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IndoorMap/mapview/3D/misc/Outline.cpp

77 lines
1.6 KiB
C++

#include "../../../fixC11.h"
#include "Outline.h"
#include <QMatrix4x4>
#include <Indoor/geo/Point3.h>
#include <QOpenGLWidget>
#include "Shader.h"
Outline::Outline() {
}
void Outline::render(const RenderSettings& rs) {
rs.shader->bind();
// identity
QMatrix4x4 mat;
rs.shader->setModelMatrix(mat);
// show both sides
//glDisable(GL_CULL_FACE);
//glEnable(GL_CULL_FACE);
rs.shader->setColor(color.x, color.y, color.z);
rs.shader->setVertices(triangles.getVertices().data());
rs.shader->setNormals(triangles.getNormals().data());
rs.funcs->glDrawArrays(GL_TRIANGLES, 0, triangles.getVertices().size() / 3);
rs.shader->unsetVertices();
rs.shader->unsetNormals();
rs.shader->release();
}
void Outline::setColor(float r, float g, float b) {
color = Point3(r,g,b);
}
void Outline::clear() {
triangles.clear();
}
void Outline::add(std::vector<std::vector<Point3>>& triangles) {
for (const std::vector<Point3>& tria : triangles) {
for (size_t i = 2; i < tria.size(); ++i) {
const Point3 p1 = tria[i-2];
const Point3 p2 = tria[i-1];
const Point3 p3 = tria[i-0];
const Point3 n = cross(p2-p1, p3-p1);
if (n.z < 0) {
// upper side (floor)
this->triangles.addTriangle(p1, p3, p2, Point3(0,0,+1));
// facing downwards (ceiling)
this->triangles.addTriangle(p1, p2, p3, Point3(0,0,-1));
} else {
// upper side (floor)
this->triangles.addTriangle(p1, p2, p3, Point3(0,0,+1));
// facing downwards (ceiling)
this->triangles.addTriangle(p1, p3, p2, Point3(0,0,-1));
}
}
}
}