fixed mirror rendering for goatvr backends which don't use an fbo
[laserbrain_demo] / src / app.cc
index 7fc5c13..96e92f3 100644 (file)
@@ -33,6 +33,7 @@ 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;
@@ -40,10 +41,10 @@ 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;
 
 static float cam_dist = 0.0;
@@ -84,6 +85,8 @@ static Renderer *rend;
 
 static Ray last_pick_ray;
 
+static bool post_scene_init_pending = true;
+
 
 bool app_init(int argc, char **argv)
 {
@@ -147,8 +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()) {
@@ -166,34 +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;
-       }
-       */
+       // 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(!(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);
-
-       if(!(sdr_ltmap = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-tex.p.glsl"))) {
-               return false;
-       }
-       set_uniform_int(sdr_ltmap, "texmap", MTL_TEX_DIFFUSE);
-       set_uniform_int(sdr_ltmap, "lightmap", MTL_TEX_LIGHTMAP);
-
        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);
@@ -208,6 +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) {
@@ -259,6 +264,11 @@ 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);
@@ -351,21 +361,39 @@ 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);
 
-       // 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);
-       }
 
        // 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
-               Vec3 dir = transpose(mouse_view_matrix.upper3x3()) * Vec3(0, 0, -1);
+               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
        }
 
@@ -383,9 +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();
@@ -396,6 +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);
@@ -416,6 +452,9 @@ void app_display()
                }
                goatvr_draw_done();
 
+               vp_width = win_width;
+               vp_height = win_height;
+
                if(should_swap) {
                        app_swap_buffers();
                }
@@ -456,7 +495,6 @@ 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();
@@ -466,15 +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);
@@ -486,7 +524,6 @@ static void draw_scene()
                glEnd();
                glPopAttrib();
        }
-       */
 
        if(debug_gui && dbg_sel_node) {
                AABox bvol = dbg_sel_node->get_bounds();
@@ -524,6 +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)
@@ -613,8 +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;
                }
        }