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1 /* $Id$
2
3 This file is part of R²C²
4 Copyright © 2006-2011 Mikkosoft Productions, Mikko Rasa
5 Distributed under the GPL
6 */
7
8 #include <algorithm>
9 #include <cmath>
10 #include <cstdlib>
11 #include <limits>
12 #include <signal.h>
13 #include <msp/core/except.h>
14 #include <msp/fs/stat.h>
15 #include <msp/fs/utils.h>
16 #include <msp/gbase/display.h>
17 #include <msp/gbase/window.h>
18 #include <msp/gl/blend.h>
19 #include <msp/gl/framebuffer.h>
20 #include <msp/gl/matrix.h>
21 #include <msp/gl/misc.h>
22 #include <msp/gl/projection.h>
23 #include <msp/gl/tests.h>
24 #include <msp/gl/transform.h>
25 #include <msp/io/print.h>
26 #include <msp/strings/formatter.h>
27 #include <msp/time/units.h>
28 #include <msp/time/utils.h>
29 #include "libr2c2/driver.h"
30 #include "libr2c2/tracktype.h"
31 #include "3d/path.h"
32 #include "3d/track.h"
33 #include "3d/vehicle.h"
34 #include "engineer.h"
35 #include "mainpanel.h"
36 #include "trainpanel.h"
37 #include "trainproperties.h"
38 #include "trainview.h"
39
40 using namespace std;
41 using namespace R2C2;
42 using namespace Msp;
43
44 Application::RegApp<Engineer> Engineer::reg;
45
46 Engineer::Engineer(int argc, char **argv):
47         options(argc, argv),
48         window(options.screen_w, options.screen_h, options.fullscreen),
49         layout(catalogue, (options.driver.empty() ? 0 : Driver::create(options.driver))),
50         layout_3d(layout),
51         server(0),
52         pipeline(window.get_width(), window.get_height(), false),
53         picking(false),
54         picking_track(0),
55         picking_entry(0),
56         picking_path(0),
57         pointer_x(0),
58         pointer_y(0),
59         pointer_moved(false)
60 {
61         // Setup GUI
62         window.set_title("Railroad Engineer");
63         window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &Engineer::exit), 0));
64
65         DataFile::load(ui_res, "r2c2.res");
66         root = new GLtk::Root(ui_res, window);
67         root->signal_button_press.connect(sigc::mem_fun(this, &Engineer::button_press));
68         root->signal_pointer_motion.connect(sigc::mem_fun(this, &Engineer::pointer_motion));
69         root->set_visible(true);
70
71         main_panel = new MainPanel(*this);
72         root->add(*main_panel);
73         main_panel->set_position(0, window.get_height()-main_panel->get_geometry().h);
74         main_panel->set_visible(true);
75
76         overlay = new Overlay3D(ui_res.get_default_font());
77
78         // Setup railroad control
79         DataFile::load(catalogue, "tracks.dat");
80         DataFile::load(catalogue, "locos.dat");
81         DataFile::load(catalogue, "wagons.dat");
82         DataFile::load(layout, options.layout_fn);
83
84         layout.signal_train_added.connect(sigc::mem_fun(this, &Engineer::train_added));
85         layout.signal_block_reserved.connect(sigc::mem_fun(this, &Engineer::block_reserved));
86         layout.signal_emergency.connect(sigc::mem_fun(this, &Engineer::set_status));
87         layout.get_driver().signal_sensor.connect(sigc::mem_fun(this, &Engineer::sensor_event));
88         if(FS::exists(options.state_fn))
89                 DataFile::load(layout, options.state_fn);
90
91         if(options.network)
92         {
93                 server = new Server(layout);
94                 server->use_event_dispatcher(event_disp);
95         }
96
97         // Setup 3D view
98         DataFile::load(arrow_mesh, "arrow.mesh");
99
100         pipeline.set_camera(&camera);
101         pipeline.add_renderable_for_pass(layout_3d.get_scene(), 0);
102         pipeline.add_renderable_for_pass(layout_3d.get_path_scene(), "unlit");
103         pipeline.add_renderable_for_pass(*overlay, "unlit");
104
105         light.set_position(GL::Vector4(0, -0.259, 0.966, 0));
106         light.set_diffuse(GL::Color(0.9));
107         lighting.set_ambient(GL::Color(0.4));
108         lighting.attach(0, light);
109
110         GL::PipelinePass *pass = &pipeline.add_pass(0);
111         pass->depth_test = &GL::DepthTest::lequal();
112         pass->lighting = &lighting;
113
114         pass = &pipeline.add_pass("unlit");
115         pass->depth_test = &GL::DepthTest::lequal();
116
117         view_all();
118
119         // Catch various signals so we can stop the trains in case we get terminated
120         catch_signal(SIGINT);
121         catch_signal(SIGTERM);
122         catch_signal(SIGSEGV);
123         catch_signal(SIGILL);
124         catch_signal(SIGFPE);
125         catch_signal(SIGABRT);
126 }
127
128 Engineer::~Engineer()
129 {
130         const map<unsigned, Train *> &trains = layout.get_trains();
131         for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
132                 layout.get_driver().set_loco_speed(i->first, 0);
133         layout.get_driver().flush();
134
135         if(!options.simulate)
136         {
137                 layout.save_dynamic(options.state_fn+".tmp");
138                 FS::rename(options.state_fn+".tmp", options.state_fn);
139         }
140
141         delete overlay;
142         delete root;
143
144         delete server;
145 }
146
147 void Engineer::set_status(const string &text)
148 {
149         main_panel->set_status_text(text);
150         status_timeout = Time::now()+10*Time::sec;
151 }
152
153 void Engineer::rearrange_panels()
154 {
155         int y = main_panel->get_geometry().y;
156         for(list<TrainPanel *>::iterator i=train_panels.begin(); i!=train_panels.end(); ++i)
157         {
158                 y -= (*i)->get_geometry().h;
159                 (*i)->set_position(0, y);
160         }
161 }
162
163 void Engineer::add_train_view(TrainView &tv)
164 {
165         train_views.push_back(&tv);
166 }
167
168 void Engineer::remove_train_view(TrainView &tv)
169 {
170         train_views.erase(remove(train_views.begin(), train_views.end(), &tv), train_views.end());
171 }
172
173 void Engineer::pick(bool with_ep)
174 {
175         picking = true;
176         picking_track = 0;
177         picking_entry = (with_ep ? 0 : -1);
178 }
179
180 int Engineer::main()
181 {
182         window.show();
183
184         return Application::main();
185 }
186
187 void Engineer::tick()
188 {
189         window.get_display().tick();
190
191         layout.tick();
192         event_disp.tick(Time::zero);
193
194         for(list<TrainView *>::iterator i=train_views.begin(); i!=train_views.end(); ++i)
195                 (*i)->prepare();
196
197         if(status_timeout && Time::now()>status_timeout)
198         {
199                 main_panel->set_status_text(string());
200                 status_timeout = Time::TimeStamp();
201         }
202
203         GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
204
205         pipeline.render_all();
206
207         if(pointer_moved)
208         {
209                 pointer_moved = false;
210
211                 if(picking)
212                 {
213                         Track *track = pick_track(pointer_x, window.get_height()-pointer_y-1);
214                         if(track && track!=picking_track)
215                         {
216                                 picking_track = track;
217                                 if(picking_entry>=0)
218                                         picking_entry = 0;
219
220                                 delete picking_path;
221                                 picking_path = new Path3D(layout_3d.get_track(*track));
222                                 if(picking_entry>=0)
223                                         picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
224                                 else
225                                         picking_path->set_mask(picking_track->get_type().get_paths());
226                                 picking_path->set_color(GL::Color(0));
227                                 picking_path->set_layer(1);
228                         }
229                 }
230         }
231
232         if(picking && picking_track && picking_entry>=0)
233         {
234                 GL::PushMatrix push_mat;
235
236                 float rot = picking_track->get_endpoint_direction(picking_entry);
237                 Vector pos = picking_track->get_endpoint_position(picking_entry);
238
239                 GL::translate(pos.x, pos.y, pos.z+0.03);
240                 GL::rotate(rot*180/M_PI+180, 0, 0, 1);
241
242                 arrow_mesh.draw();
243         }
244
245         const GLtk::Geometry &rgeom = root->get_geometry();
246         GL::matrix_mode(GL::PROJECTION);
247         GL::load_identity();
248         GL::ortho_bottomleft(rgeom.w, rgeom.h);
249         GL::matrix_mode(GL::MODELVIEW);
250         GL::load_identity();
251
252         {
253                 GL::Bind blend(GL::Blend::alpha());
254                 root->render();
255                 GL::Texture::unbind();
256         }
257
258         window.swap_buffers();
259 }
260
261 void Engineer::button_press(int x, int y, unsigned btn, unsigned)
262 {
263         if(picking)
264         {
265                 if(btn==1 && picking_track)
266                 {
267                         picking = false;
268                         delete picking_path;
269                         picking_path = 0;
270                         signal_pick_done.emit(picking_track, picking_entry);
271                 }
272                 else if(btn==3 && picking_entry>=0)
273                 {
274                         picking_entry = (picking_entry+1)%picking_track->get_type().get_endpoints().size();
275                         picking_path->set_mask(picking_track->get_type().get_endpoint(picking_entry).paths);
276                 }
277         }
278         else
279         {
280                 Track *track = pick_track(x, window.get_height()-y-1);
281                 if(track)
282                 {
283                         if(track->get_turnout_id())
284                         {
285                                 Block &block = track->get_block();
286                                 if(block.get_train() && !block.get_train()->free_block(block))
287                                         set_status("Turnout is busy");
288                                 else
289                                 {
290                                         unsigned paths = track->get_type().get_paths();
291                                         unsigned i = track->get_active_path()+1;
292                                         while(!(paths&(1<<i)))
293                                         {
294                                                 if(!(paths>>i))
295                                                         i = 0;
296                                                 else
297                                                         ++i;
298                                         }
299                                         track->set_active_path(i);
300                                         set_status(format("Turnout %d", track->get_turnout_id()));
301                                 }
302                         }
303                         if(unsigned sid = track->get_sensor_id())
304                         {
305                                 if(options.simulate)
306                                         layout.get_driver().set_sensor(sid, !layout.get_driver().get_sensor(sid));
307                                 set_status(format("Sensor %d", sid));
308                         }
309                 }
310         }
311 }
312
313 void Engineer::pointer_motion(int x, int y)
314 {
315         pointer_x = x;
316         pointer_y = y;
317         pointer_moved = true;
318 }
319
320 void Engineer::view_all()
321 {
322         const Layout3D::TrackMap &tracks = layout_3d.get_tracks();
323
324         float view_aspect = float(window.get_width()-200)/window.get_height();
325         float view_height = tan(camera.get_field_of_view()/2)*2;
326         float best_score = 0;
327         GL::Vector3 pos;
328         GL::Vector3 up;
329         for(float angle=0; angle<M_PI; angle+=0.01)
330         {
331                 float min_x = 0;
332                 float max_x = 0;
333                 float min_y = 0;
334                 float max_y = 0;
335                 for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
336                 {
337                         Vector minp, maxp;
338                         i->second->get_bounds(angle, minp, maxp);
339                         min_x = min(min_x, minp.x);
340                         max_x = max(max_x, maxp.x);
341                         min_y = min(min_y, minp.y);
342                         max_y = max(max_y, maxp.y);
343                 }
344
345                 float width = max_x-min_x;
346                 float height = max_y-min_y;
347                 float aspect = width/height;
348                 float score = min(aspect/view_aspect, view_aspect/aspect);
349
350                 if(score>best_score)
351                 {
352                         best_score = score;
353
354                         float size = max(width/view_aspect, height);
355                         float c = cos(angle);
356                         float s = sin(angle);
357                         float x = (min_x+max_x)/2-size*105/window.get_height();
358                         float y = (min_y+max_y)/2;
359                         float z = max(size*1.05/view_height, 0.15);
360
361                         pos = GL::Vector3(c*x-s*y, s*x+c*y, z);
362                         up = GL::Vector3(-s, c, 0);
363                 }
364         }
365
366         camera.set_position(pos);
367         camera.set_up_direction(up);
368         camera.set_look_direction(GL::Vector3(0, 0, -1));
369         camera.set_aspect(float(window.get_width())/window.get_height());
370         camera.set_depth_clip(pos.z*0.5, pos.z*1.5);
371 }
372
373 void Engineer::set_block_color(const Block &block, const GL::Color &color)
374 {
375         const set<Track *> &tracks = block.get_tracks();
376         for(set<Track *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
377                 layout_3d.get_track(**i).get_path().set_color(color);
378 }
379
380 void Engineer::reset_block_color(const Block &block)
381 {
382         bool active = false;
383         if(unsigned sid=block.get_sensor_id())
384                 active = layout.get_driver().get_sensor(sid);
385
386         if(block.get_train())
387         {
388                 GL::Color color;
389                 map<Train *, GL::Color>::iterator i = train_colors.find(block.get_train());
390                 if(i!=train_colors.end())
391                         color = i->second;
392
393                 if(active)
394                         set_block_color(block, color*0.6);
395                 else
396                         set_block_color(block, color*0.5+0.5);
397         }
398         else if(active)
399                 set_block_color(block, GL::Color(0.6));
400         else
401                 set_block_color(block, GL::Color(1));
402 }
403
404 void Engineer::sensor_event(unsigned addr, bool)
405 {
406         const set<Block *> &blocks = layout.get_blocks();
407         for(set<Block *>::const_iterator i=blocks.begin(); i!=blocks.end(); ++i)
408                 if((*i)->get_sensor_id()==addr)
409                         reset_block_color(**i);
410 }
411
412 void Engineer::block_reserved(const Block &block, const Train *)
413 {
414         reset_block_color(block);
415 }
416
417 Track *Engineer::pick_track(int x, int y)
418 {
419         const GL::Vector3 &start = camera.get_position();
420         float xx = x*2.0/window.get_width()-1.0;
421         float yy = y*2.0/window.get_height()-1.0;
422         GL::Vector4 ray = camera.unproject(GL::Vector4(xx, yy, 0, 0));
423
424         return layout.pick_track(Vector(start.x, start.y, start.z), Vector(ray.x, ray.y, ray.z));
425 }
426
427 void Engineer::train_added(Train &train)
428 {
429         TrainPanel *tpanel = new TrainPanel(*this, train);
430         root->add(*tpanel);
431         train_panels.push_back(tpanel);
432         rearrange_panels();
433
434         Vehicle3D &loco3d = layout_3d.get_vehicle(train.get_vehicle(0));
435         overlay->set_label(loco3d, train.get_name());
436         train.signal_name_changed.connect(sigc::bind<0>(sigc::mem_fun(overlay, &Overlay3D::set_label), sigc::ref(loco3d)));
437
438         GL::Color best_color;
439         float best_d_sq = 0;
440         for(unsigned i=0; i<10; ++i)
441         {
442                 GL::Color color;
443                 color.r = rand()*1.0/RAND_MAX;
444                 color.g = rand()*1.0/RAND_MAX;
445                 color.b = rand()*1.0/RAND_MAX;
446                 color = color*(1/max(max(color.r, color.g), color.b));
447                 float min_d_sq = 3;
448                 for(map<Train *, GL::Color>::const_iterator j=train_colors.begin(); j!=train_colors.end(); ++j)
449                 {
450                         float dr = color.r-j->second.r;
451                         float dg = color.g-j->second.g;
452                         float db = color.b-j->second.b;
453                         float d_sq = dr*dr+dg*dg+db*db;
454                         if(d_sq<min_d_sq)
455                                 min_d_sq = d_sq;
456                 }
457                 if(min_d_sq>best_d_sq)
458                 {
459                         best_color = color;
460                         best_d_sq = min_d_sq;
461                 }
462         }
463         train_colors[&train] = best_color;
464 }
465
466 void Engineer::sighandler(int sig)
467 {
468         if(sig==SIGSEGV || sig==SIGILL || sig==SIGFPE || sig==SIGABRT)
469         {
470                 signal(sig, SIG_DFL);
471                 IO::print(IO::cerr, "Fatal signal received, terminating\n");
472                 const map<unsigned, Train *> &trains = layout.get_trains();
473                 for(map<unsigned, Train *>::const_iterator i=trains.begin(); i!=trains.end(); ++i)
474                         layout.get_driver().set_loco_speed(i->first, 0);
475                 layout.get_driver().flush();
476                 raise(sig);
477         }
478         else if(sig==SIGTERM || sig==SIGINT)
479                 exit(0);
480 }