#include "ui.h"
#include "opt.h"
#include "post.h"
+#include "renderer.h"
+#include "exman.h"
+#include "blob_exhibit.h"
#define NEAR_CLIP 5.0
#define FAR_CLIP 10000.0
static void draw_scene();
static void toggle_flight();
+static void calc_framerate();
long time_msec;
int win_width, win_height;
bool fb_srgb;
bool opt_gear_wireframe;
+TextureSet texman;
+SceneSet sceneman;
+
unsigned int sdr_ltmap, sdr_ltmap_notex;
static float cam_dist = 0.0;
-static float cam_theta, cam_phi = 20;
+static float cam_theta, cam_phi;
static Vec3 cam_pos;
static float floor_y; // last floor height
static float user_eye_height = 165;
static Vec2 joy_move, joy_look;
static float joy_deadzone = 0.01;
+static float framerate;
+
static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
-static TextureSet texman;
-static Scene *scn;
+static MetaScene *mscn;
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)
{
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);
- scn = new Scene(&texman);
- if(!load_scene(scn, opt.scenefile ? opt.scenefile : "data/museum.scene")) {
+ mscn = new MetaScene;
+ if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
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);
+ cam_pos = mscn->start_pos;
+ Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot);
+ dir.y = 0;
+ cam_theta = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
- floor_y = bcent.y;
- cam_pos = bcent + Vec3(0, user_eye_height, 0);
+ 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);
+
+ 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) {
if(opt.vr) {
goatvr_shutdown();
}
+
+ delete rend;
+
+ delete exman;
+
texman.clear();
+ sceneman.clear();
}
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;
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;
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;
app_swap_buffers();
}
assert(glGetError() == GL_NO_ERROR);
+
+ calc_framerate();
}
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);
- scn->draw();
+ rend->draw();
+
+ if(show_blobs) {
+ blobs->draw();
+ }
- if(show_walk_mesh && scn->walk_mesh) {
+ if(show_walk_mesh && mscn->walk_mesh) {
glPushAttrib(GL_ENABLE_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
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();
}
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;
}
}
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;
}
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;
+ }
+}