X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=laserbrain_demo;a=blobdiff_plain;f=src%2Fapp.cc;h=7f6f077e294268b3281719c571114d08fcbea263;hp=bc3f13c55ebb27cf52e3fcf998f6b25afd29a300;hb=fb11663a3654acd0132e71e5652e35b0ea72d544;hpb=35c329e4b66fc60622080be1b9ff30148a7e74e4 diff --git a/src/app.cc b/src/app.cc index bc3f13c..7f6f077 100644 --- a/src/app.cc +++ b/src/app.cc @@ -14,6 +14,8 @@ #include "opt.h" #include "post.h" #include "renderer.h" +#include "avatar.h" +#include "vrinput.h" #include "exman.h" #include "blob_exhibit.h" @@ -35,9 +37,9 @@ SceneSet sceneman; unsigned int sdr_ltmap, sdr_ltmap_notex; +static Avatar avatar; + static float cam_dist = 0.0; -static float cam_theta, cam_phi; -static Vec3 cam_pos; static float floor_y; // last floor height static float user_eye_height = 165; @@ -45,7 +47,7 @@ static float walk_speed = 300.0f; static float mouse_speed = 0.5f; static bool show_walk_mesh, noclip = false; -static bool have_headtracking, should_swap; +static bool have_headtracking, have_handtracking, should_swap; static int prev_mx, prev_my; static bool bnstate[8]; @@ -88,6 +90,7 @@ 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(); } @@ -111,17 +114,26 @@ bool app_init(int argc, char **argv) glClearColor(1, 1, 1, 1); + init_audio(); + + if(!init_vrhands()) { + return false; + } + mscn = new MetaScene; if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) { return false; } - cam_pos = mscn->start_pos; + avatar.pos = mscn->start_pos; 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)))); + 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; @@ -156,15 +168,25 @@ bool app_init(int argc, char **argv) if(opt.vr || opt.fullscreen) { app_grab_mouse(true); } + + if(mscn->music) { + mscn->music->play(AUDIO_PLAYMODE_LOOP); + } return true; } void app_cleanup() { + if(mscn->music) { + mscn->music->stop(); + } + destroy_audio(); + app_grab_mouse(false); if(opt.vr) { goatvr_shutdown(); } + destroy_vrhands(); delete rend; @@ -221,10 +243,10 @@ static void update(float dt) jlook_lensq -= jdeadsq; float mag = len * len; - cam_theta += mag * joy_look.x / len * 200.0 * dt; - cam_phi += mag * joy_look.y / len * 100.0 * dt; - if(cam_phi < -90.0f) cam_phi = -90.0f; - if(cam_phi > 90.0f) cam_phi = 90.0f; + avatar.body_rot += mag * joy_look.x / len * 200.0 * dt; + avatar.head_alt += mag * joy_look.y / len * 100.0 * dt; + if(avatar.head_alt < -90.0f) avatar.head_alt = -90.0f; + if(avatar.head_alt > 90.0f) avatar.head_alt = 90.0f; } // keyboard move @@ -241,51 +263,57 @@ static void update(float dt) dir.x -= speed; } if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) { - cam_pos.y += speed; + avatar.pos.y += speed; } if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) { - cam_pos.y -= speed; + avatar.pos.y -= speed; } - float theta = M_PI * cam_theta / 180.0f; + float theta = M_PI * avatar.body_rot / 180.0f; Vec3 newpos; - newpos.x = cam_pos.x + cos(theta) * dir.x - sin(theta) * dir.z; - newpos.y = cam_pos.y; - newpos.z = cam_pos.z + sin(theta) * dir.x + cos(theta) * dir.z; + newpos.x = avatar.pos.x + cos(theta) * dir.x - sin(theta) * dir.z; + newpos.y = avatar.pos.y; + newpos.z = avatar.pos.z + sin(theta) * dir.x + cos(theta) * dir.z; if(noclip) { - cam_pos = newpos; + avatar.pos = newpos; } else { - if(!constrain_walk_mesh(newpos, &cam_pos)) { + if(!constrain_walk_mesh(newpos, &avatar.pos)) { float dtheta = M_PI / 32.0; float theta = dtheta; - Vec2 dir2d = newpos.xz() - cam_pos.xz(); + Vec2 dir2d = newpos.xz() - avatar.pos.xz(); for(int i=0; i<16; i++) { Vec2 dvec = rotate(dir2d, theta); - Vec3 pos = cam_pos + Vec3(dvec.x, 0, dvec.y); - if(constrain_walk_mesh(pos, &cam_pos)) { + Vec3 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y); + if(constrain_walk_mesh(pos, &avatar.pos)) { break; } dvec = rotate(dir2d, -theta); - pos = cam_pos + Vec3(dvec.x, 0, dvec.y); - if(constrain_walk_mesh(pos, &cam_pos)) { + pos = avatar.pos + Vec3(dvec.x, 0, dvec.y); + if(constrain_walk_mesh(pos, &avatar.pos)) { break; } theta += dtheta; } } - floor_y = cam_pos.y - user_eye_height; + floor_y = avatar.pos.y - user_eye_height; } + // TODO move to avatar // 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_x(deg_to_rad(avatar.head_alt)); + } + 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); } - 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) @@ -305,13 +333,13 @@ 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); @@ -325,6 +353,9 @@ void app_display() glLoadMatrixf(view_matrix[0]); draw_scene(); + if(have_handtracking) { + draw_vrhands(); + } } goatvr_draw_done(); @@ -335,6 +366,8 @@ 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]); @@ -370,6 +403,38 @@ static void draw_scene() 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); glEnable(GL_BLEND); @@ -495,11 +560,11 @@ void app_mouse_button(int bn, bool pressed, int x, int y) static inline void mouse_look(float dx, float dy) { float scrsz = (float)win_height; - cam_theta += dx * 512.0 / scrsz; - cam_phi += dy * 512.0 / scrsz; + avatar.body_rot += dx * 512.0 / scrsz; + avatar.head_alt += dy * 512.0 / scrsz; - if(cam_phi < -90) cam_phi = -90; - if(cam_phi > 90) cam_phi = 90; + if(avatar.head_alt < -90) avatar.head_alt = -90; + if(avatar.head_alt > 90) avatar.head_alt = 90; } static void mouse_zoom(float dx, float dy)