distance field fonts and bevel test in the font shader
[vrfileman] / src / app.cc
index 730302e..f5b9894 100644 (file)
@@ -8,24 +8,29 @@
 #include "backdrop.h"
 #include "goatvr.h"
 #include "opt.h"
+#include "fs.h"
+
+static void draw_scene();
 
 int win_width, win_height;
 float win_aspect;
 long time_msec;
+double time_sec;
 Mat4 view_matrix;
 
 static bool should_swap;
 
 static float cam_theta, cam_phi;
 static float cam_height = 1.65;
-static Mesh *mesh_torus;
 
 static bool bnstate[16];
 static int prev_x, prev_y;
 
+static float fov = 60.0;
+
 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);
@@ -64,13 +69,14 @@ bool app_init(int argc, char **argv)
 
        Mesh::use_custom_sdr_attr = false;
 
-       mesh_torus = new Mesh;
-       gen_torus(mesh_torus, 1.0, 0.25, 32, 32);
-
        if(!init_backdrop()) {
                return false;
        }
 
+       if(!init_fs(opt.path)) {
+               return false;
+       }
+
        return true;
 }
 
@@ -79,7 +85,6 @@ void app_cleanup()
        if(opt.vr) {
                goatvr_shutdown();
        }
-       delete mesh_torus;
        cleanup_backdrop();
 }
 
@@ -94,7 +99,7 @@ void app_draw()
                        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));
@@ -104,7 +109,7 @@ void app_draw()
                        glMatrixMode(GL_MODELVIEW);
                        glLoadMatrixf(view_matrix[0]);
 
-                       draw_backdrop();
+                       draw_scene();
                }
                goatvr_draw_done();
 
@@ -117,6 +122,11 @@ void app_draw()
                // 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));
@@ -125,22 +135,27 @@ void app_draw()
                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()
+{
+       draw_backdrop();
+       draw_fs();
+}
+
 void app_reshape(int x, int y)
 {
        glViewport(0, 0, x, y);
 
-       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)
@@ -151,11 +166,32 @@ 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;
                }
        }
 }