X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2F3d%2Fview.cpp;h=8c35245b4d97dd1b6d6c27147fc9494d6827ebd8;hb=d5d6db275a87c77fb6ac594ac3dc555fd2b903ea;hp=ef03c4b7139f42cdb7d357c7310c8d6fc09f85dd;hpb=7a79b95c4c76e75f724c5221b4044df3cf53d461;p=r2c2.git diff --git a/source/3d/view.cpp b/source/3d/view.cpp index ef03c4b..8c35245 100644 --- a/source/3d/view.cpp +++ b/source/3d/view.cpp @@ -14,14 +14,18 @@ View3D::View3D(Layout3D &l, unsigned w, unsigned h): width(w), height(h), pipeline(w, h), - sky(layout.get_catalogue()) + sky(layout.get_catalogue()), + shadow(4096, layout.get_scene(), layout.get_sun()), + ambient_occlusion(w, h, 100) { + pipeline.set_hdr(true); pipeline.set_camera(&camera); pipeline.add_renderable(sky); - pipeline.add_renderable_for_pass(layout.get_scene(), 0); + pipeline.add_renderable_for_pass(shadow, 0); pipeline.add_renderable_for_pass(layout.get_scene(), "translucent"); 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()); @@ -32,6 +36,13 @@ View3D::View3D(Layout3D &l, unsigned w, unsigned h): pass->set_depth_test(&GL::DepthTest::lequal()); pass->set_blend(&GL::Blend::alpha()); + pipeline.add_postprocessor(ambient_occlusion); + colorcurve.set_srgb(); + pipeline.add_postprocessor(colorcurve); + + 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)); @@ -52,15 +63,21 @@ Ray View3D::create_ray(float x, float y) const return Ray(start, Vector(ray)); } -void View3D::view_all(bool tight) +void View3D::compute_bounds(Vector &minp, Vector &maxp) { - const set &tracks = layout.get_layout().get_all(); + const set &objects = layout.get_layout().get_all(); Geometry::BoundingBox bbox; - for(set::const_iterator i=tracks.begin(); i!=tracks.end(); ++i) + for(set::const_iterator i=objects.begin(); i!=objects.end(); ++i) bbox = bbox|(*i)->get_bounding_box(); - const Vector &minp = bbox.get_minimum_point(); - const Vector &maxp = bbox.get_maximum_point(); + 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()); @@ -78,4 +95,11 @@ void View3D::render() pipeline.render(); } +void View3D::update_shadow_area() +{ + Vector minp, maxp; + compute_bounds(minp, maxp); + shadow.set_target((minp+maxp)/2.0f, (maxp-minp).norm()/2.0f); +} + } // namespace R2C2