VR mode
[laserbrain_demo] / src / app.cc
index 065e581..d3b5657 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 "metascene.h"
 #include "datamap.h"
 #include "ui.h"
+#include "opt.h"
+
+#define NEAR_CLIP      5.0
+#define FAR_CLIP       10000.0
 
 static void draw_scene();
 
@@ -27,11 +32,13 @@ static float user_eye_height = 165;
 static float walk_speed = 300.0f;
 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;
@@ -39,8 +46,29 @@ static unsigned int sdr;
 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();
+       }
+
        glEnable(GL_FRAMEBUFFER_SRGB);
        glEnable(GL_MULTISAMPLE);
        glEnable(GL_DEPTH_TEST);
@@ -53,6 +81,8 @@ 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;
@@ -76,11 +106,19 @@ bool app_init()
        set_uniform_int(sdr, "lightmap", 1);
 
        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();
 }
 
@@ -160,6 +198,15 @@ static void update(float dt)
                }
                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)
@@ -179,34 +226,59 @@ 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();
-       draw_ui();
+                       draw_scene();
+               }
+               goatvr_draw_done();
+
+               if(should_swap) {
+                       app_swap_buffers();
+               }
+
+       } else {
+               glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+               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]);
 
-       app_swap_buffers();
+               draw_scene();
+
+               app_swap_buffers();
+       }
        assert(glGetError() == GL_NO_ERROR);
 }
 
 
 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);
+
        glUseProgram(sdr);
        scn->draw();
        glUseProgram(0);
@@ -228,16 +300,15 @@ static void draw_scene()
 
                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)