12 #include "metascene.h"
17 #include "blob_exhibit.h"
20 #define FAR_CLIP 1000.0
22 static void draw_scene();
23 static void toggle_flight();
24 static void calc_framerate();
25 static void prebake_shaders();
28 int win_width, win_height;
31 bool opt_gear_wireframe;
36 unsigned int sdr_shadow, sdr_shadow_notex;
38 static float cam_dist = 0.0;
39 static float cam_theta, cam_phi;
41 static float floor_y; // last floor height
42 static float user_eye_height = 1.65;
44 static float walk_speed = 3.0f;
45 static float mouse_speed = 0.5f;
46 static bool show_walk_mesh, noclip = false;
48 static bool have_headtracking, should_swap;
50 static int prev_mx, prev_my;
51 static bool bnstate[8];
52 static bool keystate[256];
53 static bool gpad_bnstate[64];
54 static Vec2 joy_move, joy_look;
55 static float joy_deadzone = 0.01;
57 static float framerate;
59 static Mat4 view_matrix, mouse_view_matrix, proj_matrix;
60 static MetaScene *mscn;
61 static unsigned int sdr_post_gamma;
63 static long prev_msec;
65 static BlobExhibit *blobs;
66 static bool show_blobs;
69 bool app_init(int argc, char **argv)
71 if(!init_options(argc, argv, "demo.conf")) {
74 app_resize(opt.width, opt.height);
75 app_fullscreen(opt.fullscreen);
78 if(goatvr_init() == -1) {
81 goatvr_set_origin_mode(GOATVR_HEAD);
84 should_swap = goatvr_should_swap() != 0;
85 user_eye_height = goatvr_get_eye_height();
86 have_headtracking = goatvr_have_headtracking();
92 glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, &srgb_capable);
93 printf("Framebuffer %s sRGB-capable\n", srgb_capable ? "is" : "is not");
94 fb_srgb = srgb_capable != 0;
95 glEnable(GL_FRAMEBUFFER_SRGB);
97 glEnable(GL_MULTISAMPLE);
98 glEnable(GL_DEPTH_TEST);
99 glEnable(GL_CULL_FACE);
100 glEnable(GL_LIGHTING);
101 glEnable(GL_NORMALIZE);
102 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
104 Mesh::use_custom_sdr_attr = false;
106 float ambient[] = {0.02, 0.02, 0.02, 0.0};
107 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
109 glClearColor(0.1, 0.1, 0.1, 1.0);
111 mscn = new MetaScene;
112 if(!mscn->load(opt.scenefile ? opt.scenefile : "data/room.scene")) {
116 cam_pos = mscn->start_pos;
117 debug_log("start_pos: [%g %g %g]\n", cam_pos.x, cam_pos.y, cam_pos.z);
118 Vec3 dir = rotate(Vec3(0, 0, 1), mscn->start_rot);
120 cam_theta = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
122 blobs = new BlobExhibit;
123 blobs->node = new SceneNode;
125 blobs->node->set_position(Vec3(0, 1, 0));
126 blobs->node->set_scaling(Vec3(0.1, 0.1, 0.1));
127 blobs->node->update(0);
129 if(uber_init("sdr/uber.v.glsl", "sdr/uber.p.glsl") == -1) {
134 if(!(sdr_shadow_notex = create_program_load("sdr/shadow.v.glsl", "sdr/shadow-notex.p.glsl"))) {
137 set_uniform_int(sdr_shadow_notex, "shadowmap", 1);
138 set_uniform_int(sdr_shadow_notex, "envmap", 2);
142 sdr_post_gamma = create_program_load("sdr/post_gamma.v.glsl", "sdr/post_gamma.p.glsl");
147 if(opt.vr || opt.fullscreen) {
148 app_grab_mouse(true);
155 app_grab_mouse(false);
168 static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv)
170 Mesh *wm = mscn->walk_mesh;
176 Ray downray = Ray(v, Vec3(0, -1, 0));
178 if(mscn->walk_mesh->intersect(downray, &hit)) {
180 newv->y += user_eye_height;
186 static void update(float dt)
196 float speed = walk_speed * dt;
200 float jdeadsq = joy_deadzone * joy_deadzone;
201 float jmove_lensq = length_sq(joy_move);
202 float jlook_lensq = length_sq(joy_look);
204 if(jmove_lensq > jdeadsq) {
205 float len = sqrt(jmove_lensq);
206 jmove_lensq -= jdeadsq;
208 float mag = len * len;
209 dir.x += mag * joy_move.x / len * 2.0 * speed;
210 dir.z += mag * joy_move.y / len * 2.0 * speed;
212 if(jlook_lensq > jdeadsq) {
213 float len = sqrt(jlook_lensq);
214 jlook_lensq -= jdeadsq;
216 float mag = len * len;
217 cam_theta += mag * joy_look.x / len * 200.0 * dt;
218 cam_phi += mag * joy_look.y / len * 100.0 * dt;
219 if(cam_phi < -90.0f) cam_phi = -90.0f;
220 if(cam_phi > 90.0f) cam_phi = 90.0f;
224 if(keystate[(int)'w']) {
227 if(keystate[(int)'s']) {
230 if(keystate[(int)'d']) {
233 if(keystate[(int)'a']) {
236 if(keystate[(int)'q'] || gpad_bnstate[GPAD_UP]) {
239 if(keystate[(int)'z'] || gpad_bnstate[GPAD_DOWN]) {
243 float theta = M_PI * cam_theta / 180.0f;
245 newpos.x = cam_pos.x + cos(theta) * dir.x - sin(theta) * dir.z;
246 newpos.y = cam_pos.y;
247 newpos.z = cam_pos.z + sin(theta) * dir.x + cos(theta) * dir.z;
252 if(!constrain_walk_mesh(newpos, &cam_pos)) {
253 float dtheta = M_PI / 32.0;
254 float theta = dtheta;
255 Vec2 dir2d = newpos.xz() - cam_pos.xz();
257 for(int i=0; i<16; i++) {
258 Vec2 dvec = rotate(dir2d, theta);
259 Vec3 pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
260 if(constrain_walk_mesh(pos, &cam_pos)) {
263 dvec = rotate(dir2d, -theta);
264 pos = cam_pos + Vec3(dvec.x, 0, dvec.y);
265 if(constrain_walk_mesh(pos, &cam_pos)) {
271 floor_y = cam_pos.y - user_eye_height;
274 // calculate mouselook view matrix
275 mouse_view_matrix = Mat4::identity;
276 mouse_view_matrix.pre_translate(0, 0, -cam_dist);
277 if(!have_headtracking) {
278 mouse_view_matrix.pre_rotate_x(deg_to_rad(cam_phi));
280 mouse_view_matrix.pre_rotate_y(deg_to_rad(cam_theta));
281 mouse_view_matrix.pre_translate(-cam_pos.x, -cam_pos.y, -cam_pos.z);
284 static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
286 unsigned int lt = GL_LIGHT0 + idx;
287 float posv[] = { pos.x, pos.y, pos.z, 1 };
288 float colv[] = { color.x, color.y, color.z, 1 };
291 glLightfv(lt, GL_POSITION, posv);
292 glLightfv(lt, GL_DIFFUSE, colv);
293 glLightfv(lt, GL_SPECULAR, colv);
295 uber_enable_light(idx);
300 float dt = (float)(time_msec - prev_msec) / 1000.0f;
301 prev_msec = time_msec;
308 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
310 for(int i=0; i<2; i++) {
314 proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
315 glMatrixMode(GL_PROJECTION);
316 glLoadMatrixf(proj_matrix[0]);
318 view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
319 glMatrixMode(GL_MODELVIEW);
320 glLoadMatrixf(view_matrix[0]);
331 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
333 proj_matrix.perspective(deg_to_rad(60.0), win_aspect, NEAR_CLIP, FAR_CLIP);
334 glMatrixMode(GL_PROJECTION);
335 glLoadMatrixf(proj_matrix[0]);
337 view_matrix = mouse_view_matrix;
338 glMatrixMode(GL_MODELVIEW);
339 glLoadMatrixf(view_matrix[0]);
343 if(!fb_srgb && sdr_post_gamma) {
344 slow_post(sdr_post_gamma);
349 assert(glGetError() == GL_NO_ERROR);
355 static void draw_scene()
357 static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
358 set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
359 set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
360 set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
367 if(show_walk_mesh && mscn->walk_mesh) {
368 glPushAttrib(GL_ENABLE_BIT);
370 glBlendFunc(GL_ONE, GL_ONE);
371 glDisable(GL_LIGHTING);
372 glEnable(GL_POLYGON_OFFSET_FILL);
376 glPolygonOffset(-1, 1);
379 glColor3f(0.3, 0.08, 0.01);
380 mscn->walk_mesh->draw();
387 print_text(Vec2(9 * win_width / 10, 20), Vec3(1, 1, 0), "fps: %.1f", framerate);
392 void app_reshape(int x, int y)
394 glViewport(0, 0, x, y);
395 goatvr_set_fb_size(x, y, 1.0f);
398 void app_keyboard(int key, bool pressed)
400 unsigned int mod = app_get_modifiers();
411 app_toggle_fullscreen();
416 app_toggle_grab_mouse();
417 show_message("mouse %s", app_is_mouse_grabbed() ? "grabbed" : "released");
422 show_walk_mesh = !show_walk_mesh;
423 show_message("walk mesh: %s", show_walk_mesh ? "on" : "off");
430 show_message(noclip ? "no clip" : "clip");
441 show_message("gamma correction for non-sRGB framebuffers: %s\n", fb_srgb ? "off" : "on");
447 show_message("walk speed: %g", walk_speed);
452 show_message("walk speed: %g", walk_speed);
457 show_message("mouse speed: %g", mouse_speed);
462 show_message("mouse speed: %g", mouse_speed);
466 show_blobs = !show_blobs;
467 show_message("blobs: %s\n", show_blobs ? "on" : "off");
472 if(key < 256 && !(mod & (MOD_CTRL | MOD_ALT))) {
473 keystate[key] = pressed;
477 void app_mouse_button(int bn, bool pressed, int x, int y)
481 bnstate[bn] = pressed;
484 static inline void mouse_look(float dx, float dy)
486 float scrsz = (float)win_height;
487 cam_theta += dx * 512.0 / scrsz;
488 cam_phi += dy * 512.0 / scrsz;
490 if(cam_phi < -90) cam_phi = -90;
491 if(cam_phi > 90) cam_phi = 90;
494 static void mouse_zoom(float dx, float dy)
496 cam_dist += dy * 0.1;
497 if(cam_dist < 0.0) cam_dist = 0.0;
500 void app_mouse_motion(int x, int y)
502 int dx = x - prev_mx;
503 int dy = y - prev_my;
507 if(!dx && !dy) return;
517 void app_mouse_delta(int dx, int dy)
520 mouse_zoom(dx * mouse_speed, dy * mouse_speed);
522 mouse_look(dx * mouse_speed, dy * mouse_speed);
526 void app_gamepad_axis(int axis, float val)
545 void app_gamepad_button(int bn, bool pressed)
547 gpad_bnstate[bn] = pressed;
556 show_blobs = !show_blobs;
557 show_message("blobs: %s\n", show_blobs ? "on" : "off");
566 static void toggle_flight()
568 static float prev_walk_speed = -1.0;
569 if(prev_walk_speed < 0.0) {
571 prev_walk_speed = walk_speed;
573 show_message("fly mode\n");
576 walk_speed = prev_walk_speed;
577 prev_walk_speed = -1.0;
578 show_message("walk mode\n");
582 static void calc_framerate()
586 static long prev_upd;
588 long elapsed = time_msec - prev_upd;
589 if(elapsed >= 1000) {
590 framerate = (float)nframes / (float)(elapsed * 0.001);
592 prev_upd = time_msec;
595 printf("fps: %f\n", framerate);
603 static void prebake_shaders()
608 uber_enable_light(0);
609 uber_enable_light(1);
610 uber_enable_light(2);
611 if((prog = uber_program())) {
614 uber_enable_texmap();
615 if((prog = uber_program())) {
616 set_uniform_int(prog, "texmap", MTL_TEX_DIFFUSE);