]> git.tdb.fi Git - r2c2.git/blobdiff - source/engineer/engineer.cpp
Use maps instead of lists in Layout3D
[r2c2.git] / source / engineer / engineer.cpp
index 59aaeeca9f9e3aef5677ccc5196c7a0d6b57a1a1..68b85aa04cf3c3acdc8c89bd438b3ffcc75a5400 100644 (file)
@@ -84,8 +84,8 @@ Engineer::Engineer(int argc, char **argv):
        layout.signal_block_reserved.connect(sigc::mem_fun(this, &Engineer::block_reserved));
        layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status));
        layout.get_driver().signal_sensor.connect(sigc::mem_fun(this, &Engineer::sensor_event));
-       if(FS::exists("engineer.state"))
-               DataFile::load(layout, "engineer.state");
+       if(FS::exists(options.state_fn))
+               DataFile::load(layout, options.state_fn);
 
        if(options.network)
        {
@@ -97,14 +97,20 @@ Engineer::Engineer(int argc, char **argv):
        DataFile::load(arrow_mesh, "arrow.mesh");
 
        pipeline.set_camera(&camera);
-       pipeline.add_renderable(layout_3d.get_scene());
+       pipeline.add_renderable_for_pass(layout_3d.get_scene(), 0);
+       pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
 
-       light.set_position(0, -0.259, 0.966, 0);
+       light.set_position(GL::Vector4(0, -0.259, 0.966, 0));
+       light.set_diffuse(GL::Color(0.9));
+       lighting.set_ambient(GL::Color(0.4));
        lighting.attach(0, light);
 
-       GL::PipelinePass &pass = pipeline.add_pass(0);
-       pass.depth_test = &GL::DepthTest::lequal();
-       pass.lighting = &lighting;
+       GL::PipelinePass *pass = &pipeline.add_pass(0);
+       pass->depth_test = &GL::DepthTest::lequal();
+       pass->lighting = &lighting;
+
+       pass = &pipeline.add_pass("unlit");
+       pass->depth_test = &GL::DepthTest::lequal();
 
        view_all();
 
@@ -125,7 +131,7 @@ Engineer::~Engineer()
        layout.get_driver().flush();
 
        if(!options.simulate)
-               layout.save_trains("engineer.state");
+               layout.save_trains(options.state_fn);
 
        delete overlay;
        delete root;
@@ -192,10 +198,6 @@ void Engineer::tick()
        GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
 
        pipeline.render_all();
-       {
-               GL::Bind depth(GL::DepthTest::lequal());
-               layout_3d.get_path_scene().render();
-       }
        {
                GL::Bind blend(GL::Blend::alpha());
                overlay->render(0);
@@ -280,7 +282,7 @@ void Engineer::button_press(int x, int y, unsigned btn, unsigned)
                        Track &track = t3d->get_track();
                        if(track.get_turnout_id())
                        {
-                               Block &block = layout.get_block_by_track(track);
+                               Block &block = track.get_block();
                                if(block.get_train() && !block.get_train()->free_block(block))
                                        set_status("Turnout is busy");
                                else
@@ -317,7 +319,7 @@ void Engineer::pointer_motion(int x, int y)
 
 void Engineer::view_all()
 {
-       const list<Track3D *> &tracks = layout_3d.get_tracks();
+       const Layout3D::TrackMap &tracks = layout_3d.get_tracks();
 
        float view_aspect = float(window.get_width()-200)/window.get_height();
        float view_height = tan(camera.get_field_of_view()/2)*2;
@@ -330,10 +332,10 @@ void Engineer::view_all()
                float max_x = 0;
                float min_y = 0;
                float max_y = 0;
-               for(list<Track3D *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
+               for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
                {
                        Point minp, maxp;
-                       (*i)->get_bounds(angle, minp, maxp);
+                       i->second->get_bounds(angle, minp, maxp);
                        min_x = min(min_x, minp.x);
                        max_x = max(max_x, maxp.x);
                        min_y = min(min_y, minp.y);