X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2F3d%2Fview.cpp;h=40a168f86fc7e5986dd14db78de668b0680c3900;hb=dfe3dd563981883f3b7c826102fed33c7ff0d12d;hp=8b63553d6fc348f294cd9a5e245c399301de6e16;hpb=7a36d396eded897c421424905b2c938d770df341;p=r2c2.git diff --git a/source/3d/view.cpp b/source/3d/view.cpp index 8b63553..40a168f 100644 --- a/source/3d/view.cpp +++ b/source/3d/view.cpp @@ -1,3 +1,4 @@ +#include #include #include "layout.h" #include "track.h" @@ -10,37 +11,107 @@ namespace R2C2 { View3D::View3D(Layout3D &l, unsigned w, unsigned h): layout(l), - pipeline(w, h) + width(w), + height(h), + pipeline(w, h), + sky(layout.get_catalogue()), + shadow(4096, layout.get_scene(), layout.get_sun()) { + pipeline.set_hdr(true); pipeline.set_camera(&camera); - pipeline.add_renderable_for_pass(layout.get_scene(), 0); + pipeline.add_renderable(sky); + pipeline.add_renderable_for_pass(shadow, 0); + pipeline.add_renderable_for_pass(layout.get_scene(), "translucent"); - GL::Pipeline::Pass *pass = &pipeline.add_pass(0); + GL::Pipeline::Pass *pass = &pipeline.add_pass("sky"); + pass->set_lighting(&layout.get_lighting()); + + pass = &pipeline.add_pass(0); pass->set_lighting(&layout.get_lighting()); pass->set_depth_test(&GL::DepthTest::lequal()); + pass = &pipeline.add_pass("translucent"); + pass->set_lighting(&layout.get_lighting()); + pass->set_depth_test(&GL::DepthTest::lequal()); + pass->set_blend(&GL::Blend::alpha()); + + try + { + ambient_occlusion = new GL::AmbientOcclusion(w, h, 100); + pipeline.add_postprocessor(*ambient_occlusion); + } + catch(...) + { + delete ambient_occlusion; + ambient_occlusion = 0; + } + + try + { + colorcurve = new GL::ColorCurve; + colorcurve->set_srgb(); + pipeline.add_postprocessor(*colorcurve); + } + catch(...) + { + delete colorcurve; + colorcurve = 0; + } + + update_shadow_area(); + layout.get_layout().signal_object_added.connect(sigc::hide(sigc::mem_fun(this, &View3D::update_shadow_area))); + camera.set_up_direction(GL::Vector3(0, 0, 1)); // Y+, 60° down camera.set_look_direction(GL::Vector3(0, 0.5, -0.866)); + camera.set_aspect(float(width)/height); view_all(); } -void View3D::view_all(bool tight) +View3D::~View3D() { - Vector minp; - Vector maxp; + delete colorcurve; + delete ambient_occlusion; +} - layout.get_bounds(minp, maxp); +Ray View3D::create_ray(int x, int y) const +{ + return create_ray(x*2.0f/width-1.0f, y*2.0f/height-1.0f); +} - float t = tan(camera.get_field_of_view()/2)*2; +Ray View3D::create_ray(float x, float y) const +{ + const GL::Vector3 &start = camera.get_position(); + GL::Vector4 ray = camera.unproject(GL::Vector4(x, y, 0, 0)); + return Ray(start, ray.slice<3>(0)); +} + +void View3D::compute_bounds(Vector &minp, Vector &maxp) +{ + const set &objects = layout.get_layout().get_all(); + Geometry::BoundingBox bbox; + for(set::const_iterator i=objects.begin(); i!=objects.end(); ++i) + bbox = bbox|(*i)->get_bounding_box(); + + minp = bbox.get_minimum_point(); + maxp = bbox.get_maximum_point(); +} + +void View3D::view_all(bool tight) +{ + Vector minp, maxp; + compute_bounds(minp, maxp); + + float t = tan(camera.get_field_of_view()/2.0f)*2.0f; float size = max((maxp.y-minp.y+0.1), (maxp.x-minp.x+0.1)/camera.get_aspect()); float dist = size/t; if(!tight) - dist += sin(camera.get_field_of_view()/2)*size; + dist += sin(camera.get_field_of_view()/2.0f)*size; GL::Vector3 center = (minp+maxp)/2.0f; const GL::Vector3 &look = camera.get_look_direction(); camera.set_position(center-look*dist); + camera.set_depth_clip(dist*0.02, dist*50); } void View3D::render() @@ -48,4 +119,11 @@ void View3D::render() pipeline.render(); } +void View3D::update_shadow_area() +{ + Vector minp, maxp; + compute_bounds(minp, maxp); + shadow.set_target((minp+maxp)/2.0f, max((maxp-minp).norm()/2.0f, 0.1f)); +} + } // namespace R2C2