backported changes from museum project
[ld37_one_room] / src / app.cc
1 #include <stdio.h>
2 #include <assert.h>
3 #include <goatvr.h>
4 #include "app.h"
5 #include "opengl.h"
6 #include "sdr.h"
7 #include "texture.h"
8 #include "mesh.h"
9 #include "meshgen.h"
10 #include "scene.h"
11 #include "metascene.h"
12 #include "datamap.h"
13 #include "ui.h"
14 #include "opt.h"
15 #include "post.h"
16 #include "blob_exhibit.h"
17
18 #define NEAR_CLIP       0.5
19 #define FAR_CLIP        1000.0
20
21 static void draw_scene();
22 static void toggle_flight();
23 static void calc_framerate();
24
25 long time_msec;
26 int win_width, win_height;
27 float win_aspect;
28 bool fb_srgb;
29 bool opt_gear_wireframe;
30
31 TextureSet texman;
32 SceneSet sceneman;
33
34 unsigned int sdr_shadow, sdr_shadow_notex;
35
36 static float cam_dist = 0.0;
37 static float cam_theta, cam_phi;
38 static Vec3 cam_pos;
39 static float floor_y;   // last floor height
40 static float user_eye_height = 1.65;
41
42 static float walk_speed = 3.0f;
43 static float mouse_speed = 0.5f;
44 static bool show_walk_mesh, noclip = false;
45
46 static bool have_headtracking, should_swap;
47
48 static int prev_mx, prev_my;
49 static bool bnstate[8];
50 static bool keystate[256];
51 static bool gpad_bnstate[64];
52 static Vec2 joy_move, joy_look;
53 static float joy_deadzone = 0.01;
54
55 static float framerate;
56
57 static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
58 static MetaScene *mscn;
59 static unsigned int sdr_post_gamma;
60
61 static long prev_msec;
62
63 static BlobExhibit *blobs;
64 static bool show_blobs;
65
66
67 bool app_init(int argc, char **argv)
68 {
69         if(!init_options(argc, argv, "demo.conf")) {
70                 return false;
71         }
72         app_resize(opt.width, opt.height);
73         app_fullscreen(opt.fullscreen);
74
75         if(opt.vr) {
76                 if(goatvr_init() == -1) {
77                         return false;
78                 }
79                 goatvr_set_origin_mode(GOATVR_HEAD);
80
81                 goatvr_startvr();
82                 should_swap = goatvr_should_swap() != 0;
83                 user_eye_height = goatvr_get_eye_height();
84                 have_headtracking = goatvr_have_headtracking();
85
86                 goatvr_recenter();
87         }
88
89         int srgb_capable;
90         glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
91         printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
92         fb_srgb = srgb_capable != 0;
93         glEnable(GL_FRAMEBUFFER_SRGB);
94
95         glEnable(GL_MULTISAMPLE);
96         glEnable(GL_DEPTH_TEST);
97         glEnable(GL_CULL_FACE);
98         glEnable(GL_LIGHTING);
99         glEnable(GL_NORMALIZE);
100
101         Mesh::use_custom_sdr_attr = false;
102
103         float ambient[] = {0.0, 0.0, 0.0, 0.0};
104         glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
105
106         glClearColor(0.1, 0.1, 0.1, 1.0);
107
108         mscn = new MetaScene;
109         if(!mscn->load(opt.scenefile ? opt.scenefile : "data/room.scene")) {
110                 return false;
111         }
112
113         cam_pos = mscn->start_pos;
114         debug_log("start_pos: [%g %g %g]\n", cam_pos.x, cam_pos.y, cam_pos.z);
115         Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot);
116         dir.y = 0;
117         cam_theta = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
118
119         blobs = new BlobExhibit;
120         blobs->node = new SceneNode;
121         blobs->init();
122         blobs->node->set_position(Vec3(0, 1, 0));
123         blobs->node->set_scaling(Vec3(0.1, 0.1, 0.1));
124         blobs->node->update(0);
125
126         if(!(sdr_shadow_notex = create_program_load("sdr/shadow.v.glsl", "sdr/shadow-notex.p.glsl"))) {
127                 return false;
128         }
129         set_uniform_int(sdr_shadow_notex, "shadowmap", 1);
130         set_uniform_int(sdr_shadow_notex, "envmap", 2);
131
132         if(!fb_srgb) {
133                 sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
134         }
135
136         glUseProgram(0);
137
138         if(opt.vr || opt.fullscreen) {
139                 app_grab_mouse(true);
140         }
141         return true;
142 }
143
144 void app_cleanup()
145 {
146         app_grab_mouse(false);
147         if(opt.vr) {
148                 goatvr_shutdown();
149         }
150
151         blobs->destroy();
152         delete blobs->node;
153         delete blobs;
154
155         texman.clear();
156         sceneman.clear();
157 }
158
159 static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
160 {
161         Mesh *wm = mscn->walk_mesh;
162         if(!wm) {
163                 *newv = v;
164                 return true;
165         }
166
167         Ray downray = Ray(v, Vec3(0, -1, 0));
168         HitPoint hit;
169         if(mscn->walk_mesh->intersect(downray, &hit)) {
170                 *newv = hit.pos;
171                 newv->y += user_eye_height;
172                 return true;
173         }
174         return false;
175 }
176
177 static void update(float dt)
178 {
179         texman.update();
180         sceneman.update();
181
182         mscn->update(dt);
183         if(show_blobs) {
184                 blobs->update(dt);
185         }
186
187         float speed = walk_speed * dt;
188         Vec3 dir;
189
190         // joystick
191         float jdeadsq = joy_deadzone * joy_deadzone;
192         float jmove_lensq = length_sq(joy_move);
193         float jlook_lensq = length_sq(joy_look);
194
195         if(jmove_lensq > jdeadsq) {
196                 float len = sqrt(jmove_lensq);
197                 jmove_lensq -= jdeadsq;
198
199                 float mag = len * len;
200                 dir.x += mag * joy_move.x / len * 2.0 * speed;
201                 dir.z += mag * joy_move.y / len * 2.0 * speed;
202         }
203         if(jlook_lensq > jdeadsq) {
204                 float len = sqrt(jlook_lensq);
205                 jlook_lensq -= jdeadsq;
206
207                 float mag = len * len;
208                 cam_theta += mag * joy_look.x / len * 200.0 * dt;
209                 cam_phi += mag * joy_look.y / len * 100.0 * dt;
210                 if(cam_phi < -90.0f) cam_phi = -90.0f;
211                 if(cam_phi > 90.0f) cam_phi = 90.0f;
212         }
213
214         // keyboard move
215         if(keystate[(int)'w']) {
216                 dir.z -= speed;
217         }
218         if(keystate[(int)'s']) {
219                 dir.z += speed;
220         }
221         if(keystate[(int)'d']) {
222                 dir.x += speed;
223         }
224         if(keystate[(int)'a']) {
225                 dir.x -= speed;
226         }
227         if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
228                 cam_pos.y += speed;
229         }
230         if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
231                 cam_pos.y -= speed;
232         }
233
234         float theta = M_PI * cam_theta / 180.0f;
235         Vec3 newpos;
236         newpos.x = cam_pos.x + cos(theta) * dir.x - sin(theta) * dir.z;
237         newpos.y = cam_pos.y;
238         newpos.z = cam_pos.z + sin(theta) * dir.x + cos(theta) * dir.z;
239
240         if(noclip) {
241                 cam_pos = newpos;
242         } else {
243                 if(!constrain_walk_mesh(newpos, &cam_pos)) {
244                         float dtheta = M_PI / 32.0;
245                         float theta = dtheta;
246                         Vec2 dir2d = newpos.xz() - cam_pos.xz();
247
248                         for(int i=0; i<16; i++) {
249                                 Vec2 dvec = rotate(dir2d, theta);
250                                 Vec3 pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
251                                 if(constrain_walk_mesh(pos, &cam_pos)) {
252                                         break;
253                                 }
254                                 dvec = rotate(dir2d, -theta);
255                                 pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
256                                 if(constrain_walk_mesh(pos, &cam_pos)) {
257                                         break;
258                                 }
259                                 theta += dtheta;
260                         }
261                 }
262                 floor_y = cam_pos.y - user_eye_height;
263         }
264
265         // calculate mouselook view matrix
266         mouse_view_matrix = Mat4::identity;
267         mouse_view_matrix.pre_translate(0, 0, -cam_dist);
268         if(!have_headtracking) {
269                 mouse_view_matrix.pre_rotate_x(deg_to_rad(cam_phi));
270         }
271         mouse_view_matrix.pre_rotate_y(deg_to_rad(cam_theta));
272         mouse_view_matrix.pre_translate(-cam_pos.x, -cam_pos.y, -cam_pos.z);
273 }
274
275 static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
276 {
277         unsigned int lt = GL_LIGHT0 + idx;
278         float posv[] = { pos.x, pos.y, pos.z, 1 };
279         float colv[] = { color.x, color.y, color.z, 1 };
280
281         glEnable(lt);
282         glLightfv(lt, GL_POSITION, posv);
283         glLightfv(lt, GL_DIFFUSE, colv);
284         glLightfv(lt, GL_SPECULAR, colv);
285 }
286
287 void app_display()
288 {
289         float dt = (float)(time_msec - prev_msec) / 1000.0f;
290         prev_msec = time_msec;
291
292         update(dt);
293
294         if(opt.vr) {
295                 // VR mode
296                 goatvr_draw_start();
297                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
298
299                 for(int i=0; i<2; i++) {
300                         // for each eye
301                         goatvr_draw_eye(i);
302
303                         proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
304                         glMatrixMode(GL_PROJECTION);
305                         glLoadMatrixf(proj_matrix[0]);
306
307                         view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
308                         glMatrixMode(GL_MODELVIEW);
309                         glLoadMatrixf(view_matrix[0]);
310
311                         draw_scene();
312                 }
313                 goatvr_draw_done();
314
315                 if(should_swap) {
316                         app_swap_buffers();
317                 }
318
319         } else {
320                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
321
322                 proj_matrix.perspective(deg_to_rad(60.0), win_aspect, NEAR_CLIP, FAR_CLIP);
323                 glMatrixMode(GL_PROJECTION);
324                 glLoadMatrixf(proj_matrix[0]);
325
326                 view_matrix = mouse_view_matrix;
327                 glMatrixMode(GL_MODELVIEW);
328                 glLoadMatrixf(view_matrix[0]);
329
330                 draw_scene();
331
332                 if(!fb_srgb && sdr_post_gamma) {
333                         slow_post(sdr_post_gamma);
334                         glUseProgram(0);
335                 }
336                 app_swap_buffers();
337         }
338         assert(glGetError() == GL_NO_ERROR);
339
340         calc_framerate();
341 }
342
343
344 static void draw_scene()
345 {
346         static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
347         set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
348         set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
349         set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
350
351         mscn->draw();
352         if(show_blobs) {
353                 blobs->draw();
354         }
355
356         if(show_walk_mesh && mscn->walk_mesh) {
357                 glPushAttrib(GL_ENABLE_BIT);
358                 glEnable(GL_BLEND);
359                 glBlendFunc(GL_ONE, GL_ONE);
360                 glDisable(GL_LIGHTING);
361                 glEnable(GL_POLYGON_OFFSET_FILL);
362
363                 glUseProgram(0);
364
365                 glPolygonOffset(-1, 1);
366                 glDepthMask(0);
367
368                 glColor3f(0.3, 0.08, 0.01);
369                 mscn->walk_mesh->draw();
370
371                 glDepthMask(1);
372
373                 glPopAttrib();
374         }
375
376         print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
377         draw_ui();
378 }
379
380
381 void app_reshape(int x, int y)
382 {
383         glViewport(0, 0, x, y);
384         goatvr_set_fb_size(x, y, 1.0f);
385 }
386
387 void app_keyboard(int key, bool pressed)
388 {
389         unsigned int mod = app_get_modifiers();
390
391         if(pressed) {
392                 switch(key) {
393                 case 27:
394                         app_quit();
395                         break;
396
397                 case '\n':
398                 case '\r':
399                         if(mod & MOD_ALT) {
400                                 app_toggle_fullscreen();
401                         }
402                         break;
403
404                 case '`':
405                         app_toggle_grab_mouse();
406                         show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
407                         break;
408
409                 case 'w':
410                         if(mod & MOD_CTRL) {
411                                 show_walk_mesh = !show_walk_mesh;
412                                 show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
413                         }
414                         break;
415
416                 case 'c':
417                         if(mod & MOD_CTRL) {
418                                 noclip = !noclip;
419                                 show_message(noclip ? "no clip" : "clip");
420                         }
421                         break;
422
423                 case 'f':
424                         toggle_flight();
425                         break;
426
427                 case 'p':
428                         if(mod & MOD_CTRL) {
429                                 fb_srgb = !fb_srgb;
430                                 show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
431                         }
432                         break;
433
434                 case '=':
435                         walk_speed *= 1.25;
436                         show_message("walk speed: %g", walk_speed);
437                         break;
438
439                 case '-':
440                         walk_speed *= 0.75;
441                         show_message("walk speed: %g", walk_speed);
442                         break;
443
444                 case ']':
445                         mouse_speed *= 1.2;
446                         show_message("mouse speed: %g", mouse_speed);
447                         break;
448
449                 case '[':
450                         mouse_speed *= 0.8;
451                         show_message("mouse speed: %g", mouse_speed);
452                         break;
453
454                 case 'b':
455                         show_blobs = !show_blobs;
456                         show_message("blobs: %s\n", show_blobs ? "on" : "off");
457                         break;
458                 }
459         }
460
461         if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
462                 keystate[key] = pressed;
463         }
464 }
465
466 void app_mouse_button(int bn, bool pressed, int x, int y)
467 {
468         prev_mx = x;
469         prev_my = y;
470         bnstate[bn] = pressed;
471 }
472
473 static inline void mouse_look(float dx, float dy)
474 {
475         float scrsz = (float)win_height;
476         cam_theta += dx * 512.0 / scrsz;
477         cam_phi += dy * 512.0 / scrsz;
478
479         if(cam_phi < -90) cam_phi = -90;
480         if(cam_phi > 90) cam_phi = 90;
481 }
482
483 static void mouse_zoom(float dx, float dy)
484 {
485         cam_dist += dy * 0.1;
486         if(cam_dist < 0.0) cam_dist = 0.0;
487 }
488
489 void app_mouse_motion(int x, int y)
490 {
491         int dx = x - prev_mx;
492         int dy = y - prev_my;
493         prev_mx = x;
494         prev_my = y;
495
496         if(!dx && !dy) return;
497
498         if(bnstate[0]) {
499                 mouse_look(dx, dy);
500         }
501         if(bnstate[2]) {
502                 mouse_zoom(dx, dy);
503         }
504 }
505
506 void app_mouse_delta(int dx, int dy)
507 {
508         if(bnstate[2]) {
509                 mouse_zoom(dx * mouse_speed, dy * mouse_speed);
510         } else {
511                 mouse_look(dx * mouse_speed, dy * mouse_speed);
512         }
513 }
514
515 void app_gamepad_axis(int axis, float val)
516 {
517         switch(axis) {
518         case 0:
519                 joy_move.x = val;
520                 break;
521         case 1:
522                 joy_move.y = val;
523                 break;
524
525         case 2:
526                 joy_look.x = val;
527                 break;
528         case 3:
529                 joy_look.y = val;
530                 break;
531         }
532 }
533
534 void app_gamepad_button(int bn, bool pressed)
535 {
536         gpad_bnstate[bn] = pressed;
537
538         if(pressed) {
539                 switch(bn) {
540                 case GPAD_LSTICK:
541                         toggle_flight();
542                         break;
543
544                 case GPAD_X:
545                         show_blobs = !show_blobs;
546                         show_message("blobs: %s\n", show_blobs ? "on" : "off");
547                         break;
548
549                 default:
550                         break;
551                 }
552         }
553 }
554
555 static void toggle_flight()
556 {
557         static float prev_walk_speed = -1.0;
558         if(prev_walk_speed < 0.0) {
559                 noclip = true;
560                 prev_walk_speed = walk_speed;
561                 walk_speed = 10.0;
562                 show_message("fly mode\n");
563         } else {
564                 noclip = false;
565                 walk_speed = prev_walk_speed;
566                 prev_walk_speed = -1.0;
567                 show_message("walk mode\n");
568         }
569 }
570
571 static void calc_framerate()
572 {
573         //static int ncalc;
574         static int nframes;
575         static long prev_upd;
576
577         long elapsed = time_msec - prev_upd;
578         if(elapsed >= 1000) {
579                 framerate = (float)nframes / (float)(elapsed * 0.001);
580                 nframes = 1;
581                 prev_upd = time_msec;
582
583                 /*if(++ncalc >= 5) {
584                         printf("fps: %f\n", framerate);
585                         ncalc = 0;
586                 }*/
587         } else {
588                 ++nframes;
589         }
590 }