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IndoorMap/mapview/3D/grid/GridRenderer.cpp
k-a-z-u 2f37baf497 re-added grid-rendering to the editor
rebuild grid/navMesh 3D data only if needed
2018-07-03 10:53:03 +02:00

110 lines
2.4 KiB
C++

#include "GridRenderer.h"
#include <QOpenGLWidget>
#include <QOpenGLFunctions>
#include "GridModel.h"
#include <Indoor/grid/Grid.h>
/** render the given grid using GL commands */
void GridRenderer::render(const RenderSettings& rs, GridModel* model) {
if (model == nullptr) {return;}
rebuildIfNeeded(model);
rs.shader->bind();
rs.shader->setModelMatrix(QMatrix4x4());
if (!edges.empty()) {
rs.shader->setVertices(edges.getVertices().data());
rs.shader->setVertexColor(edges.getRGBA().data());
rs.funcs->glDrawArrays(GL_LINES, 0, edges.getVertices().size()/3);
rs.shader->unsetVertices();
rs.shader->unsetVertexColor();
}
if (!nodes.empty()) {
rs.shader->setVertices(nodes.getVertices().data());
rs.shader->setVertexColor(nodes.getRGBA().data());
rs.funcs->glDrawArrays(GL_POINTS, 0, nodes.getVertices().size()/3);
rs.shader->unsetVertices();
rs.shader->unsetVertexColor();
}
rs.shader->release();
}
void GridRenderer::rebuildIfNeeded(GridModel* model) {
// rebuild needed?
if (lastBuildID == model->getBuildID()) {return;}
lastBuildID = model->getBuildID();
// reset previous nodes/edges
edges.clear();
nodes.clear();
// get the grid
auto grid = model->getGrid();
const float sz = 1.0f; // scale-z: more/less z-spacing
const float oz = 0.1f; // z-offset
// build edges
if (showEdges) {
std::unordered_set<uint64_t> used;
for (MyNode& n1 : *grid) {
glColor3f(0.5, 0.5, 0.5);
for (MyNode& n2 : grid->neighbors(n1)) {
uint64_t min = std::min(n1.getIdx(), n2.getIdx());
uint64_t max = std::max(n1.getIdx(), n2.getIdx());
uint64_t idx = max << 32 | min;
if (used.find(idx) == used.end()) {
Point3 p1(n1.x_cm/100.0f, n1.y_cm/100.0f, n1.z_cm/100.0f*sz+oz);
Point3 p2(n2.x_cm/100.0f, n2.y_cm/100.0f, n2.z_cm/100.0f*sz+oz);
edges.addLine(p1, p2, 0,0,0, 0.5);
used.insert(idx);
}
}
}
}
// build nodes
if (showNodes) {
TriangleData points;
for (MyNode& n : *grid) {
Color c;
// get the color to use
switch(colorMode) {
case GridRendererColorMode::SHOW_NODE_TYPE: {
c = colors[n.getType()];
break;
}
case GridRendererColorMode::SHOW_NODE_IMPORTANCE: {
const float xx = n.navImportance - 0.6;
c = Color(xx, xx, xx);
break;
}
}
const Point3 p(n.x_cm/100.0f, n.y_cm/100.0f, n.z_cm/100.0f*sz+oz);
points.addPoint(p, c.r, c.g, c.b, 1);
}
}
}