layout(l),
width(w),
height(h),
- pipeline(w, h)
+ pipeline(w, h),
+ sky(layout.get_catalogue()),
+ shadow(4096, layout.get_scene(), layout.get_sun()),
+ ambient_occlusion(w, h, 100)
{
+ pipeline.set_hdr(true);
pipeline.set_camera(&camera);
- pipeline.add_renderable_for_pass(layout.get_scene(), 0);
+ pipeline.add_renderable(sky);
+ pipeline.add_renderable_for_pass(shadow, 0);
pipeline.add_renderable_for_pass(layout.get_scene(), "translucent");
- GL::Pipeline::Pass *pass = &pipeline.add_pass(0);
+ GL::Pipeline::Pass *pass = &pipeline.add_pass("sky");
+ pass->set_lighting(&layout.get_lighting());
+
+ pass = &pipeline.add_pass(0);
pass->set_lighting(&layout.get_lighting());
pass->set_depth_test(&GL::DepthTest::lequal());
pass->set_depth_test(&GL::DepthTest::lequal());
pass->set_blend(&GL::Blend::alpha());
+ pipeline.add_postprocessor(ambient_occlusion);
+ colorcurve.set_srgb();
+ pipeline.add_postprocessor(colorcurve);
+
+ update_shadow_area();
+ layout.get_layout().signal_object_added.connect(sigc::hide(sigc::mem_fun(this, &View3D::update_shadow_area)));
+
camera.set_up_direction(GL::Vector3(0, 0, 1));
// Y+, 60° down
camera.set_look_direction(GL::Vector3(0, 0.5, -0.866));
{
const GL::Vector3 &start = camera.get_position();
GL::Vector4 ray = camera.unproject(GL::Vector4(x, y, 0, 0));
- return Ray(start, Vector(ray));
+ return Ray(start, ray.slice<3>(0));
}
-void View3D::view_all(bool tight)
+void View3D::compute_bounds(Vector &minp, Vector &maxp)
{
- const set<Track *> &tracks = layout.get_layout().get_all<Track>();
+ const set<Object *> &objects = layout.get_layout().get_all<Object>();
Geometry::BoundingBox<float, 3> bbox;
- for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
+ for(set<Object *>::const_iterator i=objects.begin(); i!=objects.end(); ++i)
bbox = bbox|(*i)->get_bounding_box();
- const Vector &minp = bbox.get_minimum_point();
- const Vector &maxp = bbox.get_maximum_point();
+ minp = bbox.get_minimum_point();
+ maxp = bbox.get_maximum_point();
+}
+
+void View3D::view_all(bool tight)
+{
+ Vector minp, maxp;
+ compute_bounds(minp, maxp);
float t = tan(camera.get_field_of_view()/2.0f)*2.0f;
float size = max((maxp.y-minp.y+0.1), (maxp.x-minp.x+0.1)/camera.get_aspect());
GL::Vector3 center = (minp+maxp)/2.0f;
const GL::Vector3 &look = camera.get_look_direction();
camera.set_position(center-look*dist);
+ camera.set_depth_clip(dist*0.02, dist*50);
}
void View3D::render()
pipeline.render();
}
+void View3D::update_shadow_area()
+{
+ Vector minp, maxp;
+ compute_bounds(minp, maxp);
+ shadow.set_target((minp+maxp)/2.0f, (maxp-minp).norm()/2.0f);
+}
+
} // namespace R2C2