#include "backdrop.h"
#include "goatvr.h"
#include "opt.h"
+#include "fs.h"
+#include "rtarg.h"
+#include "texture.h"
+#include "sdr.h"
+
+static void draw_scene();
int win_width, win_height;
float win_aspect;
double time_sec;
Mat4 view_matrix;
-static bool should_swap;
+float cam_height = 1.65;
static float cam_theta, cam_phi;
-static float cam_height = 1.65;
-static Mesh *mesh_torus;
+static bool should_swap;
static bool bnstate[16];
static int prev_x, prev_y;
+static float fov = 60.0;
+
+static RenderTarget *rtarg;
+static bool rtarg_valid;
+static unsigned int post_sdr;
+
+
bool app_init(int argc, char **argv)
{
- if(!init_options(argc, argv, 0)) {
+ if(!init_options(argc, argv, "vrfileman.conf")) {
return false;
}
app_resize(opt.width, opt.height);
glEnable(GL_FRAMEBUFFER_SRGB);
}
+ rtarg = new RenderTarget;
+ rtarg->create(GL_RGB16F);
+
if(opt.vr) {
if(goatvr_init() == -1) {
return false;
cam_height = goatvr_get_eye_height();
}
- Mesh::use_custom_sdr_attr = false;
+ if(opt.srgb) {
+ add_shader_header(GL_FRAGMENT_SHADER, "#define set_pixel set_pixel_linear");
+ } else {
+ add_shader_header(GL_FRAGMENT_SHADER, "#define set_pixel set_pixel_srgb");
+ }
+ if(!(post_sdr = create_program_load("sdr/post.v.glsl", "sdr/post.p.glsl"))) {
+ return false;
+ }
+ clear_shader_header(0);
- mesh_torus = new Mesh;
- gen_torus(mesh_torus, 1.0, 0.25, 32, 32);
+ Mesh::use_custom_sdr_attr = false;
if(!init_backdrop()) {
return false;
}
+ if(!init_fs(opt.path)) {
+ return false;
+ }
+
return true;
}
if(opt.vr) {
goatvr_shutdown();
}
- delete mesh_torus;
+ delete rtarg;
+ free_program(post_sdr);
cleanup_backdrop();
}
+static void update()
+{
+ if(!rtarg_valid) {
+ rtarg->resize(win_width, win_height);
+ }
+}
+
void app_draw()
{
+ update();
+
if(opt.vr) {
// VR mode
goatvr_draw_start();
goatvr_draw_eye(i);
glMatrixMode(GL_PROJECTION);
- glLoadMatrixf(goatvr_projection_matrix(i, 0.5, 1000.0));
+ glLoadMatrixf(goatvr_projection_matrix(i, 0.1, 200.0));
view_matrix = goatvr_view_matrix(i);
view_matrix.pre_rotate_x(deg_to_rad(cam_phi));
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(view_matrix[0]);
- draw_backdrop();
+ draw_scene();
}
goatvr_draw_done();
// regular monoscopic mode
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ Mat4 mat;
+ mat.perspective(deg_to_rad(fov), win_aspect, 0.1, 200.0);
+ glMatrixMode(GL_PROJECTION);
+ glLoadMatrixf(mat[0]);
+
view_matrix = Mat4::identity;
view_matrix.pre_rotate_x(deg_to_rad(cam_phi));
view_matrix.pre_rotate_y(deg_to_rad(cam_theta));
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(view_matrix[0]);
- draw_backdrop();
+ draw_scene();
app_swap_buffers();
app_redraw(); // since we added animation we need to redisplay even in non-VR mode
assert(glGetError() == GL_NO_ERROR);
}
+static void draw_scene()
+{
+ set_render_target(rtarg);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ draw_backdrop();
+ draw_fs();
+
+ set_render_target(0);
+
+ glPushAttrib(GL_ENABLE_BIT);
+ glDisable(GL_DEPTH_TEST);
+
+ glUseProgram(post_sdr);
+ set_uniform_matrix4(post_sdr, "texmat", rtarg->get_texture_matrix()[0]);
+
+ bind_texture(rtarg->get_texture());
+
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex2f(-1, -1);
+ glTexCoord2f(1, 0);
+ glVertex2f(1, -1);
+ glTexCoord2f(1, 1);
+ glVertex2f(1, 1);
+ glTexCoord2f(0, 1);
+ glVertex2f(-1, 1);
+ glEnd();
+
+ bind_texture(0);
+ glUseProgram(0);
+
+ glPopAttrib();
+}
+
void app_reshape(int x, int y)
{
glViewport(0, 0, x, y);
+ rtarg_valid = false;
- Mat4 mat;
- mat.perspective(deg_to_rad(50), win_aspect, 0.5, 500.0);
-
- glMatrixMode(GL_PROJECTION);
- glLoadMatrixf(mat[0]);
+ if(opt.vr) {
+ goatvr_set_fb_size(x, y, 1.0);
+ }
}
void app_keyboard(int key, bool pressed)
app_quit();
break;
+ case 'f':
+ if(!opt.vr || should_swap) {
+ /* we take the need to swap as a signal that our window is not managed
+ * by some VR compositor, and therefore it's safe to fullscreen without
+ * upsetting the VR rendering output
+ */
+ opt.fullscreen = !opt.fullscreen;
+ app_fullscreen(opt.fullscreen);
+ }
+ break;
+
case ' ':
if(opt.vr) {
goatvr_recenter();
}
break;
+
+ case '-':
+ fov += 1.0;
+ if(fov > 160.0) fov = 160.0;
+ break;
+
+ case '=':
+ fov -= 1.0;
+ if(fov < 0.0) fov = 0.0;
+ break;
}
}
}