]> git.tdb.fi Git - r2c2.git/blobdiff - source/3d/layout.cpp
Improve graphics quality with some shaders and effects
[r2c2.git] / source / 3d / layout.cpp
index 2927e446741df4e1ad2ae194949831f449cc2afc..29e6bb40daeb4a45dd686871bae173122eebf4dd 100644 (file)
@@ -1,6 +1,9 @@
+#include "beamgate.h"
 #include "layout.h"
 #include "signal.h"
+#include "terrain.h"
 #include "track.h"
+#include "utility.h"
 #include "vehicle.h"
 
 using namespace std;
@@ -13,7 +16,9 @@ Layout3D::Layout3D(Layout &l):
        catalogue(layout.get_catalogue())
 {
        // South, 15° from zenith
-       sun.set_position(0, -0.259, 0.966, 0);
+       sun.set_position(GL::Vector4(0, -0.259, 0.966, 0));
+       sun.set_diffuse(GL::Color(0.7));
+       lighting.set_ambient(GL::Color(0.2));
        lighting.attach(0, sun);
 
        layout.signal_object_added.connect(sigc::mem_fun(this, &Layout3D::object_added));
@@ -26,68 +31,53 @@ Layout3D::Layout3D(Layout &l):
 
 Layout3D::~Layout3D()
 {
-       while(!signals.empty())
-               delete signals.begin()->second;
-       while(!tracks.empty())
-               delete tracks.begin()->second;
-       while(!vehicles.empty())
-               delete vehicles.begin()->second;
+       while(!utilities.empty())
+               delete *utilities.begin();
+       while(!objects.empty())
+               delete objects.begin()->second;
 }
 
-void Layout3D::get_bounds(Vector &minp, Vector &maxp) const
+void Layout3D::add(Object3D &o)
 {
-       Geometry::BoundingBox<float, 3> bbox;
-
-       for(TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
-               bbox = bbox|i->second->get_track().get_type().get_shape()->get_axis_aligned_bounding_box();
-
-       minp = bbox.get_minimum_point();
-       maxp = bbox.get_maximum_point();
-}
-
-void Layout3D::add_track(Track3D &t)
-{
-       insert_unique(tracks, &t.get_track(), &t);
+       insert_unique(objects, &o.get_object(), &o);
 }
 
-void Layout3D::remove_track(Track3D &t)
+Object3D &Layout3D::get_3d(Object &o) const
 {
-       tracks.erase(&t.get_track());
+       return *get_item(objects, &o);
 }
 
-Track3D &Layout3D::get_track(Track &t) const
+void Layout3D::remove(Object3D &o)
 {
-       return *get_item(tracks, &t);
+       objects.erase(&o.get_object());
 }
 
-void Layout3D::add_vehicle(Vehicle3D &v)
+void Layout3D::add(Utility3D &u)
 {
-       insert_unique(vehicles, &v.get_vehicle(), &v);
+       utilities.insert(&u);
 }
 
-void Layout3D::remove_vehicle(Vehicle3D &v)
+void Layout3D::remove(Utility3D &u)
 {
-       vehicles.erase(&v.get_vehicle());
+       utilities.erase(&u);
 }
 
-Vehicle3D &Layout3D::get_vehicle(Vehicle &v) const
+void Layout3D::tick()
 {
-       return *get_item(vehicles, &v);
-}
-
-void Layout3D::add_signal(Signal3D &s)
-{
-       insert_unique(signals, &s.get_signal(), &s);
-}
-
-void Layout3D::remove_signal(Signal3D &s)
-{
-       signals.erase(&s.get_signal());
-}
-
-Signal3D &Layout3D::get_signal(Signal &s) const
-{
-       return *get_item(signals, &s);
+       Time::TimeDelta t = layout.get_clock().get_current_time();
+       Angle time_of_day = Angle::from_turns(t/Time::day);
+       Angle latitude = Angle::from_degrees(52.5);
+       Angle axial_tilt = Angle::from_degrees(23.45);
+       Transform trans = Transform::rotation(Angle::quarter_turn()-latitude, Vector(-1, 0, 0))*
+               Transform::rotation(Angle::half_turn()-time_of_day, Vector(0, 0, 1))*
+               Transform::rotation(axial_tilt, Vector(-1, 0, 0));
+       Vector sun_dir = trans.transform_linear(Vector(0, -1, 0));
+       Vector diff = Vector(sun.get_position())-sun_dir;
+       if(diff.norm()>0.0025f)
+               sun.set_position(GL::Vector4(sun_dir, 0.0f));
+       // TODO replace these very unscientific guesses with correct formulas
+       lighting.set_ambient(GL::Color(pow(0.2f*(sun_dir.z+1.0f), 2.0f)));
+       sun.set_diffuse(GL::Color(0.7f*max(sun_dir.z, 0.0f)));
 }
 
 void Layout3D::object_added(Object &o)
@@ -98,28 +88,17 @@ void Layout3D::object_added(Object &o)
                new Signal3D(*this, *s);
        else if(Vehicle *v = dynamic_cast<Vehicle *>(&o))
                new Vehicle3D(*this, *v);
+       else if(BeamGate *g = dynamic_cast<BeamGate *>(&o))
+               new BeamGate3D(*this, *g);
+       else if(Terrain *r = dynamic_cast<Terrain *>(&o))
+               new Terrain3D(*this, *r);
 }
 
 void Layout3D::object_removed(Object &o)
 {
-       if(Track *t = dynamic_cast<Track *>(&o))
-       {
-               TrackMap::iterator i = tracks.find(t);
-               if(i!=tracks.end())
-                       delete i->second;
-       }
-       else if(Signal *s = dynamic_cast<Signal *>(&o))
-       {
-               SignalMap::iterator i = signals.find(s);
-               if(i!=signals.end())
-                       delete i->second;
-       }
-       else if(Vehicle *v = dynamic_cast<Vehicle *>(&o))
-       {
-               VehicleMap::iterator i = vehicles.find(v);
-               if(i!=vehicles.end())
-                       delete i->second;
-       }
+       ObjectMap::iterator i = objects.find(&o);
+       if(i!=objects.end())
+               delete i->second;
 }
 
 } // namespace R2C2