changed 3D rendering

added pan/zoom gesture
This commit is contained in:
2018-02-04 17:02:14 +01:00
parent 3b62f23c0e
commit 076c0e9157
32 changed files with 446 additions and 484 deletions

View File

@@ -47,8 +47,6 @@ static float cube_normals[] = {
};
//static Shader* shader = nullptr;
Cube::Cube(Point3 pos, float size) : pos(pos), size(size,size,size), rot(0,0,0) {
}

View File

@@ -1,6 +1,7 @@
#ifndef CUBE_H
#define CUBE_H
#include "../../../fixC11.h"
#include <Indoor/geo/Point3.h>
#include "Renderable3D.h"
@@ -26,82 +27,6 @@ public:
void render(const RenderSettings& rs) override;
/*
void paintGL(Shader* shader);
TODO_GL
glColor3f(color.x, color.y, color.z);
glPushMatrix();
// 3) move to destination
glTranslatef(pos.x, pos.z, pos.y); // swap yz
// 2) rotate
glRotatef(rot.x, 1, 0, 0);
glRotatef(rot.y, 0, 0, 1); // swap yz
glRotatef(rot.z, 0, 1, 0);
// 1) scale
glScalef(size.x, size.z, size.y); // swap yz
glBegin(GL_QUADS);
// bottom
glNormal3f(0,-1,0);
glVertex3f(+s, -s, -s);
glVertex3f(+s, -s, +s);
glVertex3f(-s, -s, +s);
glVertex3f(-s, -s, -s);
// top
glNormal3f(0,+1,0);
glVertex3f(-s, +s, -s);
glVertex3f(-s, +s, +s);
glVertex3f(+s, +s, +s);
glVertex3f(+s, +s, -s);
// left
glNormal3f(-1,0,0);
glVertex3f(-s, -s, -s);
glVertex3f(-s, -s, +s);
glVertex3f(-s, +s, +s);
glVertex3f(-s, +s, -s);
// right
glNormal3f(+1,0,0);
glVertex3f(+s, +s, -s);
glVertex3f(+s, +s, +s);
glVertex3f(+s, -s, +s);
glVertex3f(+s, -s, -s);
// front
glNormal3f(0,0,+1);
glVertex3f(+s, +s, +s);
glVertex3f(-s, +s, +s);
glVertex3f(-s, -s, +s);
glVertex3f(+s, -s, +s);
// rear
glNormal3f(0,0,-1);
glVertex3f(+s, -s, -s);
glVertex3f(-s, -s, -s);
glVertex3f(-s, +s, -s);
glVertex3f(+s, +s, -s);
glEnd();
glPopMatrix();
*/
};
#endif // CUBE_H

View File

@@ -1,3 +1,5 @@
#include "../../../fixC11.h"
#include "Handrail.h"
#include <Indoor/geo/Point3.h>

View File

@@ -1,3 +1,5 @@
#include "../../../fixC11.h"
#include "Outline.h"
#include <QMatrix4x4>
@@ -19,17 +21,15 @@ void Outline::render(const RenderSettings& rs) {
// show both sides
//glDisable(GL_CULL_FACE);
glEnable(GL_CULL_FACE);
//glEnable(GL_CULL_FACE);
rs.shader->setColor(color.x, color.y, color.z);
rs.shader->setVertices(vertices.data());
rs.shader->setNormals(normals.data());
glDrawArrays(GL_TRIANGLES, 0, vertices.size() / 3);
rs.shader->setVertices(triangles.getVertices().data());
rs.shader->setNormals(triangles.getNormals().data());
glDrawArrays(GL_TRIANGLES, 0, triangles.getVertices().size() / 3);
rs.shader->unsetVertices();
rs.shader->unsetNormals();
rs.shader->release();
}
@@ -39,8 +39,7 @@ void Outline::setColor(float r, float g, float b) {
}
void Outline::clear() {
normals.clear();
vertices.clear();
triangles.clear();
}
void Outline::add(std::vector<std::vector<Point3>>& triangles) {
@@ -54,18 +53,22 @@ void Outline::add(std::vector<std::vector<Point3>>& triangles) {
const Point3 n = cross(p2-p1, p3-p1);
if (n.z < 0) {
vertices.push_back(p1.x); vertices.push_back(p1.y); vertices.push_back(p1.z);
vertices.push_back(p3.x); vertices.push_back(p3.y); vertices.push_back(p3.z);
vertices.push_back(p2.x); vertices.push_back(p2.y); vertices.push_back(p2.z);
} else {
vertices.push_back(p1.x); vertices.push_back(p1.y); vertices.push_back(p1.z);
vertices.push_back(p2.x); vertices.push_back(p2.y); vertices.push_back(p2.z);
vertices.push_back(p3.x); vertices.push_back(p3.y); vertices.push_back(p3.z);
}
normals.push_back(0); normals.push_back(0); normals.push_back(1);
normals.push_back(0); normals.push_back(0); normals.push_back(1);
normals.push_back(0); normals.push_back(0); normals.push_back(1);
// upper side (floor)
this->triangles.addTriangle(p1, p3, p2, Point3(0,0,+1));
// facing downwards (ceiling)
this->triangles.addTriangle(p1, p2, p3, Point3(0,0,-1));
} else {
// upper side (floor)
this->triangles.addTriangle(p1, p2, p3, Point3(0,0,+1));
// facing downwards (ceiling)
this->triangles.addTriangle(p1, p3, p2, Point3(0,0,-1));
}
}
}

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@@ -5,13 +5,13 @@
#include "Renderable3D.h"
#include <vector>
#include <Indoor/geo/Point3.h>
#include "TriangleData.h"
class Outline : public Renderable3D {
private:
std::vector<float> vertices;
std::vector<float> normals;
TriangleData triangles;
Point3 color;
public:

View File

@@ -0,0 +1,77 @@
#ifndef TRIANGLEDATA_H
#define TRIANGLEDATA_H
#include <vector>
#include <Indoor/geo/Point3.h>
class TriangleData {
std::vector<float> vertices;
std::vector<float> normals;
std::vector<float> rgba;
public:
void addTriangle(Point3 p1, Point3 p2, Point3 p3) {
vertices.insert(vertices.end(), {p1.x, p1.y, p1.z});
vertices.insert(vertices.end(), {p2.x, p2.y, p2.z});
vertices.insert(vertices.end(), {p3.x, p3.y, p3.z});
}
void addTriangle(Point3 p1, Point3 p2, Point3 p3, const Point3 n) {
vertices.insert(vertices.end(), {p1.x, p1.y, p1.z});
vertices.insert(vertices.end(), {p2.x, p2.y, p2.z});
vertices.insert(vertices.end(), {p3.x, p3.y, p3.z});
normals.insert(normals.end(), {n.x, n.y, n.z});
normals.insert(normals.end(), {n.x, n.y, n.z});
normals.insert(normals.end(), {n.x, n.y, n.z});
}
void addTriangle(Point3 p1, Point3 p2, Point3 p3, const Point3 n, const float r, const float g, const float b, const float a) {
vertices.insert(vertices.end(), {p1.x, p1.y, p1.z});
vertices.insert(vertices.end(), {p2.x, p2.y, p2.z});
vertices.insert(vertices.end(), {p3.x, p3.y, p3.z});
normals.insert(normals.end(), {n.x, n.y, n.z});
normals.insert(normals.end(), {n.x, n.y, n.z});
normals.insert(normals.end(), {n.x, n.y, n.z});
rgba.insert(rgba.end(), {r,g,b,a});
rgba.insert(rgba.end(), {r,g,b,a});
rgba.insert(rgba.end(), {r,g,b,a});
rgba.insert(rgba.end(), {r,g,b,a});
}
void addLine(Point3 p1, Point3 p2, const float r, const float g, const float b, const float a) {
vertices.insert(vertices.end(), {p1.x, p1.y, p1.z});
vertices.insert(vertices.end(), {p2.x, p2.y, p2.z});
rgba.insert(rgba.end(), {r,g,b,a});
rgba.insert(rgba.end(), {r,g,b,a});
}
void clear() {
vertices.clear();
normals.clear();
rgba.clear();
}
const std::vector<float>& getVertices() {return vertices;}
const std::vector<float>& getNormals() {return normals;}
const std::vector<float>& getRGBA() {return rgba;}
};
#endif // TRIANGLEDATA_H

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@@ -1,3 +1,5 @@
#include "../../../fixC11.h"
#include "Window.h"
#include "Shader.h"