]> git.tdb.fi Git - r2c2.git/blobdiff - source/designer/designer.cpp
Make better use of GL::Pipeline
[r2c2.git] / source / designer / designer.cpp
index c9c045af2e253d9091d89cefa964b17618b12a58..eb2af23d06f48884927fc7ce1ccc1e4d440349c8 100644 (file)
@@ -79,22 +79,25 @@ Designer::Designer(int argc, char **argv):
        }
 
        // Setup OpenGL
-       GL::enable(GL::DEPTH_TEST);
-       GL::enable(GL::BLEND);
-       GL::blend_func(GL::SRC_ALPHA, GL::ONE_MINUS_SRC_ALPHA);
        GL::enable(GL_CULL_FACE);
 
        pipeline = new GL::Pipeline(window.get_width(), window.get_height(), false);
        pipeline->set_camera(&camera);
-       pipeline->add_renderable(layout_3d->get_scene());
+       pipeline->add_renderable_for_pass(layout_3d->get_scene(), 0);
        if(base_object)
-               pipeline->add_renderable(*base_object);
+               pipeline->add_renderable_for_pass(*base_object, 0);
+       pipeline->add_renderable_for_pass(layout_3d->get_endpoint_scene(), "unlit");
 
        light.set_position(0, -0.259, 0.966, 0);
        lighting.attach(0, light);
 
-       GL::PipelinePass *pass = &pipeline->add_pass(GL::Tag());
+       GL::PipelinePass *pass = &pipeline->add_pass(0);
        pass->lighting = &lighting;
+       pass->depth_test = &GL::DepthTest::lequal();
+
+       pass = &pipeline->add_pass("unlit");
+       pass->depth_test = &GL::DepthTest::lequal();
+       pass->blend = &GL::Blend::alpha();
 
        camera.set_up_direction(GL::Vector3(0, 0, 1));
        view_all();
@@ -201,6 +204,9 @@ void Designer::set_sensor_id()
 
 void Designer::edit_route(Route &r)
 {
+       if(!cur_route)
+               pipeline->add_renderable_for_pass(layout_3d->get_path_scene(), "unlit");
+
        cur_route = &r;
        show_route(r);
 }
@@ -419,9 +425,7 @@ void Designer::apply_camera()
 
 void Designer::render()
 {
-       GL::clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
-       GL::enable(GL::DEPTH_TEST);
-       GL::Texture::unbind();
+       GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
 
        if(mode==CATALOGUE)
        {
@@ -431,14 +435,10 @@ void Designer::render()
        else
        {
                pipeline->render_all();
-               layout_3d->get_endpoint_scene().render();
-               if(cur_route)
-                       layout_3d->get_path_scene().render();
                GL::enable(GL_CULL_FACE);
-               GL::disable(GL::DEPTH_TEST);
                overlay->render(0);
-               GL::enable(GL::DEPTH_TEST);
 
+               GL::Bind bind_depth(GL::DepthTest::lequal());
                manipulator.render();
                if(mode==MEASURE)
                        measure.render();
@@ -452,7 +452,9 @@ void Designer::render()
 
        GL::disable(GL::DEPTH_TEST);
 
+       GL::Bind bind_blend(GL::Blend::alpha());
        root->render();
+       GL::Texture::unbind();
 }
 
 Track3D *Designer::pick_track(int x, int y)