X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fengineer%2Fengineer.cpp;h=f89fbd174d061aad7b5838a885de09976f8390dc;hb=5fa009f4af8d0a2e4f52929e1ee29f5c93986ab6;hp=8c1738eb0603d4e152a20afe7344d5f4e1ba814d;hpb=91385545a7d76784a17af421b0def49775be0d4c;p=r2c2.git diff --git a/source/engineer/engineer.cpp b/source/engineer/engineer.cpp index 8c1738e..f89fbd1 100644 --- a/source/engineer/engineer.cpp +++ b/source/engineer/engineer.cpp @@ -19,8 +19,10 @@ #include "libr2c2/driver.h" #include "libr2c2/trackcircuit.h" #include "libr2c2/tracktype.h" +#include "3d/allocation.h" #include "3d/path.h" #include "3d/track.h" +#include "3d/trackcircuit.h" #include "3d/vehicle.h" #include "engineer.h" #include "mainwindow.h" @@ -40,7 +42,7 @@ Engineer::Engineer(int argc, char **argv): layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))), layout_3d(layout), server(0), - pipeline(window.get_width(), window.get_height(), false), + main_view(layout_3d, window.get_width(), window.get_height()), picking(false), picking_track(0), picking_entry(0), @@ -70,12 +72,16 @@ Engineer::Engineer(int argc, char **argv): DataFile::load(layout, options.layout_fn); layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added)); - layout.signal_block_reserved.connect(sigc::hide<1>(sigc::mem_fun(this, &Engineer::reset_block_color))); layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status)); const set &blocks = layout.get_all(); for(set::const_iterator i=blocks.begin(); i!=blocks.end(); ++i) - if(Sensor *sensor = (*i)->get_sensor()) - sensor->signal_state_changed.connect(sigc::hide(sigc::bind(sigc::mem_fun(this, &Engineer::reset_block_color), sigc::ref(**i)))); + if(TrackCircuit *tc = (*i)->get_sensor()) + new TrackCircuit3D(layout_3d, *tc); + + const set &tracks = layout.get_all(); + for(set::const_iterator i=tracks.begin(); i!=tracks.end(); ++i) + if((*i)->get_type().is_turnout()) + new Path3D(layout_3d.get(**i)); if(FS::exists(options.state_fn)) DataFile::load(layout, options.state_fn); @@ -89,25 +95,15 @@ Engineer::Engineer(int argc, char **argv): // Setup 3D view DataFile::load(arrow_mesh, "arrow.mesh"); - 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); + GL::Pipeline &pipeline = main_view.get_pipeline(); - 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(); @@ -191,7 +187,7 @@ void Engineer::tick() GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT); - pipeline.render(); + main_view.render(); if(pointer_moved) { @@ -208,19 +204,15 @@ void Engineer::tick() delete picking_path; picking_path = new Path3D(layout_3d.get(*track)); - if(picking_entry>=0) - picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths); - else - picking_path->set_mask(picking_track->get_type().get_paths()); picking_path->set_color(GL::Color(0)); - picking_path->set_layer(1); + picking_path->set_layer(2); } } } if(picking && picking_track && picking_entry>=0) { - camera.apply(); + main_view.get_camera().apply(); GL::MatrixStack::Push push_mat(GL::MatrixStack::modelview()); Snap sn = picking_track->get_snap_node(picking_entry); @@ -250,7 +242,6 @@ void Engineer::button_press(unsigned btn) else if(btn==3 && picking_entry>=0) { picking_entry = (picking_entry+1)%picking_track->get_type().get_endpoints().size(); - picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths); } } else @@ -308,7 +299,7 @@ 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; @@ -343,6 +334,7 @@ void Engineer::view_all() } } + 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)); @@ -350,41 +342,10 @@ void Engineer::view_all() camera.set_depth_clip(pos.z*0.5, pos.z*1.5); } -void Engineer::set_block_color(const Block &block, const GL::Color &color) -{ - const set &tracks = block.get_tracks(); - for(set::const_iterator i=tracks.begin(); i!=tracks.end(); ++i) - layout_3d.get(**i).get_path().set_color(color); -} - -void Engineer::reset_block_color(const Block &block) -{ - bool active = false; - if(Sensor *sensor = block.get_sensor()) - active = sensor->get_state()>Sensor::INACTIVE; - - if(block.get_train()) - { - GL::Color color; - map::iterator i = train_colors.find(block.get_train()); - if(i!=train_colors.end()) - color = i->second; - - if(active) - set_block_color(block, color*0.6); - else - set_block_color(block, color*0.5+0.5); - } - else if(active) - set_block_color(block, GL::Color(0.6)); - else - set_block_color(block, GL::Color(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(Ray(start, Vector(ray)))) @@ -430,6 +391,9 @@ void Engineer::train_added(Train &train) } } train_colors[&train] = best_color; + + Allocation3D *alloc = new Allocation3D(layout_3d, train); + alloc->set_color(best_color); } void Engineer::sighandler(int sig)