X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2F3d%2Fview.cpp;h=ef03c4b7139f42cdb7d357c7310c8d6fc09f85dd;hb=78d36019ec11d62d6fd016fcbe19f566d11771ff;hp=6b5115d1ed79a2fd143b40cce34ac3e3d8bfd39a;hpb=bde934f7d5ba07a9442a305192e10024820d13ed;p=r2c2.git diff --git a/source/3d/view.cpp b/source/3d/view.cpp index 6b5115d..ef03c4b 100644 --- a/source/3d/view.cpp +++ b/source/3d/view.cpp @@ -1,3 +1,4 @@ +#include #include #include "layout.h" #include "track.h" @@ -10,25 +11,50 @@ 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()) { pipeline.set_camera(&camera); + pipeline.add_renderable(sky); pipeline.add_renderable_for_pass(layout.get_scene(), 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 = &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()); + 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(); } +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, Vector(ray)); +} + void View3D::view_all(bool tight) { - const set &tracks = layout.get_layout().get_tracks(); + const set &tracks = layout.get_layout().get_all(); Geometry::BoundingBox bbox; for(set::const_iterator i=tracks.begin(); i!=tracks.end(); ++i) bbox = bbox|(*i)->get_bounding_box(); @@ -36,14 +62,15 @@ void View3D::view_all(bool tight) const Vector &minp = bbox.get_minimum_point(); const Vector &maxp = bbox.get_maximum_point(); - float t = tan(camera.get_field_of_view()/2)*2; + 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()