#include <algorithm>
#include <cmath>
-#include <msp/gl/meshbuilder.h>
+#include <msp/gl/technique.h>
#include "catalogue.h"
#include "tracktype.h"
namespace R2C2 {
-TrackType3D::TrackType3D(const Catalogue3D &cat3d, const TrackType &tt):
+TrackType3D::TrackType3D(Catalogue3D &cat3d, const TrackType &tt):
catalogue(cat3d),
- ballast_mesh((GL::NORMAL3, GL::COLOR4_UBYTE, GL::VERTEX3)),
- rail_mesh((GL::NORMAL3, GL::COLOR4_UBYTE, GL::VERTEX3))
+ mesh((GL::NORMAL3, GL::TEXCOORD2, GL::VERTEX3))
{
const Catalogue &cat = cat3d.get_catalogue();
const vector<TrackPart> &parts = tt.get_parts();
{
unsigned index = 0;
- GL::MeshBuilder bld(ballast_mesh);
- bld.color(0.25f, 0.25f, 0.25f);
+ GL::MeshBuilder bld(mesh);
+ bld.texcoord(0.25, 0.5);
for(vector<TrackPart>::const_iterator i=parts.begin(); i!=parts.end(); ++i)
build_part(*i, ballast_profile, Point(0, -ballast_min.y), bld, index);
- }
- {
- unsigned index = 0;
- GL::MeshBuilder bld(rail_mesh);
- bld.color(0.85f, 0.85f, 0.85f);
+ bld.texcoord(0.75, 0.5);
float y = ballast_h-rail_min.y;
for(vector<TrackPart>::const_iterator i=parts.begin(); i!=parts.end(); ++i)
build_part(*i, rail_profile, Point(-gauge/2-rail_max.x, y), bld, index);
for(vector<TrackPart>::const_iterator i=parts.begin(); i!=parts.end(); ++i)
build_part(*i, rail_profile, Point(gauge/2-rail_min.x, y), bld, index);
}
+
+ object.set_mesh(&mesh);
+ object.set_technique(catalogue.get<GL::Technique>(cat.get_track_technique()));
unsigned paths = tt.get_paths();
for(unsigned i=0; paths; ++i, paths>>=1)
{
- GL::Mesh *mesh = 0;
+ GL::Mesh *m = 0;
if(paths&1)
{
- mesh = new GL::Mesh(GL::VERTEX3);
- GL::MeshBuilder bld(*mesh);
+ m = new GL::Mesh(GL::VERTEX3);
+ GL::MeshBuilder bld(*m);
unsigned index = 0;
for(vector<TrackPart>::const_iterator j=parts.begin(); j!=parts.end(); ++j)
if(j->get_path()==i)
build_part(*j, cat.get_path_profile(), Point(0, ballast_h+1.5*rail_h), bld, index);
}
- path_meshes.push_back(mesh);
+ path_meshes.push_back(m);
}
min_z = max_z = border.front().z;
return *path_meshes[p];
}
-void TrackType3D::render(const GL::Tag &tag) const
-{
- if(tag==0)
- {
- catalogue.get_ballast_material().bind();
- ballast_mesh.draw();
- catalogue.get_rail_material().bind();
- rail_mesh.draw();
- }
-}
-
void TrackType3D::build_part(const TrackPart &part, const Profile &profile, const Point &offset, GL::MeshBuilder &bld, unsigned &base_index)
{
float plen = part.get_length();