Beispiel #1
0
void keyboard(GLFWwindow* pWindow, int key, int codes, int action, int mods)
{
    (void)pWindow;
    (void)codes;

    if ((key > -1) && (key <= GLFW_KEY_LAST))
    {
        m_keyStates[key] = action;
        //printf("key ac  %d %d\n", key, action);
    }

    const float f = 0.9f;
    const float ff = 0.99f;
    ShaderToyGlobalState& gs = g_app.m_galleryScene.m_globalShadertoyState;

    switch (key)
    {
        default: break;
        case GLFW_KEY_BACKSLASH:
            {
                if      (action==GLFW_PRESS  ) g_app.m_dashScene.SendMouseClick(1);
                else if (action==GLFW_RELEASE) g_app.m_dashScene.SendMouseClick(0);
            }
            break;
        case GLFW_KEY_SLASH:
            {
                if      (action==GLFW_PRESS  ) g_app.m_dashScene.SetHoldingFlag(1);
                else if (action==GLFW_RELEASE) g_app.m_dashScene.SetHoldingFlag(0);
            }
            break;
    }

    if (action == GLFW_PRESS)
    {
    g_app.DismissHealthAndSafetyWarning();
    switch (key)
    {
        default: break;

        case GLFW_KEY_F1:
            if (mods & GLFW_MOD_CONTROL)
            {
                g_renderMode.toggleRenderingTypeReverse();
            }
            else
            {
                g_renderMode.toggleRenderingType();
            }
            LOG_INFO("Render Type: %d", g_renderMode.outputType);
            break;

        case GLFW_KEY_F2:
            g_renderMode.toggleRenderingTypeMono();
            LOG_INFO("Render Type: %d", g_renderMode.outputType);
            break;

        case GLFW_KEY_F3:
            g_renderMode.toggleRenderingTypeHMD();
            LOG_INFO("Render Type: %d", g_renderMode.outputType);
            break;

        case GLFW_KEY_F4:
            g_renderMode.toggleRenderingTypeDistortion();
            LOG_INFO("Render Type: %d", g_renderMode.outputType);
            break;

        case GLFW_KEY_F5: g_dynamicallyScaleFBO = false; g_app.SetFBOScale(f * g_app.GetFBOScale()); break;
        case GLFW_KEY_F6: g_dynamicallyScaleFBO = false; g_app.SetFBOScale(ff * g_app.GetFBOScale()); break;
        case GLFW_KEY_F7: g_dynamicallyScaleFBO = false; g_app.SetFBOScale((1.f/ff) * g_app.GetFBOScale()); break;
        case GLFW_KEY_F8: g_dynamicallyScaleFBO = false; g_app.SetFBOScale((1.f/f) * g_app.GetFBOScale()); break;

        case GLFW_KEY_F9: SetVsync(0); break;
        case GLFW_KEY_F10: SetVsync(1); break;
        case GLFW_KEY_F11: SetVsync(-1); break;

        case GLFW_KEY_DELETE: g_dynamicallyScaleFBO = !g_dynamicallyScaleFBO; break;

        case GLFW_KEY_SEMICOLON: gs.animatedThumbnails = !gs.animatedThumbnails; break;
        case GLFW_KEY_APOSTROPHE: gs.panesAsPortals = !gs.panesAsPortals; break;

        case '`':
            ///@todo Is there a way to create an auxiliary window in Direct to rift mode?
            /// The call to glfwCreateWindow crashes the app in Win7.

#ifdef USE_OCULUSSDK
            if (g_app.UsingDirectMode() == false)
#endif
            {
                if (g_AuxWindow == NULL)
                {
                    g_AuxWindow = initializeAuxiliaryWindow(g_pHMDWindow);

#ifdef USE_ANTTWEAKBAR
                    ///@note This will break PaneScene's tweakbar positioning
                    TwWindowSize(g_auxWindow_w, g_auxWindow_h);
#endif
                }
                else
                {
                    destroyAuxiliaryWindow(g_AuxWindow);
                    glfwMakeContextCurrent(g_pHMDWindow);
                }
            }
            break;

        case GLFW_KEY_TAB:
            if (g_app.UsingDebugHmd() == false)
            {
                g_app.m_dashScene.m_bDraw = !g_app.m_dashScene.m_bDraw;
                if (g_app.m_dashScene.m_bDraw)
                {
                    g_app.m_dashScene.ResizeTweakbar();
                }
            }
            break;

        case GLFW_KEY_SPACE:
            g_app.RecenterPose();
            FindPreferredJoystick();
            break;

        case 'J':
            FindPreferredJoystick();
            break;

        case 'R':
            g_app.ResetChassisTransformations();
            break;

        case GLFW_KEY_PAGE_DOWN:
            g_app.m_cinemaScopeFactor += 0.1f;
            g_app.m_cinemaScopeFactor = std::min(0.95f, g_app.m_cinemaScopeFactor);
            break;

        case GLFW_KEY_PAGE_UP:
            g_app.m_cinemaScopeFactor -= 0.1f;
            g_app.m_cinemaScopeFactor = std::max(0.f, g_app.m_cinemaScopeFactor);
            break;

        case GLFW_KEY_ENTER:
            g_app.ToggleShaderWorld();
            break;

        case GLFW_KEY_PRINT_SCREEN:
            g_app.SaveShaderSettings();
            break;

        case GLFW_KEY_ESCAPE:
            if (g_AuxWindow == NULL)
            {
                // Clear the frame before calling all the destructors - even a few
                // frames worth of frozen video is enough to cause discomfort!
                ///@note This does not seem to work in Direct mode.
                glClearColor(58.f/255.f, 110.f/255.f, 165.f/255.f, 1.f); // Win7 default desktop color
                glClear(GL_COLOR_BUFFER_BIT);
                glfwSwapBuffers(g_pHMDWindow);
                glClear(GL_COLOR_BUFFER_BIT);
                glfwSwapBuffers(g_pHMDWindow);

                g_app.exitVR();
                glfwDestroyWindow(g_pHMDWindow);
                glfwTerminate();
                exit(0);
            }
            else
            {
                destroyAuxiliaryWindow(g_AuxWindow);
                glfwMakeContextCurrent(g_pHMDWindow);
            }
            break;
        }
    }

    //g_app.keyboard(key, action, 0,0);

    const glm::vec3 forward(0.f, 0.f, -1.f);
    const glm::vec3 up(0.f, 1.f, 0.f);
    const glm::vec3 right(1.f, 0.f, 0.f);
    // Handle keyboard movement(WASD keys)
    glm::vec3 keyboardMove(0.0f, 0.0f, 0.0f);
    if (m_keyStates['W'] != GLFW_RELEASE) { keyboardMove += forward; }
    if (m_keyStates['S'] != GLFW_RELEASE) { keyboardMove -= forward; }
    if (m_keyStates['A'] != GLFW_RELEASE) { keyboardMove -= right; }
    if (m_keyStates['D'] != GLFW_RELEASE) { keyboardMove += right; }
    if (m_keyStates['Q'] != GLFW_RELEASE) { keyboardMove -= up; }
    if (m_keyStates['E'] != GLFW_RELEASE) { keyboardMove += up; }
    if (m_keyStates[GLFW_KEY_UP] != GLFW_RELEASE) { keyboardMove += forward; }
    if (m_keyStates[GLFW_KEY_DOWN] != GLFW_RELEASE) { keyboardMove -= forward; }
    if (m_keyStates[GLFW_KEY_LEFT] != GLFW_RELEASE) { keyboardMove -= right; }
    if (m_keyStates[GLFW_KEY_RIGHT] != GLFW_RELEASE) { keyboardMove += right; }

    float mag = 1.0f;
    if (m_keyStates[GLFW_KEY_LEFT_SHIFT] != GLFW_RELEASE) mag *= 0.1f;
    if (m_keyStates[GLFW_KEY_LEFT_CONTROL] != GLFW_RELEASE) mag *= 10.0f;
    if (m_keyStates[GLFW_KEY_RIGHT_SHIFT] != GLFW_RELEASE) mag *= 0.1f;
    if (m_keyStates[GLFW_KEY_RIGHT_CONTROL] != GLFW_RELEASE) mag *= 10.0f;

    // Yaw keys
    g_app.m_keyboardYaw = 0.0f;
    const float dyaw = 0.5f * mag; // radians at 60Hz timestep
    if (m_keyStates['1'] != GLFW_RELEASE) { g_app.m_keyboardYaw = -dyaw; }
    if (m_keyStates['3'] != GLFW_RELEASE) { g_app.m_keyboardYaw = dyaw; }

    // Pitch and roll controls - if yaw is VR poison,
    // this is torture and death!
    g_app.m_keyboardDeltaPitch = 0.0f;
    g_app.m_keyboardDeltaRoll = 0.0f;
    if (g_allowPitch)
    {
        if (m_keyStates['2'] != GLFW_RELEASE) { g_app.m_keyboardDeltaPitch = -dyaw; }
        if (m_keyStates['X'] != GLFW_RELEASE) { g_app.m_keyboardDeltaPitch = dyaw; }
    }
    if (g_allowRoll)
    {
        if (m_keyStates['Z'] != GLFW_RELEASE) { g_app.m_keyboardDeltaRoll = -dyaw; }
        if (m_keyStates['C'] != GLFW_RELEASE) { g_app.m_keyboardDeltaRoll = dyaw; }
    }

    g_app.m_keyboardMove = mag * keyboardMove;
}
void keyboard(GLFWwindow* pWindow, int key, int codes, int action, int mods)
{
    (void)pWindow;
    (void)codes;

    if ((key > -1) && (key <= GLFW_KEY_LAST))
    {
        m_keyStates[key] = action;
        //printf("key ac  %d %d\n", key, action);
    }

    const float f = 0.9f;
    const float ff = 0.99f;

    if (action == GLFW_PRESS)
    {
    switch (key)
    {
        default:
            g_app.DismissHealthAndSafetyWarning();
            break;

        case GLFW_KEY_F1:
            if (mods & GLFW_MOD_CONTROL)
            {
                g_renderMode.toggleRenderingTypeReverse();
            }
            else
            {
                g_renderMode.toggleRenderingType();
            }
            LOG_INFO("Render Type: %d", g_renderMode.outputType);
            break;

        case GLFW_KEY_F2:
            g_renderMode.toggleRenderingTypeMono();
            LOG_INFO("Render Type: %d", g_renderMode.outputType);
            break;

        case GLFW_KEY_F3:
            g_renderMode.toggleRenderingTypeHMD();
            LOG_INFO("Render Type: %d", g_renderMode.outputType);
            break;

        case GLFW_KEY_F4:
            g_renderMode.toggleRenderingTypeDistortion();
            LOG_INFO("Render Type: %d", g_renderMode.outputType);
            break;

        case GLFW_KEY_F5: g_dynamicallyScaleFBO = false; g_app.SetFBOScale(f * g_app.GetFBOScale()); break;
        case GLFW_KEY_F6: g_dynamicallyScaleFBO = false; g_app.SetFBOScale(ff * g_app.GetFBOScale()); break;
        case GLFW_KEY_F7: g_dynamicallyScaleFBO = false; g_app.SetFBOScale((1.f/ff) * g_app.GetFBOScale()); break;
        case GLFW_KEY_F8: g_dynamicallyScaleFBO = false; g_app.SetFBOScale((1.f/f) * g_app.GetFBOScale()); break;

        case GLFW_KEY_F9: SetVsync(0); break;
        case GLFW_KEY_F10: SetVsync(1); break;
        case GLFW_KEY_F11: SetVsync(-1); break;

        case GLFW_KEY_DELETE: g_dynamicallyScaleFBO = !g_dynamicallyScaleFBO; break;

        case '`':
#if defined(OVRSDK05)
            ///@todo Is there a way to create an auxiliary window in Direct to rift mode?
            /// The call to glfwCreateWindow crashes the app in Win7.
            if (
                (g_app.UsingDirectMode() == false) ||
                (g_app.UsingDebugHmd() == true))
            {
                if (g_AuxWindow == NULL)
                {
                    LOG_INFO("Creating auxiliary window.");
                    g_AuxWindow = initializeAuxiliaryWindow(g_pHMDWindow);
                }
                else
                {
                    LOG_INFO("Destroying auxiliary window.");
                    destroyAuxiliaryWindow(g_AuxWindow);
                    glfwMakeContextCurrent(g_pHMDWindow);
                }
            }
#endif
            break;

        case GLFW_KEY_SPACE:
            g_app.RecenterPose();
            break;

        case 'R':
            g_app.ResetChassisTransformations();
            break;

#ifdef USE_OCULUSSDK
        case 'V': g_app.ToggleVignette(); break;
        case 'T': g_app.ToggleTimeWarp(); break;
        case 'O': g_app.ToggleOverdrive(); break;
        case 'L': g_app.ToggleLowPersistence(); break;
        case 'M': g_app.ToggleMirrorToWindow(); break;
        case 'P': g_app.ToggleDynamicPrediction(); break;
#endif

        case GLFW_KEY_ESCAPE:
            {
                // Clear the frame before calling all the destructors - even a few
                // frames worth of frozen video is enough to cause discomfort!
                ///@note This does not seem to work in Direct mode.
                glClearColor(58.f/255.f, 110.f/255.f, 165.f/255.f, 1.f); // Win7 default desktop color
                glClear(GL_COLOR_BUFFER_BIT);
                glfwSwapBuffers(g_pHMDWindow);
                glClear(GL_COLOR_BUFFER_BIT);
                glfwSwapBuffers(g_pHMDWindow);

                g_app.exitVR();
                glfwDestroyWindow(g_pHMDWindow);
                glfwTerminate();
                exit(0);
            }
            break;
        }
    }

    //g_app.keyboard(key, action, 0,0);

    const glm::vec3 forward(0.f, 0.f, -1.f);
    const glm::vec3 up(0.f, 1.f, 0.f);
    const glm::vec3 right(1.f, 0.f, 0.f);
    // Handle keyboard movement(WASD keys)
    glm::vec3 keyboardMove(0.0f, 0.0f, 0.0f);
    if (m_keyStates['W'] != GLFW_RELEASE) { keyboardMove += forward; }
    if (m_keyStates['S'] != GLFW_RELEASE) { keyboardMove -= forward; }
    if (m_keyStates['A'] != GLFW_RELEASE) { keyboardMove -= right; }
    if (m_keyStates['D'] != GLFW_RELEASE) { keyboardMove += right; }
    if (m_keyStates['Q'] != GLFW_RELEASE) { keyboardMove -= up; }
    if (m_keyStates['E'] != GLFW_RELEASE) { keyboardMove += up; }
    if (m_keyStates[GLFW_KEY_UP] != GLFW_RELEASE) { keyboardMove += forward; }
    if (m_keyStates[GLFW_KEY_DOWN] != GLFW_RELEASE) { keyboardMove -= forward; }
    if (m_keyStates[GLFW_KEY_LEFT] != GLFW_RELEASE) { keyboardMove -= right; }
    if (m_keyStates[GLFW_KEY_RIGHT] != GLFW_RELEASE) { keyboardMove += right; }

    float mag = 1.0f;
    if (m_keyStates[GLFW_KEY_LEFT_SHIFT] != GLFW_RELEASE)
        mag *= 0.1f;
    if (m_keyStates[GLFW_KEY_LEFT_CONTROL] != GLFW_RELEASE)
        mag *= 10.0f;

    // Yaw keys
    g_app.m_keyboardYaw = 0.0f;
    const float dyaw = 0.5f * mag; // radians at 60Hz timestep
    if (m_keyStates['1'] != GLFW_RELEASE) { g_app.m_keyboardYaw = -dyaw; }
    if (m_keyStates['3'] != GLFW_RELEASE) { g_app.m_keyboardYaw = dyaw; }

    // Pitch and roll controls - if yaw is VR poison, this is torture and death!
    g_app.m_keyboardDeltaPitch = 0.0f;
    g_app.m_keyboardDeltaRoll = 0.0f;
    if (g_allowPitch)
    {
        if (m_keyStates['2'] != GLFW_RELEASE) { g_app.m_keyboardDeltaPitch = -dyaw; }
        if (m_keyStates['X'] != GLFW_RELEASE) { g_app.m_keyboardDeltaPitch = dyaw; }
    }
    if (g_allowRoll)
    {
        if (m_keyStates['Z'] != GLFW_RELEASE) { g_app.m_keyboardDeltaRoll = -dyaw; }
        if (m_keyStates['C'] != GLFW_RELEASE) { g_app.m_keyboardDeltaRoll = dyaw; }
    }

    g_app.m_keyboardMove = mag * keyboardMove;
}