X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=laserbrain_demo;a=blobdiff_plain;f=src%2Fapp.cc;h=9245f06bf8adc627fea00361fc2303397b87301d;hp=250141536d4c047bb83bea85f931a14efe0d73ce;hb=31e1ffedb543e048673b7ba969607fbb8214ac9a;hpb=72b941af07bbf2673539ad4eea073e68d3bcbbfc diff --git a/src/app.cc b/src/app.cc index 2501415..9245f06 100644 --- a/src/app.cc +++ b/src/app.cc @@ -1,5 +1,6 @@ #include #include +#include #include "app.h" #include "opengl.h" #include "sdr.h" @@ -9,31 +10,74 @@ #include "scene.h" #include "metascene.h" #include "datamap.h" +#include "ui.h" +#include "opt.h" +#include "post.h" + +#define NEAR_CLIP 5.0 +#define FAR_CLIP 10000.0 static void draw_scene(); long time_msec; int win_width, win_height; +float win_aspect; +bool fb_srgb; bool opt_gear_wireframe; static float cam_dist = 0.0; static float cam_theta, cam_phi = 20; static Vec3 cam_pos; +static float floor_y; // last floor height +static float user_eye_height = 165; + +static float walk_speed = 300.0f; +static float mouse_speed = 1.0f; +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 unsigned int sdr, sdr_post_gamma; 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(); + } + + int srgb_capable; + glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable); + printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not"); + fb_srgb = srgb_capable != 0; glEnable(GL_FRAMEBUFFER_SRGB); + glEnable(GL_MULTISAMPLE); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); @@ -45,24 +89,22 @@ 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; } - /* - datamap_set_path("data"); - if(!datamap_load_map("data.map")) { - fprintf(stderr, "failed to load datafile mappings\n"); - } + // set initial cam_pos above the center of the walk mesh (if any) + if(scn->walk_mesh) { + Vec3 bcent; + float brad; + scn->walk_mesh->get_bsphere(&bcent, &brad); - unsigned int sflags = SCNLOAD_FLIPTEX; - if(!(scn->load("data/testscene/patoma.fbx", sflags)) || - !(scn->load("data/testscene/kolones.fbx", sflags))) { - fprintf(stderr, "failed to load test scene\n"); - return false; + floor_y = bcent.y; + cam_pos = bcent + Vec3(0, user_eye_height, 0); } - */ if(!(sdr = create_program_load("sdr/test.v.glsl", "sdr/test.p.glsl"))) { fprintf(stderr, "failed to load test shaders\n"); @@ -71,46 +113,112 @@ bool app_init() set_uniform_int(sdr, "texmap", 0); set_uniform_int(sdr, "lightmap", 1); + if(!fb_srgb) { + sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl"); + } + 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(); } +static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv) +{ + Mesh *wm = scn->walk_mesh; + if(!wm) { + *newv = v; + return true; + } + + Ray downray = Ray(v, Vec3(0, -1, 0)); + HitPoint hit; + if(scn->walk_mesh->intersect(downray, &hit)) { + *newv = hit.pos; + newv->y += user_eye_height; + return true; + } + return false; +} + static void update(float dt) { texman.update(); scn->update(dt); - float walk_speed = 2000.0 * dt; + float speed = walk_speed * dt; Vec3 dir; if(keystate[(int)'w']) { - dir.z -= walk_speed; + dir.z -= speed; } if(keystate[(int)'s']) { - dir.z += walk_speed; + dir.z += speed; } if(keystate[(int)'d']) { - dir.x += walk_speed; + dir.x += speed; } if(keystate[(int)'a']) { - dir.x -= walk_speed; + dir.x -= speed; } if(keystate[(int)'q']) { - cam_pos.y += walk_speed; + cam_pos.y += speed; } if(keystate[(int)'z']) { - cam_pos.y -= walk_speed; + cam_pos.y -= speed; } float theta = M_PI * cam_theta / 180.0f; - cam_pos.x += cos(theta) * dir.x - sin(theta) * dir.z; - cam_pos.z += sin(theta) * dir.x + cos(theta) * dir.z; + 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; + + if(noclip) { + cam_pos = newpos; + } else { + if(!constrain_walk_mesh(newpos, &cam_pos)) { + float dtheta = M_PI / 32.0; + float theta = dtheta; + Vec2 dir2d = newpos.xz() - cam_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)) { + break; + } + dvec = rotate(dir2d, -theta); + pos = cam_pos + Vec3(dvec.x, 0, dvec.y); + if(constrain_walk_mesh(pos, &cam_pos)) { + break; + } + theta += dtheta; + } + } + 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) @@ -130,69 +238,160 @@ 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(); + } + goatvr_draw_done(); + + if(should_swap) { + app_swap_buffers(); + } - draw_scene(); + } else { + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - app_swap_buffers(); + 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]); + + draw_scene(); + + if(!fb_srgb && sdr_post_gamma) { + slow_post(sdr_post_gamma); + glUseProgram(0); + } + app_swap_buffers(); + } assert(glGetError() == GL_NO_ERROR); } static void draw_scene() { - /* - glBegin(GL_QUADS); - glNormal3f(0, 1, 0); - glVertex3f(-30, -10, 30); - glVertex3f(30, -10, 30); - glVertex3f(30, -10, -30); - glVertex3f(-30, -10, -30); - glEnd(); - */ + 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); + + if(show_walk_mesh && scn->walk_mesh) { + glPushAttrib(GL_ENABLE_BIT); + glEnable(GL_BLEND); + glBlendFunc(GL_ONE, GL_ONE); + glDisable(GL_LIGHTING); + glEnable(GL_POLYGON_OFFSET_FILL); + + glPolygonOffset(-1, 1); + glDepthMask(0); + + glColor3f(0.3, 0.08, 0.01); + scn->walk_mesh->draw(); + + glDepthMask(1); + + 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) { + unsigned int mod = app_get_modifiers(); + if(pressed) { switch(key) { case 27: app_quit(); break; + + case 'f': + app_toggle_fullscreen(); + break; + + case '`': + app_toggle_grab_mouse(); + show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released"); + break; + + case 'w': + if(mod & MOD_CTRL) { + show_walk_mesh = !show_walk_mesh; + show_message("walk mesh: %s", show_walk_mesh ? "on" : "off"); + } + break; + + case 'c': + if(mod & MOD_CTRL) { + noclip = !noclip; + show_message(noclip ? "no clip" : "clip"); + } + break; + + case 'p': + if(mod & MOD_CTRL) { + fb_srgb = !fb_srgb; + show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on"); + } + break; + + case '=': + walk_speed *= 1.25; + show_message("walk speed: %g", walk_speed); + break; + + case '-': + walk_speed *= 0.75; + show_message("walk speed: %g", walk_speed); + break; + + case ']': + mouse_speed *= 1.2; + show_message("mouse speed: %g", mouse_speed); + break; + + case '[': + mouse_speed *= 0.8; + show_message("mouse speed: %g", mouse_speed); + break; } } - keystate[key] = pressed; + if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) { + keystate[key] = pressed; + } } void app_mouse_button(int bn, bool pressed, int x, int y) @@ -202,6 +401,22 @@ void app_mouse_button(int bn, bool pressed, int x, int y) bnstate[bn] = pressed; } +static inline void mouse_look(int dx, int dy) +{ + float scrsz = (float)win_height; + cam_theta += dx * 512.0 / scrsz; + cam_phi += dy * 512.0 / scrsz; + + if(cam_phi < -90) cam_phi = -90; + if(cam_phi > 90) cam_phi = 90; +} + +static void mouse_zoom(int dx, int dy) +{ + cam_dist += dy * 0.1; + if(cam_dist < 0.0) cam_dist = 0.0; +} + void app_mouse_motion(int x, int y) { int dx = x - prev_mx; @@ -212,14 +427,18 @@ void app_mouse_motion(int x, int y) if(!dx && !dy) return; if(bnstate[0]) { - cam_theta += dx * 0.5; - cam_phi += dy * 0.5; - - if(cam_phi < -90) cam_phi = -90; - if(cam_phi > 90) cam_phi = 90; + mouse_look(dx, dy); } if(bnstate[2]) { - cam_dist += dy * 0.1; - if(cam_dist < 0.0) cam_dist = 0.0; + mouse_zoom(dx, dy); + } +} + +void app_mouse_delta(int dx, int dy) +{ + if(bnstate[2]) { + mouse_zoom(dx * mouse_speed, dy * mouse_speed); + } else { + mouse_look(dx * mouse_speed, dy * mouse_speed); } }