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1 #include <msp/gl/tests.h>
2 #include "layout.h"
3 #include "track.h"
4 #include "view.h"
5
6 using namespace std;
7 using namespace Msp;
8
9 namespace R2C2 {
10
11 View3D::View3D(Layout3D &l, unsigned w, unsigned h):
12         layout(l),
13         width(w),
14         height(h),
15         pipeline(w, h)
16 {
17         pipeline.set_camera(&camera);
18         pipeline.add_renderable_for_pass(layout.get_scene(), 0);
19
20         GL::Pipeline::Pass *pass = &pipeline.add_pass(0);
21         pass->set_lighting(&layout.get_lighting());
22         pass->set_depth_test(&GL::DepthTest::lequal());
23
24         camera.set_up_direction(GL::Vector3(0, 0, 1));
25         // Y+, 60° down
26         camera.set_look_direction(GL::Vector3(0, 0.5, -0.866));
27         camera.set_aspect(float(width)/height);
28
29         view_all();
30 }
31
32 void View3D::view_all(bool tight)
33 {
34         const set<Track *> &tracks = layout.get_layout().get_all<Track>();
35         Geometry::BoundingBox<float, 3> bbox;
36         for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
37                 bbox = bbox|(*i)->get_bounding_box();
38
39         const Vector &minp = bbox.get_minimum_point();
40         const Vector &maxp = bbox.get_maximum_point();
41
42         float t = tan(camera.get_field_of_view()/2.0f)*2.0f;
43         float size = max((maxp.y-minp.y+0.1), (maxp.x-minp.x+0.1)/camera.get_aspect());
44         float dist = size/t;
45         if(!tight)
46                 dist += sin(camera.get_field_of_view()/2.0f)*size;
47         GL::Vector3 center = (minp+maxp)/2.0f;
48         const GL::Vector3 &look = camera.get_look_direction();
49         camera.set_position(center-look*dist);
50 }
51
52 void View3D::render()
53 {
54         pipeline.render();
55 }
56
57 } // namespace R2C2