]> git.tdb.fi Git - r2c2.git/blobdiff - source/3d/layout.cpp
Improve graphics quality with some shaders and effects
[r2c2.git] / source / 3d / layout.cpp
index 9c260b97a0a6581281dd765c29cac156c25403e8..29e6bb40daeb4a45dd686871bae173122eebf4dd 100644 (file)
-#include <algorithm>
-#include <fstream>
-#include <msp/gl/rendermode.h>
-#include <msp/gl/select.h>
-#include <msp/gl/texture.h>
-#include <msp/datafile/parser.h>
+#include "beamgate.h"
 #include "layout.h"
+#include "signal.h"
+#include "terrain.h"
+#include "track.h"
+#include "utility.h"
+#include "vehicle.h"
 
 using namespace std;
 using namespace Msp;
 
-namespace Marklin {
+namespace R2C2 {
 
 Layout3D::Layout3D(Layout &l):
        layout(l),
-       quality(4)
+       catalogue(layout.get_catalogue())
 {
-       layout.signal_track_added.connect(sigc::mem_fun(this, &Layout3D::track_added));
-       layout.signal_track_removed.connect(sigc::mem_fun(this, &Layout3D::track_removed));
+       // South, 15° from zenith
+       sun.set_position(GL::Vector4(0, -0.259, 0.966, 0));
+       sun.set_diffuse(GL::Color(0.7));
+       lighting.set_ambient(GL::Color(0.2));
+       lighting.attach(0, sun);
+
+       layout.signal_object_added.connect(sigc::mem_fun(this, &Layout3D::object_added));
+       layout.signal_object_removed.connect(sigc::mem_fun(this, &Layout3D::object_removed));
+
+       const set<Object *> &lobjs = layout.get_all<Object>();
+       for(set<Object *>::iterator i=lobjs.begin(); i!=lobjs.end(); ++i)
+               object_added(**i);
 }
 
 Layout3D::~Layout3D()
 {
-       for(list<Track3D *>::iterator i=tracks.begin(); i!=tracks.end(); ++i)
-               delete *i;
+       while(!utilities.empty())
+               delete *utilities.begin();
+       while(!objects.empty())
+               delete objects.begin()->second;
 }
 
-void Layout3D::set_quality(unsigned q)
+void Layout3D::add(Object3D &o)
 {
-       quality=q;
-       for(list<Track3D *>::iterator i=tracks.begin(); i!=tracks.end(); ++i)
-               (*i)->set_quality(quality);
+       insert_unique(objects, &o.get_object(), &o);
 }
 
-void Layout3D::render(bool endpoints) const
+Object3D &Layout3D::get_3d(Object &o) const
 {
-       GL::Texture::unbind();
-       glEnable(GL_DEPTH_TEST);
-
-       for(list<Track3D *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
-               (*i)->render();
-
-       if(endpoints)
-       {
-               glDepthMask(false);
-               for(list<Track3D *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
-                       (*i)->render_endpoints();
-               glDepthMask(true);
-       }
+       return *get_item(objects, &o);
 }
 
-Track3D &Layout3D::get_track(const Track &t) const
+void Layout3D::remove(Object3D &o)
 {
-       for(list<Track3D *>::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
-               if(&(*i)->get_track()==&t)
-                       return **i;
-       
-       throw KeyError("Unknown track");
+       objects.erase(&o.get_object());
 }
 
-Track3D *Layout3D::pick_track(float x, float y, float size) const
+void Layout3D::add(Utility3D &u)
 {
-       vector<GL::SelectRecord> select_buf;
-       GL::select_buffer(select_buf);
-       GL::render_mode(GL::SELECT);
-
-       glPushMatrix();
-       glLoadIdentity();
-
-       double clip[4];
-       clip[0]=1;
-       clip[1]=0;
-       clip[2]=x-size;
-       clip[3]=0;
-       glClipPlane(GL_CLIP_PLANE0, clip);
-       glEnable(GL_CLIP_PLANE0);
-
-       clip[0]=-1;
-       clip[2]=-(x+size);
-       glClipPlane(GL_CLIP_PLANE1, clip);
-       glEnable(GL_CLIP_PLANE1);
-
-       clip[0]=0;
-       clip[1]=1;
-       clip[2]=y-size;
-       glClipPlane(GL_CLIP_PLANE2, clip);
-       glEnable(GL_CLIP_PLANE2);
-
-       clip[1]=-1;
-       clip[2]=-(y+size);
-       glClipPlane(GL_CLIP_PLANE3, clip);
-       glEnable(GL_CLIP_PLANE3);
-
-       glPopMatrix();
-
-       render();
-
-       glDisable(GL_CLIP_PLANE0);
-       glDisable(GL_CLIP_PLANE1);
-       glDisable(GL_CLIP_PLANE2);
-       glDisable(GL_CLIP_PLANE3);
+       utilities.insert(&u);
+}
 
-       GL::render_mode(GL::RENDER);
-       Track3D *track=0;
-       unsigned track_depth=numeric_limits<unsigned>::max();
-       for(vector<GL::SelectRecord>::iterator i=select_buf.begin(); i!=select_buf.end(); ++i)
-               if(i->min_depth<track_depth)
-               {
-                       track=reinterpret_cast<Track3D *>(i->names.back());
-                       track_depth=i->min_depth;
-               }
+void Layout3D::remove(Utility3D &u)
+{
+       utilities.erase(&u);
+}
 
-       return track;
+void Layout3D::tick()
+{
+       Time::TimeDelta t = layout.get_clock().get_current_time();
+       Angle time_of_day = Angle::from_turns(t/Time::day);
+       Angle latitude = Angle::from_degrees(52.5);
+       Angle axial_tilt = Angle::from_degrees(23.45);
+       Transform trans = Transform::rotation(Angle::quarter_turn()-latitude, Vector(-1, 0, 0))*
+               Transform::rotation(Angle::half_turn()-time_of_day, Vector(0, 0, 1))*
+               Transform::rotation(axial_tilt, Vector(-1, 0, 0));
+       Vector sun_dir = trans.transform_linear(Vector(0, -1, 0));
+       Vector diff = Vector(sun.get_position())-sun_dir;
+       if(diff.norm()>0.0025f)
+               sun.set_position(GL::Vector4(sun_dir, 0.0f));
+       // TODO replace these very unscientific guesses with correct formulas
+       lighting.set_ambient(GL::Color(pow(0.2f*(sun_dir.z+1.0f), 2.0f)));
+       sun.set_diffuse(GL::Color(0.7f*max(sun_dir.z, 0.0f)));
 }
 
-void Layout3D::track_added(Track &t)
+void Layout3D::object_added(Object &o)
 {
-       tracks.push_back(new Track3D(t, quality));
+       if(Track *t = dynamic_cast<Track *>(&o))
+               new Track3D(*this, *t);
+       else if(Signal *s = dynamic_cast<Signal *>(&o))
+               new Signal3D(*this, *s);
+       else if(Vehicle *v = dynamic_cast<Vehicle *>(&o))
+               new Vehicle3D(*this, *v);
+       else if(BeamGate *g = dynamic_cast<BeamGate *>(&o))
+               new BeamGate3D(*this, *g);
+       else if(Terrain *r = dynamic_cast<Terrain *>(&o))
+               new Terrain3D(*this, *r);
 }
 
-void Layout3D::track_removed(Track &t)
+void Layout3D::object_removed(Object &o)
 {
-       for(list<Track3D *>::iterator i=tracks.begin(); i!=tracks.end(); ++i)
-               if(&(*i)->get_track()==&t)
-               {
-                       delete *i;
-                       tracks.erase(i);
-                       return;
-               }
+       ObjectMap::iterator i = objects.find(&o);
+       if(i!=objects.end())
+               delete i->second;
 }
 
-} // namespace Marklin
+} // namespace R2C2