X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=laserbrain_demo;a=blobdiff_plain;f=src%2Fapp.cc;h=96e92f332ae7231d8e377801bfab2cc4dd106397;hp=6125823c37583d51f76a1dcfc616e3694d231077;hb=197bafc7f54795243d4c217c2efcf41f01d4100d;hpb=84484521a697fe60f63bff077b9ba7475a45e54e diff --git a/src/app.cc b/src/app.cc index 6125823..96e92f3 100644 --- a/src/app.cc +++ b/src/app.cc @@ -1,3 +1,911 @@ +#include +#include +#include +#include #include "app.h" +#include "opengl.h" +#include "sdr.h" +#include "texture.h" +#include "mesh.h" +#include "meshgen.h" +#include "scene.h" +#include "metascene.h" +#include "datamap.h" +#include "ui.h" +#include "opt.h" +#include "post.h" +#include "renderer.h" +#include "avatar.h" +#include "vrinput.h" +#include "exman.h" +#include "blob_exhibit.h" +#include "dbg_gui.h" +#include "geomdraw.h" +#include "ui_exhibit.h" +#define NEAR_CLIP 5.0 +#define FAR_CLIP 10000.0 + +static void draw_scene(); +static void toggle_flight(); +static void calc_framerate(); +static Ray calc_pick_ray(int x, int y); + +long time_msec; +int win_width, win_height; +int vp_width, vp_height; +float win_aspect; +bool fb_srgb; bool opt_gear_wireframe; + +TextureSet texman; +SceneSet sceneman; + +int fpexcept_enabled; + +unsigned int dbg_key_pending; + +static Avatar avatar; + +static float cam_dist = 0.0; +static float floor_y; // last floor height +static float user_eye_height = 165; + +static float walk_speed = 300.0f; +static float mouse_speed = 0.5f; +static bool show_walk_mesh, noclip = false; + +static bool have_headtracking, have_handtracking, should_swap; + +static int prev_mx, prev_my; +static bool bnstate[8]; +static bool keystate[256]; +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 MetaScene *mscn; +static unsigned int sdr_post_gamma; + +static long prev_msec; + +static ExhibitManager *exman; +static bool show_blobs; + +ExSelection exsel_active, exsel_hover; +ExSelection exsel_grab_left, exsel_grab_right; +#define exsel_grab_mouse exsel_grab_right +static ExhibitSlot exslot_left, exslot_right; +#define exslot_mouse exslot_right + +static Renderer *rend; + +static Ray last_pick_ray; + +static bool post_scene_init_pending = true; + + +bool app_init(int argc, char **argv) +{ + set_log_file("demo.log"); + + char *env = getenv("FPEXCEPT"); + if(env && atoi(env)) { + info_log("enabling floating point exceptions\n"); + fpexcept_enabled = 1; + enable_fpexcept(); + } + + if(init_opengl() == -1) { + return false; + } + + 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(); + have_handtracking = goatvr_have_handtracking(); + + goatvr_recenter(); + } + + if(fb_srgb) { + int srgb_capable; + glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable); + printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not"); + if(srgb_capable) { + glEnable(GL_FRAMEBUFFER_SRGB); + } else { + fb_srgb = 0; + } + } + + glEnable(GL_MULTISAMPLE); + glEnable(GL_DEPTH_TEST); + glEnable(GL_CULL_FACE); + glEnable(GL_NORMALIZE); + + if(!init_debug_gui()) { + return false; + } + + Mesh::use_custom_sdr_attr = false; + + float ambient[] = {0.0, 0.0, 0.0, 0.0}; + glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient); + + init_audio(); + + if(!init_vrhands()) { + return false; + } + + mscn = new MetaScene; + if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) { + return false; + } + + avatar.pos = mscn->start_pos; + Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot); + dir.y = 0; + avatar.body_rot = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1)))); + + exman = new ExhibitManager; + // exhibits are loaded in post_scene_init, because they need access to the scene graph + + if(!exui_init()) { + error_log("failed to initialize exhibit ui system\n"); + return false; + } + exui_setnode(&exslot_left.node); + + if(!fb_srgb) { + sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl"); + } + + rend = new Renderer; + if(!rend->init()) { + return false; + } + if(opt.reflect) { + rend->ropt |= RENDER_MIRRORS; + } else { + rend->ropt &= ~RENDER_MIRRORS; + } + rend->set_scene(mscn); + + glUseProgram(0); + + if(opt.vr || opt.fullscreen) { + app_grab_mouse(true); + } + + if(mscn->music && opt.music) { + mscn->music->play(AUDIO_PLAYMODE_LOOP); + } + return true; +} + +// post_scene_init is called after the scene has completed loading +static void post_scene_init() +{ + mscn->update(0); // update once to calculate node matrices + + int num_mir = mscn->calc_mirror_planes(); + info_log("found %d mirror planes\n", num_mir); + + exman->load(mscn, "data/exhibits"); +} + +void app_cleanup() +{ + if(mscn->music) { + mscn->music->stop(); + } + destroy_audio(); + + app_grab_mouse(false); + if(opt.vr) { + goatvr_shutdown(); + } + destroy_vrhands(); + + delete rend; + + exui_shutdown(); + + /* this must be destroyed before the scene graph to detach exhibit nodes + * before the scene tries to delete them recursively + */ + delete exman; + + texman.clear(); + sceneman.clear(); + + cleanup_debug_gui(); +} + +static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv) +{ + Mesh *wm = mscn->walk_mesh; + if(!wm) { + *newv = v; + return true; + } + + Ray downray = Ray(v, Vec3(0, -1, 0)); + HitPoint hit; + if(mscn->walk_mesh->intersect(downray, &hit)) { + *newv = hit.pos; + newv->y += user_eye_height; + return true; + } + return false; +} + +static void update(float dt) +{ + texman.update(); + sceneman.update(); + + if(post_scene_init_pending && !sceneman.pending()) { + post_scene_init_pending = false; + post_scene_init(); + } + + mscn->update(dt); + exman->update(dt); + exui_update(dt); + + float speed = walk_speed * dt; + Vec3 dir; + + // joystick + float jdeadsq = joy_deadzone * joy_deadzone; + float jmove_lensq = length_sq(joy_move); + float jlook_lensq = length_sq(joy_look); + + if(jmove_lensq > jdeadsq) { + float len = sqrt(jmove_lensq); + jmove_lensq -= jdeadsq; + + float mag = len * len; + dir.x += mag * joy_move.x / len * 2.0 * speed; + dir.z += mag * joy_move.y / len * 2.0 * speed; + } + if(jlook_lensq > jdeadsq) { + float len = sqrt(jlook_lensq); + jlook_lensq -= jdeadsq; + + float mag = len * len; + 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 + if(keystate[(int)'w']) { + dir.z -= speed; + } + if(keystate[(int)'s']) { + dir.z += speed; + } + if(keystate[(int)'d']) { + dir.x += speed; + } + if(keystate[(int)'a']) { + dir.x -= speed; + } + if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) { + avatar.pos.y += speed; + } + if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) { + avatar.pos.y -= speed; + } + + float theta = M_PI * avatar.body_rot / 180.0f; + Vec3 newpos; + 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) { + avatar.pos = newpos; + } else { + if(!constrain_walk_mesh(newpos, &avatar.pos)) { + float dtheta = M_PI / 32.0; + float theta = dtheta; + Vec2 dir2d = newpos.xz() - avatar.pos.xz(); + + for(int i=0; i<16; i++) { + Vec2 dvec = rotate(dir2d, theta); + Vec3 pos = avatar.pos + Vec3(dvec.x, 0, dvec.y); + if(constrain_walk_mesh(pos, &avatar.pos)) { + break; + } + dvec = rotate(dir2d, -theta); + pos = avatar.pos + Vec3(dvec.x, 0, dvec.y); + if(constrain_walk_mesh(pos, &avatar.pos)) { + break; + } + theta += dtheta; + } + } + floor_y = avatar.pos.y - user_eye_height; + } + + // TODO move to the avatar system + // 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(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); + + if(vrhand[0].valid) { + exslot_left.node.set_position(vrhand[0].pos); + exslot_left.node.set_rotation(vrhand[0].rot); + + // right hand takes precedence for hover + if(!exsel_grab_left && !exsel_hover) { + exsel_hover = exman->select(Sphere(vrhand[0].pos, 5)); + } + } + if(vrhand[1].valid) { + exslot_right.node.set_position(vrhand[1].pos); + exslot_right.node.set_rotation(vrhand[1].rot); + + if(!exsel_grab_right) { + exsel_hover = exman->select(Sphere(vrhand[1].pos, 5)); + } + } + + } else { + // check if an exhibit is hovered-over by mouse (only if we don't have one grabbed) + if(!exsel_grab_mouse) { + Ray ray = calc_pick_ray(prev_mx, prev_my); + exsel_hover = exman->select(ray); + } + + // TODO do this properly + // set the position of the left hand at a suitable position for the exhibit UI + dir = rotate(Vec3(-0.46, -0.1, -1), Vec3(0, 1, 0), deg_to_rad(-avatar.body_rot)); + exslot_left.node.set_position(avatar.pos + dir * 30); // magic: distance in front + } + + if(!exslot_right.empty()) exslot_right.node.update(dt); + // always update the left slot, because it's the anchor point of the exhibit ui + exslot_left.node.update(dt); +} + +void app_display() +{ + float dt = (float)(time_msec - prev_msec) / 1000.0f; + prev_msec = time_msec; + + if(debug_gui) { + ImGui::GetIOPtr()->DeltaTime = dt; + ImGui::NewFrame(); + + //ImGui::ShowTestWindow(); + } + + glClearColor(1, 1, 1, 1); + + 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); + if(goatvr_get_fb_texture()) { + vp_width = goatvr_get_fb_eye_width(i); + vp_height = goatvr_get_fb_eye_height(i); + } else { + vp_width = win_width / 2; + } + + proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP); + glMatrixMode(GL_PROJECTION); + glLoadMatrixf(proj_matrix[0]); + + view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i)); + glMatrixMode(GL_MODELVIEW); + glLoadMatrixf(view_matrix[0]); + + draw_scene(); + if(have_handtracking) { + draw_vrhands(); + } + + if(debug_gui) { + ImGui::Render(); + } + } + goatvr_draw_done(); + + vp_width = win_width; + vp_height = win_height; + + if(should_swap) { + app_swap_buffers(); + } + + } 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]); + + 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); + } + + if(debug_gui) { + ImGui::Render(); + } + app_swap_buffers(); + } + assert(glGetError() == GL_NO_ERROR); + + calc_framerate(); +} + + +static void draw_scene() +{ + rend->draw(); + exman->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(vrhand[i].valid) { + glColor3f(i, 1 - i, i); + } else { + glColor3f(0.5, 0.5, 0.5); + } + Vec3 v = head_xform * vrhand[i].pos; + Vec3 dir = head_dir_xform * rotate(Vec3(0, 0, -1), vrhand[i].rot) * 20.0f; + Vec3 up = head_dir_xform * rotate(Vec3(0, 1, 0), vrhand[i].rot) * 10.0f; + Vec3 right = head_dir_xform * rotate(Vec3(1, 0, 0), vrhand[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(debug_gui && dbg_sel_node) { + AABox bvol = dbg_sel_node->get_bounds(); + draw_geom_object(&bvol); + } + + if(show_walk_mesh && mscn->walk_mesh) { + glPushAttrib(GL_ENABLE_BIT); + glEnable(GL_BLEND); + glBlendFunc(GL_ONE, GL_ONE); + glEnable(GL_POLYGON_OFFSET_FILL); + + glUseProgram(0); + + glPolygonOffset(-1, 1); + glDepthMask(0); + + glColor3f(0.3, 0.08, 0.01); + mscn->walk_mesh->draw(); + + glDepthMask(1); + + glPopAttrib(); + } + + exui_draw(); + + print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate); + draw_ui(); +} + + +void app_reshape(int x, int y) +{ + glViewport(0, 0, x, y); + goatvr_set_fb_size(x, y, 1.0f); + debug_gui_reshape(x, y); + + vp_width = x; + vp_height = y; +} + +void app_keyboard(int key, bool pressed) +{ + unsigned int mod = app_get_modifiers(); + + if(debug_gui && !(pressed && (key == '`' || key == 27))) { + debug_gui_key(key, pressed, mod); + return; // ignore all keystrokes when GUI is visible + } + + if(pressed) { + switch(key) { + case 27: + app_quit(); + break; + + case '\n': + case '\r': + if(mod & MOD_ALT) { + app_toggle_fullscreen(); + } + break; + + case '`': + debug_gui = !debug_gui; + show_message("debug gui %s", debug_gui ? "enabled" : "disabled"); + break; + + case 'm': + 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 'f': + toggle_flight(); + 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; + + 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; + + case KEY_UP: + exui_scroll(-1); + break; + + case KEY_DOWN: + exui_scroll(1); + break; + + case KEY_LEFT: + exui_change_tab(-1); + break; + + case KEY_RIGHT: + exui_change_tab(1); + break; + + case KEY_F5: + case KEY_F6: + case KEY_F7: + case KEY_F8: + dbg_key_pending |= 1 << (key - KEY_F5); + break; + } + } + + if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) { + keystate[key] = pressed; + } +} + +void app_mouse_button(int bn, bool pressed, int x, int y) +{ + static int press_x, press_y; + + if(debug_gui) { + debug_gui_mbutton(bn, pressed, x, y); + return; // ignore mouse events while GUI is visible + } + + prev_mx = x; + prev_my = y; + bnstate[bn] = pressed; + + if(bn == 0) { + ExSelection sel; + Ray ray = calc_pick_ray(x, y); + sel = exman->select(ray); + + if(pressed) { + if(sel && (app_get_modifiers() & MOD_CTRL)) { + exsel_grab_mouse = sel; + Vec3 pos = sel.ex->node->get_position(); + debug_log("grabbing... (%g %g %g)\n", pos.x, pos.y, pos.z); + exslot_mouse.node.set_position(pos); + exslot_mouse.node.set_rotation(sel.ex->node->get_rotation()); + exslot_mouse.attach_exhibit(sel.ex, EXSLOT_ATTACH_TRANSIENT); + if(exsel_active) { + exsel_active = ExSelection::null; // cancel active on grab + } + } + press_x = x; + press_y = y; + + } else { + if(exsel_grab_mouse) { + // cancel grab on mouse release + Exhibit *ex = exsel_grab_mouse.ex; + Vec3 pos = exslot_mouse.node.get_position(); + + debug_log("releasing at %g %g %g ...\n", pos.x, pos.y, pos.z); + + exslot_mouse.detach_exhibit(); + + ExhibitSlot *slot = exman->nearest_empty_slot(pos, 100); + if(!slot) { + debug_log("no empty slot nearby\n"); + if(ex->prev_slot && ex->prev_slot->empty()) { + slot = ex->prev_slot; + debug_log("using previous slot"); + } + } + + if(slot) { + slot->attach_exhibit(ex); + } else { + // nowhere to put it, so stash it for later + exslot_mouse.detach_exhibit(); + exman->stash_exhibit(ex); + debug_log("no slots available, stashing\n"); + } + + exsel_grab_mouse = ExSelection::null; + } + + if(abs(press_x - x) < 5 && abs(press_y - y) < 5) { + exsel_active = sel; // select or deselect active exhibit + if(sel) { + debug_log("selecting...\n"); + } else { + debug_log("deselecting...\n"); + } + } + + press_x = press_y = INT_MIN; + } + } +} + +static inline void mouse_look(float dx, float dy) +{ + float scrsz = (float)win_height; + avatar.body_rot += dx * 512.0 / scrsz; + avatar.head_alt += dy * 512.0 / scrsz; + + 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) +{ + cam_dist += dy * 0.1; + if(cam_dist < 0.0) cam_dist = 0.0; +} + +void app_mouse_motion(int x, int y) +{ + if(debug_gui) { + debug_gui_mmotion(x, y); + return; // ignore mouse events while GUI is visible + } + + int dx = x - prev_mx; + int dy = y - prev_my; + prev_mx = x; + prev_my = y; + + if(!dx && !dy) return; + + if(exsel_grab_mouse) { + Vec3 pos = exslot_mouse.node.get_node_position(); + Vec3 dir = transpose(view_matrix.upper3x3()) * Vec3(dx * 1.0, dy * -1.0, 0); + + exslot_mouse.node.set_position(pos + dir); + } + + if(bnstate[2]) { + mouse_look(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); + } +} + +void app_mouse_wheel(int dir) +{ + if(debug_gui) { + debug_gui_wheel(dir); + } +} + +void app_gamepad_axis(int axis, float val) +{ + switch(axis) { + case 0: + joy_move.x = val; + break; + case 1: + joy_move.y = val; + break; + + case 2: + joy_look.x = val; + break; + case 3: + joy_look.y = val; + break; + } +} + +void app_gamepad_button(int bn, bool pressed) +{ + gpad_bnstate[bn] = pressed; + + if(pressed) { + switch(bn) { + case GPAD_LSTICK: + 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; + } + } +} + +static void toggle_flight() +{ + static float prev_walk_speed = -1.0; + if(prev_walk_speed < 0.0) { + noclip = true; + prev_walk_speed = walk_speed; + walk_speed = 1000.0; + show_message("fly mode\n"); + } else { + noclip = false; + walk_speed = prev_walk_speed; + prev_walk_speed = -1.0; + 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; + } +} + +static Ray calc_pick_ray(int x, int y) +{ + float nx = (float)x / (float)win_width; + float ny = (float)(win_height - y) / (float)win_height; + + last_pick_ray = mouse_pick_ray(nx, ny, view_matrix, proj_matrix); + return last_pick_ray; +}