X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=vrfileman;a=blobdiff_plain;f=src%2Fapp.cc;h=eaa9630c525f06ac04f61cb97ee7ffdddc80119e;hp=617e6a1778cccc3bafbdcc92079d9f1293f0c822;hb=HEAD;hpb=cde93d76cb04e88d9819a82929aa8955facc59e1 diff --git a/src/app.cc b/src/app.cc index 617e6a1..eaa9630 100644 --- a/src/app.cc +++ b/src/app.cc @@ -1,5 +1,6 @@ #include #include +#include #include "opengl.h" #include "app.h" #include "gmath/gmath.h" @@ -9,22 +10,43 @@ #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 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) { @@ -54,6 +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; @@ -63,31 +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(); } + 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; if(!init_backdrop()) { return false; } - if(!init_fs()) { + 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() { + update(); + if(opt.vr) { // VR mode goatvr_draw_start(); @@ -96,13 +190,11 @@ 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]); @@ -120,10 +212,11 @@ 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]); @@ -138,19 +231,72 @@ void app_draw() 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); - - Mat4 mat; - mat.perspective(deg_to_rad(50), win_aspect, 0.5, 500.0); - - glMatrixMode(GL_PROJECTION); - glLoadMatrixf(mat[0]); + rtarg_valid = false; if(opt.vr) { goatvr_set_fb_size(x, y, 1.0); @@ -181,6 +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; } } } @@ -188,28 +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 +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(); }