#include #include #include "layout.h" #include "track.h" #include "view.h" using namespace std; using namespace Msp; namespace R2C2 { View3D::View3D(Layout3D &l, unsigned w, unsigned h): layout(l), 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("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_all(); Geometry::BoundingBox bbox; for(set::const_iterator i=tracks.begin(); i!=tracks.end(); ++i) bbox = bbox|(*i)->get_bounding_box(); const Vector &minp = bbox.get_minimum_point(); const Vector &maxp = bbox.get_maximum_point(); 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()/2.0f)*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() { pipeline.render(); } } // namespace R2C2