#ifndef NAVMESHRENDERER_H #define NAVMESHRENDERER_H #include #include #include #include #include #include #include #include "../misc/Renderable3D.h" #include "../misc/Shader.h" #include "../misc/TriangleData.h" class NavMeshRenderer : protected QOpenGLFunctions { private: // settings //GridRendererColorMode colorMode = GridRendererColorMode::SHOW_NODE_IMPORTANCE; bool showEdges = false; struct Color { float r,g,b; Color() : r(1), g(0), b(0) {;} 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]; 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); } // void setNodeColorMode(const GridRendererColorMode mode) {this->colorMode = mode;} void setShowEdges(const bool show) {this->showEdges = show;} /** render the given grid using GL commands */ void render(const RenderSettings& rs, NM::NavMesh* navMesh, QOpenGLWidget* dst) { if (navMesh == nullptr) {return;} 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()); 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()); glDrawArrays(GL_LINES, 0, data.getVertices().size()/3); rs.shader->unsetVertices(); rs.shader->unsetVertexColor(); rs.shader->release(); } // std::vector lint() { // std::vector vec; // lintStair(vec); // return vec; // } // void lintStair(std::vector& vec) { // for (MyNode& n1 : *grid) { // if (n1.getNumNeighbors() <= 5) { vec.push_back(n1);} // } // } }; #endif // NAVMESHRENDERER_H