X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fengineer%2Fengineer.cpp;h=f89fbd174d061aad7b5838a885de09976f8390dc;hb=64d23de66c33d0f77454c3db2e40cccc18f7851b;hp=f0999d91cd9ffaddd1736f0c6fd6493e36077084;hpb=5116fff210cdc3f0fbdae13046cc60450aad5e8f;p=r2c2.git diff --git a/source/engineer/engineer.cpp b/source/engineer/engineer.cpp index f0999d9..f89fbd1 100644 --- a/source/engineer/engineer.cpp +++ b/source/engineer/engineer.cpp @@ -42,7 +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), @@ -95,25 +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"); + GL::Pipeline &pipeline = main_view.get_pipeline(); - 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); - - 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(); @@ -197,7 +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) { @@ -222,7 +212,7 @@ void Engineer::tick() 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); @@ -309,7 +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; @@ -344,6 +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)); @@ -353,8 +344,8 @@ void Engineer::view_all() 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))))