mouse speed
[laserbrain_demo] / src / app.cc
index 2501415..9245f06 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 "scene.h"
 #include "metascene.h"
 #include "datamap.h"
+#include "ui.h"
+#include "opt.h"
+#include "post.h"
+
+#define NEAR_CLIP      5.0
+#define FAR_CLIP       10000.0
 
 static void draw_scene();
 
 long time_msec;
 int win_width, win_height;
+float win_aspect;
+bool fb_srgb;
 bool opt_gear_wireframe;
 
 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 = 1.0f;
+static bool show_walk_mesh, noclip = false;
+
+static bool have_headtracking, should_swap;
+
 static int prev_mx, prev_my;
 static bool bnstate[8];
 static bool keystate[256];
 
-static Mat4 view_matrix;
+static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
 static TextureSet texman;
 static Scene *scn;
-static unsigned int sdr;
+static unsigned int sdr, sdr_post_gamma;
 
 static long prev_msec;
 
 
-bool app_init()
+bool app_init(int argc, char **argv)
 {
+       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();
+
+               goatvr_recenter();
+       }
+
+       int srgb_capable;
+       glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
+       printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
+       fb_srgb = srgb_capable != 0;
        glEnable(GL_FRAMEBUFFER_SRGB);
+
        glEnable(GL_MULTISAMPLE);
        glEnable(GL_DEPTH_TEST);
        glEnable(GL_CULL_FACE);
@@ -45,24 +89,22 @@ bool app_init()
        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);
+
        scn = new Scene(&texman);
        if(!load_scene(scn, "data/museum.scene")) {
                return false;
        }
 
-       /*
-       datamap_set_path("data");
-       if(!datamap_load_map("data.map")) {
-               fprintf(stderr, "failed to load datafile mappings\n");
-       }
+       // 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);
 
-       unsigned int sflags = SCNLOAD_FLIPTEX;
-       if(!(scn->load("data/testscene/patoma.fbx", sflags)) ||
-                       !(scn->load("data/testscene/kolones.fbx", sflags))) {
-               fprintf(stderr, "failed to load test scene\n");
-               return false;
+               floor_y = bcent.y;
+               cam_pos = bcent + Vec3(0, user_eye_height, 0);
        }
-       */
 
        if(!(sdr = create_program_load("sdr/test.v.glsl", "sdr/test.p.glsl"))) {
                fprintf(stderr, "failed to load test shaders\n");
@@ -71,46 +113,112 @@ bool app_init()
        set_uniform_int(sdr, "texmap", 0);
        set_uniform_int(sdr, "lightmap", 1);
 
+       if(!fb_srgb) {
+               sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
+       }
+
        glUseProgram(0);
+
+       if(opt.vr || opt.fullscreen) {
+               app_grab_mouse(true);
+       }
        return true;
 }
 
 void app_cleanup()
 {
+       app_grab_mouse(false);
+       if(opt.vr) {
+               goatvr_shutdown();
+       }
        texman.clear();
 }
 
+static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
+{
+       Mesh *wm = scn->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)) {
+               *newv = hit.pos;
+               newv->y += user_eye_height;
+               return true;
+       }
+       return false;
+}
+
 static void update(float dt)
 {
        texman.update();
 
        scn->update(dt);
 
-       float walk_speed = 2000.0 * dt;
+       float speed = walk_speed * dt;
        Vec3 dir;
 
        if(keystate[(int)'w']) {
-               dir.z -= walk_speed;
+               dir.z -= speed;
        }
        if(keystate[(int)'s']) {
-               dir.z += walk_speed;
+               dir.z += speed;
        }
        if(keystate[(int)'d']) {
-               dir.x += walk_speed;
+               dir.x += speed;
        }
        if(keystate[(int)'a']) {
-               dir.x -= walk_speed;
+               dir.x -= speed;
        }
        if(keystate[(int)'q']) {
-               cam_pos.y += walk_speed;
+               cam_pos.y += speed;
        }
        if(keystate[(int)'z']) {
-               cam_pos.y -= walk_speed;
+               cam_pos.y -= speed;
        }
 
        float theta = M_PI * cam_theta / 180.0f;
-       cam_pos.x += cos(theta) * dir.x - sin(theta) * dir.z;
-       cam_pos.z += sin(theta) * dir.x + cos(theta) * dir.z;
+       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;
+
+       if(noclip) {
+               cam_pos = newpos;
+       } else {
+               if(!constrain_walk_mesh(newpos, &cam_pos)) {
+                       float dtheta = M_PI / 32.0;
+                       float theta = dtheta;
+                       Vec2 dir2d = newpos.xz() - cam_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)) {
+                                       break;
+                               }
+                               dvec = rotate(dir2d, -theta);
+                               pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
+                               if(constrain_walk_mesh(pos, &cam_pos)) {
+                                       break;
+                               }
+                               theta += dtheta;
+                       }
+               }
+               floor_y = cam_pos.y - user_eye_height;
+       }
+
+       // 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_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)
@@ -130,69 +238,160 @@ 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);
+       update(dt);
 
-       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);
+       if(opt.vr) {
+               // VR mode
+               goatvr_draw_start();
+               glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
-       glMatrixMode(GL_MODELVIEW);
-       glLoadMatrixf(view_matrix[0]);
+               for(int i=0; i<2; i++) {
+                       // for each eye
+                       goatvr_draw_eye(i);
 
-       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);
+                       proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
+                       glMatrixMode(GL_PROJECTION);
+                       glLoadMatrixf(proj_matrix[0]);
 
-       update(dt);
+                       view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
+                       glMatrixMode(GL_MODELVIEW);
+                       glLoadMatrixf(view_matrix[0]);
+
+                       draw_scene();
+               }
+               goatvr_draw_done();
+
+               if(should_swap) {
+                       app_swap_buffers();
+               }
 
-       draw_scene();
+       } else {
+               glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
-       app_swap_buffers();
+               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);
+               }
+               app_swap_buffers();
+       }
        assert(glGetError() == GL_NO_ERROR);
 }
 
 
 static void draw_scene()
 {
-       /*
-       glBegin(GL_QUADS);
-       glNormal3f(0, 1, 0);
-       glVertex3f(-30, -10, 30);
-       glVertex3f(30, -10, 30);
-       glVertex3f(30, -10, -30);
-       glVertex3f(-30, -10, -30);
-       glEnd();
-       */
+       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);
 
        glUseProgram(sdr);
        scn->draw();
        glUseProgram(0);
+
+       if(show_walk_mesh && scn->walk_mesh) {
+               glPushAttrib(GL_ENABLE_BIT);
+               glEnable(GL_BLEND);
+               glBlendFunc(GL_ONE, GL_ONE);
+               glDisable(GL_LIGHTING);
+               glEnable(GL_POLYGON_OFFSET_FILL);
+
+               glPolygonOffset(-1, 1);
+               glDepthMask(0);
+
+               glColor3f(0.3, 0.08, 0.01);
+               scn->walk_mesh->draw();
+
+               glDepthMask(1);
+
+               glPopAttrib();
+       }
+
+       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);
 }
 
 void app_keyboard(int key, bool pressed)
 {
+       unsigned int mod = app_get_modifiers();
+
        if(pressed) {
                switch(key) {
                case 27:
                        app_quit();
                        break;
+
+               case 'f':
+                       app_toggle_fullscreen();
+                       break;
+
+               case '`':
+                       app_toggle_grab_mouse();
+                       show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
+                       break;
+
+               case 'w':
+                       if(mod & MOD_CTRL) {
+                               show_walk_mesh = !show_walk_mesh;
+                               show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
+                       }
+                       break;
+
+               case 'c':
+                       if(mod & MOD_CTRL) {
+                               noclip = !noclip;
+                               show_message(noclip ? "no clip" : "clip");
+                       }
+                       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);
+                       break;
+
+               case '-':
+                       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;
                }
        }
 
-       keystate[key] = pressed;
+       if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
+               keystate[key] = pressed;
+       }
 }
 
 void app_mouse_button(int bn, bool pressed, int x, int y)
@@ -202,6 +401,22 @@ void app_mouse_button(int bn, bool pressed, int x, int y)
        bnstate[bn] = pressed;
 }
 
+static inline void mouse_look(int dx, int dy)
+{
+       float scrsz = (float)win_height;
+       cam_theta += dx * 512.0 / scrsz;
+       cam_phi += dy * 512.0 / scrsz;
+
+       if(cam_phi < -90) cam_phi = -90;
+       if(cam_phi > 90) cam_phi = 90;
+}
+
+static void mouse_zoom(int dx, int dy)
+{
+       cam_dist += dy * 0.1;
+       if(cam_dist < 0.0) cam_dist = 0.0;
+}
+
 void app_mouse_motion(int x, int y)
 {
        int dx = x - prev_mx;
@@ -212,14 +427,18 @@ void app_mouse_motion(int x, int y)
        if(!dx && !dy) return;
 
        if(bnstate[0]) {
-               cam_theta += dx * 0.5;
-               cam_phi += dy * 0.5;
-
-               if(cam_phi < -90) cam_phi = -90;
-               if(cam_phi > 90) cam_phi = 90;
+               mouse_look(dx, dy);
        }
        if(bnstate[2]) {
-               cam_dist += dy * 0.1;
-               if(cam_dist < 0.0) cam_dist = 0.0;
+               mouse_zoom(dx, dy);
+       }
+}
+
+void app_mouse_delta(int dx, int dy)
+{
+       if(bnstate[2]) {
+               mouse_zoom(dx * mouse_speed, dy * mouse_speed);
+       } else {
+               mouse_look(dx * mouse_speed, dy * mouse_speed);
        }
 }