(ray);
}
}
}
if(!dx && !dy) return;
- if(ex_sel.ex) {
- Vec3 pos = ex_sel.ex->node->get_node_position();
+ if(exsel_grab.ex) {
+ Vec3 pos = exsel_grab.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);
+ exsel_grab.ex->node->set_position(pos + dir);
}
if(bnstate[2]) {
static void calc_framerate()
{
- static int ncalc;
+ //static int ncalc;
static int nframes;
static long prev_upd;
}
}
-static Ray calc_pick_ray(int x, int y, const Mat4 &view_mat, const Mat4 &proj_mat)
+static Ray calc_pick_ray(int x, int y)
{
- return Ray(); // TODO
+ 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;
}