#include "blob_exhibit.h"
#include "dbg_gui.h"
#include "geomdraw.h"
+#include "ui_exhibit.h"
#define NEAR_CLIP 5.0
#define FAR_CLIP 10000.0
float ambient[] = {0.0, 0.0, 0.0, 0.0};
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
- glClearColor(1, 1, 1, 1);
-
init_audio();
if(!init_vrhands()) {
//return false;
}
*/
+ if(!exui_init()) {
+ error_log("failed to initialize exhibit ui system\n");
+ return false;
+ }
+ exui_setnode(&exslot_left.node);
if(!(sdr_ltmap_notex = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-notex.p.glsl"))) {
return false;
delete rend;
+ exui_shutdown();
+
/* this must be destroyed before the scene graph to detach exhibit nodes
* before the scene tries to delete them recursively
*/
mscn->update(dt);
exman->update(dt);
+ exui_update(dt);
float speed = walk_speed * dt;
Vec3 dir;
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 (only if we don't have one grabbed)
- if(!exsel_grab_mouse) {
- // 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);
- }
-
- if(!exslot_left.empty()) exslot_left.node.update(dt);
- if(!exslot_right.empty()) exslot_right.node.update(dt);
// update hand-tracking
if(have_handtracking) {
update_vrhands(&avatar);
+
+ if(vrhand[0].valid) {
+ exslot_left.node.set_position(vrhand[0].pos);
+ exslot_left.node.set_rotation(vrhand[0].rot);
+
+ // right hand takes precedence for hover
+ if(!exsel_grab_left && !exsel_hover) {
+ exsel_hover = exman->select(Sphere(vrhand[0].pos, 5));
+ }
+ }
+ if(vrhand[1].valid) {
+ exslot_right.node.set_position(vrhand[1].pos);
+ exslot_right.node.set_rotation(vrhand[1].rot);
+
+ if(!exsel_grab_right) {
+ exsel_hover = exman->select(Sphere(vrhand[1].pos, 5));
+ }
+ }
+
+ } else {
+ // check if an exhibit is hovered-over by mouse (only if we don't have one grabbed)
+ if(!exsel_grab_mouse) {
+ Ray ray = calc_pick_ray(prev_mx, prev_my);
+ exsel_hover = exman->select(ray);
+ }
+
+ // TODO do this properly
+ // set the position of the left hand at a suitable position for the exhibit UI
+ dir = rotate(Vec3(-0.46, -0.1, -1), Vec3(0, 1, 0), deg_to_rad(-avatar.body_rot));
+ exslot_left.node.set_position(avatar.pos + dir * 30); // magic: distance in front
}
+
+ if(!exslot_right.empty()) exslot_right.node.update(dt);
+ // always update the left slot, because it's the anchor point of the exhibit ui
+ exslot_left.node.update(dt);
}
void app_display()
ImGui::ShowTestWindow();
}
+ glClearColor(1, 1, 1, 1);
+
if(opt.vr) {
// VR mode
goatvr_draw_start();
rend->draw();
exman->draw();
- /*
if(have_handtracking) {
Mat4 head_xform = inverse(mouse_view_matrix);//goatvr_head_matrix();
Mat4 head_dir_xform = head_xform.upper3x3();
glDisable(GL_LIGHTING);
glBegin(GL_LINES);
for(int i=0; i<2; i++) {
- if(hand[i].valid) {
+ if(vrhand[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;
+ Vec3 v = head_xform * vrhand[i].pos;
+ Vec3 dir = head_dir_xform * rotate(Vec3(0, 0, -1), vrhand[i].rot) * 20.0f;
+ Vec3 up = head_dir_xform * rotate(Vec3(0, 1, 0), vrhand[i].rot) * 10.0f;
+ Vec3 right = head_dir_xform * rotate(Vec3(1, 0, 0), vrhand[i].rot) * 10.0f;
glVertex3f(v.x, v.y, v.z);
glVertex3f(v.x + dir.x, v.y + dir.y, v.z + dir.z);
glEnd();
glPopAttrib();
}
- */
if(debug_gui && dbg_sel_node) {
AABox bvol = dbg_sel_node->get_bounds();
glPopAttrib();
}
+ exui_draw();
+
print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
draw_ui();
}
case 'x':
exman->load(mscn, "data/exhibits");
break;
+
+ case KEY_UP:
+ exui_scroll(-1);
+ break;
+
+ case KEY_DOWN:
+ exui_scroll(1);
+ break;
+
+ case KEY_LEFT:
+ exui_change_tab(-1);
+ break;
+
+ case KEY_RIGHT:
+ exui_change_tab(1);
+ break;
}
}