layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
layout_3d(layout),
server(0),
- pipeline(window.get_width(), window.get_height(), false),
- picking(false),
- picking_track(0),
- picking_entry(0),
- picking_path(0),
- pointer_moved(false)
+ main_view(layout_3d, window.get_width(), window.get_height())
{
// Setup GUI
window.set_title("Railroad Engineer");
const set<Track *> &tracks = layout.get_all<Track>();
for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
if((*i)->get_type().is_turnout())
- new Path3D(layout_3d.get<Track3D>(**i));
+ new Path3D(layout_3d.get_3d(**i));
if(FS::exists(options.state_fn))
DataFile::load(layout, options.state_fn);
}
// Setup 3D view
- DataFile::load(arrow_mesh, "arrow.mesh");
+ GL::Pipeline &pipeline = main_view.get_pipeline();
- 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, "overlay");
-
- 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::Pipeline::Pass *pass = &pipeline.add_pass(0);
- pass->set_depth_test(&GL::DepthTest::lequal());
- pass->set_lighting(&lighting);
-
- pass = &pipeline.add_pass("unlit");
+ GL::Pipeline::Pass *pass = &pipeline.add_pass("unlit");
pass->set_depth_test(&GL::DepthTest::lequal());
+ pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
pass = &pipeline.add_pass("overlay");
pass->set_blend(&GL::Blend::alpha());
+ pipeline.add_renderable_for_pass(*overlay, "overlay");
view_all();
train_views.erase(remove(train_views.begin(), train_views.end(), &tv), train_views.end());
}
-void Engineer::pick(bool with_ep)
-{
- picking = true;
- picking_track = 0;
- picking_entry = (with_ep ? 0 : -1);
-}
-
int Engineer::main()
{
window.show();
GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
- pipeline.render();
-
- if(pointer_moved)
- {
- pointer_moved = false;
-
- if(picking)
- {
- Track *track = dynamic_cast<Track *>(pick_object(pointer));
- if(track && track!=picking_track)
- {
- picking_track = track;
- if(picking_entry>=0)
- picking_entry = 0;
-
- delete picking_path;
- picking_path = new Path3D(layout_3d.get<Track3D>(*track));
- picking_path->set_color(GL::Color(0));
- picking_path->set_layer(2);
- }
- }
- }
-
- if(picking && picking_track && picking_entry>=0)
- {
- camera.apply();
- GL::MatrixStack::Push push_mat(GL::MatrixStack::modelview());
-
- Snap sn = picking_track->get_snap_node(picking_entry);
-
- GL::MatrixStack::modelview() *= GL::Matrix::translation(sn.position+GL::Vector3(0, 0, 0.03));
- GL::MatrixStack::modelview() *= GL::Matrix::rotation(sn.rotation+Angle::half_turn(), 0, 0, 1);
-
- arrow_mesh.draw();
- }
+ main_view.render();
root->render();
void Engineer::button_press(unsigned btn)
{
- if(picking)
- {
- if(btn==1 && picking_track)
- {
- picking = false;
- delete picking_path;
- picking_path = 0;
- signal_pick_done.emit(picking_track, picking_entry);
- }
- else if(btn==3 && picking_entry>=0)
- {
- picking_entry = (picking_entry+1)%picking_track->get_type().get_endpoints().size();
- }
- }
- else
+ if(btn==1)
{
Object *obj = pick_object(pointer);
if(Track *track = dynamic_cast<Track *>(obj))
pointer.x = value;
if(axis==1)
pointer.y = value;
- pointer_moved = true;
}
void Engineer::view_all()
const Layout3D::ObjectMap &objects = layout_3d.get_all();
float view_aspect = float(window.get_width())/window.get_height();
- float view_height = tan(camera.get_field_of_view()/2.0f)*2.0f;
+ float view_height = tan(main_view.get_camera().get_field_of_view()/2.0f)*2.0f;
float best_score = 0;
GL::Vector3 pos;
GL::Vector3 up;
}
}
+ GL::Camera &camera = main_view.get_camera();
camera.set_position(pos);
camera.set_up_direction(up);
camera.set_look_direction(GL::Vector3(0, 0, -1));
Object *Engineer::pick_object(const Vector &p)
{
- const GL::Vector3 &start = camera.get_position();
- GL::Vector4 ray = camera.unproject(GL::Vector4(p.x, p.y, 0, 0));
+ const GL::Vector3 &start = main_view.get_camera().get_position();
+ GL::Vector4 ray = main_view.get_camera().unproject(GL::Vector4(p.x, p.y, 0, 0));
// XXX Do this better; make this function a template?
if(Vehicle *veh = layout.pick<Vehicle>(Ray(start, Vector(ray))))
void Engineer::process_new_train(Train &train)
{
- Vehicle3D &loco3d = layout_3d.get<Vehicle3D>(train.get_vehicle(0));
+ Vehicle3D &loco3d = layout_3d.get_3d(train.get_vehicle(0));
overlay->set_label(loco3d, train.get_name());
train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
}