display train names on map

This commit is contained in:
milek7
2019-02-18 00:06:58 +01:00
parent d391851c66
commit 52ff1ecb98
14 changed files with 248 additions and 238 deletions

207
widgets/map.cpp Normal file
View File

@@ -0,0 +1,207 @@
#include "stdafx.h"
#include "widgets/map.h"
#include "imgui/imgui.h"
#include "Logs.h"
#include "Train.h"
#include "Camera.h"
#include "simulation.h"
#include "Driver.h"
ui::map_panel::map_panel() : ui_panel(LOC_STR(ui_map), false)
{
size_min = { 200, 200 };
size_max = { fb_size, fb_size };
window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse;
gl::shader vert("map.vert");
gl::shader frag("map.frag");
gl::program *prog = new gl::program({vert, frag});
m_shader = std::unique_ptr<gl::program>(prog);
m_tex = std::make_unique<opengl_texture>();
m_tex->alloc_rendertarget(GL_RGB8, GL_RGB, fb_size, fb_size);
m_fb = std::make_unique<gl::framebuffer>();
m_fb->attach(*m_tex, GL_COLOR_ATTACHMENT0);
m_fb->setup_drawing(1);
if (!m_fb->is_complete())
{
ErrorLog("map framebuffer incomplete");
return;
}
if (Global.iMultisampling)
{
m_msaa_rb = std::make_unique<gl::renderbuffer>();
m_msaa_rb->alloc(GL_RGB8, fb_size, fb_size, 1 << Global.iMultisampling);
m_msaa_fb = std::make_unique<gl::framebuffer>();
m_msaa_fb->attach(*m_msaa_rb, GL_COLOR_ATTACHMENT0);
m_msaa_fb->setup_drawing(1);
if (!m_msaa_fb->is_complete())
{
ErrorLog("map multisampling framebuffer incomplete");
return;
}
}
scene_ubo = std::make_unique<gl::ubo>(sizeof(gl::scene_ubs), 0);
init_done = true;
}
float ui::map_panel::get_vehicle_rotation()
{
const TDynamicObject *vehicle = simulation::Train->Dynamic();
glm::vec3 front = glm::dvec3(vehicle->VectorFront()) * (vehicle->DirectionGet() > 0 ? 1.0 : -1.0);
glm::vec2 f2(front.x, front.z);
glm::vec2 north_ptr(0.0f, 1.0f);
return glm::atan(f2.y, f2.x) - glm::atan(north_ptr.y, north_ptr.x);
}
void ui::map_panel::render_contents()
{
if (!init_done)
return;
scene::basic_region *Region = simulation::Region;
float prevzoom = zoom;
if (ImGui::Button("-"))
zoom /= 2;
ImGui::SameLine();
if (ImGui::Button("+"))
zoom *= 2;
ImGui::SameLine();
float x = zoom / prevzoom;
translate *= x;
glm::mat4 transform;
transform[0][0] = -1.0f;
static int mode = 0;
ImGui::RadioButton("manual", &mode, 0); ImGui::SameLine();
ImGui::RadioButton("cam", &mode, 1); ImGui::SameLine();
ImGui::RadioButton("vehicle", &mode, 2);
ImVec2 size = ImGui::GetContentRegionAvail();
float aspectx = size.y / size.x;
float aspectz = size.x / size.y;
if (aspectx > aspectz)
transform = glm::scale(transform, glm::vec3(aspectx, 1.0f, 1.0f));
else
transform = glm::scale(transform, glm::vec3(1.0f, 1.0f, aspectz));
if (mode == 2 && simulation::Train && simulation::Train->Dynamic())
{
float rot = get_vehicle_rotation();
transform = glm::rotate(transform, rot, glm::vec3(0.0f, 1.0f, 0.0f));
glm::dvec3 vpos = simulation::Train->Dynamic()->GetPosition();
translate = glm::vec2(vpos.x, vpos.z) * -zoom;
}
else if (mode == 1)
{
float rot;
if (FreeFlyModeFlag)
rot = glm::pi<float>() - Global.pCamera.Angle.y;
else
rot = get_vehicle_rotation() - Global.pCamera.Angle.y;
transform = glm::rotate(transform, rot, glm::vec3(0.0f, 1.0f, 0.0f));
glm::dvec3 vpos = Global.pCamera.Pos;
translate = glm::vec2(vpos.x, vpos.z) * -zoom;
}
transform = glm::translate(transform, glm::vec3(translate.x, 0.0f, translate.y));
transform = glm::scale(transform, glm::vec3(zoom));
frustum.calculate(transform, glm::mat4());
m_section_handles.clear();
for (int row = 0; row < scene::EU07_REGIONSIDESECTIONCOUNT; row++)
{
for (int column = 0; column < scene::EU07_REGIONSIDESECTIONCOUNT; column++)
{
scene::basic_section *s = Region->get_section(row * scene::EU07_REGIONSIDESECTIONCOUNT + column);
if (s && frustum.sphere_inside(s->area().center, s->area().radius) > 0.f)
{
const gfx::geometrybank_handle handle = s->get_map_geometry();
if (handle != null_handle)
m_section_handles.push_back(handle);
}
}
}
scene_ubs.projection = transform;
scene_ubo->update(scene_ubs);
scene_ubo->bind_uniform();
glDisable(GL_DEPTH_TEST);
if (Global.iMultisampling)
{
m_msaa_fb->clear(GL_COLOR_BUFFER_BIT);
m_msaa_fb->bind();
}
else
{
m_fb->clear(GL_COLOR_BUFFER_BIT);
m_fb->bind();
}
m_shader->bind();
glLineWidth(1.5f);
glViewport(0, 0, size.x, size.y);
GfxRenderer.Draw_Geometry(m_section_handles.begin(), m_section_handles.end());
if (Global.iMultisampling)
m_fb->blit_from(m_msaa_fb.get(), size.x, size.y, GL_COLOR_BUFFER_BIT, GL_COLOR_ATTACHMENT0);
gl::framebuffer::unbind();
m_shader->unbind();
ImVec2 origin = ImGui::GetCursorPos();
ImGui::ImageButton(reinterpret_cast<void*>(m_tex->id), size, ImVec2(0, size.y / fb_size), ImVec2(size.x / fb_size, 0), 0);
if (mode == 0 && ImGui::IsItemHovered() && ImGui::IsMouseDragging())
{
ImVec2 ivdelta = ImGui::GetMouseDragDelta();
ImGui::ResetMouseDragDelta();
glm::vec2 delta(ivdelta.x, ivdelta.y);
delta.x /= size.x;
delta.y /= size.y;
translate -= delta * 2.0f;
}
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(0.7f, 1.0f, 0.7f, 1.0f));
for (TDynamicObject *vehicle : simulation::Vehicles.sequence()) {
if (vehicle->Prev())
continue;
glm::vec4 pos = transform * glm::vec4(glm::vec3(vehicle->GetPosition()), 1.0f);
if (glm::abs(pos.x) > 1.0f || glm::abs(pos.z) > 1.0f)
continue;
glm::vec2 textpos = (glm::vec2(pos.x, -pos.z) / 2.0f + 0.5f) * glm::vec2(size.x, size.y);
const char *desc = vehicle->Mechanik->TrainName().c_str();
ImVec2 textsize = ImGui::CalcTextSize(desc);
ImGui::SetCursorPos(ImVec2(origin.x + textpos.x - textsize.x / 2.0f,
origin.y + textpos.y - textsize.y / 2.0f));
ImGui::TextUnformatted(desc);
}
ImGui::PopStyleColor();
}