X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=vrfileman;a=blobdiff_plain;f=src%2Fapp.cc;h=f5b98947a863a2ea5d9e07a533bbcc91be85e41e;hp=859e6f2e937dab3424b2268a3b045edc782af957;hb=d032f000a796aab8654fa13bcb84f2393f16cb65;hpb=5854b2eec65e297e1b21e8e1716c02516a3bac4a diff --git a/src/app.cc b/src/app.cc index 859e6f2..f5b9894 100644 --- a/src/app.cc +++ b/src/app.cc @@ -6,19 +6,36 @@ #include "mesh.h" #include "meshgen.h" #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 Mesh *mesh_torus; +static float cam_height = 1.65; 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, "vrfileman.conf")) { + return false; + } + app_resize(opt.width, opt.height); + app_fullscreen(opt.fullscreen); + if(init_opengl() == -1) { return false; } @@ -29,56 +46,116 @@ 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); - Mesh::use_custom_sdr_attr = false; + if(opt.srgb && GLEW_ARB_framebuffer_sRGB) { + printf("enabling sRGB framebuffer\n"); + glEnable(GL_FRAMEBUFFER_SRGB); + } + + 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(); + } - 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; } void app_cleanup() { - delete mesh_torus; + if(opt.vr) { + goatvr_shutdown(); + } cleanup_backdrop(); } void app_draw() { - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + if(opt.vr) { + // VR mode + goatvr_draw_start(); + 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]); + for(int i=0; i<2; i++) { + goatvr_draw_eye(i); - //mesh_torus->draw(); - draw_backdrop(); + glMatrixMode(GL_PROJECTION); + 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)); + view_matrix.pre_rotate_y(deg_to_rad(cam_theta)); + view_matrix.pre_translate(0, -cam_height, 0); + + glMatrixMode(GL_MODELVIEW); + glLoadMatrixf(view_matrix[0]); - app_swap_buffers(); + draw_scene(); + } + goatvr_draw_done(); + + 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); + + 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)); + view_matrix.pre_translate(0, -cam_height, 0); + + 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() +{ + 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) @@ -88,6 +165,33 @@ 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; } } } @@ -110,10 +214,13 @@ void app_mouse_motion(int x, int y) if(bnstate[0]) { cam_theta += dx * 0.5; - cam_phi += dy * 0.5; - if(cam_phi < -90) cam_phi = -90; - if(cam_phi > 90) cam_phi = 90; + if(!opt.vr || !goatvr_have_headtracking()) { + cam_phi += dy * 0.5; + + if(cam_phi < -90) cam_phi = -90; + if(cam_phi > 90) cam_phi = 90; + } } app_redraw(); }