]> git.tdb.fi Git - r2c2.git/blobdiff - source/engineer/engineer.cpp
Make use of GL::Renderer in Overlay3D
[r2c2.git] / source / engineer / engineer.cpp
index 8db0be6c2465433f23cef8ea3610fb3fb9da0aaf..8aea6f68ace07ad70360cd27bdb3fd874ccd913a 100644 (file)
@@ -1,7 +1,7 @@
 /* $Id$
 
 This file is part of R²C²
-Copyright © 2006-2010 Mikkosoft Productions, Mikko Rasa
+Copyright © 2006-2011 Mikkosoft Productions, Mikko Rasa
 Distributed under the GPL
 */
 
@@ -12,6 +12,7 @@ Distributed under the GPL
 #include <signal.h>
 #include <msp/core/except.h>
 #include <msp/fs/stat.h>
+#include <msp/fs/utils.h>
 #include <msp/gbase/display.h>
 #include <msp/gbase/window.h>
 #include <msp/gl/blend.h>
@@ -72,7 +73,7 @@ Engineer::Engineer(int argc, char **argv):
        main_panel->set_position(0, window.get_height()-main_panel->get_geometry().h);
        main_panel->set_visible(true);
 
-       overlay = new Overlay3D(window, camera, ui_res.get_default_font());
+       overlay = new Overlay3D(ui_res.get_default_font());
 
        // Setup railroad control
        DataFile::load(catalogue, "tracks.dat");
@@ -99,6 +100,7 @@ Engineer::Engineer(int argc, char **argv):
        pipeline.set_camera(&camera);
        pipeline.add_renderable_for_pass(layout_3d.get_scene(), 0);
        pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
+       pipeline.add_renderable_for_pass(*overlay, "unlit");
 
        light.set_position(GL::Vector4(0, -0.259, 0.966, 0));
        light.set_diffuse(GL::Color(0.9));
@@ -131,7 +133,10 @@ Engineer::~Engineer()
        layout.get_driver().flush();
 
        if(!options.simulate)
-               layout.save_dynamic(options.state_fn);
+       {
+               layout.save_dynamic(options.state_fn+".tmp");
+               FS::rename(options.state_fn+".tmp", options.state_fn);
+       }
 
        delete overlay;
        delete root;
@@ -198,10 +203,6 @@ void Engineer::tick()
        GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
 
        pipeline.render_all();
-       {
-               GL::Bind blend(GL::Blend::alpha());
-               overlay->render(0);
-       }
 
        if(pointer_moved)
        {
@@ -209,15 +210,15 @@ void Engineer::tick()
 
                if(picking)
                {
-                       Track3D *track = pick_track(pointer_x, window.get_height()-pointer_y-1);
-                       if(track && &track->get_track()!=picking_track)
+                       Track *track = pick_track(pointer_x, window.get_height()-pointer_y-1);
+                       if(track && track!=picking_track)
                        {
-                               picking_track = &track->get_track();
+                               picking_track = track;
                                if(picking_entry>=0)
                                        picking_entry = 0;
 
                                delete picking_path;
-                               picking_path = new Path3D(*track);
+                               picking_path = new Path3D(layout_3d.get_track(*track));
                                if(picking_entry>=0)
                                        picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
                                else
@@ -233,7 +234,7 @@ void Engineer::tick()
                GL::PushMatrix push_mat;
 
                float rot = picking_track->get_endpoint_direction(picking_entry);
-               Point pos = picking_track->get_endpoint_position(picking_entry);
+               Vector pos = picking_track->get_endpoint_position(picking_entry);
 
                GL::translate(pos.x, pos.y, pos.z+0.03);
                GL::rotate(rot*180/M_PI+180, 0, 0, 1);
@@ -276,19 +277,18 @@ void Engineer::button_press(int x, int y, unsigned btn, unsigned)
        }
        else
        {
-               Track3D *t3d = pick_track(x, window.get_height()-y-1);
-               if(t3d)
+               Track *track = pick_track(x, window.get_height()-y-1);
+               if(track)
                {
-                       Track &track = t3d->get_track();
-                       if(track.get_turnout_id())
+                       if(track->get_turnout_id())
                        {
-                               Block &block = track.get_block();
+                               Block &block = track->get_block();
                                if(block.get_train() && !block.get_train()->free_block(block))
                                        set_status("Turnout is busy");
                                else
                                {
-                                       unsigned paths = track.get_type().get_paths();
-                                       unsigned i = track.get_active_path()+1;
+                                       unsigned paths = track->get_type().get_paths();
+                                       unsigned i = track->get_active_path()+1;
                                        while(!(paths&(1<<i)))
                                        {
                                                if(!(paths>>i))
@@ -296,11 +296,11 @@ void Engineer::button_press(int x, int y, unsigned btn, unsigned)
                                                else
                                                        ++i;
                                        }
-                                       track.set_active_path(i);
-                                       set_status(format("Turnout %d", track.get_turnout_id()));
+                                       track->set_active_path(i);
+                                       set_status(format("Turnout %d", track->get_turnout_id()));
                                }
                        }
-                       if(unsigned sid = track.get_sensor_id())
+                       if(unsigned sid = track->get_sensor_id())
                        {
                                if(options.simulate)
                                        layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
@@ -334,7 +334,7 @@ void Engineer::view_all()
                float max_y = 0;
                for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
                {
-                       Point minp, maxp;
+                       Vector minp, maxp;
                        i->second->get_bounds(angle, minp, maxp);
                        min_x = min(min_x, minp.x);
                        max_x = max(max_x, maxp.x);
@@ -414,16 +414,14 @@ void Engineer::block_reserved(const Block &block, const Train *)
        reset_block_color(block);
 }
 
-Track3D *Engineer::pick_track(int x, int y)
+Track *Engineer::pick_track(int x, int y)
 {
-       float view_height = tan(camera.get_field_of_view()/2)*2;
-       float xx = ((float(x)-window.get_width()/2)/window.get_height())*view_height;
-       float yy = (float(y)/window.get_height()-0.5)*view_height;
-       float size = 4.0/window.get_height()*view_height;
-
-       camera.apply();
+       const GL::Vector3 &start = camera.get_position();
+       float xx = x*2.0/window.get_width()-1.0;
+       float yy = y*2.0/window.get_height()-1.0;
+       GL::Vector4 ray = camera.unproject(GL::Vector4(xx, yy, 0, 0));
 
-       return layout_3d.pick_track(xx, yy, size);
+       return layout.pick_track(Vector(start.x, start.y, start.z), Vector(ray.x, ray.y, ray.z));
 }
 
 void Engineer::train_added(Train &train)