fixed mirror rendering for goatvr backends which don't use an fbo
[laserbrain_demo] / src / app.cc
index 6c9f374..96e92f3 100644 (file)
@@ -1,4 +1,5 @@
 #include <stdio.h>
+#include <limits.h>
 #include <assert.h>
 #include <goatvr.h>
 #include "app.h"
@@ -19,6 +20,8 @@
 #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, const Mat4 &view_mat, const Mat4 &proj_mat);
+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;
@@ -37,7 +41,9 @@ bool opt_gear_wireframe;
 TextureSet texman;
 SceneSet sceneman;
 
-unsigned int sdr_ltmap, sdr_ltmap_notex;
+int fpexcept_enabled;
+
+unsigned int dbg_key_pending;
 
 static Avatar avatar;
 
@@ -67,16 +73,36 @@ static unsigned int sdr_post_gamma;
 static long prev_msec;
 
 static ExhibitManager *exman;
-static BlobExhibit *blobs;
 static bool show_blobs;
 
-static ExSelection ex_sel;
+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;
        }
@@ -113,7 +139,6 @@ bool app_init(int argc, char **argv)
        glEnable(GL_MULTISAMPLE);
        glEnable(GL_DEPTH_TEST);
        glEnable(GL_CULL_FACE);
-       glEnable(GL_LIGHTING);
        glEnable(GL_NORMALIZE);
 
        if(!init_debug_gui()) {
@@ -125,8 +150,6 @@ bool app_init(int argc, char **argv)
        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()) {
@@ -144,38 +167,27 @@ bool app_init(int argc, char **argv)
        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;
-       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);
+       // exhibits are loaded in post_scene_init, because they need access to the scene graph
 
-       if(!(sdr_ltmap = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-tex.p.glsl"))) {
+       if(!exui_init()) {
+               error_log("failed to initialize exhibit ui system\n");
                return false;
        }
-       set_uniform_int(sdr_ltmap, "texmap", MTL_TEX_DIFFUSE);
-       set_uniform_int(sdr_ltmap, "lightmap", MTL_TEX_LIGHTMAP);
+       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);
@@ -190,6 +202,17 @@ bool app_init(int argc, char **argv)
        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) {
@@ -205,6 +228,11 @@ void app_cleanup()
 
        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();
@@ -236,8 +264,14 @@ 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;
@@ -317,7 +351,7 @@ static void update(float dt)
                floor_y = avatar.pos.y - user_eye_height;
        }
 
-       // TODO move to avatar
+       // TODO move to the avatar system
        // calculate mouselook view matrix
        mouse_view_matrix = Mat4::identity;
        mouse_view_matrix.pre_translate(0, 0, -cam_dist);
@@ -327,22 +361,45 @@ static void update(float dt)
        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
        }
-}
 
-static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
-{
-       unsigned int lt = GL_LIGHT0 + idx;
-       float posv[] = { pos.x, pos.y, pos.z, 1 };
-       float colv[] = { color.x, color.y, color.z, 1 };
-
-       glEnable(lt);
-       glLightfv(lt, GL_POSITION, posv);
-       glLightfv(lt, GL_DIFFUSE, colv);
-       glLightfv(lt, GL_SPECULAR, colv);
+       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()
@@ -354,9 +411,11 @@ void app_display()
                ImGui::GetIOPtr()->DeltaTime = dt;
                ImGui::NewFrame();
 
-               ImGui::ShowTestWindow();
+               //ImGui::ShowTestWindow();
        }
 
+       glClearColor(1, 1, 1, 1);
+
        if(opt.vr) {
                // VR mode
                goatvr_draw_start();
@@ -367,6 +426,12 @@ void app_display()
                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);
@@ -387,6 +452,9 @@ void app_display()
                }
                goatvr_draw_done();
 
+               vp_width = win_width;
+               vp_height = win_height;
+
                if(should_swap) {
                        app_swap_buffers();
                }
@@ -424,15 +492,9 @@ void app_display()
 
 static void draw_scene()
 {
-       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);
-
        rend->draw();
        exman->draw();
 
-       /*
        if(have_handtracking) {
                Mat4 head_xform = inverse(mouse_view_matrix);//goatvr_head_matrix();
                Mat4 head_dir_xform = head_xform.upper3x3();
@@ -442,15 +504,15 @@ static void draw_scene()
                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);
@@ -462,13 +524,16 @@ static void draw_scene()
                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);
-               glDisable(GL_LIGHTING);
                glEnable(GL_POLYGON_OFFSET_FILL);
 
                glUseProgram(0);
@@ -484,6 +549,8 @@ static void draw_scene()
                glPopAttrib();
        }
 
+       exui_draw();
+
        print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
        draw_ui();
 }
@@ -494,6 +561,9 @@ 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)
@@ -583,8 +653,27 @@ void app_keyboard(int key, bool pressed)
                        show_message("VR recenter\n");
                        break;
 
-               case 'x':
-                       exman->load(mscn, "data/exhibits");
+               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;
                }
        }
@@ -596,6 +685,8 @@ void app_keyboard(int key, bool 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
@@ -606,13 +697,66 @@ void app_mouse_button(int bn, bool pressed, int x, int y)
        bnstate[bn] = pressed;
 
        if(bn == 0) {
-               if(!pressed) {
-                       if(ex_sel.ex) {
-                               ex_sel.ex = 0;
-                       } else {
-                               Ray ray = calc_pick_ray(x, y, view_matrix, proj_matrix);
-                               ex_sel = exman->select(ray);
+               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;
                }
        }
 }
@@ -647,11 +791,11 @@ void app_mouse_motion(int x, int y)
 
        if(!dx && !dy) return;
 
-       if(ex_sel.ex) {
-               Vec3 pos = ex_sel.ex->node->get_node_position();
+       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);
 
-               ex_sel.ex->node->set_position(pos + dir);
+               exslot_mouse.node.set_position(pos + dir);
        }
 
        if(bnstate[2]) {
@@ -738,7 +882,7 @@ static void toggle_flight()
 
 static void calc_framerate()
 {
-       static int ncalc;
+       //static int ncalc;
        static int nframes;
        static long prev_upd;
 
@@ -757,7 +901,11 @@ static void calc_framerate()
        }
 }
 
-static Ray calc_pick_ray(int x, int y, const Mat4 &view_mat, const Mat4 &proj_mat)
+static Ray calc_pick_ray(int x, int y)
 {
-       return Ray();   // TODO
+       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;
 }