X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=vrfileman;a=blobdiff_plain;f=src%2Fapp.cc;h=eaa9630c525f06ac04f61cb97ee7ffdddc80119e;hp=1de3f891b4503ab624000c0be4eb6ffcf507c295;hb=ce3b278026764fbc085973674be0a899ab5a27bc;hpb=dd39621d642e417f1e343cbf813205a658272639 diff --git a/src/app.cc b/src/app.cc index 1de3f89..eaa9630 100644 --- a/src/app.cc +++ b/src/app.cc @@ -1,26 +1,61 @@ #include #include +#include #include "opengl.h" #include "app.h" #include "gmath/gmath.h" #include "mesh.h" #include "meshgen.h" +#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, mouse_view_matrix, proj_matrix; + +float cam_height = 1.65; + +static Ray mray; +static float mtheta, mphi; +static long last_pointer_time = PTIME_INVAL; +static float laser_alpha; -static float cam_theta, cam_phi; -static Mesh *mesh_torus; +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; -static unsigned int sdr_grid; bool app_init(int argc, char **argv) { + if(!init_options(argc, argv, "vrfileman.conf")) { + return false; + } + app_resize(opt.width, opt.height); + app_fullscreen(opt.fullscreen); + if(init_opengl() == -1) { return false; } @@ -31,70 +66,241 @@ bool app_init(int argc, char **argv) glGetIntegerv(GL_SAMPLES, &aasamples); printf("got %d samples per pixel\n", aasamples); + printf("Max anisotropy: %d\n", glcaps.max_aniso); + glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); - //glEnable(GL_LIGHTING); - glEnable(GL_LIGHT0); + + if(opt.srgb && GLEW_ARB_framebuffer_sRGB) { + printf("enabling sRGB framebuffer\n"); + glEnable(GL_FRAMEBUFFER_SRGB); + } + + rtarg = new RenderTarget; + rtarg->create(GL_RGB16F); + + if(opt.vr) { + if(goatvr_init() == -1) { + return false; + } + goatvr_set_origin_mode(GOATVR_HEAD); + + 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(); + } + + 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::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(!(sdr_grid = create_program_load("sdr/grid.v.glsl", "sdr/grid.p.glsl"))) { + 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 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() { - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - Mat4 view_mat; - view_mat.pre_rotate_x(deg_to_rad(cam_phi)); - view_mat.pre_rotate_y(deg_to_rad(cam_theta)); - view_mat.pre_translate(0, -1.65, 0); - glMatrixMode(GL_MODELVIEW); - glLoadMatrixf(view_mat[0]); - - //mesh_torus->draw(); - - Mat4 xform; - xform.scaling(500.0); - glPushMatrix(); - glMultMatrixf(xform[0]); - - bind_program(sdr_grid); - glBegin(GL_QUADS); - glNormal3f(0, 1, 0); - glVertex3f(-1, 0, 1); - glVertex3f(1, 0, 1); - glVertex3f(1, 0, -1); - glVertex3f(-1, 0, -1); - glEnd(); - bind_program(0); + update(); + + if(opt.vr) { + // VR mode + goatvr_draw_start(); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + 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(proj_matrix[0]); + + view_matrix = mouse_view_matrix * Mat4(goatvr_view_matrix(i)); + + glMatrixMode(GL_MODELVIEW); + glLoadMatrixf(view_matrix[0]); + + draw_scene(); + } + goatvr_draw_done(); - glPopMatrix(); + if(should_swap) { + app_swap_buffers(); + } + app_redraw(); // in VR mode, force continuous redraw + + } else { + // regular monoscopic mode + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + 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; - app_swap_buffers(); + glMatrixMode(GL_MODELVIEW); + glLoadMatrixf(view_matrix[0]); + + 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() +{ + 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]); + + 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(); + } +} + +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; - 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) @@ -104,6 +310,38 @@ void app_keyboard(int key, bool pressed) case 27: 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; + + case '`': + app_toggle_grab_mouse(); + mtheta = mphi = 0; + break; } } } @@ -111,25 +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 +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 += dy * 0.5; + cam_phi = clamp(cam_phi + dy * 0.5f, -90.0f, 90.0f); - if(cam_phi < -90) cam_phi = -90; - if(cam_phi > 90) cam_phi = 90; + mtheta = mphi = 0; + last_pointer_time = PTIME_INVAL; + + } else { + mtheta += dx * 0.05; + mphi = clamp(mphi - dy * 0.05f, -90.0f, 90.0f); + + last_pointer_time = time_msec; } - app_redraw(); + + //app_redraw(); }