]> git.tdb.fi Git - r2c2.git/blobdiff - source/3d/view.cpp
Reorganize data files into a directory structure
[r2c2.git] / source / 3d / view.cpp
index 8943abce36e7e2c0307fca0b4f9bea6ce24ab11f..ef03c4b7139f42cdb7d357c7310c8d6fc09f85dd 100644 (file)
@@ -1,3 +1,4 @@
+#include <msp/gl/blend.h>
 #include <msp/gl/tests.h>
 #include "layout.h"
 #include "track.h"
@@ -12,15 +13,25 @@ View3D::View3D(Layout3D &l, unsigned w, unsigned h):
        layout(l),
        width(w),
        height(h),
-       pipeline(w, h)
+       pipeline(w, h),
+       sky(layout.get_catalogue())
 {
        pipeline.set_camera(&camera);
+       pipeline.add_renderable(sky);
        pipeline.add_renderable_for_pass(layout.get_scene(), 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 = &pipeline.add_pass(0);
        pass->set_lighting(&layout.get_lighting());
        pass->set_depth_test(&GL::DepthTest::lequal());
 
+       pass = &pipeline.add_pass("translucent");
+       pass->set_lighting(&layout.get_lighting());
+       pass->set_depth_test(&GL::DepthTest::lequal());
+       pass->set_blend(&GL::Blend::alpha());
+
        camera.set_up_direction(GL::Vector3(0, 0, 1));
        // Y+, 60° down
        camera.set_look_direction(GL::Vector3(0, 0.5, -0.866));
@@ -29,6 +40,18 @@ View3D::View3D(Layout3D &l, unsigned w, unsigned h):
        view_all();
 }
 
+Ray View3D::create_ray(int x, int y) const
+{
+       return create_ray(x*2.0f/width-1.0f, y*2.0f/height-1.0f);
+}
+
+Ray View3D::create_ray(float x, float y) const
+{
+       const GL::Vector3 &start = camera.get_position();
+       GL::Vector4 ray = camera.unproject(GL::Vector4(x, y, 0, 0));
+       return Ray(start, Vector(ray));
+}
+
 void View3D::view_all(bool tight)
 {
        const set<Track *> &tracks = layout.get_layout().get_all<Track>();
@@ -47,6 +70,7 @@ void View3D::view_all(bool tight)
        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()