worked on android port
opengl1 -> es
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@@ -9,6 +9,7 @@
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#include "../../lib/gpc/gpc.h"
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#include "misc/Polygon.h"
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#include "misc/Shader.h"
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class MV3DElementFloorOutline : public MV3DElement {
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@@ -37,15 +38,60 @@ protected:
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/** repaint me */
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void paintGL() override {
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void render(const RenderSettings& rs) override {
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rebuildIfNeeded();
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rs.shader->bind();
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glDisable(GL_CULL_FACE);
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QMatrix4x4 mat;
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rs.shader->setModelMatrix(mat);
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for (auto& it : elements) {
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//Polygon& pol = it.second->pol;
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std::vector<std::vector<Point3>>& trias = it.second->trias;
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if (it.first == "outdoor") {
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rs.shader->setColor(0.0, 0.5, 0.0);
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} else {
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rs.shader->setColor(0.2, 0.2, 0.2);
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}
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std::vector<float> values;
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std::vector<float> normals;
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for (const std::vector<Point3>& tria : trias) {
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for (int i = 2; i < tria.size(); ++i) {
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const Point3 p1 = tria[i-2];
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const Point3 p2 = tria[i-1];
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const Point3 p3 = tria[i-0];
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values.push_back(p1.x); values.push_back(p1.y); values.push_back(p1.z);
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values.push_back(p2.x); values.push_back(p2.y); values.push_back(p2.z);
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values.push_back(p3.x); values.push_back(p3.y); values.push_back(p3.z);
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normals.push_back(0); normals.push_back(1); normals.push_back(0);
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normals.push_back(0); normals.push_back(1); normals.push_back(0);
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normals.push_back(0); normals.push_back(1); normals.push_back(0);
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}
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}
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rs.shader->setVertices(values.data());
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rs.shader->setNormals(normals.data());
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glDrawArrays(GL_TRIANGLES, 0, values.size() / 3);
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rs.shader->unsetVertices();
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rs.shader->unsetNormals();
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/*
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TODO_GL
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if (it.first == "outdoor") {
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glColor3f(0.0, 0.5, 0.0);
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} else {
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@@ -63,8 +109,14 @@ protected:
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}
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glEnable(GL_CULL_FACE);
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*/
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}
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glEnable(GL_CULL_FACE);
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rs.shader->release();
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}
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void rebuildIfNeeded() {
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