vrheights

annotate src/game.cc @ 5:053a52f0cb64

console
author John Tsiombikas <nuclear@member.fsf.org>
date Fri, 26 Sep 2014 18:40:15 +0300
parents 690ef7fa791f
children 608e03b688f8
rev   line source
nuclear@2 1 #include <stdio.h>
nuclear@2 2 #include <assert.h>
nuclear@2 3 #include <algorithm>
nuclear@4 4 #include <vmath/vmath.h>
nuclear@2 5 #include "opengl.h"
nuclear@2 6 #include "game.h"
nuclear@2 7 #include "goatvr.h"
nuclear@3 8 #include "teapot.h"
nuclear@5 9 #include "console.h"
nuclear@5 10 #include "drawtext.h"
nuclear@2 11
nuclear@2 12 static void draw_scene();
nuclear@4 13 static void material(float r, float g, float b, float roughness);
nuclear@2 14 static void toggle_hmd_fullscr();
nuclear@2 15 static void create_rtarg(int x, int y);
nuclear@2 16 static int next_pow2(int x);
nuclear@2 17
nuclear@5 18 bool opt_separate_walk_look;
nuclear@5 19
nuclear@2 20 static int win_width, win_height;
nuclear@2 21 static unsigned int fb_tex;
nuclear@2 22 static unsigned int fbo, fb_depth;
nuclear@2 23 static int fb_xsz, fb_ysz;
nuclear@2 24 static int fb_tex_xsz, fb_tex_ysz;
nuclear@2 25
nuclear@5 26 static unsigned int chess_tex;
nuclear@5 27
nuclear@4 28 static float cam_theta, cam_phi;
nuclear@4 29 static Vector3 cam_pos;
nuclear@4 30 static bool keystate[256];
nuclear@4 31
nuclear@5 32 static Console con;
nuclear@5 33 static dtx_font *con_font;
nuclear@5 34
nuclear@2 35 bool game_init()
nuclear@2 36 {
nuclear@2 37 init_opengl();
nuclear@2 38
nuclear@2 39 if(vr_init() == -1) {
nuclear@2 40 return false;
nuclear@2 41 }
nuclear@2 42
nuclear@2 43 glEnable(GL_DEPTH_TEST);
nuclear@2 44 glEnable(GL_CULL_FACE);
nuclear@3 45 glEnable(GL_LIGHTING);
nuclear@2 46
nuclear@5 47 unsigned char chess_pixels[] = {
nuclear@5 48 0xff, 0x00, 0xff, 0x00, 0x00, 0xff, 0x00, 0xff,
nuclear@5 49 0xff, 0x00, 0xff, 0x00, 0x00, 0xff, 0x00, 0xff
nuclear@5 50 };
nuclear@5 51 glGenTextures(1, &chess_tex);
nuclear@5 52 glBindTexture(GL_TEXTURE_2D, chess_tex);
nuclear@5 53 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
nuclear@5 54 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
nuclear@5 55 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 4, 4, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, chess_pixels);
nuclear@5 56
nuclear@5 57 if(!(con_font = dtx_open_font_glyphmap("data/mono14.glyphmap"))) {
nuclear@5 58 fprintf(stderr, "failed to open console font\n");
nuclear@5 59 return false;
nuclear@5 60 }
nuclear@5 61 con.set_size(6, 40);
nuclear@5 62 con.set_font(con_font, 14);
nuclear@5 63 con.set_position(0, 0, Console::CENTER);
nuclear@5 64
nuclear@2 65 return true;
nuclear@2 66 }
nuclear@2 67
nuclear@2 68 void game_cleanup()
nuclear@2 69 {
nuclear@2 70 vr_shutdown();
nuclear@2 71 }
nuclear@2 72
nuclear@2 73 void game_update(long tm)
nuclear@2 74 {
nuclear@4 75 static long prev_upd;
nuclear@4 76 float dt = (tm - prev_upd) / 1000.0;
nuclear@4 77 prev_upd = tm;
nuclear@4 78
nuclear@5 79 if(con.is_visible()) {
nuclear@5 80 con.update();
nuclear@5 81 return;
nuclear@5 82 }
nuclear@5 83
nuclear@5 84 float offs = dt * 5.0;
nuclear@4 85 Vector3 dir;
nuclear@4 86
nuclear@4 87 if(keystate['d'] || keystate['D']) {
nuclear@4 88 dir += Vector3(offs, 0, 0);
nuclear@4 89 }
nuclear@4 90 if(keystate['a'] || keystate['A']) {
nuclear@4 91 dir += Vector3(-offs, 0, 0);
nuclear@4 92 }
nuclear@4 93 if(keystate['w'] || keystate['W']) {
nuclear@4 94 dir += Vector3(0, 0, -offs);
nuclear@4 95 }
nuclear@4 96 if(keystate['s'] || keystate['S']) {
nuclear@4 97 dir += Vector3(0, 0, offs);
nuclear@4 98 }
nuclear@4 99
nuclear@5 100 float cos_theta = cos(DEG_TO_RAD(cam_theta));
nuclear@5 101 float sin_theta = sin(DEG_TO_RAD(cam_theta));
nuclear@5 102 cam_pos.x += dir.x * cos_theta - dir.z * sin_theta;
nuclear@5 103 cam_pos.z += dir.x * sin_theta + dir.z * cos_theta;
nuclear@5 104
nuclear@5 105 if(!opt_separate_walk_look) {
nuclear@5 106 }
nuclear@2 107 }
nuclear@2 108
nuclear@2 109 void game_display()
nuclear@2 110 {
nuclear@2 111 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
nuclear@2 112 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@2 113
nuclear@2 114 for(int i=0; i<2; i++) {
nuclear@2 115 glViewport(i == 0 ? 0 : fb_xsz / 2, 0, fb_xsz / 2, fb_ysz);
nuclear@2 116 vr_begin(i);
nuclear@2 117
nuclear@2 118 float proj[16];
nuclear@2 119 if(vr_proj_matrix(i, 0.5, 500.0, proj)) {
nuclear@2 120 glMatrixMode(GL_PROJECTION);
nuclear@2 121 glLoadMatrixf(proj);
nuclear@2 122 }
nuclear@2 123
nuclear@2 124 glMatrixMode(GL_MODELVIEW);
nuclear@2 125
nuclear@2 126 float view[16];
nuclear@2 127 vr_view_matrix(i, view);
nuclear@2 128 glLoadMatrixf(view);
nuclear@4 129 glRotatef(cam_phi, 1, 0, 0);
nuclear@4 130 glRotatef(cam_theta, 0, 1, 0);
nuclear@2 131 /* move the camera to the eye level of the user */
nuclear@2 132 glTranslatef(0, -vr_getf_def(VR_EYE_HEIGHT, 1.65), 0);
nuclear@4 133 glTranslatef(-cam_pos.x, -cam_pos.y, -cam_pos.z);
nuclear@2 134
nuclear@2 135 draw_scene();
nuclear@5 136 con.draw();
nuclear@2 137
nuclear@2 138 vr_end();
nuclear@2 139 }
nuclear@2 140
nuclear@2 141 glBindFramebuffer(GL_FRAMEBUFFER, 0);
nuclear@2 142 glViewport(0, 0, win_width, win_height);
nuclear@2 143
nuclear@2 144 vr_swap_buffers();
nuclear@2 145 assert(glGetError() == GL_NO_ERROR);
nuclear@2 146 }
nuclear@2 147
nuclear@2 148 void game_reshape(int x, int y)
nuclear@2 149 {
nuclear@2 150 win_width = x;
nuclear@2 151 win_height = y;
nuclear@2 152
nuclear@5 153 create_rtarg(vr_geti_def(VR_RENDER_XRES, x * 2), vr_geti_def(VR_RENDER_YRES, y));
nuclear@2 154 vr_output_texture(fb_tex, 0, 0, (float)fb_xsz / (float)fb_tex_xsz, (float)fb_ysz / (float)fb_tex_ysz);
nuclear@2 155
nuclear@2 156 /* these might be overriden in VR mode (see game_display) */
nuclear@2 157 glViewport(0, 0, x, y);
nuclear@2 158 glMatrixMode(GL_PROJECTION);
nuclear@2 159 glLoadIdentity();
nuclear@2 160 gluPerspective(50.0, (float)x / (float)y, 0.5, 500.0);
nuclear@2 161 }
nuclear@2 162
nuclear@2 163 void game_keyboard(int key, bool pressed)
nuclear@2 164 {
nuclear@2 165 if(pressed) {
nuclear@5 166 if(con.is_visible()) {
nuclear@5 167 if(key == 27 || key == '`') {
nuclear@5 168 con.hide();
nuclear@5 169 } else {
nuclear@5 170 con.input_key(key);
nuclear@5 171 }
nuclear@5 172 } else {
nuclear@5 173 switch(key) {
nuclear@5 174 case 27:
nuclear@5 175 exit_game();
nuclear@5 176 break;
nuclear@2 177
nuclear@5 178 case 'f':
nuclear@5 179 toggle_hmd_fullscr();
nuclear@5 180 break;
nuclear@2 181
nuclear@5 182 case 'r':
nuclear@5 183 vr_recenter();
nuclear@5 184 break;
nuclear@2 185
nuclear@5 186 case '`':
nuclear@5 187 con.show();
nuclear@5 188 break;
nuclear@5 189
nuclear@5 190 default:
nuclear@5 191 break;
nuclear@5 192 }
nuclear@2 193 }
nuclear@2 194 }
nuclear@4 195
nuclear@4 196 if(key < 256) {
nuclear@4 197 keystate[key] = pressed;
nuclear@4 198 }
nuclear@2 199 }
nuclear@2 200
nuclear@4 201
nuclear@4 202 static int prev_x, prev_y;
nuclear@4 203 static bool bnstate[32];
nuclear@4 204
nuclear@2 205 void game_mouse_button(int bn, bool state, int x, int y)
nuclear@2 206 {
nuclear@4 207 bnstate[bn] = state;
nuclear@4 208 prev_x = x;
nuclear@4 209 prev_y = y;
nuclear@2 210 }
nuclear@2 211
nuclear@2 212 void game_mouse_motion(int x, int y)
nuclear@2 213 {
nuclear@4 214 int dx = x - prev_x;
nuclear@4 215 int dy = y - prev_y;
nuclear@4 216 prev_x = x;
nuclear@4 217 prev_y = y;
nuclear@2 218
nuclear@4 219 if(!dx && !dy) {
nuclear@4 220 return;
nuclear@4 221 }
nuclear@4 222 if(bnstate[0]) {
nuclear@4 223 cam_theta += dx * 0.5;
nuclear@4 224 cam_phi += dy * 0.5;
nuclear@3 225
nuclear@4 226 if(cam_phi < -90) cam_phi = -90;
nuclear@4 227 if(cam_phi > 90) cam_phi = 90;
nuclear@4 228 }
nuclear@3 229 }
nuclear@3 230
nuclear@2 231 static void draw_scene()
nuclear@2 232 {
nuclear@3 233 float lpos[][4] = {
nuclear@3 234 {-0.7, 0.7, 1, 0},
nuclear@3 235 {1, 0, 1, 0}
nuclear@3 236 };
nuclear@3 237 float lcol[][4] = {
nuclear@3 238 {0.9, 0.7, 0.6, 1},
nuclear@3 239 {0.3, 0.4, 0.75, 1}
nuclear@3 240 };
nuclear@3 241 for(int i=0; i<2; i++) {
nuclear@3 242 glEnable(GL_LIGHT0 + i);
nuclear@3 243 glLightfv(GL_LIGHT0 + i, GL_POSITION, lpos[i]);
nuclear@3 244 glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, lcol[i]);
nuclear@3 245 glLightfv(GL_LIGHT0 + i, GL_SPECULAR, lcol[i]);
nuclear@3 246 }
nuclear@3 247
nuclear@3 248 glMatrixMode(GL_MODELVIEW);
nuclear@3 249
nuclear@5 250 glBindTexture(GL_TEXTURE_2D, chess_tex);
nuclear@5 251 glEnable(GL_TEXTURE_2D);
nuclear@3 252 material(1, 1, 1, 1);
nuclear@3 253 glBegin(GL_QUADS);
nuclear@3 254 glNormal3f(0, 1, 0);
nuclear@5 255 glTexCoord2f(0, 0); glVertex3f(-10, 0, 10);
nuclear@5 256 glTexCoord2f(1, 0); glVertex3f(10, 0, 10);
nuclear@5 257 glTexCoord2f(1, 1); glVertex3f(10, 0, -10);
nuclear@5 258 glTexCoord2f(0, 1); glVertex3f(-10, 0, -10);
nuclear@3 259 glEnd();
nuclear@5 260 glDisable(GL_TEXTURE_2D);
nuclear@3 261
nuclear@3 262 material(1, 1, 1, 0.4);
nuclear@3 263 glPushMatrix();
nuclear@3 264 glTranslatef(0, 1.3, -10);
nuclear@3 265 glFrontFace(GL_CW);
nuclear@3 266 bezier_teapot(2.0);
nuclear@3 267 glFrontFace(GL_CCW);
nuclear@3 268 glPopMatrix();
nuclear@2 269 }
nuclear@2 270
nuclear@4 271 static void material(float r, float g, float b, float roughness)
nuclear@4 272 {
nuclear@4 273 float gloss = 1.0 - roughness;
nuclear@4 274 float diffuse[] = {r * roughness, g * roughness, b * roughness, 1.0};
nuclear@4 275 float specular[] = {gloss, gloss, gloss, 1.0};
nuclear@4 276 float shin = gloss * 128.0;
nuclear@4 277
nuclear@4 278 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, diffuse);
nuclear@4 279 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
nuclear@4 280 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shin);
nuclear@4 281 }
nuclear@4 282
nuclear@4 283
nuclear@2 284 static void toggle_hmd_fullscr()
nuclear@2 285 {
nuclear@2 286 static bool fullscr;
nuclear@2 287 static int prev_x, prev_y;
nuclear@2 288 //static int prev_xsz, prev_ysz;
nuclear@2 289
nuclear@2 290 fullscr = !fullscr;
nuclear@2 291 if(fullscr) {
nuclear@2 292 /* entering fullscreen on the HMD */
nuclear@2 293 int xoffs = vr_geti_def(VR_WIN_XOFFS, -1);
nuclear@2 294 int yoffs = vr_geti_def(VR_WIN_YOFFS, -1);
nuclear@2 295 if(xoffs != -1) {
nuclear@2 296 get_window_pos(&prev_x, &prev_y);
nuclear@2 297 move_window(xoffs, yoffs);
nuclear@2 298 }
nuclear@2 299
nuclear@2 300 int xsz = vr_geti_def(VR_DISPLAY_WIDTH, -1);
nuclear@2 301 int ysz = vr_geti_def(VR_DISPLAY_HEIGHT, -1);
nuclear@2 302 if(xsz != -1) {
nuclear@2 303 //prev_xsz = win_width;
nuclear@2 304 //prev_ysz = win_height;
nuclear@2 305 resize_window(xsz, ysz);
nuclear@2 306 }
nuclear@2 307 enter_fullscreen();
nuclear@2 308
nuclear@2 309 } else {
nuclear@2 310 /* leaving fullscreen */
nuclear@2 311 leave_fullscreen();
nuclear@2 312 /*move_window(prev_x, prev_y);
nuclear@2 313 resize_window(prev_xsz, prev_ysz);*/
nuclear@2 314 }
nuclear@2 315 }
nuclear@2 316
nuclear@2 317 static void create_rtarg(int x, int y)
nuclear@2 318 {
nuclear@2 319 if(x == fb_xsz && y == fb_ysz) {
nuclear@2 320 return; // nothing changed
nuclear@2 321 }
nuclear@2 322
nuclear@2 323 fb_xsz = x;
nuclear@2 324 fb_ysz = y;
nuclear@2 325 fb_tex_xsz = next_pow2(fb_xsz);
nuclear@2 326 fb_tex_ysz = next_pow2(fb_ysz);
nuclear@2 327
nuclear@5 328 printf("creating %dx%d render target (tex size: %dx%d)\n", fb_xsz, fb_ysz, fb_tex_xsz, fb_tex_ysz);
nuclear@5 329
nuclear@2 330 if(!fbo) {
nuclear@2 331 glGenFramebuffers(1, &fbo);
nuclear@2 332
nuclear@2 333 glGenTextures(1, &fb_tex);
nuclear@2 334 glBindTexture(GL_TEXTURE_2D, fb_tex);
nuclear@2 335 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
nuclear@2 336 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
nuclear@2 337
nuclear@2 338 glGenRenderbuffers(1, &fb_depth);
nuclear@2 339 }
nuclear@2 340
nuclear@2 341 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
nuclear@2 342
nuclear@2 343 glBindTexture(GL_TEXTURE_2D, fb_tex);
nuclear@2 344 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, fb_tex_xsz, fb_tex_ysz, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
nuclear@2 345 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_tex, 0);
nuclear@2 346
nuclear@2 347 glBindRenderbuffer(GL_RENDERBUFFER, fb_depth);
nuclear@2 348 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, fb_tex_xsz, fb_tex_ysz);
nuclear@2 349 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fb_depth);
nuclear@2 350
nuclear@2 351 assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
nuclear@2 352 glBindFramebuffer(GL_FRAMEBUFFER, 0);
nuclear@2 353 }
nuclear@2 354
nuclear@2 355 static int next_pow2(int x)
nuclear@2 356 {
nuclear@2 357 x -= 1;
nuclear@2 358 x |= x >> 1;
nuclear@2 359 x |= x >> 2;
nuclear@2 360 x |= x >> 4;
nuclear@2 361 x |= x >> 8;
nuclear@2 362 x |= x >> 16;
nuclear@2 363 return x + 1;
nuclear@2 364 }