]> git.tdb.fi Git - r2c2.git/blobdiff - source/designer/designer.cpp
Add View3D class to bundle Layout3D with a camera and a pipeline
[r2c2.git] / source / designer / designer.cpp
index bfb3d5629b60f2525e12f4c89a0df9b9e47b7b31..366a94839dc36ca46c2d97f867e3dd4b28f8bbfe 100644 (file)
@@ -56,8 +56,7 @@ Designer::Designer(int argc, char **argv):
        cur_zone(0),
        mode(SELECT),
        manipulator(*this, root, selection),
-       measure(*this),
-       camera_ctl(*this, root, camera)
+       measure(*this)
 {
        window.set_title("Railway Designer");
        window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Designer::exit), 0));
@@ -92,35 +91,27 @@ Designer::Designer(int argc, char **argv):
        }
 
        // 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(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);
+       main_view = new View3D(*layout_3d, window.get_width(), window.get_height());
+       GL::Pipeline *pipeline = &main_view->get_pipeline();
 
-       GL::PipelinePass *pass = &pipeline->add_pass(0);
-       pass->lighting = &lighting;
-       pass->depth_test = &GL::DepthTest::lequal();
-
-       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();
 
        pass = &pipeline->add_pass("overlay");
        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));
+       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));
@@ -155,7 +146,10 @@ Designer::Designer(int argc, char **argv):
        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)
@@ -166,11 +160,14 @@ Designer::~Designer()
 {
        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;
 }
 
@@ -341,8 +338,8 @@ Vector Designer::map_pointer_to_ground(int x, int y)
 {
        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);
 }
@@ -358,7 +355,7 @@ void Designer::tick()
 
        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);
@@ -513,37 +510,16 @@ void Designer::pointer_motion(int x, int y)
        }
 }
 
-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)
-       {
-               apply_camera();
-               cat_layout_3d->get_scene().render();
-       }
-       else
+       View3D *view = (mode==CATALOGUE ? cat_view : main_view);
+       view->render();
+       if(mode==MEASURE)
        {
-               pipeline->render_all();
-
                GL::Bind bind_depth(GL::DepthTest::lequal());
-               if(mode==MEASURE)
-                       measure.render();
+               measure.render();
        }
 
        GL::matrix_mode(GL::PROJECTION);
@@ -575,14 +551,12 @@ Track *Designer::pick_track(int x, int y)
 {
        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)