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IndoorMap/mapview/3DNavMesh/NavMeshRenderer.h
kazu 3b62f23c0e worked on 3D display
some ui changes
refactoring
new icons
2018-02-03 23:30:55 +01:00

238 lines
7.3 KiB
C++

#ifndef NAVMESHRENDERER_H
#define NAVMESHRENDERER_H
#include <unordered_set>
#include <Indoor/navMesh/NavMesh.h>
#include <Indoor/navMesh/NavMeshTriangle.h>
#include <Indoor/navMesh/NavMeshType.h>
#include <QPainter>
#include <QOpenGLWidget>
#include "../3D/misc/Renderable3D.h"
#include "../3D/misc/Shader.h"
class NavMeshRenderer {
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<NM::NavMeshTriangle>* navMesh, QOpenGLWidget* dst) {
if (navMesh == nullptr) {return;}
rs.shader->bind();
rs.shader->setModelMatrix(QMatrix4x4());
std::vector<float> vertices;
std::vector<float> colors;
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;
}
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(vertices.data());
rs.shader->setVertexColor(colors.data());
glDrawArrays(GL_TRIANGLES, 0, vertices.size()/3);
rs.shader->unsetVertices();
rs.shader->unsetVertexColor();
vertices.clear();
colors.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;
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(vertices.data());
rs.shader->setVertexColor(colors.data());
glDrawArrays(GL_LINES, 0, vertices.size()/3);
rs.shader->unsetVertices();
rs.shader->unsetVertexColor();
rs.shader->release();
/*
TODO_GL
glDisable(GL_LIGHTING);
const float s = 2;
glBegin(GL_TRIANGLES);
for (const NM::NavMeshTriangle* tria : *navMesh) {
switch (tria->getType()) {
case (int) NM::NavMeshType::FLOOR_INDOOR: glColor3f(0.8, 0.8, 0.8); break;
case (int) NM::NavMeshType::FLOOR_OUTDOOR: glColor3f(0.1, 0.8, 0.1); break;
case (int) NM::NavMeshType::DOOR: glColor3f(0.7, 0.7, 0.8); break;
case (int) NM::NavMeshType::STAIR_LEVELED: glColor3f(0.5, 0.5, 0.5); break;
case (int) NM::NavMeshType::STAIR_SKEWED: glColor3f(0.6, 0.6, 0.6); break;
}
glVertex3f(tria->getP1().x, tria->getP1().z, tria->getP1().y);
glVertex3f(tria->getP2().x, tria->getP2().z, tria->getP2().y);
glVertex3f(tria->getP3().x, tria->getP3().z, tria->getP3().y);
}
glEnd();
glEnable(GL_MULTISAMPLE);
//glEnable(GL_LINE_SMOOTH);
glBegin(GL_LINES);
//glColor3f(0.2,0.2,0.2);
for (const NM::NavMeshTriangle* tria : *navMesh) {
switch (tria->getType()) {
case (int) NM::NavMeshType::FLOOR_INDOOR: glColor3f(0.6, 0.6, 0.6); break;
case (int) NM::NavMeshType::FLOOR_OUTDOOR: glColor3f(0.0, 0.6, 0.0); break;
case (int) NM::NavMeshType::DOOR: glColor3f(0.5, 0.5, 0.6); break;
case (int) NM::NavMeshType::STAIR_LEVELED: glColor3f(0.4, 0.4, 0.4); break;
case (int) NM::NavMeshType::STAIR_SKEWED: glColor3f(0.4, 0.4, 0.4); break;
}
glVertex3f(tria->getP1().x, tria->getP1().z+0.01, tria->getP1().y);
glVertex3f(tria->getP2().x, tria->getP2().z+0.01, tria->getP2().y);
glVertex3f(tria->getP2().x, tria->getP2().z+0.01, tria->getP2().y);
glVertex3f(tria->getP3().x, tria->getP3().z+0.01, tria->getP3().y);
glVertex3f(tria->getP3().x, tria->getP3().z+0.01, tria->getP3().y);
glVertex3f(tria->getP1().x, tria->getP1().z+0.01, tria->getP1().y);
// glBegin(GL_LINE_LOOP);
// glVertex3f(tria->getP1().x, tria->getP1().z+0.01, tria->getP1().y);
// glVertex3f(tria->getP2().x, tria->getP2().z+0.01, tria->getP2().y);
// glVertex3f(tria->getP3().x, tria->getP3().z+0.01, tria->getP3().y);
// glEnd();
}
glEnd();
glEnable(GL_LIGHTING);
// qp.drawText(20,20, "sdfsdkflsdfjasfklsdklfsdklfsdf");
// qp.drawText(20,-20, "sdfsdkflsdfjasfklsdklfsdklfsdf");
// qp.drawText(0.5,0.5, "sdfsdkflsdfjasfklsdklfsdklfsdf");
// qp.end();
// renderText(1,1,1, "123");
const QString str1 = "Triangles: " + QString::number(navMesh->getNumTriangles());
const QString str2 = "Size: ~" + QString::number(navMesh->getNumTriangles() * sizeof(NM::NavMeshTriangle) / 1024) + " kB";
glColor3f(0.0, 0.0, 0.0);
dst->renderText(20,20, str1);
dst->renderText(20,35, str2);
// dst->renderText(0,0, "2342342342342423423423423423423432");
// dst->renderText(0.1, 0.1, 0.1, "lsdfsdfsdfsdfsdfsdfsdfol");
*/
}
// 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);}
// }
// }
};
#endif // NAVMESHRENDERER_H