build-time config option for VR mode
[vrtris] / src / game.c
index 399a5ea..eba4a23 100644 (file)
@@ -1,8 +1,25 @@
 #include <assert.h>
+#ifdef BUILD_VR
+#include <goatvr.h>
+#endif
+#include <cgmath/cgmath.h>
 #include "opengl.h"
 #include "game.h"
+#include "screen.h"
+#include "osd.h"
 #include "opt.h"
 
+#define DEFSCR "game"
+
+static void calc_framerate(void);
+static void print_framerate(void);
+
+#ifdef BUILD_VR
+static int should_swap;
+#endif
+static unsigned long framerate;
+
+
 int game_init(int argc, char **argv)
 {
        if(init_opengl() == -1) {
@@ -13,50 +30,199 @@ int game_init(int argc, char **argv)
                return -1;
        }
 
+       if(init_screens() == -1) {
+               return -1;
+       }
+
+#ifdef BUILD_VR
+       if(opt.flags & OPT_VR) {
+               if(goatvr_init() == -1) {
+                       return -1;
+               }
+               goatvr_set_origin_mode(GOATVR_HEAD);
+               goatvr_set_units_scale(10.0f);
+
+               goatvr_startvr();
+               should_swap = goatvr_should_swap();
+       }
+#endif /* BUILD_VR */
+
+       glEnable(GL_DEPTH_TEST);
+       glEnable(GL_CULL_FACE);
+       glEnable(GL_LIGHTING);
+       glEnable(GL_LIGHT0);
+
        return 0;
 }
 
 void game_cleanup()
 {
+#ifdef BUILD_VR
+       if(opt.flags & OPT_VR) {
+               goatvr_shutdown();
+       }
+#endif
+       cleanup_screens();
 }
 
-void game_display()
+static void update(float dt)
 {
-       glClear(GL_COLOR_BUFFER_BIT);
+       screen->update(dt);
+}
+
+void game_display(void)
+{
+       static long prev_msec;
+       float dt = (float)(time_msec - prev_msec) / 1000.0f;
+       prev_msec = time_msec;
+
+       update(dt);
+
+#ifdef BUILD_VR
+       if(opt.flags & OPT_VR) {
+               int i;
+               goatvr_draw_start();
+               glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+               for(i=0; i<2; i++) {
+                       /* for each eye */
+                       goatvr_draw_eye(i);
+
+                       cgm_mcopy(proj_matrix, goatvr_projection_matrix(i, 0.5, 500.0));
+                       glMatrixMode(GL_PROJECTION);
+                       glLoadMatrixf(proj_matrix);
+
+                       cgm_mcopy(view_matrix, goatvr_view_matrix(i));
+                       glMatrixMode(GL_MODELVIEW);
+                       glLoadMatrixf(view_matrix);
+
+                       screen->draw();
+                       print_framerate();
+                       draw_osd();
+               }
+
+               goatvr_draw_done();
+
+               if(should_swap) {
+                       game_swap_buffers();
+               }
+
+       } else
+#endif /* BUILD_VR */
+       {
+               /* non-VR mode */
+               glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+               cgm_mperspective(proj_matrix, cgm_deg_to_rad(40.0), win_aspect, 0.5, 500.0);
+               glMatrixMode(GL_PROJECTION);
+               glLoadMatrixf(proj_matrix);
+
+               cgm_midentity(view_matrix);
+               glMatrixMode(GL_MODELVIEW);
+               glLoadMatrixf(view_matrix);
+
+               screen->draw();
+               print_framerate();
+               draw_osd();
+
+               game_swap_buffers();
+       }
 
-       game_swap_buffers();
        assert(glGetError() == GL_NO_ERROR);
+
+       calc_framerate();
 }
 
 void game_reshape(int x, int y)
 {
+       glViewport(0, 0, x, y);
+#ifdef BUILD_VR
+       goatvr_set_fb_size(x, y, 1.0f);
+#endif
+
+       reshape_screens(x, y);
 }
 
 void game_keyboard(int key, int pressed)
 {
+       unsigned int mod = game_get_modifiers();
+
+       if(pressed) {
+               switch(key) {
+               case 27:
+                       game_quit();
+                       return;
+
+               case '\n':
+               case '\r':
+                       if(mod & MOD_ALT) {
+                               game_toggle_fullscreen();
+                               return;
+                       }
+                       break;
+
+               case KEY_HOME:
+#ifdef BUILD_VR
+                       if(opt.flags & OPT_VR) {
+                               goatvr_recenter();
+                       }
+#endif
+                       break;
+
+               default:
+                       break;
+               }
+       }
+
+       screen->keyboard(key, pressed);
 }
 
 void game_mouse_button(int bn, int pressed, int x, int y)
 {
+       screen->mouse(bn, pressed, x, y);
 }
 
 void game_mouse_motion(int x, int y)
 {
-}
-
-void game_mouse_delta(int dx, int dy)
-{
+       screen->motion(x, y);
 }
 
 void game_mouse_wheel(int dir)
 {
+       screen->wheel(dir);
 }
 
 
 void game_gamepad_axis(int axis, float val)
 {
+       joy_axis[axis] = val;
 }
 
 void game_gamepad_button(int bn, int pressed)
 {
+       if(pressed) {
+               joy_bnstate |= (1 << bn);
+       } else {
+               joy_bnstate &= ~(1 << bn);
+       }
+}
+
+static void calc_framerate(void)
+{
+       static unsigned long nframes;
+       static long prev_upd;
+
+       long elapsed = time_msec - prev_upd;
+       if(elapsed >= 1000) {
+               framerate = nframes * 10000 / elapsed;
+               nframes = 1;
+               prev_upd = time_msec;
+       } else {
+               ++nframes;
+       }
+}
+
+static void print_framerate(void)
+{
+       print_text(9 * win_width / 10, 20, 1, 1, 0, "fps: %d.%d", framerate / 10, framerate % 10);
 }