added audio
[laserbrain_demo] / src / app.cc
index bc3f13c..7f6f077 100644 (file)
@@ -14,6 +14,8 @@
 #include "opt.h"
 #include "post.h"
 #include "renderer.h"
+#include "avatar.h"
+#include "vrinput.h"
 #include "exman.h"
 #include "blob_exhibit.h"
 
@@ -35,9 +37,9 @@ SceneSet sceneman;
 
 unsigned int sdr_ltmap, sdr_ltmap_notex;
 
+static Avatar avatar;
+
 static float cam_dist = 0.0;
-static float cam_theta, cam_phi;
-static Vec3 cam_pos;
 static float floor_y;  // last floor height
 static float user_eye_height = 165;
 
@@ -45,7 +47,7 @@ static float walk_speed = 300.0f;
 static float mouse_speed = 0.5f;
 static bool show_walk_mesh, noclip = false;
 
-static bool have_headtracking, should_swap;
+static bool have_headtracking, have_handtracking, should_swap;
 
 static int prev_mx, prev_my;
 static bool bnstate[8];
@@ -88,6 +90,7 @@ 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();
        }
@@ -111,17 +114,26 @@ bool app_init(int argc, char **argv)
 
        glClearColor(1, 1, 1, 1);
 
+       init_audio();
+
+       if(!init_vrhands()) {
+               return false;
+       }
+
        mscn = new MetaScene;
        if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
                return false;
        }
 
-       cam_pos = mscn->start_pos;
+       avatar.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))));
+       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;
@@ -156,15 +168,25 @@ bool app_init(int argc, char **argv)
        if(opt.vr || opt.fullscreen) {
                app_grab_mouse(true);
        }
+
+       if(mscn->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;
 
@@ -221,10 +243,10 @@ static void update(float dt)
                jlook_lensq -= jdeadsq;
 
                float mag = len * len;
-               cam_theta += mag * joy_look.x / len * 200.0 * dt;
-               cam_phi += mag * joy_look.y / len * 100.0 * dt;
-               if(cam_phi < -90.0f) cam_phi = -90.0f;
-               if(cam_phi > 90.0f) cam_phi = 90.0f;
+               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
@@ -241,51 +263,57 @@ static void update(float dt)
                dir.x -= speed;
        }
        if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
-               cam_pos.y += speed;
+               avatar.pos.y += speed;
        }
        if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
-               cam_pos.y -= speed;
+               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;
        }
 
+       // 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(cam_phi));
+               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);
        }
-       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);
 }
 
 static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
@@ -305,13 +333,13 @@ 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);
@@ -325,6 +353,9 @@ void app_display()
                        glLoadMatrixf(view_matrix[0]);
 
                        draw_scene();
+                       if(have_handtracking) {
+                               draw_vrhands();
+                       }
                }
                goatvr_draw_done();
 
@@ -335,6 +366,8 @@ 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]);
@@ -370,6 +403,38 @@ static void draw_scene()
                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);
@@ -495,11 +560,11 @@ void app_mouse_button(int bn, bool pressed, int x, int y)
 static inline void mouse_look(float dx, float dy)
 {
        float scrsz = (float)win_height;
-       cam_theta += dx * 512.0 / scrsz;
-       cam_phi += dy * 512.0 / scrsz;
+       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(float dx, float dy)