X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=laserbrain_demo;a=blobdiff_plain;f=src%2Fapp.cc;h=96e92f332ae7231d8e377801bfab2cc4dd106397;hp=dc87024aa39f4265dd4b319e5f0baa18940ebd40;hb=197bafc7f54795243d4c217c2efcf41f01d4100d;hpb=2c648dbdf80ad77015e3283beb028cd389c2d2fa diff --git a/src/app.cc b/src/app.cc index dc87024..96e92f3 100644 --- a/src/app.cc +++ b/src/app.cc @@ -1,4 +1,5 @@ #include +#include #include #include #include "app.h" @@ -18,6 +19,9 @@ #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 @@ -25,9 +29,11 @@ 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; @@ -35,7 +41,9 @@ bool opt_gear_wireframe; TextureSet texman; SceneSet sceneman; -unsigned int sdr_ltmap, sdr_ltmap_notex; +int fpexcept_enabled; + +unsigned int dbg_key_pending; static Avatar avatar; @@ -65,14 +73,36 @@ static unsigned int sdr_post_gamma; static long prev_msec; static ExhibitManager *exman; -static BlobExhibit *blobs; 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; } @@ -95,24 +125,32 @@ bool app_init(int argc, char **argv) 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); + 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_LIGHTING); 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); - glClearColor(1, 1, 1, 1); + init_audio(); if(!init_vrhands()) { return false; @@ -129,36 +167,27 @@ bool app_init(int argc, char **argv) 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; - 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); + // exhibits are loaded in post_scene_init, because they need access to the scene graph - if(!(sdr_ltmap_notex = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-notex.p.glsl"))) { + if(!exui_init()) { + error_log("failed to initialize exhibit ui system\n"); 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", MTL_TEX_DIFFUSE); - set_uniform_int(sdr_ltmap, "lightmap", MTL_TEX_LIGHTMAP); + 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); @@ -166,11 +195,31 @@ bool app_init(int argc, char **argv) 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(); @@ -179,10 +228,17 @@ void app_cleanup() 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) @@ -208,8 +264,14 @@ 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; @@ -289,7 +351,7 @@ static void update(float dt) floor_y = avatar.pos.y - user_eye_height; } - // TODO move to avatar + // TODO move to the avatar system // calculate mouselook view matrix mouse_view_matrix = Mat4::identity; mouse_view_matrix.pre_translate(0, 0, -cam_dist); @@ -299,22 +361,45 @@ static void update(float dt) 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 } -} -static void set_light(int idx, const Vec3 &pos, const Vec3 &color) -{ - unsigned int lt = GL_LIGHT0 + idx; - float posv[] = { pos.x, pos.y, pos.z, 1 }; - float colv[] = { color.x, color.y, color.z, 1 }; - - glEnable(lt); - glLightfv(lt, GL_POSITION, posv); - glLightfv(lt, GL_DIFFUSE, colv); - glLightfv(lt, GL_SPECULAR, colv); + 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() @@ -322,6 +407,15 @@ 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(); @@ -332,6 +426,12 @@ void app_display() 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); @@ -345,9 +445,16 @@ void app_display() 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(); } @@ -366,12 +473,15 @@ void app_display() glLoadMatrixf(view_matrix[0]); draw_scene(); - draw_vrhands(); // XXX 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); @@ -382,18 +492,9 @@ void app_display() 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); - rend->draw(); + exman->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(); @@ -403,15 +504,15 @@ static void draw_scene() glDisable(GL_LIGHTING); glBegin(GL_LINES); for(int i=0; i<2; i++) { - if(hand[i].valid) { + if(vrhand[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; + 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); @@ -423,13 +524,16 @@ static void draw_scene() 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); - glDisable(GL_LIGHTING); glEnable(GL_POLYGON_OFFSET_FILL); glUseProgram(0); @@ -445,6 +549,8 @@ static void draw_scene() glPopAttrib(); } + exui_draw(); + print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate); draw_ui(); } @@ -454,12 +560,21 @@ 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: @@ -474,6 +589,11 @@ void app_keyboard(int key, bool pressed) 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; @@ -532,6 +652,29 @@ void app_keyboard(int key, bool pressed) 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; } } @@ -542,9 +685,80 @@ void app_keyboard(int key, bool 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) @@ -565,6 +779,11 @@ static void mouse_zoom(float dx, float dy) 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; @@ -572,11 +791,15 @@ void app_mouse_motion(int x, int y) if(!dx && !dy) return; - if(bnstate[0]) { - mouse_look(dx, dy); + 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_zoom(dx, dy); + mouse_look(dx, dy); } } @@ -589,6 +812,13 @@ void app_mouse_delta(int dx, int dy) } } +void app_mouse_wheel(int dir) +{ + if(debug_gui) { + debug_gui_wheel(dir); + } +} + void app_gamepad_axis(int axis, float val) { switch(axis) { @@ -652,7 +882,7 @@ static void toggle_flight() static void calc_framerate() { - static int ncalc; + //static int ncalc; static int nframes; static long prev_upd; @@ -670,3 +900,12 @@ static void calc_framerate() ++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; +}