-/* $Id$
-
-This file is part of R²C²
-Copyright © 2006-2011 Mikkosoft Productions, Mikko Rasa
-Distributed under the GPL
-*/
-
#include <signal.h>
#include <algorithm>
#include <cmath>
#include <msp/gl/texture2d.h>
#include <msp/input/keys.h>
#include <msp/io/print.h>
-#include <msp/strings/codec.h>
+#include <msp/stringcodec/codec.h>
+#include <msp/stringcodec/utf8.h>
#include <msp/strings/lexicalcast.h>
-#include <msp/strings/utf8.h>
#include <msp/strings/utils.h>
#include <msp/time/units.h>
#include <msp/time/utils.h>
using namespace R2C2;
using namespace Msp;
-Application::RegApp<Designer> Designer::reg;
-
Designer::Designer(int argc, char **argv):
window(1280, 960),
ui_res("r2c2.res"),
cur_zone(0),
mode(SELECT),
manipulator(*this, root, selection),
- measure(*this),
- camera_ctl(*this, root, camera),
- track_wrap(*this, selection)
+ measure(*this)
{
window.set_title("Railway Designer");
window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Designer::exit), 0));
}
// Setup OpenGL
- pipeline = new GL::Pipeline(window.get_width(), window.get_height(), false);
- pipeline->set_camera(&camera);
- pipeline->add_renderable_for_pass(layout_3d->get_scene(), 0);
- if(base_object)
- pipeline->add_renderable(*base_object);
- pipeline->add_renderable_for_pass(track_wrap, "unlit");
- pipeline->add_renderable_for_pass(layout_3d->get_path_scene(), "unlit");
- pipeline->add_renderable_for_pass(layout_3d->get_endpoint_scene(), "unlit");
+ cat_view = new View3D(*cat_layout_3d, window.get_width(), window.get_height());
- light.set_position(0, -0.259, 0.966, 0);
- lighting.attach(0, light);
-
- GL::PipelinePass *pass = &pipeline->add_pass(0);
- pass->lighting = &lighting;
- pass->depth_test = &GL::DepthTest::lequal();
+ main_view = new View3D(*layout_3d, window.get_width(), window.get_height());
+ GL::Pipeline *pipeline = &main_view->get_pipeline();
- pass = &pipeline->add_pass("unlit");
+ GL::PipelinePass *pass = &pipeline->add_pass("unlit");
pass->depth_test = &GL::DepthTest::lequal();
pass->blend = &GL::Blend::alpha();
pass = &pipeline->add_pass("blended");
- pass->lighting = &lighting;
+ pass->lighting = &layout_3d->get_lighting();
pass->depth_test = &GL::DepthTest::lequal();
pass->blend = &GL::Blend::alpha();
- camera.set_up_direction(GL::Vector3(0, 0, 1));
- camera.set_look_direction(GL::Vector3(0, 0.5, -0.866));
+ pass = &pipeline->add_pass("overlay");
+ pass->blend = &GL::Blend::alpha();
+
+ if(base_object)
+ pipeline->add_renderable(*base_object);
+ pipeline->add_renderable_for_pass(layout_3d->get_path_scene(), "unlit");
+ pipeline->add_renderable_for_pass(layout_3d->get_endpoint_scene(), "unlit");
// Setup UI
root.signal_key_press.connect(sigc::mem_fun(this, &Designer::key_press));
statusbar->add(*lbl_status);
lbl_status->set_geometry(GLtk::Geometry(20, 2, 300, 16));
- overlay = new Overlay3D(window, camera, ui_res.get_default_font());
+ track_wrap = new TrackWrap(*layout_3d, selection);
+ pipeline->add_renderable_for_pass(*track_wrap, "unlit");
+ overlay = new Overlay3D(ui_res.get_default_font());
+ pipeline->add_renderable_for_pass(*overlay, "overlay");
- camera_ctl.view_all();
+ camera_ctl = new CameraController(*main_view, root);
+ cat_view->get_camera().set_look_direction(GL::Vector3(0, 0.13053, -0.99144));
+ cat_view->view_all(true);
+ main_view->view_all();
const Layout3D::TrackMap &tracks = layout_3d->get_tracks();
for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
{
for(vector<Toolbar *>::iterator i=toolbars.begin(); i!=toolbars.end(); ++i)
delete *i;
+ delete camera_ctl;
+ delete track_wrap;
delete overlay;
- delete pipeline;
+ delete main_view;
delete base_object;
delete layout_3d;
delete layout;
+ delete cat_view;
delete cat_layout_3d;
}
{
cur_route->add_tracks(selection.get_tracks());
}
- catch(const Exception &e)
+ catch(const exception &e)
{
lbl_status->set_text(e.what());
}
{
cur_zone->add_tracks(selection.get_tracks());
}
- catch(const Exception &e)
+ catch(const exception &e)
{
lbl_status->set_text(e.what());
}
{
float xf = x*2.0/window.get_width()-1.0;
float yf = y*2.0/window.get_height()-1.0;
- GL::Vector4 vec = camera.unproject(GL::Vector4(xf, yf, 0, 0));
- const GL::Vector3 &pos = camera.get_position();
+ GL::Vector4 vec = main_view->get_camera().unproject(GL::Vector4(xf, yf, 0, 0));
+ const GL::Vector3 &pos = main_view->get_camera().get_position();
return Vector(pos.x-vec.x*pos.z/vec.z, pos.y-vec.y*pos.z/vec.z);
}
window.tick();
root.tick();
- camera_ctl.tick(dt);
+ camera_ctl->tick(dt);
for(list<Track *>::iterator i=new_tracks.begin(); i!=new_tracks.end(); ++i)
layout_3d->get_track(**i).get_path().set_mask(0);
}
}
-void Designer::apply_camera()
-{
- if(mode==CATALOGUE)
- {
- GL::matrix_mode(GL::PROJECTION);
- GL::load_identity();
- GL::frustum_centered(0.11046, 0.082843, 0.1, 10);
- GL::matrix_mode(GL::MODELVIEW);
- GL::load_identity();
- GL::translate(0, 0, -1);
- }
- else
- camera.apply();
-}
-
void Designer::render()
{
GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
- if(mode==CATALOGUE)
+ View3D *view = (mode==CATALOGUE ? cat_view : main_view);
+ view->render();
+ if(mode==MEASURE)
{
- apply_camera();
- cat_layout_3d->get_scene().render();
- }
- else
- {
- pipeline->render_all();
- {
- GL::Bind bind_blend(GL::Blend::alpha());
- overlay->render(0);
- }
-
GL::Bind bind_depth(GL::DepthTest::lequal());
- if(mode==MEASURE)
- measure.render();
+ measure.render();
}
GL::matrix_mode(GL::PROJECTION);
{
float xx = x*2.0/window.get_width()-1.0;
float yy = y*2.0/window.get_height()-1.0;
- if(mode==CATALOGUE)
- return catalogue.get_layout().pick_track(Vector(0, 0, 1), Vector(xx*0.05523, yy*0.042421, -0.1));
- else
- {
- const GL::Vector3 &cpos = camera.get_position();
- GL::Vector4 cray = camera.unproject(GL::Vector4(xx, yy, 0, 0));
- return layout->pick_track(Vector(cpos.x, cpos.y, cpos.z), Vector(cray.x, cray.y, cray.z));
- }
+
+ View3D &view = *(mode==CATALOGUE ? cat_view : main_view);
+ const GL::Vector3 &cpos = view.get_camera().get_position();
+ GL::Vector4 cray = view.get_camera().unproject(GL::Vector4(xx, yy, 0, 0));
+
+ return view.get_layout().get_layout().pick_track(Vector(cpos.x, cpos.y, cpos.z), Vector(cray.x, cray.y, cray.z));
}
void Designer::update_track_icon(Track3D &track)
if(unsigned sid = track.get_track().get_sensor_id())
{
overlay->add_graphic(track, "sensor");
- overlay->set_label(track, lexical_cast(sid));
+ overlay->set_label(track, lexical_cast<string>(sid));
}
else if(unsigned tid = track.get_track().get_turnout_id())
{
if(tid<0x800)
{
overlay->add_graphic(track, "turnout");
- overlay->set_label(track, lexical_cast(tid));
+ overlay->set_label(track, lexical_cast<string>(tid));
}
}
}