fixed mirror rendering for goatvr backends which don't use an fbo
[laserbrain_demo] / src / app.cc
index 6125823..96e92f3 100644 (file)
@@ -1,3 +1,911 @@
+#include <stdio.h>
+#include <limits.h>
+#include <assert.h>
+#include <goatvr.h>
 #include "app.h"
+#include "opengl.h"
+#include "sdr.h"
+#include "texture.h"
+#include "mesh.h"
+#include "meshgen.h"
+#include "scene.h"
+#include "metascene.h"
+#include "datamap.h"
+#include "ui.h"
+#include "opt.h"
+#include "post.h"
+#include "renderer.h"
+#include "avatar.h"
+#include "vrinput.h"
+#include "exman.h"
+#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
+
+static void draw_scene();
+static void toggle_flight();
+static void calc_framerate();
+static Ray calc_pick_ray(int x, int y);
+
+long time_msec;
+int win_width, win_height;
+int vp_width, vp_height;
+float win_aspect;
+bool fb_srgb;
 bool opt_gear_wireframe;
+
+TextureSet texman;
+SceneSet sceneman;
+
+int fpexcept_enabled;
+
+unsigned int dbg_key_pending;
+
+static Avatar avatar;
+
+static float cam_dist = 0.0;
+static float floor_y;  // last floor height
+static float user_eye_height = 165;
+
+static float walk_speed = 300.0f;
+static float mouse_speed = 0.5f;
+static bool show_walk_mesh, noclip = false;
+
+static bool have_headtracking, have_handtracking, should_swap;
+
+static int prev_mx, prev_my;
+static bool bnstate[8];
+static bool keystate[256];
+static bool gpad_bnstate[64];
+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 MetaScene *mscn;
+static unsigned int sdr_post_gamma;
+
+static long prev_msec;
+
+static ExhibitManager *exman;
+static bool show_blobs;
+
+ExSelection exsel_active, exsel_hover;
+ExSelection exsel_grab_left, exsel_grab_right;
+#define exsel_grab_mouse exsel_grab_right
+static ExhibitSlot exslot_left, exslot_right;
+#define exslot_mouse exslot_right
+
+static Renderer *rend;
+
+static Ray last_pick_ray;
+
+static bool post_scene_init_pending = true;
+
+
+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;
+       }
+
+       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();
+               have_handtracking = goatvr_have_handtracking();
+
+               goatvr_recenter();
+       }
+
+       if(fb_srgb) {
+               int srgb_capable;
+               glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
+               printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
+               if(srgb_capable) {
+                       glEnable(GL_FRAMEBUFFER_SRGB);
+               } else {
+                       fb_srgb = 0;
+               }
+       }
+
+       glEnable(GL_MULTISAMPLE);
+       glEnable(GL_DEPTH_TEST);
+       glEnable(GL_CULL_FACE);
+       glEnable(GL_NORMALIZE);
+
+       if(!init_debug_gui()) {
+               return false;
+       }
+
+       Mesh::use_custom_sdr_attr = false;
+
+       float ambient[] = {0.0, 0.0, 0.0, 0.0};
+       glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
+
+       init_audio();
+
+       if(!init_vrhands()) {
+               return false;
+       }
+
+       mscn = new MetaScene;
+       if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) {
+               return false;
+       }
+
+       avatar.pos = mscn->start_pos;
+       Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot);
+       dir.y = 0;
+       avatar.body_rot = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
+
+       exman = new ExhibitManager;
+       // exhibits are loaded in post_scene_init, because they need access to the scene graph
+
+       if(!exui_init()) {
+               error_log("failed to initialize exhibit ui system\n");
+               return false;
+       }
+       exui_setnode(&exslot_left.node);
+
+       if(!fb_srgb) {
+               sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
+       }
+
+       rend = new Renderer;
+       if(!rend->init()) {
+               return false;
+       }
+       if(opt.reflect) {
+               rend->ropt |= RENDER_MIRRORS;
+       } else {
+               rend->ropt &= ~RENDER_MIRRORS;
+       }
+       rend->set_scene(mscn);
+
+       glUseProgram(0);
+
+       if(opt.vr || opt.fullscreen) {
+               app_grab_mouse(true);
+       }
+
+       if(mscn->music && opt.music) {
+               mscn->music->play(AUDIO_PLAYMODE_LOOP);
+       }
+       return true;
+}
+
+// post_scene_init is called after the scene has completed loading
+static void post_scene_init()
+{
+       mscn->update(0);        // update once to calculate node matrices
+
+       int num_mir = mscn->calc_mirror_planes();
+       info_log("found %d mirror planes\n", num_mir);
+
+       exman->load(mscn, "data/exhibits");
+}
+
+void app_cleanup()
+{
+       if(mscn->music) {
+               mscn->music->stop();
+       }
+       destroy_audio();
+
+       app_grab_mouse(false);
+       if(opt.vr) {
+               goatvr_shutdown();
+       }
+       destroy_vrhands();
+
+       delete rend;
+
+       exui_shutdown();
+
+       /* this must be destroyed before the scene graph to detach exhibit nodes
+        * before the scene tries to delete them recursively
+        */
+       delete exman;
+
+       texman.clear();
+       sceneman.clear();
+
+       cleanup_debug_gui();
+}
+
+static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
+{
+       Mesh *wm = mscn->walk_mesh;
+       if(!wm) {
+               *newv = v;
+               return true;
+       }
+
+       Ray downray = Ray(v, Vec3(0, -1, 0));
+       HitPoint hit;
+       if(mscn->walk_mesh->intersect(downray, &hit)) {
+               *newv = hit.pos;
+               newv->y += user_eye_height;
+               return true;
+       }
+       return false;
+}
+
+static void update(float dt)
+{
+       texman.update();
+       sceneman.update();
+
+       if(post_scene_init_pending && !sceneman.pending()) {
+               post_scene_init_pending = false;
+               post_scene_init();
+       }
+
+       mscn->update(dt);
+       exman->update(dt);
+       exui_update(dt);
+
+       float speed = walk_speed * dt;
+       Vec3 dir;
+
+       // joystick
+       float jdeadsq = joy_deadzone * joy_deadzone;
+       float jmove_lensq = length_sq(joy_move);
+       float jlook_lensq = length_sq(joy_look);
+
+       if(jmove_lensq > jdeadsq) {
+               float len = sqrt(jmove_lensq);
+               jmove_lensq -= jdeadsq;
+
+               float mag = len * len;
+               dir.x += mag * joy_move.x / len * 2.0 * speed;
+               dir.z += mag * joy_move.y / len * 2.0 * speed;
+       }
+       if(jlook_lensq > jdeadsq) {
+               float len = sqrt(jlook_lensq);
+               jlook_lensq -= jdeadsq;
+
+               float mag = len * len;
+               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
+       if(keystate[(int)'w']) {
+               dir.z -= speed;
+       }
+       if(keystate[(int)'s']) {
+               dir.z += speed;
+       }
+       if(keystate[(int)'d']) {
+               dir.x += speed;
+       }
+       if(keystate[(int)'a']) {
+               dir.x -= speed;
+       }
+       if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
+               avatar.pos.y += speed;
+       }
+       if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
+               avatar.pos.y -= speed;
+       }
+
+       float theta = M_PI * avatar.body_rot / 180.0f;
+       Vec3 newpos;
+       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) {
+               avatar.pos = newpos;
+       } else {
+               if(!constrain_walk_mesh(newpos, &avatar.pos)) {
+                       float dtheta = M_PI / 32.0;
+                       float theta = dtheta;
+                       Vec2 dir2d = newpos.xz() - avatar.pos.xz();
+
+                       for(int i=0; i<16; i++) {
+                               Vec2 dvec = rotate(dir2d, theta);
+                               Vec3 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
+                               if(constrain_walk_mesh(pos, &avatar.pos)) {
+                                       break;
+                               }
+                               dvec = rotate(dir2d, -theta);
+                               pos = avatar.pos + Vec3(dvec.x, 0, dvec.y);
+                               if(constrain_walk_mesh(pos, &avatar.pos)) {
+                                       break;
+                               }
+                               theta += dtheta;
+                       }
+               }
+               floor_y = avatar.pos.y - user_eye_height;
+       }
+
+       // TODO move to the avatar system
+       // 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(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);
+
+               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()
+{
+       float dt = (float)(time_msec - prev_msec) / 1000.0f;
+       prev_msec = time_msec;
+
+       if(debug_gui) {
+               ImGui::GetIOPtr()->DeltaTime = dt;
+               ImGui::NewFrame();
+
+               //ImGui::ShowTestWindow();
+       }
+
+       glClearColor(1, 1, 1, 1);
+
+       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);
+                       if(goatvr_get_fb_texture()) {
+                               vp_width = goatvr_get_fb_eye_width(i);
+                               vp_height = goatvr_get_fb_eye_height(i);
+                       } else {
+                               vp_width = win_width / 2;
+                       }
+
+                       proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
+                       glMatrixMode(GL_PROJECTION);
+                       glLoadMatrixf(proj_matrix[0]);
+
+                       view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
+                       glMatrixMode(GL_MODELVIEW);
+                       glLoadMatrixf(view_matrix[0]);
+
+                       draw_scene();
+                       if(have_handtracking) {
+                               draw_vrhands();
+                       }
+
+                       if(debug_gui) {
+                               ImGui::Render();
+                       }
+               }
+               goatvr_draw_done();
+
+               vp_width = win_width;
+               vp_height = win_height;
+
+               if(should_swap) {
+                       app_swap_buffers();
+               }
+
+       } 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]);
+
+               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);
+               }
+
+               if(debug_gui) {
+                       ImGui::Render();
+               }
+               app_swap_buffers();
+       }
+       assert(glGetError() == GL_NO_ERROR);
+
+       calc_framerate();
+}
+
+
+static void draw_scene()
+{
+       rend->draw();
+       exman->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(vrhand[i].valid) {
+                               glColor3f(i, 1 - i, i);
+                       } else {
+                               glColor3f(0.5, 0.5, 0.5);
+                       }
+                       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);
+                       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(debug_gui && dbg_sel_node) {
+               AABox bvol = dbg_sel_node->get_bounds();
+               draw_geom_object(&bvol);
+       }
+
+       if(show_walk_mesh && mscn->walk_mesh) {
+               glPushAttrib(GL_ENABLE_BIT);
+               glEnable(GL_BLEND);
+               glBlendFunc(GL_ONE, GL_ONE);
+               glEnable(GL_POLYGON_OFFSET_FILL);
+
+               glUseProgram(0);
+
+               glPolygonOffset(-1, 1);
+               glDepthMask(0);
+
+               glColor3f(0.3, 0.08, 0.01);
+               mscn->walk_mesh->draw();
+
+               glDepthMask(1);
+
+               glPopAttrib();
+       }
+
+       exui_draw();
+
+       print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
+       draw_ui();
+}
+
+
+void app_reshape(int x, int y)
+{
+       glViewport(0, 0, x, y);
+       goatvr_set_fb_size(x, y, 1.0f);
+       debug_gui_reshape(x, y);
+
+       vp_width = x;
+       vp_height = y;
+}
+
+void app_keyboard(int key, bool pressed)
+{
+       unsigned int mod = app_get_modifiers();
+
+       if(debug_gui && !(pressed && (key == '`' || key == 27))) {
+               debug_gui_key(key, pressed, mod);
+               return; // ignore all keystrokes when GUI is visible
+       }
+
+       if(pressed) {
+               switch(key) {
+               case 27:
+                       app_quit();
+                       break;
+
+               case '\n':
+               case '\r':
+                       if(mod & MOD_ALT) {
+                               app_toggle_fullscreen();
+                       }
+                       break;
+
+               case '`':
+                       debug_gui = !debug_gui;
+                       show_message("debug gui %s", debug_gui ? "enabled" : "disabled");
+                       break;
+
+               case 'm':
+                       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 'f':
+                       toggle_flight();
+                       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;
+
+               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;
+
+               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;
+
+               case KEY_F5:
+               case KEY_F6:
+               case KEY_F7:
+               case KEY_F8:
+                       dbg_key_pending |= 1 << (key - KEY_F5);
+                       break;
+               }
+       }
+
+       if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
+               keystate[key] = pressed;
+       }
+}
+
+void app_mouse_button(int bn, bool pressed, int x, int y)
+{
+       static int press_x, press_y;
+
+       if(debug_gui) {
+               debug_gui_mbutton(bn, pressed, x, y);
+               return; // ignore mouse events while GUI is visible
+       }
+
+       prev_mx = x;
+       prev_my = y;
+       bnstate[bn] = pressed;
+
+       if(bn == 0) {
+               ExSelection sel;
+               Ray ray = calc_pick_ray(x, y);
+               sel = exman->select(ray);
+
+               if(pressed) {
+                       if(sel && (app_get_modifiers() & MOD_CTRL)) {
+                               exsel_grab_mouse = sel;
+                               Vec3 pos = sel.ex->node->get_position();
+                               debug_log("grabbing... (%g %g %g)\n", pos.x, pos.y, pos.z);
+                               exslot_mouse.node.set_position(pos);
+                               exslot_mouse.node.set_rotation(sel.ex->node->get_rotation());
+                               exslot_mouse.attach_exhibit(sel.ex, EXSLOT_ATTACH_TRANSIENT);
+                               if(exsel_active) {
+                                       exsel_active = ExSelection::null;       // cancel active on grab
+                               }
+                       }
+                       press_x = x;
+                       press_y = y;
+
+               } else {
+                       if(exsel_grab_mouse) {
+                               // cancel grab on mouse release
+                               Exhibit *ex = exsel_grab_mouse.ex;
+                               Vec3 pos = exslot_mouse.node.get_position();
+
+                               debug_log("releasing at %g %g %g ...\n", pos.x, pos.y, pos.z);
+
+                               exslot_mouse.detach_exhibit();
+
+                               ExhibitSlot *slot = exman->nearest_empty_slot(pos, 100);
+                               if(!slot) {
+                                       debug_log("no empty slot nearby\n");
+                                       if(ex->prev_slot && ex->prev_slot->empty()) {
+                                               slot = ex->prev_slot;
+                                               debug_log("using previous slot");
+                                       }
+                               }
+
+                               if(slot) {
+                                       slot->attach_exhibit(ex);
+                               } else {
+                                       // nowhere to put it, so stash it for later
+                                       exslot_mouse.detach_exhibit();
+                                       exman->stash_exhibit(ex);
+                                       debug_log("no slots available, stashing\n");
+                               }
+
+                               exsel_grab_mouse = ExSelection::null;
+                       }
+
+                       if(abs(press_x - x) < 5 && abs(press_y - y) < 5) {
+                               exsel_active = sel;     // select or deselect active exhibit
+                               if(sel) {
+                                       debug_log("selecting...\n");
+                               } else {
+                                       debug_log("deselecting...\n");
+                               }
+                       }
+
+                       press_x = press_y = INT_MIN;
+               }
+       }
+}
+
+static inline void mouse_look(float dx, float dy)
+{
+       float scrsz = (float)win_height;
+       avatar.body_rot += dx * 512.0 / scrsz;
+       avatar.head_alt += dy * 512.0 / scrsz;
+
+       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)
+{
+       cam_dist += dy * 0.1;
+       if(cam_dist < 0.0) cam_dist = 0.0;
+}
+
+void app_mouse_motion(int x, int y)
+{
+       if(debug_gui) {
+               debug_gui_mmotion(x, y);
+               return; // ignore mouse events while GUI is visible
+       }
+
+       int dx = x - prev_mx;
+       int dy = y - prev_my;
+       prev_mx = x;
+       prev_my = y;
+
+       if(!dx && !dy) return;
+
+       if(exsel_grab_mouse) {
+               Vec3 pos = exslot_mouse.node.get_node_position();
+               Vec3 dir = transpose(view_matrix.upper3x3()) * Vec3(dx * 1.0, dy * -1.0, 0);
+
+               exslot_mouse.node.set_position(pos + dir);
+       }
+
+       if(bnstate[2]) {
+               mouse_look(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);
+       }
+}
+
+void app_mouse_wheel(int dir)
+{
+       if(debug_gui) {
+               debug_gui_wheel(dir);
+       }
+}
+
+void app_gamepad_axis(int axis, float val)
+{
+       switch(axis) {
+       case 0:
+               joy_move.x = val;
+               break;
+       case 1:
+               joy_move.y = val;
+               break;
+
+       case 2:
+               joy_look.x = val;
+               break;
+       case 3:
+               joy_look.y = val;
+               break;
+       }
+}
+
+void app_gamepad_button(int bn, bool pressed)
+{
+       gpad_bnstate[bn] = pressed;
+
+       if(pressed) {
+               switch(bn) {
+               case GPAD_LSTICK:
+                       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;
+               }
+       }
+}
+
+static void toggle_flight()
+{
+       static float prev_walk_speed = -1.0;
+       if(prev_walk_speed < 0.0) {
+               noclip = true;
+               prev_walk_speed = walk_speed;
+               walk_speed = 1000.0;
+               show_message("fly mode\n");
+       } else {
+               noclip = false;
+               walk_speed = prev_walk_speed;
+               prev_walk_speed = -1.0;
+               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;
+       }
+}
+
+static Ray calc_pick_ray(int x, int y)
+{
+       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;
+}