implemented a laser pointer
[vrfileman] / src / app.cc
index c3f6b39..eaa9630 100644 (file)
@@ -1,5 +1,6 @@
 #include <stdio.h>
 #include <assert.h>
+#include <limits.h>
 #include "opengl.h"
 #include "app.h"
 #include "gmath/gmath.h"
@@ -8,25 +9,48 @@
 #include "backdrop.h"
 #include "goatvr.h"
 #include "opt.h"
+#include "fs.h"
+#include "rtarg.h"
+#include "texture.h"
+#include "sdr.h"
+
+#define LASER_TIMEOUT  2000
+#define PTIME_INVAL            -LASER_TIMEOUT
+
+static void draw_scene();
+static void draw_laser();
 
 int win_width, win_height;
 float win_aspect;
 long time_msec;
 double time_sec;
-Mat4 view_matrix;
+Mat4 view_matrix, mouse_view_matrix, proj_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 Ray mray;
+static float mtheta, mphi;
+static long last_pointer_time = PTIME_INVAL;
+static float laser_alpha;
+
+static float cam_theta, cam_phi = 15;
+static bool should_swap;
 
 static bool bnstate[16];
-static int prev_x, prev_y;
+static int mouse_x, mouse_y;
+
+static float fov = 60.0;
+
+static bool have_headtracking;
+
+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);
@@ -52,6 +76,9 @@ bool app_init(int argc, char **argv)
                glEnable(GL_FRAMEBUFFER_SRGB);
        }
 
+       rtarg = new RenderTarget;
+       rtarg->create(GL_RGB16F);
+
        if(opt.vr) {
                if(goatvr_init() == -1) {
                        return false;
@@ -61,31 +88,100 @@ bool app_init(int argc, char **argv)
                goatvr_startvr();
                should_swap = goatvr_should_swap() != 0;
                cam_height = goatvr_get_eye_height();
+               have_headtracking = goatvr_have_headtracking();
+
+               goatvr_recenter();
+               RenderTarget::default_fbo = goatvr_get_fbo();
        }
 
-       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;
+       }
+
+       if(opt.vr || opt.fullscreen) {
+               app_grab_mouse(true);
+       }
        return true;
 }
 
 void app_cleanup()
 {
+       app_grab_mouse(false);
        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);
+       }
+
+       /* calculate the mouselook view matrix */
+       mouse_view_matrix = Mat4::identity;
+       if(!have_headtracking) {
+               mouse_view_matrix.pre_rotate_x(deg_to_rad(cam_phi));
+       }
+       mouse_view_matrix.pre_rotate_y(deg_to_rad(cam_theta));
+       mouse_view_matrix.pre_translate(0, -cam_height, 0);
+
+       long interval = time_msec - last_pointer_time;
+       if(interval < LASER_TIMEOUT) {
+               Vec3 target;
+
+               if(have_headtracking) {
+                       target.x = sin(deg_to_rad(mtheta)) * cos(deg_to_rad(mphi)) * 200.0;
+                       target.y = sin(deg_to_rad(mphi)) * 200.0;
+                       target.z = -cos(deg_to_rad(mtheta)) * cos(deg_to_rad(mphi)) * 200.0;
+
+                       mray.origin = inverse(view_matrix) * Vec3(0.2, -0.4, 0.0);
+               } else {
+                       /* pick on a distant sphere to find where the mouse is pointing to
+                        * and use that as the other end of the mouse ray
+                        */
+                       float px = 2.0 * (float)mouse_x / win_width - 1.0;
+                       float py = 1.0 - (2.0 * (float)mouse_y / win_height);
+
+                       Mat4 mvp_inv = inverse(mouse_view_matrix * proj_matrix);
+                       Vec4 vfar = mvp_inv * Vec4(px, py, 1, 1);
+
+                       target = vfar.xyz() / vfar.w;
+
+                       mray.origin = Vec3(0, cam_height, 0);
+               }
+
+               mray.dir = target - mray.origin;
+
+               laser_alpha = 1.0 - std::max(4.0f * interval / LASER_TIMEOUT - 3.0f, 0.0f);
+       } else {
+               laser_alpha = 0.0f;
+       }
+}
+
 void app_draw()
 {
+       update();
+
        if(opt.vr) {
                // VR mode
                goatvr_draw_start();
@@ -94,18 +190,16 @@ void app_draw()
                for(int i=0; i<2; i++) {
                        goatvr_draw_eye(i);
 
+                       proj_matrix = goatvr_projection_matrix(i, 0.1, 200.0);
                        glMatrixMode(GL_PROJECTION);
-                       glLoadMatrixf(goatvr_projection_matrix(i, 0.5, 1000.0));
+                       glLoadMatrixf(proj_matrix[0]);
 
-                       view_matrix = goatvr_view_matrix(i);
-                       view_matrix.pre_rotate_x(deg_to_rad(cam_phi));
-                       view_matrix.pre_rotate_y(deg_to_rad(cam_theta));
-                       view_matrix.pre_translate(0, -cam_height, 0);
+                       view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i));
 
                        glMatrixMode(GL_MODELVIEW);
                        glLoadMatrixf(view_matrix[0]);
 
-                       draw_backdrop();
+                       draw_scene();
                }
                goatvr_draw_done();
 
@@ -118,15 +212,16 @@ void app_draw()
                // regular monoscopic mode
                glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
-               view_matrix = Mat4::identity;
-               view_matrix.pre_rotate_x(deg_to_rad(cam_phi));
-               view_matrix.pre_rotate_y(deg_to_rad(cam_theta));
-               view_matrix.pre_translate(0, -cam_height, 0);
+               proj_matrix.perspective(deg_to_rad(fov), win_aspect, 0.1, 200.0);
+               glMatrixMode(GL_PROJECTION);
+               glLoadMatrixf(proj_matrix[0]);
+
+               view_matrix = mouse_view_matrix;
 
                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
@@ -134,15 +229,74 @@ void app_draw()
        assert(glGetError() == GL_NO_ERROR);
 }
 
-void app_reshape(int x, int y)
+static void draw_scene()
 {
-       glViewport(0, 0, x, y);
+       if(!opt.vr) {
+               set_render_target(rtarg);
+               glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+       }
+
+       draw_backdrop();
+       draw_fs();
+       if(laser_alpha > 0.0) {
+               draw_laser();
+       }
+
+       if(!opt.vr) {
+               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]);
 
-       Mat4 mat;
-       mat.perspective(deg_to_rad(50), win_aspect, 0.5, 500.0);
+               bind_texture(rtarg->get_texture());
 
-       glMatrixMode(GL_PROJECTION);
-       glLoadMatrixf(mat[0]);
+               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();
+       }
+}
+
+static void draw_laser()
+{
+       glPushAttrib(GL_ENABLE_BIT);
+       glEnable(GL_BLEND);
+       glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+
+       glDepthMask(0);
+       glUseProgram(0);
+
+       glLineWidth(2.0);
+       glBegin(GL_LINES);
+       glColor4f(1.0, 0.3, 0.2, laser_alpha);
+       glVertex3f(mray.origin.x, mray.origin.y, mray.origin.z);
+       Vec3 end = mray.origin + mray.dir;
+       glVertex3f(end.x, end.y, end.z);
+       glEnd();
+       glLineWidth(1.0);
+
+       glDepthMask(1);
+       glPopAttrib();
+}
+
+void app_reshape(int x, int y)
+{
+       glViewport(0, 0, x, y);
+       rtarg_valid = false;
 
        if(opt.vr) {
                goatvr_set_fb_size(x, y, 1.0);
@@ -173,6 +327,21 @@ void app_keyboard(int key, bool pressed)
                                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;
+
+               case '`':
+                       app_toggle_grab_mouse();
+                       mtheta = mphi = 0;
+                       break;
                }
        }
 }
@@ -180,28 +349,47 @@ void app_keyboard(int key, bool pressed)
 void app_mouse_button(int bn, bool pressed, int x, int y)
 {
        bnstate[bn] = pressed;
-       prev_x = x;
-       prev_y = y;
+       mouse_x = x;
+       mouse_y = y;
 }
 
 void app_mouse_motion(int x, int y)
 {
-       int dx = x - prev_x;
-       int dy = y - prev_y;
-       prev_x = x;
-       prev_y = y;
+       int dx = x - mouse_x;
+       int dy = y - mouse_y;
+
+       app_mouse_delta(dx, dy);
+
+       mouse_x = x;
+       mouse_y = y;
+}
 
+template <typename T>
+static T clamp(T x, T a, T b)
+{
+       return x < a ? a : (b < x ? b : x);
+}
+
+void app_mouse_delta(int dx, int dy)
+{
        if(!dx && !dy) return;
 
+       mouse_x = clamp(mouse_x + dx, 0, win_width);
+       mouse_y = clamp(mouse_y + dy, 0, win_height);
+
        if(bnstate[0]) {
                cam_theta += dx * 0.5;
+               cam_phi = clamp(cam_phi + dy * 0.5f, -90.0f, 90.0f);
 
-               if(!opt.vr || !goatvr_have_headtracking()) {
-                       cam_phi += dy * 0.5;
+               mtheta = mphi = 0;
+               last_pointer_time = PTIME_INVAL;
 
-                       if(cam_phi < -90) cam_phi = -90;
-                       if(cam_phi > 90) cam_phi = 90;
-               }
+       } else {
+               mtheta += dx * 0.05;
+               mphi = clamp(mphi - dy * 0.05f, -90.0f, 90.0f);
+
+               last_pointer_time = time_msec;
        }
-       app_redraw();
+
+       //app_redraw();
 }