-no-srgb option
[vrfileman] / src / app.cc
1 #include <stdio.h>
2 #include <assert.h>
3 #include "opengl.h"
4 #include "app.h"
5 #include "gmath/gmath.h"
6 #include "mesh.h"
7 #include "meshgen.h"
8 #include "backdrop.h"
9 #include "goatvr.h"
10 #include "opt.h"
11
12 int win_width, win_height;
13 float win_aspect;
14 long time_msec;
15 Mat4 view_matrix;
16
17 static bool should_swap;
18
19 static float cam_theta, cam_phi;
20 static float cam_height = 1.65;
21 static Mesh *mesh_torus;
22
23 static bool bnstate[16];
24 static int prev_x, prev_y;
25
26 bool app_init(int argc, char **argv)
27 {
28         if(!init_options(argc, argv, 0)) {
29                 return false;
30         }
31         if(init_opengl() == -1) {
32                 return false;
33         }
34
35         glEnable(GL_MULTISAMPLE);
36
37         int aasamples = 0;
38         glGetIntegerv(GL_SAMPLES, &aasamples);
39         printf("got %d samples per pixel\n", aasamples);
40
41         printf("Max anisotropy: %d\n", glcaps.max_aniso);
42
43         glEnable(GL_CULL_FACE);
44         glEnable(GL_DEPTH_TEST);
45
46         if(opt.srgb && GLEW_ARB_framebuffer_sRGB) {
47                 printf("enabling sRGB framebuffer\n");
48                 glEnable(GL_FRAMEBUFFER_SRGB);
49         }
50
51         if(opt.vr) {
52                 if(goatvr_init() == -1) {
53                         return false;
54                 }
55                 goatvr_set_origin_mode(GOATVR_HEAD);
56
57                 goatvr_startvr();
58                 should_swap = goatvr_should_swap() != 0;
59                 cam_height = goatvr_get_eye_height();
60         }
61
62         Mesh::use_custom_sdr_attr = false;
63
64         mesh_torus = new Mesh;
65         gen_torus(mesh_torus, 1.0, 0.25, 32, 32);
66
67         if(!init_backdrop()) {
68                 return false;
69         }
70
71         return true;
72 }
73
74 void app_cleanup()
75 {
76         if(opt.vr) {
77                 goatvr_shutdown();
78         }
79         delete mesh_torus;
80         cleanup_backdrop();
81 }
82
83 void app_draw()
84 {
85         if(opt.vr) {
86                 // VR mode
87                 goatvr_draw_start();
88                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
89
90                 for(int i=0; i<2; i++) {
91                         goatvr_draw_eye(i);
92
93                         glMatrixMode(GL_PROJECTION);
94                         glLoadMatrixf(goatvr_projection_matrix(i, 0.5, 1000.0));
95
96                         view_matrix = goatvr_view_matrix(i);
97                         view_matrix.pre_rotate_x(deg_to_rad(cam_phi));
98                         view_matrix.pre_rotate_y(deg_to_rad(cam_theta));
99                         view_matrix.pre_translate(0, -cam_height, 0);
100
101                         glMatrixMode(GL_MODELVIEW);
102                         glLoadMatrixf(view_matrix[0]);
103
104                         draw_backdrop();
105                 }
106                 goatvr_draw_done();
107
108                 if(should_swap) {
109                         app_swap_buffers();
110                 }
111                 app_redraw();   // in VR mode, force continuous redraw
112
113         } else {
114                 // regular monoscopic mode
115                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
116
117                 view_matrix = Mat4::identity;
118                 view_matrix.pre_rotate_x(deg_to_rad(cam_phi));
119                 view_matrix.pre_rotate_y(deg_to_rad(cam_theta));
120                 view_matrix.pre_translate(0, -cam_height, 0);
121
122                 glMatrixMode(GL_MODELVIEW);
123                 glLoadMatrixf(view_matrix[0]);
124
125                 draw_backdrop();
126
127                 app_swap_buffers();
128         }
129         assert(glGetError() == GL_NO_ERROR);
130 }
131
132 void app_reshape(int x, int y)
133 {
134         glViewport(0, 0, x, y);
135
136         Mat4 mat;
137         mat.perspective(deg_to_rad(50), win_aspect, 0.5, 500.0);
138
139         glMatrixMode(GL_PROJECTION);
140         glLoadMatrixf(mat[0]);
141 }
142
143 void app_keyboard(int key, bool pressed)
144 {
145         if(pressed) {
146                 switch(key) {
147                 case 27:
148                         app_quit();
149                         break;
150
151                 case ' ':
152                         if(opt.vr) {
153                                 goatvr_recenter();
154                         }
155                         break;
156                 }
157         }
158 }
159
160 void app_mouse_button(int bn, bool pressed, int x, int y)
161 {
162         bnstate[bn] = pressed;
163         prev_x = x;
164         prev_y = y;
165 }
166
167 void app_mouse_motion(int x, int y)
168 {
169         int dx = x - prev_x;
170         int dy = y - prev_y;
171         prev_x = x;
172         prev_y = y;
173
174         if(!dx && !dy) return;
175
176         if(bnstate[0]) {
177                 cam_theta += dx * 0.5;
178
179                 if(!opt.vr || !goatvr_have_headtracking()) {
180                         cam_phi += dy * 0.5;
181
182                         if(cam_phi < -90) cam_phi = -90;
183                         if(cam_phi > 90) cam_phi = 90;
184                 }
185         }
186         app_redraw();
187 }