re-added grid-rendering to the editor

rebuild grid/navMesh 3D data only if needed
This commit is contained in:
k-a-z-u
2018-07-03 10:53:03 +02:00
parent 37b3011e5d
commit 2f37baf497
9 changed files with 262 additions and 203 deletions

View File

@@ -16,6 +16,8 @@
#include "../misc/Shader.h"
#include "../misc/TriangleData.h"
class NavMeshModel;
class NavMeshRenderer {
private:
@@ -30,22 +32,17 @@ private:
Color(float r, float g, float b) : r(r), g(g), b(b) {;}
};
/** node color depending on the node's type. see ctor */
Color colors[200];
// /** node color depending on the node's type. see ctor */
// Color colors[200];
TriangleData triangles;
TriangleData outlines;
int lastBuildID = 0; // to check whether the model has changed
public:
/** ctor */
NavMeshRenderer() {
colors[GridNode::TYPE_FLOOR] = Color(0.4, 0.4, 0.4);
colors[GridNode::TYPE_STAIR] = Color(0,0,1);
colors[GridNode::TYPE_ELEVATOR] = Color(0,0,1);
colors[GridNode::TYPE_DOOR] = Color(0.0, 0.0, 0.0);
colors[GridNode::TYPE_OUTDOOR] = Color(0.0, 0.5, 0.0);
}
NavMeshRenderer();
// void setNodeColorMode(const GridRendererColorMode mode) {this->colorMode = mode;}
@@ -53,105 +50,11 @@ public:
/** render the given grid using GL commands */
void render(const RenderSettings& rs, NM::NavMesh<NM::NavMeshTriangle>* navMesh, QOpenGLWidget* dst) {
void render(const RenderSettings& rs, NavMeshModel* model);
if (navMesh == nullptr) {return;}
private:
rs.shader->bind();
rs.shader->setModelMatrix(QMatrix4x4());
TriangleData data;
for (const NM::NavMeshTriangle* tria : *navMesh) {
Point3 color;
switch (tria->getType()) {
case (int) NM::NavMeshType::FLOOR_INDOOR: color = Point3(0.8, 0.8, 0.8); break;
case (int) NM::NavMeshType::FLOOR_OUTDOOR: color = Point3(0.1, 0.8, 0.1); break;
case (int) NM::NavMeshType::DOOR: color = Point3(0.7, 0.7, 0.8); break;
case (int) NM::NavMeshType::STAIR_LEVELED: color = Point3(0.5, 0.5, 0.5); break;
case (int) NM::NavMeshType::STAIR_SKEWED: color = Point3(0.6, 0.6, 0.6); break;
}
data.addTriangle(tria->getP1(), tria->getP3(), tria->getP2(), Point3(0,0,1), color.x, color.y, color.z, 1.0f);
// vertices.insert(vertices.end(), {tria->getP1().x, tria->getP1().y, tria->getP1().z});
// vertices.insert(vertices.end(), {tria->getP3().x, tria->getP3().y, tria->getP3().z});
// vertices.insert(vertices.end(), {tria->getP2().x, tria->getP2().y, tria->getP2().z});
// colors.insert(colors.end(), {color.x, color.y, color.z, 1});
// colors.insert(colors.end(), {color.x, color.y, color.z, 1});
// colors.insert(colors.end(), {color.x, color.y, color.z, 1});
}
rs.shader->setVertices(data.getVertices().data());
rs.shader->setVertexColor(data.getRGBA().data());
rs.funcs->glDrawArrays(GL_TRIANGLES, 0, data.getVertices().size()/3);
rs.shader->unsetVertices();
rs.shader->unsetVertexColor();
data.clear();
for (const NM::NavMeshTriangle* tria : *navMesh) {
Point3 color;
switch (tria->getType()) {
case (int) NM::NavMeshType::FLOOR_INDOOR: color = Point3(0.6, 0.6, 0.6); break;
case (int) NM::NavMeshType::FLOOR_OUTDOOR: color = Point3(0.0, 0.6, 0.0); break;
case (int) NM::NavMeshType::DOOR: color = Point3(0.5, 0.5, 0.6); break;
case (int) NM::NavMeshType::STAIR_LEVELED: color = Point3(0.4, 0.4, 0.4); break;
case (int) NM::NavMeshType::STAIR_SKEWED: color = Point3(0.4, 0.4, 0.4); break;
}
const float o = 0.001f;
data.addLine(tria->getP1(), tria->getP2(), color.x, color.y, color.z, 1);
data.addLine(tria->getP2(), tria->getP3(), color.x, color.y, color.z, 1);
data.addLine(tria->getP3(), tria->getP1(), color.x, color.y, color.z, 1);
// vertices.insert(vertices.end(), {tria->getP1().x, tria->getP1().y, tria->getP1().z+o});
// vertices.insert(vertices.end(), {tria->getP2().x, tria->getP2().y, tria->getP2().z+o});
// vertices.insert(vertices.end(), {tria->getP2().x, tria->getP2().y, tria->getP2().z+o});
// vertices.insert(vertices.end(), {tria->getP3().x, tria->getP3().y, tria->getP3().z+o});
// vertices.insert(vertices.end(), {tria->getP3().x, tria->getP3().y, tria->getP3().z+o});
// vertices.insert(vertices.end(), {tria->getP1().x, tria->getP1().y, tria->getP1().z+o});
// colors.insert(colors.end(), {color.x, color.y, color.z, 1});
// colors.insert(colors.end(), {color.x, color.y, color.z, 1});
// colors.insert(colors.end(), {color.x, color.y, color.z, 1});
// colors.insert(colors.end(), {color.x, color.y, color.z, 1});
// colors.insert(colors.end(), {color.x, color.y, color.z, 1});
// colors.insert(colors.end(), {color.x, color.y, color.z, 1});
}
rs.shader->setVertices(data.getVertices().data());
rs.shader->setVertexColor(data.getRGBA().data());
rs.funcs->glDrawArrays(GL_LINES, 0, data.getVertices().size()/3);
rs.shader->unsetVertices();
rs.shader->unsetVertexColor();
rs.shader->release();
}
// std::vector<MyNode> lint() {
// std::vector<MyNode> vec;
// lintStair(vec);
// return vec;
// }
// void lintStair(std::vector<MyNode>& vec) {
// for (MyNode& n1 : *grid) {
// if (n1.getNumNeighbors() <= 5) { vec.push_back(n1);}
// }
// }
void rebuildIfNeeded(NavMeshModel* model);
};