X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=vrfileman;a=blobdiff_plain;f=src%2Fapp.cc;h=f5b98947a863a2ea5d9e07a533bbcc91be85e41e;hp=aaee8cb6e16d3b149b4e6e9f8af0f8dbdc8574ef;hb=d032f000a796aab8654fa13bcb84f2393f16cb65;hpb=f19edacadfd124dae0d6666a86fb1b6ca4df8969 diff --git a/src/app.cc b/src/app.cc index aaee8cb..f5b9894 100644 --- a/src/app.cc +++ b/src/app.cc @@ -8,6 +8,9 @@ #include "backdrop.h" #include "goatvr.h" #include "opt.h" +#include "fs.h" + +static void draw_scene(); int win_width, win_height; float win_aspect; @@ -19,14 +22,15 @@ 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); @@ -65,13 +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; } @@ -80,7 +85,6 @@ void app_cleanup() if(opt.vr) { goatvr_shutdown(); } - delete mesh_torus; cleanup_backdrop(); } @@ -95,7 +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)); @@ -105,7 +109,7 @@ void app_draw() glMatrixMode(GL_MODELVIEW); glLoadMatrixf(view_matrix[0]); - draw_backdrop(); + draw_scene(); } goatvr_draw_done(); @@ -118,6 +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)); @@ -126,7 +135,7 @@ 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 @@ -134,15 +143,19 @@ void app_draw() 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) @@ -153,11 +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; } } }