#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();
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;
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);
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;
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();
}
}
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)
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);
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)