X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2F3d%2Fview.cpp;h=9fd5684f6ab50851f82c42c8ba10a25da16b3abc;hb=eb6c78e5a38dcf4513915b72d2dbe2e35e2958a1;hp=002d4800e82baf640b31fdf2dbcda5ea9287f86c;hpb=d15ac13f2e170f155b4bbd124df48400c339b644;p=r2c2.git diff --git a/source/3d/view.cpp b/source/3d/view.cpp index 002d480..9fd5684 100644 --- a/source/3d/view.cpp +++ b/source/3d/view.cpp @@ -1,3 +1,4 @@ +#include #include #include "layout.h" #include "track.h" @@ -10,42 +11,95 @@ 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()), + ambient_occlusion(w, h, 100) { + 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::PipelinePass *pass = &pipeline.add_pass(0); - pass->lighting = &layout.get_lighting(); - pass->depth_test = &GL::DepthTest::lequal(); + 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()); + + 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)); + camera.set_aspect(float(width)/height); view_all(); } -void View3D::view_all(bool tight) +Ray View3D::create_ray(int x, int y) const +{ + return create_ray(x*2.0f/width-1.0f, y*2.0f/height-1.0f); +} + +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) { - 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(); - layout.get_bounds(minp, maxp); + minp = bbox.get_minimum_point(); + maxp = bbox.get_maximum_point(); +} - float t = tan(camera.get_field_of_view()/2)*2; +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; - GL::Vector3 center((minp.x+maxp.x)/2, (minp.y+maxp.y)/2, 0); + 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(GL::Vector3(center.x-look.x*dist, center.y-look.y*dist, center.z-look.z*dist)); + camera.set_position(center-look*dist); + camera.set_depth_clip(dist*0.02, dist*50); } void View3D::render() { - pipeline.render_all(); + 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