]> git.tdb.fi Git - r2c2.git/blob - source/3d/tracktype.cpp
Use GL::Renderables and a Pipeline for rendering
[r2c2.git] / source / 3d / tracktype.cpp
1 /* $Id$
2
3 This file is part of the MSP Märklin suite
4 Copyright © 2010 Mikkosoft Productions, Mikko Rasa
5 Distributed under the GPL
6 */
7
8 #include <algorithm>
9 #include <cmath>
10 #include <msp/gl/meshbuilder.h>
11 #include "catalogue.h"
12 #include "tracktype.h"
13
14 using namespace std;
15 using namespace Msp;
16
17 namespace {
18
19 bool compare_z(const Marklin::Point &p1, const Marklin::Point &p2)
20 {
21         return p1.z<p2.z;
22 }
23
24 template<typename Iter>
25 Iter graham_scan(Iter begin, Iter end)
26 {
27         // http://en.wikipedia.org/wiki/Graham_scan
28
29         // Find point with lowest X coordinate
30         Marklin::Point lowest = *begin;
31         for(Iter i=begin; i!=end; ++i)
32                 if(i->x<lowest.x || (i->x==lowest.x && i->y>lowest.y))
33                         lowest = *i;
34
35         // Compute tangents and sort points
36         for(Iter i=begin; i!=end; ++i)
37                 i->z = (i->x==lowest.x ? 1e5/(i->y-lowest.y-1) : (i->y-lowest.y)/(i->x-lowest.x));
38         sort(begin, end, compare_z);
39
40         for(Iter k=begin, i=k++, j=k++;; )
41         {
42                 // Compute winding by cross product
43                 float turn = (j->x-i->x)*(k->y-j->y) - (k->x-j->x)*(j->y-i->y);
44
45                 if(turn<1e-5)
46                 {
47                         // Right turn - throw the middle point away
48                         // Special case for collinear vertices in the beginning
49                         if(i==begin)
50                                 j = k++;
51                         else
52                                 j = i--;
53                 }
54                 else
55                 {
56                         // Left turn - store the middle point and advance
57                         if(++i!=j)
58                                 *i = *j;
59                         j = k++;
60                 }
61
62                 // Cycle back to beginning and terminate after checking the last point
63                 if(k==end)
64                         k = begin;
65                 else if(j==begin)
66                         return ++i;
67         }
68 }
69
70 }
71
72 namespace Marklin {
73
74 TrackType3D::TrackType3D(const Catalogue3D &cat3d, const TrackType &tt):
75         catalogue(cat3d),
76         ballast_mesh((GL::NORMAL3, GL::COLOR4_UBYTE, GL::VERTEX3)),
77         rail_mesh((GL::NORMAL3, GL::COLOR4_UBYTE, GL::VERTEX3))
78 {
79         const Catalogue &cat = cat3d.get_catalogue();
80         const vector<TrackPart> &parts = tt.get_parts();
81
82         const Profile &ballast_profile = cat.get_ballast_profile();
83         const Point &ballast_min = ballast_profile.get_min_coords();
84         const Point &ballast_max = ballast_profile.get_max_coords();
85
86         const Profile &rail_profile = cat.get_rail_profile();
87         const Point &rail_min = rail_profile.get_min_coords();
88         const Point &rail_max = rail_profile.get_max_coords();
89
90         float gauge = cat.get_gauge();
91
92         {
93                 unsigned index = 0;
94                 GL::MeshBuilder bld(ballast_mesh);
95                 bld.color(0.25f, 0.25f, 0.25f);
96                 for(vector<TrackPart>::const_iterator i=parts.begin(); i!=parts.end(); ++i)
97                         build_part(*i, ballast_profile, Point(0, -ballast_min.y), bld, index);
98         }
99
100         {
101                 unsigned index = 0;
102                 GL::MeshBuilder bld(rail_mesh);
103                 bld.color(0.85f, 0.85f, 0.85f);
104                 float y = ballast_max.y-ballast_min.y-rail_min.y;
105                 for(vector<TrackPart>::const_iterator i=parts.begin(); i!=parts.end(); ++i)
106                         build_part(*i, rail_profile, Point(-gauge/2-rail_max.x, y), bld, index);
107                 for(vector<TrackPart>::const_iterator i=parts.begin(); i!=parts.end(); ++i)
108                         build_part(*i, rail_profile, Point(gauge/2-rail_min.x, y), bld, index);
109         }
110
111         min_z = max_z = border.front().z;
112         for(vector<Point>::iterator i=border.begin(); i!=border.end(); ++i)
113         {
114                 min_z = min(min_z, i->z);
115                 max_z = max(max_z, i->z);
116         }
117         border.erase(graham_scan(border.begin(), border.end()), border.end());
118 }
119
120 void TrackType3D::get_bounds(float angle, Point &minp, Point &maxp) const
121 {
122         float c = cos(-angle);
123         float s = sin(-angle);
124
125         minp = maxp = Point();
126         minp.z = min_z;
127         maxp.z = max_z;
128
129         for(vector<Point>::const_iterator i=border.begin(); i!=border.end(); ++i)
130         {
131                 float x = c*i->x-s*i->y;
132                 float y = s*i->x+c*i->y;
133
134                 minp.x = min(minp.x, x);
135                 minp.y = min(minp.y, y);
136                 maxp.x = max(maxp.x, x);
137                 maxp.y = max(maxp.y, y);
138         }
139 }
140
141 void TrackType3D::render(const GL::Tag &tag) const
142 {
143         if(tag==0)
144         {
145                 catalogue.get_ballast_material().bind();
146                 ballast_mesh.draw();
147                 catalogue.get_rail_material().bind();
148                 rail_mesh.draw();
149         }
150 }
151
152 void TrackType3D::build_part(const TrackPart &part, const Profile &profile, const Point &offset, GL::MeshBuilder &bld, unsigned &base_index)
153 {
154         unsigned nsegs = (part.radius ? static_cast<unsigned>(part.length*16)+1 : 1);
155         float plen = part.length;
156         if(part.radius)
157                 plen *= abs(part.radius);
158
159         unsigned n_points = profile.get_n_points();
160         for(unsigned i=0; i<=nsegs; ++i)
161         {
162                 float a = part.dir+(part.radius ? i*plen/nsegs/part.radius : 0);
163                 float c = cos(a);
164                 float s = sin(a);
165                 Point basep = part.get_point(i*plen/nsegs);
166
167                 Point p;
168                 for(unsigned j=0; j<n_points; ++j)
169                 {
170                         // TODO: smoothing - only duplicate vertex if the angle is large enough
171
172                         p = profile.get_point(j);
173                         p.z = basep.z+p.y+offset.y;
174                         p.y = basep.y-c*(p.x+offset.x);
175                         p.x = basep.x+s*(p.x+offset.x);
176                         if(j>0)
177                                 bld.vertex(p.x, p.y, p.z);
178
179                         if(j+1<n_points)
180                         {
181                                 Point n = profile.get_edge_normal(j);
182                                 bld.normal(s*n.x, -c*n.x, n.y);
183                                 bld.vertex(p.x, p.y, p.z);
184                         }
185
186                         border.push_back(p);
187                 }
188         }
189
190         for(unsigned i=0; i+1<n_points; ++i)
191         {
192                 bld.begin(GL::TRIANGLE_STRIP);
193                 for(unsigned j=0; j<=nsegs; ++j)
194                 {
195                         unsigned k = (j*(n_points-1)+i)*2;
196                         bld.element(base_index+k+1);
197                         bld.element(base_index+k);
198                 }
199                 bld.end();
200         }
201
202         base_index += (nsegs+1)*(n_points-1)*2;
203 }
204
205 } // namespace Marklin