X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=vrfileman;a=blobdiff_plain;f=src%2Fapp.cc;h=f0757618ebcbacef0660cd8ec54acdc344778489;hp=e9e4cbbe9de1f8b16fe29f3ebd8aecab85fa4e7b;hb=ebd0d12fd6cbfc6bc76f14a1746c46dd47ae5243;hpb=b7ea5b1ae3f0f0a5eba13b49e303b49876ee209e diff --git a/src/app.cc b/src/app.cc index e9e4cbb..f075761 100644 --- a/src/app.cc +++ b/src/app.cc @@ -8,26 +8,42 @@ #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; long time_msec; +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); + app_fullscreen(opt.fullscreen); + if(init_opengl() == -1) { return false; } @@ -42,14 +58,15 @@ bool app_init(int argc, char **argv) glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); - //glEnable(GL_LIGHTING); - glEnable(GL_LIGHT0); - if(GLEW_ARB_framebuffer_sRGB) { + 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; @@ -59,17 +76,30 @@ bool app_init(int argc, char **argv) goatvr_startvr(); should_swap = goatvr_should_swap() != 0; cam_height = goatvr_get_eye_height(); + + 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; + } + return true; } @@ -78,12 +108,22 @@ void app_cleanup() 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(); @@ -93,7 +133,7 @@ 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)); @@ -103,7 +143,7 @@ void app_draw() glMatrixMode(GL_MODELVIEW); glLoadMatrixf(view_matrix[0]); - draw_backdrop(); + draw_scene(); } goatvr_draw_done(); @@ -116,6 +156,11 @@ 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)); @@ -124,22 +169,61 @@ 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() +{ + if(!opt.vr) { + set_render_target(rtarg); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + } + + draw_backdrop(); + draw_fs(); + + 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(); + } +} + 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) @@ -150,11 +234,32 @@ 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; } } }