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windmap_main.cpp
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windmap_main.cpp
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#include <omega.h>
#include <omegaGl.h>
#include <iostream>
#include <vector>
#include "WindMap.h"
using namespace std;
using namespace omega;
///////////////////////////////////////////////////////////////////////////////
class WindMapRenderModule : public EngineModule
{
public:
WindMapRenderModule() :
EngineModule("WindMapRenderModule"), visible(true), windmap(0), initialized(false)
{
}
virtual void initializeRenderer(Renderer* r);
virtual void update(const UpdateContext& context)
{
// After a frame all render passes had a chance to update their
// textures. reset the raster update flag.
}
virtual void dispose()
{
if(windmap)
delete windmap;
}
void init(string inifile)
{
windmap = new windmap::WindMap(inifile.c_str());
}
void setVisible(bool v)
{
visible = v;
}
void toggleVisible()
{
visible = !visible;
}
windmap::WindMap* windmap;
bool visible;
bool initialized;
};
///////////////////////////////////////////////////////////////////////////////
class WindMapRenderPass : public RenderPass
{
public:
WindMapRenderPass(Renderer* client, WindMapRenderModule* prm) :
RenderPass(client, "WindMapRenderPass"),
module(prm) {}
virtual void initialize()
{
RenderPass::initialize();
}
virtual void render(Renderer* client, const DrawContext& context)
{
if(context.task == DrawContext::SceneDrawTask)
{
glPushAttrib(GL_TEXTURE_BIT | GL_ENABLE_BIT | GL_CURRENT_BIT);
client->getRenderer()->beginDraw3D(context);
if(module->visible && module->windmap)
{
if(!module->initialized) {
module->windmap->setScreenSize(context.viewport.width(), context.viewport.height());
module->initialized = true;
}
float* MV = context.modelview.cast<float>().data();
float* P = context.projection.cast<float>().data();
module->windmap->render(MV, P);
if(oglError) return;
}
client->getRenderer()->endDraw();
glPopAttrib();
}
}
private:
WindMapRenderModule* module;
};
///////////////////////////////////////////////////////////////////////////////
void WindMapRenderModule::initializeRenderer(Renderer* r)
{
r->addRenderPass(new WindMapRenderPass(r, this));
}
///////////////////////////////////////////////////////////////////////////////
WindMapRenderModule* initialize()
{
WindMapRenderModule* prm = new WindMapRenderModule();
ModuleServices::addModule(prm);
prm->doInitialize(Engine::instance());
return prm;
}
///////////////////////////////////////////////////////////////////////////////
// Python API
#include "omega/PythonInterpreterWrapper.h"
BOOST_PYTHON_MODULE(windmap)
{
//
PYAPI_REF_BASE_CLASS(WindMapRenderModule)
PYAPI_METHOD(WindMapRenderModule, init)
PYAPI_METHOD(WindMapRenderModule, setVisible)
PYAPI_METHOD(WindMapRenderModule, toggleVisible)
;
def("initialize", initialize, PYAPI_RETURN_REF);
}