X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=laserbrain_demo;a=blobdiff_plain;f=src%2Fapp.cc;h=24658ee4f62c1817428a12d2357e68494c8a15ba;hp=f92899dc290eab531616fe1eb4ed77841d540669;hb=5b259c6064e9443d84f7a1154f8e02da444fb1c8;hpb=84f1549d8146ac54574256ae0243747199e51151 diff --git a/src/app.cc b/src/app.cc index f92899d..24658ee 100644 --- a/src/app.cc +++ b/src/app.cc @@ -13,12 +13,16 @@ #include "ui.h" #include "opt.h" #include "post.h" +#include "renderer.h" +#include "exman.h" +#include "blob_exhibit.h" #define NEAR_CLIP 5.0 #define FAR_CLIP 10000.0 static void draw_scene(); static void toggle_flight(); +static void calc_framerate(); long time_msec; int win_width, win_height; @@ -26,10 +30,13 @@ float win_aspect; bool fb_srgb; bool opt_gear_wireframe; +TextureSet texman; +SceneSet sceneman; + unsigned int sdr_ltmap, sdr_ltmap_notex; static float cam_dist = 0.0; -static float cam_theta, cam_phi = 20; +static float cam_theta, cam_phi; static Vec3 cam_pos; static float floor_y; // last floor height static float user_eye_height = 165; @@ -39,6 +46,13 @@ static float mouse_speed = 0.5f; static bool show_walk_mesh, noclip = false; static bool have_headtracking, should_swap; +static bool have_handtracking; + +static struct { + Vec3 pos; + Quat rot; + bool valid; +} hand[2]; static int prev_mx, prev_my; static bool bnstate[8]; @@ -47,14 +61,20 @@ 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 TextureSet texman; -static SceneSet sceneman; static MetaScene *mscn; static unsigned int sdr_post_gamma; static long prev_msec; +static ExhibitManager *exman; +static BlobExhibit *blobs; +static bool show_blobs; + +static Renderer *rend; + bool app_init(int argc, char **argv) { @@ -75,6 +95,7 @@ bool app_init(int argc, char **argv) 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(); } @@ -96,30 +117,51 @@ bool app_init(int argc, char **argv) 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); + glClearColor(1, 1, 1, 1); - mscn = new MetaScene(&sceneman, &texman); + mscn = new MetaScene; if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) { return false; } cam_pos = mscn->start_pos; - // TODO use start_rot + Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot); + dir.y = 0; + cam_theta = 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); if(!(sdr_ltmap = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-tex.p.glsl"))) { return false; } - set_uniform_int(sdr_ltmap, "texmap", 0); - set_uniform_int(sdr_ltmap, "lightmap", 1); + 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; + rend->set_scene(mscn); + glUseProgram(0); if(opt.vr || opt.fullscreen) { @@ -135,6 +177,10 @@ void app_cleanup() goatvr_shutdown(); } + delete rend; + + delete exman; + texman.clear(); sceneman.clear(); } @@ -163,6 +209,7 @@ static void update(float dt) sceneman.update(); mscn->update(dt); + exman->update(dt); float speed = walk_speed * dt; Vec3 dir; @@ -250,6 +297,18 @@ static void update(float dt) } 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); + + if(have_handtracking) { + for(int i=0; i<2; i++) { + if(goatvr_hand_active(i)) { + goatvr_hand_position(i, &hand[i].pos.x); + goatvr_hand_orientation(i, &hand[i].rot.x); + hand[i].valid = true; + } else { + hand[i].valid = false; + } + } + } } static void set_light(int idx, const Vec3 &pos, const Vec3 &color) @@ -269,13 +328,13 @@ void app_display() float dt = (float)(time_msec - prev_msec) / 1000.0f; prev_msec = time_msec; - update(dt); - 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); @@ -299,6 +358,8 @@ void app_display() } 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]); @@ -316,6 +377,8 @@ void app_display() app_swap_buffers(); } assert(glGetError() == GL_NO_ERROR); + + calc_framerate(); } @@ -326,7 +389,41 @@ static void draw_scene() 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); - mscn->draw(); + rend->draw(); + + if(show_blobs) { + blobs->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(hand[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; + + 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(show_walk_mesh && mscn->walk_mesh) { glPushAttrib(GL_ENABLE_BIT); @@ -348,6 +445,7 @@ static void draw_scene() glPopAttrib(); } + print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate); draw_ui(); } @@ -424,6 +522,16 @@ void app_keyboard(int key, bool pressed) 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; } } @@ -510,6 +618,16 @@ void app_gamepad_button(int bn, bool pressed) 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; } @@ -531,3 +649,24 @@ static void toggle_flight() 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; + } +}