a lot!!! of changes
added main menu added debug display many debug widgets for plotting live data worked on android live sensors added offline-data sensor feeding some dummy data sensors worked on the map display added ui debug for grid-points, particles and weights added a cool dude to display the estimation added real filtering based on the Indoor components c++11 fixes for android compilation online and offline filtering support new resampling technique for testing map loading via dialog
This commit is contained in:
222
ui/map/FloorRenderer.h
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222
ui/map/FloorRenderer.h
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#ifndef FLOORRENDERER_H
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#define FLOORRENDERER_H
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#include <QOpenGLFunctions>
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#include <QOpenGLShaderProgram>
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#include <QOpenGLBuffer>
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#include <Indoor/floorplan/v2/Floorplan.h>
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#include "GL.h"
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class FloorRenderer : protected QOpenGLFunctions {
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private:
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Floorplan::Floor* floor;
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QOpenGLBuffer arrayBuf;
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QOpenGLBuffer indexBuf;
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QOpenGLTexture* texture = nullptr;
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std::vector<VertNormTex> vertices;
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std::vector<GLushort> indices;
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public:
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/** ctor */
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FloorRenderer(Floorplan::Floor* floor) : floor(floor), arrayBuf(QOpenGLBuffer::VertexBuffer), indexBuf(QOpenGLBuffer::IndexBuffer) {
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;
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}
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/** dctor */
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~FloorRenderer() {
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arrayBuf.destroy();
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indexBuf.destroy();
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delete texture;
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}
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/** render the floor */
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void render(QOpenGLShaderProgram *program) {
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// Tell OpenGL which VBOs to use
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arrayBuf.bind();
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indexBuf.bind();
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texture->bind();
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// vertices
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int vertLoc = program->attributeLocation("a_position");
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program->enableAttributeArray(vertLoc);
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program->setAttributeBuffer(vertLoc, GL_FLOAT, vertices[0].getVertOffset(), 3, sizeof(vertices[0]));
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// Tell OpenGL programmable pipeline how to locate vertex texture coordinate data
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int normLoc = program->attributeLocation("a_normal");
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program->enableAttributeArray(normLoc);
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program->setAttributeBuffer(normLoc, GL_FLOAT, vertices[0].getNormOffset(), 3, sizeof(vertices[0]));
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int texcoordLocation = program->attributeLocation("a_texcoord");
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program->enableAttributeArray(texcoordLocation);
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program->setAttributeBuffer(texcoordLocation, GL_FLOAT, vertices[0].getTexOffset(), 2, sizeof(vertices[0]));
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// texture
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program->setUniformValue("texture", 0);
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// Draw cube geometry using indices from VBO 1
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glDrawElements(GL_QUADS, indices.size(), GL_UNSIGNED_SHORT, 0);
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}
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void initGL() {
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initializeOpenGLFunctions();
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build();
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}
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private:
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void build() {
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QImage img(":/res/gl/tex/wall1.jpg");
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texture = new QOpenGLTexture(img);
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texture->setMinificationFilter(QOpenGLTexture::Nearest);
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texture->setMagnificationFilter(QOpenGLTexture::Linear);
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texture->setWrapMode(QOpenGLTexture::Repeat);
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// build array of vertices and indices
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for (Floorplan::FloorObstacle* obstacle : floor->obstacles) {
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add(floor, obstacle, vertices, indices);
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}
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// Transfer vertex data to VBO 0
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arrayBuf.create();
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arrayBuf.bind();
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arrayBuf.allocate(vertices.data(), vertices.size() * sizeof(vertices[0]));
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// Transfer index data to VBO 1
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indexBuf.create();
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indexBuf.bind();
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indexBuf.allocate(indices.data(), indices.size() * sizeof(indices[0]));
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}
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void add(Floorplan::Floor* floor, Floorplan::FloorObstacle* obstacle, std::vector<VertNormTex>& vertices, std::vector<GLushort>& indices) {
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if (dynamic_cast<Floorplan::FloorObstacleLine*>(obstacle)) {
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Floorplan::FloorObstacleLine* line = dynamic_cast<Floorplan::FloorObstacleLine*>(obstacle);
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if (line->type != Floorplan::ObstacleType::WALL) {return;}
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// QVector3D p1(line->from.x, floor->getStartingZ(), line->from.y);
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// QVector3D p2(line->to.x, floor->getStartingZ(), line->to.y);
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// QVector3D p3(line->to.x, floor->getEndingZ(), line->to.y);
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// QVector3D p4(line->from.x, floor->getEndingZ(), line->from.y);
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// addFace(p1,p2,p3,p4, vertices, indices);
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addFace(line->from, line->to, floor->getStartingZ(), floor->getEndingZ(), vertices, indices);
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addFace(line->to, line->from, floor->getStartingZ(), floor->getEndingZ(), vertices, indices);
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}
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}
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void addFace(const Point2 from, const Point2 to, const float h1, const float h2, std::vector<VertNormTex>& vertices, std::vector<GLushort>& indices) {
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// unit-face with unit normal (facing the camera)
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QVector3D p1(-0.5, -0.0, 0);
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QVector3D p2(+0.5, -0.0, 0);
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QVector3D p3(+0.5, +1.0, 0);
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QVector3D p4(-0.5, +1.0, 0);
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QVector3D norm(0, 0, 1);
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// how to scale the unit-face to match the wall
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const float h = h2-h1;
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const float s = from.getDistance(to);
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QMatrix4x4 scale; scale.scale(s, h, 1);
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// how to rotate the unit-face to match the wall
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const float angle = std::atan2(to.y - from.y, to.x - from.x);
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const float deg = angle * 180 / M_PI;
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QMatrix4x4 rot; rot.rotate(deg, QVector3D(0,1,0));
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// how to translate the unit-face to match the wall
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const Point2 center = (from + to) / 2;
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QMatrix4x4 move; move.translate(center.x, h1, center.y);
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// final matrix
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QMatrix4x4 mat = move * rot * scale;
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// texture coordinates (scale only)
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const QVector2D tex1 = (scale * p1).toVector2D() / 5;
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const QVector2D tex2 = (scale * p2).toVector2D() / 5;
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const QVector2D tex3 = (scale * p3).toVector2D() / 5;
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const QVector2D tex4 = (scale * p4).toVector2D() / 5;
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// modify vertices
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p1 = mat * p1;
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p2 = mat * p2;
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p3 = mat * p3;
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p4 = mat * p4;
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norm = (rot * norm).normalized();
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const int start = vertices.size();
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vertices.push_back(VertNormTex(p1, norm, tex1));
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vertices.push_back(VertNormTex(p2, norm, tex2));
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vertices.push_back(VertNormTex(p3, norm, tex3));
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vertices.push_back(VertNormTex(p4, norm, tex4));
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indices.push_back(start+0);
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indices.push_back(start+1);
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indices.push_back(start+2);
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indices.push_back(start+3);
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}
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// void addFace(QVector3D p1, QVector3D p2, QVector3D p3, QVector3D p4, std::vector<VertNorm>& vertices, std::vector<GLushort>& indices) {
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// const float s = 50;
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// // ensure camera facing (for culling)
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// if (p1.x() != p2.x()) {
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// if (p1.x() > p2.x()) {std::swap(p1, p2), std::swap(p3, p4);}
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// } else {
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// if (p1.z() > p2.z()) {std::swap(p1, p2), std::swap(p3, p4);}
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// }
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// // corresponding normal vector
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// QVector3D norm = QVector3D::crossProduct((p2-p1), (p3-p1)).normalized();
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// // orient towards the viewport
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// const QVector3D view(-99,-99,-99);
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// if ((view-norm).length() > (view+norm).length()) {norm = -norm;}
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// const int start = vertices.size();
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// indices.push_back(start+0);
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// indices.push_back(start+1);
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// indices.push_back(start+2);
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// indices.push_back(start+3);
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// vertices.push_back(VertNorm(p1/s, norm));
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// vertices.push_back(VertNorm(p2/s, norm));
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// vertices.push_back(VertNorm(p3/s, norm));
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// vertices.push_back(VertNorm(p4/s, norm));
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// // and the other side (clockwise, negated normal)
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// indices.push_back(start+0);
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// indices.push_back(start+3);
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// indices.push_back(start+2);
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// indices.push_back(start+1);
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// vertices.push_back(VertNorm(p1/s, -norm));
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// vertices.push_back(VertNorm(p2/s, -norm));
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// vertices.push_back(VertNorm(p3/s, -norm));
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// vertices.push_back(VertNorm(p4/s, -norm));
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// }
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};
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#endif // FLOORRENDERER_H
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266
ui/map/MapView.cpp
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266
ui/map/MapView.cpp
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#include "MapView.h"
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#include <QMouseEvent>
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#include <QGLShaderProgram>
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#include "elements/Walls.h"
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#include "elements/Ground.h"
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#include "elements/Handrails.h"
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#include "elements/Stairs.h"
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#include "elements/Doors.h"
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#include "elements/Path.h"
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#include "elements/ColorPoints.h"
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#include "elements/Object.h"
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#include <Indoor/data/Timestamp.h>
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#include <QDebug>
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/**
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* before adding elements to the MapView via setMap(),
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* the MapViews openGL context must be initialized
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* that means: the MapView must have been added to a window,
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* which is already visible!
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*/
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MapView::MapView(QWidget* parent) : QOpenGLWidget(parent) {
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};
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void MapView::clear() {
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for (Renderable* r : elements) {delete r;}
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elements.clear();
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}
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void MapView::setMap(Floorplan::IndoorMap* map) {
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clear();
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if (!isGLInitialized) {throw Exception("openGL is not yet initialized. add mapView to a visible window!");}
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// first to be rendered
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this->colorPoints = new ColorPoints();
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elements.push_back(this->colorPoints);
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//leDude = new Object("/mnt/firma/tmp/3D/minion/minion.obj", "/mnt/firma/tmp/3D/minion/minion.png", "", 0.35);
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leDude = new Object("/mnt/firma/tmp/3D/gnome/gnome.obj", "/mnt/firma/tmp/3D/gnome/gnome_diffuse.jpg", "/mnt/firma/tmp/3D/gnome/gnome_normal.jpg", 0.033);
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//leDude = new Object("/mnt/firma/tmp/3D/squirrel/squirrel.obj", "/mnt/firma/tmp/3D/squirrel/squirrel.jpg", "/mnt/firma/tmp/3D/squirrel/squirrel_normal.jpg", 0.033);
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elements.push_back(leDude);
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for (Floorplan::Floor* floor : map->floors) {
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elements.push_back(new Ground(floor));
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elements.push_back(new Walls(floor));
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elements.push_back(new Handrails(floor));
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elements.push_back(new Stairs(floor));
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elements.push_back(new Doors(floor));
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}
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this->path = new Path();
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elements.push_back(this->path);
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// initialize the OpenGL context of all contained elements
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for (Renderable* r : elements) {
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r->initGL();
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}
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// i want the focus! needed for key-events
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setFocusPolicy(Qt::StrongFocus);
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}
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void MapView::setPath(const std::vector<Point3>& path) {
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this->path->set(path);
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}
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void MapView::timerEvent(QTimerEvent *) {
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update();
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}
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void MapView::initializeGL() {
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initializeOpenGLFunctions();
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// basic config
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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// start background update timer
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const int fps = 25;
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const int interval = 1000 / fps;
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timer.start(interval, this);
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// OpenGL is now initialized
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isGLInitialized = true;
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}
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void MapView::paintGL() {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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draw();
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}
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void MapView::resizeGL(int w, int h) {
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// Calculate aspect ratio
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qreal aspect = qreal(w) / qreal(h ? h : 1);
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// viewing frustrum [0:50] meter
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const qreal zNear = 0.02, zFar = 50, fov = 50.0;
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// Reset projection
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matProject.setToIdentity();
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matProject.scale(-1, 1, 1);
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glCullFace(GL_FRONT);
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//matProject.scale(0.05, 0.05, 0.05);
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matProject.perspective(fov, aspect, zNear, zFar);
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//matProject.scale(-0.01, 0.01, 0.01);
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}
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void MapView::rebuildLookat() {
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// QVector3D qDir(lookAt.dir.x, lookAt.dir.z, lookAt.dir.y);
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// QVector3D at = QVector3D(lookAt.pos.x, lookAt.pos.z, lookAt.pos.y);
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// QVector3D eye = at + qDir * 0.1;
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// QVector3D up = QVector3D(0,1,0);
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// matView.setToIdentity();
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// //matView.scale(0.01, 0.01, 0.01);
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// matView.lookAt(eye, at, up);
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// //matView.scale(0.99, 1, 1);
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// //matView.translate(0.7, 0, 0);
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// lightPos = eye + QVector3D(0.0, 4.0, 0.0);
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// eyePos = eye;
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const Point3 dir = lookAt.getDir();
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QVector3D qDir(dir.x, dir.z, dir.y);
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QVector3D eye(lookAt.eye_m.x, lookAt.eye_m.z, lookAt.eye_m.y);
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QVector3D at = eye + qDir * 0.5;
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QVector3D up = QVector3D(0,1,0);
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matView.setToIdentity();
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matView.lookAt(eye, at, up);
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lightPos = eye + QVector3D(0.0, 0.5, 0.0) + qDir * 1.2;
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eyePos = eye;
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}
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void MapView::setCurrentEstimation(const Point3 pos, const Point3 dir) {
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const float angle = std::atan2(dir.y, dir.x) * 180 / M_PI;
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if (leDude) {
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leDude->setPosition(pos.x, pos.y, pos.z);
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leDude->setRotation(0, 0, -angle + 90);
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}
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}
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void MapView::setLookAt(const Point3 pos_m, const Point3 dir) {
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lookAt.eye_m = pos_m + dir * 0.1;
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lookAt.dir = dir;
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rebuildLookat();
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}
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void MapView::setLookDir(const Point3 dir) {
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lookAt.dir = dir;
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rebuildLookat();
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}
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void MapView::setLookEye(const Point3 eye_m) {
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lookAt.eye_m = eye_m;
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rebuildLookat();
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}
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void MapView::mousePressEvent(QMouseEvent* evt) {
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mouseState.down = true;
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mouseState.x = evt->x();
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mouseState.y = evt->y();
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}
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void MapView::mouseMoveEvent(QMouseEvent* evt) {
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const float dx = evt->x() - mouseState.x;
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const float dy = evt->y() - mouseState.y;
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// PI*0.3 head movement left/right and up/down
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const float yFac = (this->height() / 2) / (M_PI * 0.3);
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const float xFac = (this->width() / 2) / (M_PI * 0.3);
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lookAt.dirOffset = Point3(0, std::sin(dx/xFac), std::sin(-dy/yFac));
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rebuildLookat();
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}
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void MapView::mouseReleaseEvent(QMouseEvent* evt) {
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mouseState.down = false;
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}
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void MapView::keyPressEvent(QKeyEvent* evt) {
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if (evt->key() == Qt::Key_W) {lookAt.eye_m += lookAt.getDir(); rebuildLookat();}
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if (evt->key() == Qt::Key_S) {lookAt.eye_m -= lookAt.getDir(); rebuildLookat();}
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}
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void MapView::toggleRenderMode() {
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renderMode = (RenderMode) (((int)renderMode + 1) % 3);
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for (Renderable* r : elements) {
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if (renderMode == RenderMode::OUTLINE) {
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r->setOutlineOnly(true);
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} else {
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r->setOutlineOnly(false);
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}
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}
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}
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void MapView::draw() {
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//const Timestamp ts1 = Timestamp::fromUnixTime();
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// clear everything
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glClearColor(0,0,0,1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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||||
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if (renderMode == RenderMode::TRANSPARENT) {
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glEnable(GL_BLEND);
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} else {
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glDisable(GL_BLEND);
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}
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||||
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glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
|
||||
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);
|
||||
|
||||
|
||||
|
||||
for (Renderable* r : elements) {
|
||||
|
||||
QOpenGLShaderProgram& program = r->getProgram();
|
||||
program.bind();
|
||||
|
||||
// set the matrices
|
||||
program.setUniformValue("m_matrix", r->modelMatrix.mat);
|
||||
program.setUniformValue("mv_matrix", matView * r->modelMatrix.mat);
|
||||
program.setUniformValue("mvp_matrix", matProject * matView * r->modelMatrix.mat);
|
||||
program.setUniformValue("lightWorldPos", lightPos);
|
||||
program.setUniformValue("eyeWorldPos", eyePos);
|
||||
|
||||
r->render();
|
||||
|
||||
}
|
||||
|
||||
//const Timestamp ts2 = Timestamp::fromUnixTime();
|
||||
//qDebug("%d ms", (ts2-ts1).ms());
|
||||
|
||||
|
||||
}
|
||||
152
ui/map/MapView.h
Normal file
152
ui/map/MapView.h
Normal file
@@ -0,0 +1,152 @@
|
||||
#ifndef MAPVIEW_H
|
||||
#define MAPVIEW_H
|
||||
|
||||
#include <../misc/fixc11.h>
|
||||
|
||||
|
||||
#include <QOpenGLWidget>
|
||||
#include <QOpenGLFunctions>
|
||||
#include <QOpenGLShaderProgram>
|
||||
#include <QBasicTimer>
|
||||
|
||||
#include <Indoor/geo/Point3.h>
|
||||
#include <Indoor/nav/dijkstra/DijkstraPath.h>
|
||||
|
||||
#include "elements/Path.h"
|
||||
#include "elements/ColorPoints.h"
|
||||
#include "elements/Object.h"
|
||||
|
||||
#include "../nav/State.h"
|
||||
|
||||
namespace Floorplan {
|
||||
class IndoorMap;
|
||||
}
|
||||
|
||||
class Renderable;
|
||||
class Path;
|
||||
|
||||
|
||||
class MapView : public QOpenGLWidget, protected QOpenGLFunctions {
|
||||
|
||||
Q_OBJECT
|
||||
|
||||
private:
|
||||
|
||||
QMatrix4x4 matProject;
|
||||
QMatrix4x4 matView;
|
||||
|
||||
QVector3D lightPos;
|
||||
QVector3D eyePos;
|
||||
|
||||
|
||||
QBasicTimer timer;
|
||||
|
||||
std::vector<Renderable*> elements;
|
||||
Path* path = nullptr;
|
||||
ColorPoints* colorPoints = nullptr;
|
||||
Object* leDude = nullptr;
|
||||
|
||||
struct LookAt {
|
||||
Point3 eye_m = Point3(0,0,1);
|
||||
Point3 dir = Point3(1,0,-0.1);
|
||||
Point3 dirOffset = Point3(0,0,0);
|
||||
Point3 getDir() const {return dir + dirOffset;}
|
||||
} lookAt;
|
||||
|
||||
struct MouseState {
|
||||
float x = 0;
|
||||
float y = 0;
|
||||
bool down = false;
|
||||
} mouseState;
|
||||
|
||||
void rebuildLookat();
|
||||
|
||||
void clear();
|
||||
|
||||
public:
|
||||
|
||||
MapView(QWidget* parent = 0);
|
||||
|
||||
/** set the map to display */
|
||||
void setMap(Floorplan::IndoorMap* map);
|
||||
|
||||
/** the position to look at + looking direction */
|
||||
void setLookAt(const Point3 pos, const Point3 dir = Point3(1, 0, -0.1));
|
||||
|
||||
/** set the eye's looking direction (looking from eye into this direction) */
|
||||
void setLookDir(const Point3 dir);
|
||||
|
||||
/** set the eye's position (looking from here) */
|
||||
void setLookEye(const Point3 eye_m);
|
||||
|
||||
|
||||
/** set the currently estimated position */
|
||||
void setCurrentEstimation(const Point3 pos, const Point3 dir);
|
||||
|
||||
/** set the path to disply */
|
||||
void setPath(const std::vector<Point3>& path);
|
||||
|
||||
/** NOTE: must be called from Qt's main thread! */
|
||||
/** set the path to disply */
|
||||
Q_INVOKABLE void setPath(const void* path) {
|
||||
setPath( (const DijkstraPath<MyGridNode>*) path);
|
||||
}
|
||||
|
||||
/** NOTE: must be called from Qt's main thread! */
|
||||
/** set the path to disply */
|
||||
template <typename Node> void setPath(const DijkstraPath<Node>* path) {
|
||||
this->path->set(*path);
|
||||
}
|
||||
|
||||
/** NOTE: must be called from Qt's main thread! */
|
||||
void showGridImportance(Grid<MyGridNode>* grid) {
|
||||
this->colorPoints->setFromGridImportance(grid);
|
||||
}
|
||||
|
||||
/** NOTE: must be called from Qt's main thread! */
|
||||
Q_INVOKABLE void showParticles(const void* particles) {
|
||||
showParticles((const std::vector<K::Particle<MyState>>*) particles);
|
||||
}
|
||||
|
||||
/** NOTE: must be called from Qt's main thread! */
|
||||
void showParticles(const std::vector<K::Particle<MyState>>* particles) {
|
||||
this->colorPoints->setFromParticles(*particles);
|
||||
}
|
||||
|
||||
enum RenderMode {
|
||||
NORMAL,
|
||||
TRANSPARENT,
|
||||
OUTLINE,
|
||||
};
|
||||
|
||||
RenderMode renderMode = RenderMode::NORMAL;
|
||||
|
||||
void toggleRenderMode();
|
||||
|
||||
public slots:
|
||||
|
||||
void mousePressEvent(QMouseEvent*);
|
||||
void mouseMoveEvent(QMouseEvent*);
|
||||
void mouseReleaseEvent(QMouseEvent*);
|
||||
|
||||
void keyPressEvent(QKeyEvent*);
|
||||
|
||||
protected:
|
||||
|
||||
void timerEvent(QTimerEvent *e) Q_DECL_OVERRIDE;
|
||||
|
||||
void initializeGL();
|
||||
|
||||
void paintGL();
|
||||
|
||||
void resizeGL(int width, int height);
|
||||
|
||||
private:
|
||||
|
||||
bool isGLInitialized = false;
|
||||
|
||||
void draw();
|
||||
|
||||
};
|
||||
|
||||
#endif // MAPVIEW_H
|
||||
76
ui/map/Renderable.h
Normal file
76
ui/map/Renderable.h
Normal file
@@ -0,0 +1,76 @@
|
||||
#ifndef RENDERABLE_H
|
||||
#define RENDERABLE_H
|
||||
|
||||
#include <QOpenGLShaderProgram>
|
||||
|
||||
class Renderable {
|
||||
|
||||
protected:
|
||||
|
||||
QOpenGLShaderProgram program;
|
||||
|
||||
public:
|
||||
|
||||
/** dtor */
|
||||
virtual ~Renderable() {;}
|
||||
|
||||
/** get the renderable's shader */
|
||||
QOpenGLShaderProgram& getProgram() {return program;}
|
||||
|
||||
/** render the renderable */
|
||||
void render() {
|
||||
program.bind();
|
||||
_render();
|
||||
}
|
||||
|
||||
struct ModelMatrix {
|
||||
QVector3D pos = QVector3D(0,0,0);
|
||||
QVector3D rot = QVector3D(0,0,0);
|
||||
QVector3D scale = QVector3D(1,1,1);
|
||||
QMatrix4x4 mat;
|
||||
ModelMatrix() {mat.setToIdentity();}
|
||||
void update() {
|
||||
const QVector3D _rot = rot.normalized();
|
||||
const float rotDeg = rot.length();
|
||||
mat.setToIdentity();
|
||||
mat.scale(scale.x(), scale.y(), scale.z());
|
||||
mat.translate(pos.x(), pos.y(), pos.z());
|
||||
mat.rotate(rotDeg, _rot.x(), _rot.y(), _rot.z());
|
||||
}
|
||||
} modelMatrix;
|
||||
|
||||
void setPosition(QVector3D vec) {
|
||||
modelMatrix.pos = vec * 0.99;
|
||||
modelMatrix.update();
|
||||
}
|
||||
|
||||
void setPosition(const float x, const float y, const float z) {
|
||||
setPosition(QVector3D(x,z,y));
|
||||
}
|
||||
|
||||
/** in degrees! */
|
||||
void setRotation(const float x, const float y, const float z) {
|
||||
modelMatrix.rot = QVector3D(x,z,y);
|
||||
modelMatrix.update();
|
||||
}
|
||||
|
||||
virtual void setOutlineOnly(const bool outline) {;}
|
||||
|
||||
virtual void initGL() = 0;
|
||||
|
||||
virtual void _render() = 0;
|
||||
|
||||
protected:
|
||||
|
||||
/** helper method to build the shader */
|
||||
void loadShader(const QString& vertex, const QString& fragment) {
|
||||
program.removeAllShaders();
|
||||
if (!program.addShaderFromSourceFile(QOpenGLShader::Vertex, vertex)) {throw "1";}
|
||||
if (!program.addShaderFromSourceFile(QOpenGLShader::Fragment, fragment)) {throw "2";}
|
||||
if (!program.link()) {throw "3";}
|
||||
if (!program.bind()) {throw "4";}
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
#endif // RENDERABLE_H
|
||||
114
ui/map/elements/ColorPoints.h
Normal file
114
ui/map/elements/ColorPoints.h
Normal file
@@ -0,0 +1,114 @@
|
||||
#ifndef GL_PARTICLES_H
|
||||
#define GL_PARTICLES_H
|
||||
|
||||
|
||||
#include <Indoor/floorplan/v2/Floorplan.h>
|
||||
#include <KLib/math/filter/particles/ParticleFilter.h>
|
||||
|
||||
#include "../gl/GLHelper.h"
|
||||
#include "../gl/GLPoints.h"
|
||||
#include "../Renderable.h"
|
||||
|
||||
#include "../../../nav/Node.h"
|
||||
|
||||
class ColorPoints : public Renderable {
|
||||
|
||||
private:
|
||||
|
||||
GLPoints points;
|
||||
float size = 3.0f;
|
||||
|
||||
public:
|
||||
|
||||
/** ctor */
|
||||
ColorPoints() {
|
||||
|
||||
}
|
||||
|
||||
/** NOTE: must be called from Qt's main thread! */
|
||||
void setFromGridImportance(Grid<MyGridNode>* grid) {
|
||||
|
||||
points.clear();
|
||||
|
||||
for (const MyGridNode& n : *grid) {
|
||||
const QVector3D pt(n.x_cm/100.0f, n.z_cm/100.0f + 0.1f, n.y_cm/100.0f); // swap z and y
|
||||
const float f = n.getNavImportance();
|
||||
float h = 0.66 - (f*0.20); // 0.66 is blue on the HSV-scale
|
||||
if (h < 0) {h = 0;}
|
||||
if (h > 1) {h = 1;}
|
||||
const QColor color = QColor::fromHsvF(h, 1, 1);
|
||||
points.addPoint(pt, color);
|
||||
}
|
||||
|
||||
size = 3.0f;
|
||||
points.rebuild();
|
||||
|
||||
}
|
||||
|
||||
/** NOTE: must be called from Qt's main thread! */
|
||||
template <typename T> void setFromParticles(const std::vector<K::Particle<T>>& particles) {
|
||||
|
||||
points.clear();
|
||||
|
||||
// group particles by grid-point
|
||||
std::unordered_map<GridPoint, float> weights;
|
||||
for (const K::Particle<T>& p : particles) {
|
||||
const GridPoint gp = p.state.position;
|
||||
weights[gp] += p.weight;
|
||||
}
|
||||
|
||||
// find min/max
|
||||
float min = +INFINITY;
|
||||
float max = -INFINITY;
|
||||
for (auto it : weights) {
|
||||
if (it.second > max) {max = it.second;}
|
||||
if (it.second < min) {min = it.second;}
|
||||
}
|
||||
|
||||
// draw colored
|
||||
for (auto it : weights) {
|
||||
const GridPoint gp = it.first;
|
||||
const float w = it.second;
|
||||
const float p = (w-min) / (max-min); // [0:1]
|
||||
const QVector3D pt(gp.x_cm/100.0f, gp.z_cm/100.0f + 0.1f, gp.y_cm/100.0f); // swap z and y
|
||||
float h = 0.66 - (p*0.66); // 0.66 is blue on the HSV-scale
|
||||
const QColor color = QColor::fromHsvF(h, 1, 1);
|
||||
points.addPoint(pt, color);
|
||||
}
|
||||
|
||||
|
||||
// for (const K::Particle<T>& p : particles) {
|
||||
// const GridPoint gp = p.state.position;
|
||||
// const QVector3D pt(gp.x_cm/100.0f, gp.z_cm/100.0f + 0.1f, gp.y_cm/100.0f); // swap z and y
|
||||
// const QColor color = Qt::blue;
|
||||
// points.addPoint(pt, color);
|
||||
// }
|
||||
|
||||
size = 6.0f;
|
||||
points.rebuild();
|
||||
|
||||
}
|
||||
|
||||
|
||||
void initGL() override {
|
||||
loadShader(":/res/gl/vertex1.glsl", ":/res/gl/fragmentColorPoint.glsl");
|
||||
//program.setUniformValue("color", QVector4D(0.5, 0.5, 0.5, 1.0));
|
||||
points.initGL();
|
||||
}
|
||||
|
||||
/** render the floor */
|
||||
void _render() override {
|
||||
//glDisable(GL_DEPTH_TEST);
|
||||
//glPointSize()
|
||||
#ifndef ANDROID
|
||||
glPointSize(size);
|
||||
#endif
|
||||
points.render(&program);
|
||||
//glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
||||
#endif // GL_PARTICLES_H
|
||||
101
ui/map/elements/Doors.h
Normal file
101
ui/map/elements/Doors.h
Normal file
@@ -0,0 +1,101 @@
|
||||
#ifndef DOORS_H
|
||||
#define DOORS_H
|
||||
|
||||
#include <Indoor/floorplan/v2/Floorplan.h>
|
||||
#include "../gl/GLHelper.h"
|
||||
#include "../gl/GLTriangles.h"
|
||||
#include "../Renderable.h"
|
||||
|
||||
class Doors : public Renderable {
|
||||
|
||||
private:
|
||||
|
||||
Floorplan::Floor* floor;
|
||||
|
||||
GLTriangles<VertNormTexTan> doors;
|
||||
|
||||
public:
|
||||
|
||||
/** ctor */
|
||||
Doors(Floorplan::Floor* floor) : floor(floor) {
|
||||
;
|
||||
}
|
||||
|
||||
|
||||
void initGL() override {
|
||||
|
||||
build();
|
||||
doors.setDiffuse(":/res/gl/tex/door2.jpg");
|
||||
doors.setNormalMap(":/res/gl/tex/door2_normal.jpg");
|
||||
|
||||
doors.build();
|
||||
|
||||
loadShader(":/res/gl/vertex1.glsl", ":/res/gl/fragmentTex.glsl");
|
||||
program.setUniformValue("texDiffuse", 0);
|
||||
program.setUniformValue("texNormalMap", 1);
|
||||
|
||||
}
|
||||
|
||||
/** render the floor */
|
||||
void _render() override {
|
||||
doors.render(&program);
|
||||
}
|
||||
|
||||
|
||||
|
||||
private:
|
||||
|
||||
void build() {
|
||||
|
||||
for (Floorplan::FloorObstacle* obstacle : floor->obstacles) {
|
||||
|
||||
if (dynamic_cast<Floorplan::FloorObstacleDoor*>(obstacle)) {
|
||||
Floorplan::FloorObstacleDoor* door = dynamic_cast<Floorplan::FloorObstacleDoor*>(obstacle);
|
||||
addFace(door->from, door->to, floor->getStartingZ(), floor->getStartingZ() + door->height, door->swap);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void addFace(const Point2 from, Point2 to, const float h1, const float h2, const bool swap) {
|
||||
|
||||
to = from + (to-from).rotated(60/180.0f*M_PI * ((swap)?(-1):(+1)) );
|
||||
|
||||
const QVector3D vert1(from.x, h1, from.y);
|
||||
const QVector3D vert2(to.x, h1, to.y);
|
||||
const QVector3D vert3(to.x, h2, to.y);
|
||||
const QVector3D vert4(from.x, h2, from.y);
|
||||
|
||||
const QVector3D n1 = GLHelper::getNormal(vert1, vert2, vert3);
|
||||
const QVector3D n2 = -n1;
|
||||
|
||||
QVector3D tan = (vert1-vert2).normalized();
|
||||
tan = GLHelper::isCCW(vert1, vert2, vert3) ? (tan) : (-tan);
|
||||
|
||||
const QVector2D tex1(0, 0);
|
||||
const QVector2D tex2(1, 0);
|
||||
const QVector2D tex3(1, 1);
|
||||
const QVector2D tex4(0, 1);
|
||||
|
||||
{
|
||||
const VertNormTexTan vnt1(vert1, n1, tex1, tan);
|
||||
const VertNormTexTan vnt2(vert2, n1, tex2, tan);
|
||||
const VertNormTexTan vnt3(vert3, n1, tex3, tan);
|
||||
const VertNormTexTan vnt4(vert4, n1, tex4, tan);
|
||||
doors.addQuadCCW(vnt1, vnt2, vnt3, vnt4);
|
||||
} {
|
||||
const VertNormTexTan vnt1(vert1, n2, tex1, -tan);
|
||||
const VertNormTexTan vnt2(vert2, n2, tex2, -tan);
|
||||
const VertNormTexTan vnt3(vert3, n2, tex3, -tan);
|
||||
const VertNormTexTan vnt4(vert4, n2, tex4, -tan);
|
||||
doors.addQuadCW(vnt1, vnt2, vnt3, vnt4);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif // DOORS_H
|
||||
156
ui/map/elements/Ground.h
Normal file
156
ui/map/elements/Ground.h
Normal file
@@ -0,0 +1,156 @@
|
||||
#ifndef GROUND_H
|
||||
#define GROUND_H
|
||||
|
||||
#include <Indoor/floorplan/v2/Floorplan.h>
|
||||
#include "../gl/GLHelper.h"
|
||||
#include "../gl/GLTriangles.h"
|
||||
#include "../gl/GLLines.h"
|
||||
#include "../Renderable.h"
|
||||
|
||||
#include "../../../lib/gpc/Polygon.h"
|
||||
|
||||
class Ground : public Renderable {
|
||||
|
||||
private:
|
||||
|
||||
Floorplan::Floor* floor;
|
||||
|
||||
GLTriangles<VertNormTexTan> flooring;
|
||||
GLTriangles<VertNormTexTan> ceiling;
|
||||
|
||||
GLLines outline;
|
||||
bool outlineOnly = false;
|
||||
|
||||
public:
|
||||
|
||||
/** ctor */
|
||||
Ground(Floorplan::Floor* floor) : floor(floor) {
|
||||
setOutlineOnly(false);
|
||||
}
|
||||
|
||||
|
||||
void initGL() override {
|
||||
|
||||
build();
|
||||
|
||||
flooring.setDiffuse(":/res/gl/tex/floor4.jpg");
|
||||
flooring.setNormalMap(":/res/gl/tex/floor4_normal.jpg");
|
||||
|
||||
ceiling.setDiffuse(":/res/gl/tex/floor4.jpg");
|
||||
ceiling.setNormalMap(":/res/gl/tex/floor4_normal.jpg");
|
||||
|
||||
flooring.build();
|
||||
ceiling.build();
|
||||
outline.build();
|
||||
|
||||
//loadShader(":/res/gl/vertex1.glsl", ":/res/gl/fragmentTex.glsl");
|
||||
//program.setUniformValue("texDiffuse", 0);
|
||||
//program.setUniformValue("texNormalMap", 1);
|
||||
|
||||
}
|
||||
|
||||
/** render the floor */
|
||||
void _render() override {
|
||||
if (outlineOnly) {
|
||||
glLineWidth(5);
|
||||
outline.render(&program);
|
||||
} else {
|
||||
flooring.render(&program);
|
||||
ceiling.render(&program);
|
||||
}
|
||||
}
|
||||
|
||||
/** render only the outline? */
|
||||
void setOutlineOnly(const bool outline) override {
|
||||
// this->outlineOnly = outline;
|
||||
// if (outlineOnly) {
|
||||
// loadShader(":/res/gl/vertex1.glsl", ":/res/gl/fragmentLine.glsl");
|
||||
// program.setUniformValue("color", QVector4D(0.0, 0.0, 0.4, 1.0));
|
||||
// } else {
|
||||
loadShader(":/res/gl/vertex1.glsl", ":/res/gl/fragmentTex.glsl");
|
||||
program.setUniformValue("texDiffuse", 0);
|
||||
program.setUniformValue("texNormalMap", 1);
|
||||
// }
|
||||
}
|
||||
|
||||
|
||||
|
||||
private:
|
||||
|
||||
void build() {
|
||||
|
||||
std::vector<gpc_polygon> add;
|
||||
std::vector<gpc_polygon> rem;
|
||||
|
||||
const std::vector<Floorplan::FloorOutlinePolygon*>& polys = floor->outline;
|
||||
|
||||
Polygon pol;
|
||||
|
||||
for (Floorplan::FloorOutlinePolygon* poly : polys) {
|
||||
switch (poly->method) {
|
||||
case Floorplan::OutlineMethod::ADD: pol.add(poly->poly); break;
|
||||
case Floorplan::OutlineMethod::REMOVE: pol.remove(poly->poly); break;
|
||||
default: throw 1;
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<std::vector<Point3>> trias = pol.get(floor->atHeight);
|
||||
|
||||
|
||||
// is stored as TRIANGLE_STRIP
|
||||
// => triangle might have more than 3 points
|
||||
for (const std::vector<Point3>& tria : trias) {
|
||||
|
||||
|
||||
const QVector3D normFloor(0, +1, 0);
|
||||
const QVector3D normCeil(0, -1, 0);
|
||||
const QVector3D t(1,0,0);
|
||||
|
||||
const float s = 0.6;
|
||||
|
||||
// add vertices
|
||||
for (int i = 2; i < (int) tria.size(); i+=1) {
|
||||
|
||||
const Point3 p1 = tria[i-2];
|
||||
const Point3 p2 = tria[i-1];
|
||||
const Point3 p3 = tria[i-0];
|
||||
|
||||
const QVector3D vert1(p1.x, p1.z, p1.y);
|
||||
const QVector3D vert2(p2.x, p2.z, p2.y);
|
||||
const QVector3D vert3(p3.x, p3.z, p3.y);
|
||||
|
||||
{
|
||||
const VertNormTexTan vnt1(vert1, normFloor, tex(vert1*s), t);
|
||||
const VertNormTexTan vnt2(vert2, normFloor, tex(vert2*s), t);
|
||||
const VertNormTexTan vnt3(vert3, normFloor, tex(vert3*s), t);
|
||||
flooring.addFaceCCW(vnt1, vnt2, vnt3);
|
||||
} {
|
||||
const VertNormTexTan vnt1(vert1, normCeil, tex(vert1*s), t);
|
||||
const VertNormTexTan vnt2(vert2, normCeil, tex(vert2*s), t);
|
||||
const VertNormTexTan vnt3(vert3, normCeil, tex(vert3*s), t);
|
||||
ceiling.addFaceCW(vnt1, vnt2, vnt3);
|
||||
}
|
||||
|
||||
outline.addLine(vert1, vert2);
|
||||
outline.addLine(vert2, vert3);
|
||||
outline.addLine(vert3, vert1);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
private:
|
||||
|
||||
QVector2D tex(const QVector3D vert) {
|
||||
return QVector2D(vert.x(), vert.z());
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif // GROUND_H
|
||||
89
ui/map/elements/Handrails.h
Normal file
89
ui/map/elements/Handrails.h
Normal file
@@ -0,0 +1,89 @@
|
||||
#ifndef HANDRAIL_H
|
||||
#define HANDRAIL_H
|
||||
|
||||
|
||||
#include <Indoor/floorplan/v2/Floorplan.h>
|
||||
#include "../gl/GLHelper.h"
|
||||
#include "../gl/GLLines.h"
|
||||
#include "../Renderable.h"
|
||||
|
||||
|
||||
class Handrails : public Renderable {
|
||||
|
||||
private:
|
||||
|
||||
Floorplan::Floor* floor;
|
||||
|
||||
GLLines lines;
|
||||
|
||||
public:
|
||||
|
||||
/** ctor */
|
||||
Handrails(Floorplan::Floor* floor) : floor(floor) {
|
||||
;
|
||||
}
|
||||
|
||||
|
||||
void initGL() override {
|
||||
build();
|
||||
lines.build();
|
||||
loadShader(":/res/gl/vertex1.glsl", ":/res/gl/fragmentLine.glsl");
|
||||
program.setUniformValue("color", QVector4D(0.5, 0.5, 0.5, 1.0));
|
||||
}
|
||||
|
||||
/** render the floor */
|
||||
void _render() override {
|
||||
glLineWidth(2);
|
||||
lines.render(&program);
|
||||
}
|
||||
|
||||
|
||||
|
||||
private:
|
||||
|
||||
void build() {
|
||||
|
||||
for (Floorplan::FloorObstacle* obstacle : floor->obstacles) {
|
||||
|
||||
if (dynamic_cast<Floorplan::FloorObstacleLine*>(obstacle)) {
|
||||
Floorplan::FloorObstacleLine* line = dynamic_cast<Floorplan::FloorObstacleLine*>(obstacle);
|
||||
if (line->type != Floorplan::ObstacleType::HANDRAIL) {continue;}
|
||||
add(line->from, line->to, floor->getStartingZ());
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void add(const Point2 from, const Point2 to, const float h1) {
|
||||
|
||||
// handrail height
|
||||
const float h2 = h1 + 0.8;
|
||||
|
||||
const QVector3D v1(to.x, h2, to.y);
|
||||
const QVector3D v2(from.x, h2, from.y);
|
||||
|
||||
// upper
|
||||
lines.addLine(v1, v2);
|
||||
|
||||
const float stepSize = 0.5;
|
||||
const float len = from.getDistance(to);
|
||||
const float steps = std::round(len / stepSize);
|
||||
|
||||
for (int i = 0; i <= steps; ++i) {
|
||||
const float percent = (float) i / (float) steps;
|
||||
const Point2 pos = from + (to-from) * percent;
|
||||
const QVector3D v1(pos.x, h1, pos.y);
|
||||
const QVector3D v2(pos.x, h2, pos.y);
|
||||
lines.addLine(v1, v2);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
#endif // HANDRAIL_H
|
||||
84
ui/map/elements/Object.h
Normal file
84
ui/map/elements/Object.h
Normal file
@@ -0,0 +1,84 @@
|
||||
#ifndef OBJECT_H
|
||||
#define OBJECT_H
|
||||
|
||||
|
||||
#include <Indoor/floorplan/v2/Floorplan.h>
|
||||
#include "../gl/GLHelper.h"
|
||||
#include "../gl/GLTriangles.h"
|
||||
#include "../Renderable.h"
|
||||
|
||||
#include <KLib/data/obj/ObjectFile.h>
|
||||
|
||||
|
||||
class Object : public Renderable {
|
||||
|
||||
private:
|
||||
|
||||
GLTriangles<VertNormTex> triangles;
|
||||
|
||||
public:
|
||||
|
||||
/** ctor */
|
||||
Object(const std::string& file, const std::string& colorTexture, std::string normalsTexture, const float scale = 1.0) {
|
||||
|
||||
K::ObjFileReader reader(file, false);
|
||||
|
||||
|
||||
if (normalsTexture.empty()) {normalsTexture = ":/res/gl/tex/empty_normals.jpg";}
|
||||
|
||||
triangles.setDiffuse(colorTexture.c_str());
|
||||
triangles.setNormalMap(normalsTexture.c_str());
|
||||
|
||||
for (const K::ObjFileReader::Face& face : reader.getData().faces) {
|
||||
|
||||
const QVector3D vertex1(face.vnt[0].vertex.x, face.vnt[0].vertex.y, face.vnt[0].vertex.z);
|
||||
const QVector3D vertex2(face.vnt[1].vertex.x, face.vnt[1].vertex.y, face.vnt[1].vertex.z);
|
||||
const QVector3D vertex3(face.vnt[2].vertex.x, face.vnt[2].vertex.y, face.vnt[2].vertex.z);
|
||||
|
||||
const QVector3D normal1(face.vnt[0].normal.x, face.vnt[0].normal.y, face.vnt[0].normal.z);
|
||||
const QVector3D normal2(face.vnt[1].normal.x, face.vnt[1].normal.y, face.vnt[1].normal.z);
|
||||
const QVector3D normal3(face.vnt[2].normal.x, face.vnt[2].normal.y, face.vnt[2].normal.z);
|
||||
|
||||
const QVector2D texture1(face.vnt[0].texture.x, face.vnt[0].texture.y);
|
||||
const QVector2D texture2(face.vnt[1].texture.x, face.vnt[1].texture.y);
|
||||
const QVector2D texture3(face.vnt[2].texture.x, face.vnt[2].texture.y);
|
||||
|
||||
const QVector3D o(0, 0.0, 0);
|
||||
|
||||
const VertNormTex vnt1(vertex1*scale+o, normal1, texture1);
|
||||
const VertNormTex vnt2(vertex2*scale+o, normal2, texture2);
|
||||
const VertNormTex vnt3(vertex3*scale+o, normal3, texture3);
|
||||
|
||||
triangles.addFace(vnt1, vnt2, vnt3);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
void initGL() override {
|
||||
build();
|
||||
triangles.build();
|
||||
loadShader(":/res/gl/vertex1.glsl", ":/res/gl/fragmentTex.glsl");
|
||||
program.setUniformValue("texDiffuse", 0);
|
||||
program.setUniformValue("texNormalMap", 1);
|
||||
}
|
||||
|
||||
/** render the floor */
|
||||
void _render() override {
|
||||
triangles.render(&program);
|
||||
}
|
||||
|
||||
|
||||
|
||||
private:
|
||||
|
||||
void build() {
|
||||
triangles.build();
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
|
||||
#endif // OBJECT_H
|
||||
317
ui/map/elements/Path.h
Normal file
317
ui/map/elements/Path.h
Normal file
@@ -0,0 +1,317 @@
|
||||
#ifndef PATH_H
|
||||
#define PATH_H
|
||||
|
||||
#include <Indoor/floorplan/v2/Floorplan.h>
|
||||
#include <Indoor/nav/dijkstra/DijkstraPath.h>
|
||||
|
||||
|
||||
#include "../gl/GLHelper.h"
|
||||
#include "../gl/GLTriangles.h"
|
||||
#include "../Renderable.h"
|
||||
|
||||
|
||||
class Path : public Renderable {
|
||||
|
||||
private:
|
||||
|
||||
GLTriangles<VertNormTex> lines;
|
||||
|
||||
public:
|
||||
|
||||
/** ctor */
|
||||
Path() {
|
||||
;
|
||||
}
|
||||
|
||||
|
||||
void initGL() override {
|
||||
|
||||
loadShader(":/res/gl/vertex1.glsl", ":/res/gl/fragmentLine.glsl");
|
||||
program.setUniformValue("color", QVector4D(0.0, 0.4, 1.0, 0.6));
|
||||
|
||||
//loadShader(":/res/gl/vertex1.glsl", ":/res/gl/fragmentTexSimple.glsl");
|
||||
|
||||
lines.setDiffuse(":/res/gl/tex/arrows.png");
|
||||
program.setUniformValue("texNormalMap", 0);
|
||||
|
||||
}
|
||||
|
||||
/** render the floor */
|
||||
void _render() override {
|
||||
lines.rebuild();
|
||||
glLineWidth(30);
|
||||
glEnable(GL_BLEND);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
lines.render(&program);
|
||||
glDisable(GL_BLEND);
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
}
|
||||
|
||||
|
||||
template <typename Node> void set(const DijkstraPath<Node>& path) {
|
||||
|
||||
std::vector<Point3> out;
|
||||
for (const DijkstraNode<Node>* node : path.getVector()) {
|
||||
if (!node) {break;}
|
||||
const Node* elem = node->element;
|
||||
out.push_back(Point3(elem->x_cm/100.0f, elem->y_cm/100.0f, elem->z_cm/100.0f));
|
||||
}
|
||||
|
||||
out = simplify(out);
|
||||
set(out);
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
void setSimple(const std::vector<Point3>& path) {
|
||||
|
||||
|
||||
lines.clear();
|
||||
const float s = 0.5;
|
||||
|
||||
Point3 lastDir(0,0,0);
|
||||
std::vector<Floorplan::Quad3> quads;
|
||||
|
||||
for (int i = 1; i < (int) path.size(); ++i) {
|
||||
|
||||
Point3 pa = path[i-1];
|
||||
Point3 pb = path[i-0];
|
||||
const Point3 pc(0, 0, 1);
|
||||
|
||||
Point3 dir = pb - pa; dir /= dir.length();
|
||||
Point3 perb = cross(pa-pb, pc); perb /= perb.length();
|
||||
|
||||
const Point3 p1 = pa - perb*s;
|
||||
const Point3 p2 = pa + perb*s;
|
||||
const Point3 p3 = pb + perb*s;
|
||||
const Point3 p4 = pb - perb*s;
|
||||
|
||||
if (dir == lastDir) {
|
||||
quads.back().p3 = p3;
|
||||
quads.back().p4 = p4;
|
||||
} else {
|
||||
quads.push_back(Floorplan::Quad3(p1,p2,p3,p4));
|
||||
}
|
||||
|
||||
lastDir = dir;
|
||||
|
||||
// // produce a small gap between path-lines [will be filled with another quad!]
|
||||
// pa += dir * 0.6;
|
||||
// pb -= dir * 0.6;
|
||||
|
||||
//
|
||||
}
|
||||
|
||||
for (int i = 0; i < (int) quads.size(); ++i) {
|
||||
|
||||
// add the line-segment
|
||||
const Floorplan::Quad3 q1 = quads[i];
|
||||
addQuad(q1);
|
||||
|
||||
// // construct the quad between adjacent segments
|
||||
// if (i < (int) quads.size() - 1) {
|
||||
// const Floorplan::Quad3 q2 = quads[i+1];
|
||||
// const Floorplan::Quad3 q3(q1.p3, q2.p2, q2.p1, q1.p4);
|
||||
// addQuad(q3);
|
||||
// }
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
*/
|
||||
|
||||
/** combine nodes while the direction stays the same (many small quads -> one large quad) */
|
||||
std::vector<Point3> simplify(const std::vector<Point3>& path) {
|
||||
|
||||
std::vector<Point3> out;
|
||||
|
||||
Point3 lastDir(0,0,0);
|
||||
if (!path.empty()) {
|
||||
out.push_back(path.back());
|
||||
}
|
||||
|
||||
for (int i = path.size() - 1; i >= 1; --i) {
|
||||
|
||||
const Point3 pa = path[i-0];
|
||||
const Point3 pb = path[i-1];
|
||||
const Point3 dir = (pb - pa).normalized();
|
||||
|
||||
if (dir == lastDir) {
|
||||
out[out.size()-1] = pb;
|
||||
} else {
|
||||
out.push_back(pb);
|
||||
}
|
||||
|
||||
lastDir = dir;
|
||||
|
||||
}
|
||||
|
||||
// remove unneccesary nodes
|
||||
for (int i = 1; i < (int) out.size() - 1; ++i) {
|
||||
|
||||
const Point3 pa = out[i-1];
|
||||
const Point3 pb = out[i-0];
|
||||
const Point3 pc = out[i+1];
|
||||
|
||||
const float min = 0.6;
|
||||
const float d1 = pb.getDistance(pa);
|
||||
const float d2 = pb.getDistance(pc);
|
||||
|
||||
if (d1 < min || d2 < min) {
|
||||
out.erase(out.begin() + i);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return out;
|
||||
|
||||
}
|
||||
|
||||
// void set(const std::vector<Point3>& path) {
|
||||
|
||||
// lines.clear();
|
||||
|
||||
// const float s = 0.4;
|
||||
// std::vector<Point3> pts;
|
||||
|
||||
// for (int i = 0; i < (int) path.size(); ++i) {
|
||||
|
||||
// const Point3 pa = path[i-1];
|
||||
// const Point3 pb = path[i-0];
|
||||
// const Point3 pc(0, 0, 1);
|
||||
|
||||
// const Point3 perb = cross(pa-pb, pc).normalized();
|
||||
|
||||
// // quad's edges
|
||||
// const Point3 p1 = pa - perb*s;
|
||||
// const Point3 p2 = pa + perb*s;
|
||||
// const Point3 p3 = pb + perb*s;
|
||||
// const Point3 p4 = pb - perb*s;
|
||||
|
||||
// pts.push_back(p1);
|
||||
// pts.push_back(p2);
|
||||
|
||||
// }
|
||||
|
||||
// std::vector<Floorplan::Quad3> quads;
|
||||
// for (int i = 0; i < (int) pts.size(); i+=2) {
|
||||
// quads.push_back(Floorplan::Quad3(pts[i+0], pts[i+1], pts[i+3], pts[i+2]));
|
||||
// }
|
||||
|
||||
// float l1 = 0;
|
||||
// float l2 = 0;
|
||||
|
||||
// for (int i = 0; i < (int) quads.size(); ++i) {
|
||||
|
||||
// // add the line-segment
|
||||
// const Floorplan::Quad3 q1 = quads[i];
|
||||
// l2 += ((q1.p1 + q1.p2) / 2).getDistance( (q1.p3 + q1.p4) / 2 );
|
||||
// addQuad(q1, l1, l2);
|
||||
// l1 = l2;
|
||||
|
||||
// }
|
||||
|
||||
// }
|
||||
|
||||
|
||||
|
||||
void set(const std::vector<Point3>& path) {
|
||||
|
||||
|
||||
lines.clear();
|
||||
|
||||
// half the width of the path
|
||||
const float s = 0.4;
|
||||
std::vector<Floorplan::Quad3> quads;
|
||||
|
||||
for (int i = 1; i < (int) path.size(); ++i) {
|
||||
|
||||
Point3 pa = path[i-1];
|
||||
Point3 pb = path[i-0];
|
||||
const Point3 pc(0, 0, 1);
|
||||
Point3 dir = (pb - pa).normalized();
|
||||
|
||||
// produce a small gap between path-segments
|
||||
// those segments will be smoothly connected using another quad
|
||||
pa += dir * 0.35;
|
||||
pb -= dir * 0.35;
|
||||
|
||||
const Point3 perb = cross(pa-pb, pc).normalized();
|
||||
|
||||
// quad's edges
|
||||
const Point3 p1 = pa - perb*s;
|
||||
const Point3 p2 = pa + perb*s;
|
||||
const Point3 p3 = pb + perb*s;
|
||||
const Point3 p4 = pb - perb*s;
|
||||
|
||||
// add
|
||||
quads.push_back(Floorplan::Quad3(p1,p2,p3,p4));
|
||||
|
||||
}
|
||||
|
||||
float l1 = 0;
|
||||
float l2 = 0;
|
||||
|
||||
for (int i = 0; i < (int) quads.size(); ++i) {
|
||||
|
||||
// add the line-segment
|
||||
const Floorplan::Quad3 q1 = quads[i];
|
||||
l2 += ((q1.p1 + q1.p2) / 2).getDistance( (q1.p3 + q1.p4) / 2 );
|
||||
addQuad(q1, l1, l2);
|
||||
l1 = l2;
|
||||
|
||||
// done?
|
||||
if (i == (int) quads.size() - 1) {break;}
|
||||
|
||||
// construct the quad between adjacent segments
|
||||
const Floorplan::Quad3 q2 = quads[i+1];
|
||||
const Floorplan::Quad3 q3(q1.p4, q1.p3, q2.p2, q2.p1);
|
||||
l2 += ((q3.p1 + q3.p2) / 2).getDistance( (q3.p3 + q3.p4) / 2 );
|
||||
addQuad(q3, l1, l2);
|
||||
l1 = l2;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
void addQuad(const Floorplan::Quad3& q, const float l1, const float l2) {
|
||||
|
||||
// move the path upwards (slightly above the ground)
|
||||
const float h = 0.40;
|
||||
|
||||
const QVector3D v1(q.p1.x, q.p1.z+h, q.p1.y);
|
||||
const QVector3D v2(q.p2.x, q.p2.z+h, q.p2.y);
|
||||
const QVector3D v3(q.p3.x, q.p3.z+h, q.p3.y);
|
||||
const QVector3D v4(q.p4.x, q.p4.z+h, q.p4.y);
|
||||
|
||||
const QVector3D n(0,1,0);
|
||||
|
||||
const QVector2D tex1(0, l1);
|
||||
const QVector2D tex2(1, l1);
|
||||
const QVector2D tex3(1, l2);
|
||||
const QVector2D tex4(0, l2);
|
||||
|
||||
// const QVector2D tex1(q.p1.x, q.p1.y);
|
||||
// const QVector2D tex2(q.p2.x, q.p2.y);
|
||||
// const QVector2D tex3(q.p3.x, q.p3.y);
|
||||
// const QVector2D tex4(q.p4.x, q.p4.y);
|
||||
|
||||
const VertNormTex vnt1(v1, n, tex1);
|
||||
const VertNormTex vnt2(v2, n, tex2);
|
||||
const VertNormTex vnt3(v3, n, tex3);
|
||||
const VertNormTex vnt4(v4, n, tex4);
|
||||
|
||||
|
||||
lines.addQuadCCW(vnt1, vnt2, vnt3, vnt4);
|
||||
|
||||
}
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif // PATH_H
|
||||
153
ui/map/elements/Stairs.h
Normal file
153
ui/map/elements/Stairs.h
Normal file
@@ -0,0 +1,153 @@
|
||||
#ifndef STAIRS_H
|
||||
#define STAIRS_H
|
||||
|
||||
|
||||
#include <Indoor/floorplan/v2/Floorplan.h>
|
||||
#include "../gl/GLHelper.h"
|
||||
#include "../gl/GLTriangles.h"
|
||||
#include "../Renderable.h"
|
||||
|
||||
|
||||
class Stairs : public Renderable {
|
||||
|
||||
private:
|
||||
|
||||
Floorplan::Floor* floor;
|
||||
|
||||
GLTriangles<VertNormTex> parts;
|
||||
|
||||
public:
|
||||
|
||||
/** ctor */
|
||||
Stairs(Floorplan::Floor* floor) : floor(floor) {
|
||||
;
|
||||
}
|
||||
|
||||
|
||||
void initGL() override {
|
||||
|
||||
build();
|
||||
// parts.setDiffuse(":/res/gl/tex/granite1.jpg");
|
||||
// parts.setNormalMap(":/res/gl/tex/granite1_normal.jpg");
|
||||
parts.setDiffuse(":/res/gl/tex/floor4.jpg");
|
||||
parts.setNormalMap(":/res/gl/tex/floor4_normal.jpg");
|
||||
parts.build();
|
||||
|
||||
loadShader(":/res/gl/vertex1.glsl", ":/res/gl/fragmentTex.glsl");
|
||||
program.setUniformValue("texDiffuse", 0);
|
||||
program.setUniformValue("texNormalMap", 1);
|
||||
|
||||
}
|
||||
|
||||
/** render the floor */
|
||||
void _render() override {
|
||||
parts.render(&program);
|
||||
}
|
||||
|
||||
|
||||
|
||||
private:
|
||||
|
||||
void build() {
|
||||
|
||||
for (Floorplan::Stair* stair : floor->stairs) {
|
||||
|
||||
if (dynamic_cast<Floorplan::Stair*>(stair)) {
|
||||
Floorplan::StairFreeform* freeform = dynamic_cast<Floorplan::StairFreeform*>(stair);
|
||||
add(Floorplan::getQuads(freeform->getParts(), floor));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void add(const std::vector<Floorplan::Quad3>& quads) {
|
||||
|
||||
for (const Floorplan::Quad3& quad : quads) {
|
||||
|
||||
//void addQuad(quad);
|
||||
|
||||
stepify(quad);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void stepify(const Floorplan::Quad3& quad) {
|
||||
|
||||
const float len = (quad.p4 - quad.p1).length();
|
||||
const float stepLen = 0.3;
|
||||
const int steps = std::round(len / stepLen);
|
||||
|
||||
for (int i = 0; i < steps; ++i) {
|
||||
const float per1 = (float) (i+0) / (float) steps;
|
||||
const float per2 = (float) (i+1) / (float) steps;
|
||||
|
||||
const Point3 p1 = quad.p1 + (quad.p4 - quad.p1) * per1;
|
||||
const Point3 p2 = quad.p2 + (quad.p3 - quad.p2) * per1;
|
||||
const Point3 p5 = quad.p2 + (quad.p3 - quad.p2) * per2;
|
||||
const Point3 p6 = quad.p1 + (quad.p4 - quad.p1) * per2;
|
||||
Point3 p3 = p5; p3.z = p2.z;
|
||||
Point3 p4 = p6; p4.z = p1.z;
|
||||
|
||||
|
||||
addQuad(Floorplan::Quad3(p1, p2, p3, p4));
|
||||
addQuad(Floorplan::Quad3(p3, p4, p6, p5));
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void addQuad(const Floorplan::Quad3& quad) {
|
||||
|
||||
const QVector3D vert1(quad.p1.x, quad.p1.z, quad.p1.y);
|
||||
const QVector3D vert2(quad.p2.x, quad.p2.z, quad.p2.y);
|
||||
const QVector3D vert3(quad.p3.x, quad.p3.z, quad.p3.y);
|
||||
const QVector3D vert4(quad.p4.x, quad.p4.z, quad.p4.y);
|
||||
|
||||
const QVector3D n1 = GLHelper::getNormal(vert1, vert2, vert3);
|
||||
const QVector3D n2 = -n1;
|
||||
|
||||
// const float o =
|
||||
|
||||
// const QVector2D tex1(quad.p1.length(), quad.p1.y);
|
||||
// const QVector2D tex2(quad.p2.x, quad.p2.y+quad.p2.z);
|
||||
// const QVector2D tex3(quad.p3.x, quad.p3.y+quad.p3.z);
|
||||
// const QVector2D tex4(quad.p4.x, quad.p4.y+quad.p4.z);
|
||||
|
||||
const float h = quad.p4.getDistance(quad.p1);
|
||||
const float l = quad.p1.getDistance(quad.p2);
|
||||
const float o = quad.p1.length();
|
||||
const float s = 1.1; // 0.5;
|
||||
|
||||
const QVector2D tex1(o+0, h); // start texturing at the ceiling so above-door-sections and walls have the same textre
|
||||
const QVector2D tex2(o+l, h);
|
||||
const QVector2D tex3(o+l, 0);
|
||||
const QVector2D tex4(o+0, 0);
|
||||
|
||||
// const VertNormTex vnt1(vert1, n1, tex1*s);
|
||||
// const VertNormTex vnt2(vert2, n1, tex2*s);
|
||||
// const VertNormTex vnt3(vert3, n1, tex3*s);
|
||||
// const VertNormTex vnt4(vert4, n1, tex4*s);
|
||||
|
||||
{
|
||||
const VertNormTex vnt1(vert1, n1, tex1*s);
|
||||
const VertNormTex vnt2(vert2, n1, tex2*s);
|
||||
const VertNormTex vnt3(vert3, n1, tex3*s);
|
||||
const VertNormTex vnt4(vert4, n1, tex4*s);
|
||||
parts.addQuadCCW(vnt1, vnt2, vnt3, vnt4);
|
||||
} {
|
||||
const VertNormTex vnt1(vert1, n2, tex1*s);
|
||||
const VertNormTex vnt2(vert2, n2, tex2*s);
|
||||
const VertNormTex vnt3(vert3, n2, tex3*s);
|
||||
const VertNormTex vnt4(vert4, n2, tex4*s);
|
||||
parts.addQuadCW(vnt1, vnt2, vnt3, vnt4);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
||||
#endif // STAIRS_H
|
||||
144
ui/map/elements/Walls.h
Normal file
144
ui/map/elements/Walls.h
Normal file
@@ -0,0 +1,144 @@
|
||||
#ifndef WALLS_H
|
||||
#define WALLS_H
|
||||
|
||||
#include <Indoor/floorplan/v2/Floorplan.h>
|
||||
#include "../gl/GLHelper.h"
|
||||
#include "../gl/GLTriangles.h"
|
||||
#include "../gl/GLLines.h"
|
||||
#include "../Renderable.h"
|
||||
#include "../gl/Shader.h"
|
||||
|
||||
|
||||
class Walls : public Renderable {
|
||||
|
||||
private:
|
||||
|
||||
Floorplan::Floor* floor;
|
||||
|
||||
GLTriangles<VertNormTexTan> triangles;
|
||||
GLLines outlines;
|
||||
bool outlineOnly = false;
|
||||
|
||||
public:
|
||||
|
||||
/** ctor */
|
||||
Walls(Floorplan::Floor* floor) : floor(floor) {
|
||||
|
||||
setOutlineOnly(false);
|
||||
|
||||
}
|
||||
|
||||
|
||||
void initGL() override {
|
||||
|
||||
build();
|
||||
|
||||
triangles.build();
|
||||
triangles.setDiffuse(":/res/gl/tex/wall3.jpg");
|
||||
triangles.setNormalMap(":/res/gl/tex/wall3_normal.jpg");
|
||||
|
||||
outlines.build();
|
||||
|
||||
}
|
||||
|
||||
/** render the floor */
|
||||
void _render() override {
|
||||
if (outlineOnly) {
|
||||
glLineWidth(1);
|
||||
outlines.render(&program);
|
||||
} else {
|
||||
triangles.render(&program);
|
||||
}
|
||||
}
|
||||
|
||||
/** render only the outline? */
|
||||
void setOutlineOnly(const bool outline) override {
|
||||
this->outlineOnly = outline;
|
||||
if (outlineOnly) {
|
||||
loadShader(":/res/gl/vertex1.glsl", ":/res/gl/fragmentLine.glsl");
|
||||
program.setUniformValue("color", QVector4D(0.9, 0.9, 0.9, 1.0));
|
||||
} else {
|
||||
loadShader(":/res/gl/vertex1.glsl", ":/res/gl/fragmentTex.glsl");
|
||||
program.setUniformValue("texDiffuse", 0);
|
||||
program.setUniformValue("texNormalMap", 1);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private:
|
||||
|
||||
void build() {
|
||||
|
||||
for (Floorplan::FloorObstacle* obstacle : floor->obstacles) {
|
||||
|
||||
if (dynamic_cast<Floorplan::FloorObstacleLine*>(obstacle)) {
|
||||
Floorplan::FloorObstacleLine* line = dynamic_cast<Floorplan::FloorObstacleLine*>(obstacle);
|
||||
if (line->type != Floorplan::ObstacleType::WALL) {continue;}
|
||||
addFace(line->from, line->to, floor->getStartingZ(), floor->getEndingZ());
|
||||
} else if (dynamic_cast<Floorplan::FloorObstacleDoor*>(obstacle)) {
|
||||
Floorplan::FloorObstacleDoor* door = dynamic_cast<Floorplan::FloorObstacleDoor*>(obstacle);
|
||||
addFace(door->from, door->to, floor->getStartingZ() + door->height, floor->getEndingZ());
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void addFace(const Point2 from, const Point2 to, const float h1, const float h2) {
|
||||
|
||||
const QVector3D vert1(from.x, h1, from.y);
|
||||
const QVector3D vert2(to.x, h1, to.y);
|
||||
const QVector3D vert3(to.x, h2, to.y);
|
||||
const QVector3D vert4(from.x, h2, from.y);
|
||||
|
||||
const QVector3D n1 = GLHelper::getNormal(vert1, vert2, vert3);
|
||||
const QVector3D n2 = -n1;
|
||||
|
||||
|
||||
|
||||
QVector3D tan = (vert1-vert2).normalized();
|
||||
tan = GLHelper::isCCW(vert1, vert2, vert3) ? (tan) : (-tan);
|
||||
|
||||
const float l = from.getDistance(to);
|
||||
const float h = h2-h1;
|
||||
const float o = std::min(from.length(), to.length());
|
||||
|
||||
const QVector2D tex1(o+0, h); // start texturing at the ceiling so above-door-sections and walls have the same textre
|
||||
const QVector2D tex2(o+l, h);
|
||||
const QVector2D tex3(o+l, 0);
|
||||
const QVector2D tex4(o+0, 0);
|
||||
|
||||
const float s = 0.65;
|
||||
|
||||
|
||||
|
||||
{
|
||||
const VertNormTexTan vnt1(vert1, n1, tex1*s, tan);
|
||||
const VertNormTexTan vnt2(vert2, n1, tex2*s, tan);
|
||||
const VertNormTexTan vnt3(vert3, n1, tex3*s, tan);
|
||||
const VertNormTexTan vnt4(vert4, n1, tex4*s, tan);
|
||||
triangles.addQuadCCW(vnt1, vnt2, vnt3, vnt4);
|
||||
} {
|
||||
const VertNormTexTan vnt1(vert1, n2, tex1*s, -tan);
|
||||
const VertNormTexTan vnt2(vert2, n2, tex2*s, -tan);
|
||||
const VertNormTexTan vnt3(vert3, n2, tex3*s, -tan);
|
||||
const VertNormTexTan vnt4(vert4, n2, tex4*s, -tan);
|
||||
triangles.addQuadCW(vnt1, vnt2, vnt3, vnt4);
|
||||
}
|
||||
|
||||
outlines.addLine(vert1, vert2);
|
||||
outlines.addLine(vert2, vert3);
|
||||
outlines.addLine(vert3, vert4);
|
||||
outlines.addLine(vert4, vert1);
|
||||
|
||||
}
|
||||
|
||||
//private:
|
||||
//
|
||||
// QVector2D tex(const QVector3D vert) {
|
||||
// return QVector2D(vert.x(), vert.y());
|
||||
// }
|
||||
|
||||
};
|
||||
|
||||
#endif // WALLS_H
|
||||
67
ui/map/gl/GL.h
Normal file
67
ui/map/gl/GL.h
Normal file
@@ -0,0 +1,67 @@
|
||||
#ifndef HELPER_GL_H
|
||||
#define HELPER_GL_H
|
||||
|
||||
#include <QOpenGLFunctions>
|
||||
#include <QOpenGLShaderProgram>
|
||||
#include <QOpenGLBuffer>
|
||||
#include <QOpenGLTexture>
|
||||
|
||||
struct Vert {
|
||||
QVector3D vert;
|
||||
Vert(QVector3D vert) : vert(vert) {;}
|
||||
int getVertOffset() const {return 0;}
|
||||
bool operator == (const Vert& o) const {return (vert == o.vert);}
|
||||
};
|
||||
|
||||
struct VertColor {
|
||||
QVector3D vert;
|
||||
QVector3D color;
|
||||
VertColor(QVector3D vert, QVector3D color) : vert(vert), color(color) {;}
|
||||
int getVertOffset() const {return 0;}
|
||||
int getColorOffset() const {return sizeof(QVector3D);}
|
||||
int getTanOffset() const {throw "error";}
|
||||
bool operator == (const VertColor& o) const {return (vert == o.vert) && (color == o.color);}
|
||||
static bool hasTangent() {return false;}
|
||||
static bool hasColor() {return true;}
|
||||
};
|
||||
|
||||
struct VertNorm {
|
||||
QVector3D vert;
|
||||
QVector3D norm;
|
||||
VertNorm(QVector3D vert, QVector3D norm) : vert(vert), norm(norm) {;}
|
||||
int getVertOffset() const {return 0;}
|
||||
int getNormOffset() const {return sizeof(QVector3D);}
|
||||
int getTanOffset() const {throw "error";}
|
||||
bool operator == (const VertNorm& o) const {return (vert == o.vert) && (norm == o.norm);}
|
||||
static bool hasTangent() {return false;}
|
||||
|
||||
};
|
||||
|
||||
struct VertNormTex {
|
||||
QVector3D vert;
|
||||
QVector3D norm;
|
||||
QVector2D tex;
|
||||
VertNormTex(QVector3D vert, QVector3D norm, QVector3D tex) : vert(vert), norm(norm), tex(tex) {;}
|
||||
int getVertOffset() const {return 0;}
|
||||
int getNormOffset() const {return sizeof(QVector3D);}
|
||||
int getTexOffset() const {return sizeof(QVector3D)*2;}
|
||||
int getTanOffset() const {throw "error";}
|
||||
bool operator == (const VertNormTex& o) const {return (vert == o.vert) && (norm == o.norm) && (tex == o.tex);}
|
||||
static bool hasTangent() {return false;}
|
||||
};
|
||||
|
||||
struct VertNormTexTan {
|
||||
QVector3D vert;
|
||||
QVector3D norm;
|
||||
QVector2D tex;
|
||||
QVector3D tan;
|
||||
VertNormTexTan(QVector3D vert, QVector3D norm, QVector3D tex, QVector3D tan) : vert(vert), norm(norm), tex(tex), tan(tan) {;}
|
||||
int getVertOffset() const {return 0;}
|
||||
int getNormOffset() const {return sizeof(QVector3D);}
|
||||
int getTexOffset() const {return sizeof(QVector3D)*2;}
|
||||
int getTanOffset() const {return sizeof(QVector3D)*2 + sizeof(QVector2D);}
|
||||
bool operator == (const VertNormTexTan& o) const {return (vert == o.vert) && (norm == o.norm) && (tex == o.tex) && (tan == o.tan);}
|
||||
static bool hasTangent() {return true;}
|
||||
};
|
||||
|
||||
#endif // HELPER_GL_H
|
||||
67
ui/map/gl/GLHelper.h
Normal file
67
ui/map/gl/GLHelper.h
Normal file
@@ -0,0 +1,67 @@
|
||||
#ifndef MAP_HELPER_H
|
||||
#define MAP_HELPER_H
|
||||
|
||||
#include <Indoor/geo/Point3.h>
|
||||
#include <QOpenGLFunctions>
|
||||
|
||||
class GLHelper {
|
||||
|
||||
public:
|
||||
|
||||
static QVector3D getNormal(const QVector3D& v1, const QVector3D& v2, const QVector3D& v3) {
|
||||
|
||||
// get two of the triangle's edges
|
||||
const QVector4D v21 = v2-v1;
|
||||
const QVector4D v31 = v3-v1;
|
||||
|
||||
const QVector3D n = QVector3D::crossProduct(v21.toVector3D(), v31.toVector3D()).normalized();
|
||||
|
||||
return isCCW(v1, v2, v3) ? (n) : (-n);
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* is the triangle given by p1,p2,p3 CCW?
|
||||
* NOTE: uses OUR coordinate system (x,y,z) where z is the floor-height
|
||||
*/
|
||||
static bool isCCW(const Point3 p1, const Point3 p2, const Point3 p3) {
|
||||
const QVector3D v1(p1.x, p1.z, p1.y);
|
||||
const QVector3D v2(p2.x, p2.z, p2.y);
|
||||
const QVector3D v3(p3.x, p3.z, p3.y);
|
||||
return isCCW(v1, v2, v3);
|
||||
}
|
||||
|
||||
/**
|
||||
* is the triangle given by p1,p2,p3 CCW?
|
||||
* NOTE: uses OpenGL coordinate system (x,z,y) (our z is the floor-height)
|
||||
*/
|
||||
static bool isCCW(const QVector3D& p1, const QVector3D& p2, const QVector3D& p3) {
|
||||
|
||||
// camera position
|
||||
QMatrix4x4 proj; proj.lookAt(QVector3D(-1,20,-1), QVector3D(0,0,0), QVector3D(0,1,0));
|
||||
|
||||
// to camera space
|
||||
QVector4D v1(p1.x(), p1.y(), p1.z(), 1);
|
||||
QVector4D v2(p2.x(), p2.y(), p2.z(), 1);
|
||||
QVector4D v3(p3.x(), p3.y(), p3.z(), 1);
|
||||
v1 = proj * v1;
|
||||
v2 = proj * v2;
|
||||
v3 = proj * v3;
|
||||
|
||||
// get two of the triangle's edges
|
||||
const QVector4D v21 = v2-v1;
|
||||
const QVector4D v31 = v3-v1;
|
||||
|
||||
// check the angle between both
|
||||
const float angle = QVector2D::dotProduct(v21.toVector2D(), v31.toVector2D());
|
||||
return angle > 0;
|
||||
|
||||
// const QVector3D n = QVector3D::crossProduct(v21.toVector3D(), v31.toVector3D());
|
||||
// return n.z() > 0;
|
||||
|
||||
}
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif // MAP_HELPER_H
|
||||
126
ui/map/gl/GLLines.h
Normal file
126
ui/map/gl/GLLines.h
Normal file
@@ -0,0 +1,126 @@
|
||||
#ifndef GLLINES_H
|
||||
#define GLLINES_H
|
||||
|
||||
#include <QOpenGLFunctions>
|
||||
#include "GL.h"
|
||||
#include "GLHelper.h"
|
||||
|
||||
#include <Indoor/geo/Point3.h>
|
||||
|
||||
class GLLines : protected QOpenGLFunctions {
|
||||
|
||||
private:
|
||||
|
||||
QOpenGLBuffer arrayBuf;
|
||||
QOpenGLBuffer indexBuf;
|
||||
|
||||
std::vector<Vert> vertices;
|
||||
std::vector<GLushort> indices;
|
||||
|
||||
int mode = GL_LINES;
|
||||
|
||||
public:
|
||||
|
||||
/** ctor */
|
||||
GLLines() : arrayBuf(QOpenGLBuffer::VertexBuffer), indexBuf(QOpenGLBuffer::IndexBuffer) {
|
||||
;
|
||||
}
|
||||
|
||||
/** dtor */
|
||||
~GLLines() {
|
||||
arrayBuf.destroy();
|
||||
indexBuf.destroy();
|
||||
}
|
||||
|
||||
/** add a new face to this element */
|
||||
void addLine(const QVector3D& p1, const QVector3D& p2) {
|
||||
|
||||
// add vertices (remove duplicates!)
|
||||
const int i1 = addOnce(p1);
|
||||
const int i2 = addOnce(p2);
|
||||
|
||||
// add indices
|
||||
indices.push_back(i1);
|
||||
indices.push_back(i2);
|
||||
|
||||
}
|
||||
|
||||
void addVertex(const QVector3D& p1) {
|
||||
const int i1 = addOnce(p1);
|
||||
indices.push_back(i1);
|
||||
}
|
||||
|
||||
|
||||
/** build the underlying buffers */
|
||||
void build() {
|
||||
|
||||
initializeOpenGLFunctions();
|
||||
|
||||
// Transfer vertex data to VBO 0
|
||||
arrayBuf.create();
|
||||
arrayBuf.bind();
|
||||
arrayBuf.allocate(vertices.data(), vertices.size() * sizeof(vertices[0]));
|
||||
|
||||
// Transfer index data to VBO 1
|
||||
indexBuf.create();
|
||||
indexBuf.bind();
|
||||
indexBuf.allocate(indices.data(), indices.size() * sizeof(indices[0]));
|
||||
|
||||
}
|
||||
|
||||
void rebuild() {
|
||||
if (indexBuf.isCreated()) {indexBuf.destroy();}
|
||||
if (arrayBuf.isCreated()) {arrayBuf.destroy();}
|
||||
build();
|
||||
}
|
||||
|
||||
void clear() {
|
||||
indices.clear();
|
||||
vertices.clear();
|
||||
}
|
||||
|
||||
void setMode(const int mode) {
|
||||
this->mode = mode;
|
||||
}
|
||||
|
||||
/** render the element */
|
||||
void render(QOpenGLShaderProgram *program) {
|
||||
|
||||
// Tell OpenGL which VBOs to use
|
||||
arrayBuf.bind();
|
||||
indexBuf.bind();
|
||||
|
||||
// vertices
|
||||
int vertLoc = program->attributeLocation("a_position");
|
||||
program->enableAttributeArray(vertLoc);
|
||||
program->setAttributeBuffer(vertLoc, GL_FLOAT, vertices[0].getVertOffset(), 3, sizeof(vertices[0]));
|
||||
|
||||
// Draw cube geometry using indices from VBO 1
|
||||
glDrawElements(mode, indices.size(), GL_UNSIGNED_SHORT, 0);
|
||||
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
/** to conserve memory, avoid duplicate VNTs! */
|
||||
int addOnce(const Vert& vnt) {
|
||||
|
||||
const auto it = std::find(vertices.begin(), vertices.end(), vnt);
|
||||
|
||||
if (it == vertices.end()) {
|
||||
const int idx = vertices.size();
|
||||
vertices.push_back(vnt);
|
||||
return idx;
|
||||
} else {
|
||||
const int idx = it - vertices.begin();
|
||||
return idx;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif // GLLINES_H
|
||||
111
ui/map/gl/GLPoints.h
Normal file
111
ui/map/gl/GLPoints.h
Normal file
@@ -0,0 +1,111 @@
|
||||
#ifndef GLPOINTS_H
|
||||
#define GLPOINTS_H
|
||||
|
||||
|
||||
#include <QOpenGLFunctions>
|
||||
#include "GL.h"
|
||||
#include "GLHelper.h"
|
||||
|
||||
#include <Indoor/geo/Point3.h>
|
||||
|
||||
class GLPoints : protected QOpenGLFunctions {
|
||||
|
||||
private:
|
||||
|
||||
QOpenGLBuffer arrayBuf;
|
||||
QOpenGLBuffer indexBuf;
|
||||
|
||||
std::vector<VertColor> vertices;
|
||||
std::vector<GLuint> indices;
|
||||
|
||||
int mode = GL_POINTS;
|
||||
bool initOnce = true;
|
||||
|
||||
public:
|
||||
|
||||
/** ctor */
|
||||
GLPoints() : arrayBuf(QOpenGLBuffer::VertexBuffer), indexBuf(QOpenGLBuffer::IndexBuffer) {
|
||||
alloc();
|
||||
}
|
||||
|
||||
/** dtor */
|
||||
~GLPoints() {
|
||||
destroy();
|
||||
}
|
||||
|
||||
/** add a new face to this element */
|
||||
void addPoint(const QVector3D& pt, const QColor& color) {
|
||||
indices.push_back(vertices.size());
|
||||
QVector3D c(color.redF(), color.greenF(), color.blueF());
|
||||
vertices.push_back(VertColor(pt, c));
|
||||
}
|
||||
|
||||
|
||||
void alloc() {
|
||||
if (!indexBuf.isCreated()) {indexBuf.create();}
|
||||
if (!arrayBuf.isCreated()) {arrayBuf.create();}
|
||||
}
|
||||
|
||||
void destroy() {
|
||||
if (indexBuf.isCreated()) {indexBuf.destroy();}
|
||||
if (arrayBuf.isCreated()) {arrayBuf.destroy();}
|
||||
}
|
||||
|
||||
/** build the underlying buffers */
|
||||
void build() {
|
||||
|
||||
// Transfer vertex data to VBO 0
|
||||
arrayBuf.bind();
|
||||
arrayBuf.allocate(vertices.data(), vertices.size() * sizeof(vertices[0]));
|
||||
|
||||
// Transfer index data to VBO 1
|
||||
indexBuf.bind();
|
||||
indexBuf.allocate(indices.data(), indices.size() * sizeof(indices[0]));
|
||||
|
||||
}
|
||||
|
||||
void initGL() {
|
||||
initializeOpenGLFunctions();
|
||||
}
|
||||
|
||||
void rebuild() {
|
||||
build();
|
||||
}
|
||||
|
||||
void clear() {
|
||||
indices.clear();
|
||||
vertices.clear();
|
||||
}
|
||||
|
||||
void setMode(const int mode) {
|
||||
this->mode = mode;
|
||||
}
|
||||
|
||||
/** render the element */
|
||||
void render(QOpenGLShaderProgram *program) {
|
||||
|
||||
if (indices.empty()) {return;}
|
||||
|
||||
// Tell OpenGL which VBOs to use
|
||||
arrayBuf.bind();
|
||||
indexBuf.bind();
|
||||
|
||||
// vertices
|
||||
int vertLoc = program->attributeLocation("a_position");
|
||||
program->enableAttributeArray(vertLoc);
|
||||
program->setAttributeBuffer(vertLoc, GL_FLOAT, vertices[0].getVertOffset(), 3, sizeof(vertices[0]));
|
||||
|
||||
// colors
|
||||
int colorLoc = program->attributeLocation("a_color");
|
||||
program->enableAttributeArray(colorLoc);
|
||||
program->setAttributeBuffer(colorLoc, GL_FLOAT, vertices[0].getColorOffset(), 3, sizeof(vertices[0]));
|
||||
|
||||
// Draw cube geometry using indices from VBO 1
|
||||
glDrawElements(mode, indices.size(), GL_UNSIGNED_INT, 0);
|
||||
|
||||
}
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif // GLPOINTS_H
|
||||
210
ui/map/gl/GLTriangles.h
Normal file
210
ui/map/gl/GLTriangles.h
Normal file
@@ -0,0 +1,210 @@
|
||||
#ifndef GLTRIANGLES_H
|
||||
#define GLTRIANGLES_H
|
||||
|
||||
#include <QOpenGLFunctions>
|
||||
#include "GL.h"
|
||||
#include "GLHelper.h"
|
||||
|
||||
#include <type_traits>
|
||||
#include <Indoor/geo/Point3.h>
|
||||
|
||||
template <typename T> class GLTriangles : protected QOpenGLFunctions {
|
||||
|
||||
private:
|
||||
|
||||
QOpenGLBuffer arrayBuf;
|
||||
QOpenGLBuffer indexBuf;
|
||||
QOpenGLTexture* textures[4];
|
||||
|
||||
std::vector<T> vertices;
|
||||
std::vector<GLushort> indices;
|
||||
|
||||
public:
|
||||
|
||||
/** ctor */
|
||||
GLTriangles() : arrayBuf(QOpenGLBuffer::VertexBuffer), indexBuf(QOpenGLBuffer::IndexBuffer), textures() {
|
||||
;
|
||||
}
|
||||
|
||||
/** dtor */
|
||||
~GLTriangles() {
|
||||
|
||||
arrayBuf.destroy();
|
||||
indexBuf.destroy();
|
||||
|
||||
for (int i = 0; i < 4; ++i) {delete textures[i];}
|
||||
|
||||
}
|
||||
|
||||
/** set the to-be-used texture */
|
||||
void setTexture(const int slot, const QString& textureFile) {
|
||||
|
||||
const QImage img(textureFile);
|
||||
if (img.width() <= 0) {throw "error";}
|
||||
|
||||
QOpenGLTexture* texture = new QOpenGLTexture(img);
|
||||
texture->setMinificationFilter(QOpenGLTexture::Linear);
|
||||
texture->setMagnificationFilter(QOpenGLTexture::Linear);
|
||||
texture->setWrapMode(QOpenGLTexture::Repeat);
|
||||
texture->generateMipMaps();
|
||||
textures[slot] = texture;
|
||||
|
||||
}
|
||||
|
||||
void setDiffuse(const QString& textureFile) {
|
||||
setTexture(0, textureFile);
|
||||
}
|
||||
|
||||
void setNormalMap(const QString& textureFile) {
|
||||
setTexture(1, textureFile);
|
||||
}
|
||||
|
||||
/** add a new face to this element */
|
||||
void addFace(const T& vnt1, const T& vnt2, const T& vnt3) {
|
||||
addFace(vnt1, vnt2, vnt3, 0);
|
||||
}
|
||||
|
||||
/** add a new face to this element */
|
||||
void addFaceCCW(const T& vnt1, const T& vnt2, const T& vnt3) {
|
||||
addFace(vnt1, vnt2, vnt3, 1);
|
||||
}
|
||||
|
||||
/** add a new face to this element */
|
||||
void addFaceCW(const T& vnt1, const T& vnt2, const T& vnt3) {
|
||||
addFace(vnt1, vnt2, vnt3, 2);
|
||||
}
|
||||
|
||||
/** add a new quad to this element */
|
||||
void addQuadCCW(const T& vnt1, const T& vnt2, const T& vnt3, const T& vnt4) {
|
||||
addFace(vnt1, vnt2, vnt3, 1);
|
||||
addFace(vnt3, vnt4, vnt1, 1);
|
||||
}
|
||||
|
||||
/** add a new quad to this element */
|
||||
void addQuadCW(const T& vnt1, const T& vnt2, const T& vnt3, const T& vnt4) {
|
||||
addFace(vnt1, vnt2, vnt3, 2);
|
||||
addFace(vnt3, vnt4, vnt1, 2);
|
||||
}
|
||||
|
||||
/** add a new quad to this element */
|
||||
void addQuad(const T& vnt1, const T& vnt2, const T& vnt3, const T& vnt4) {
|
||||
addFace(vnt1, vnt2, vnt3, 0);
|
||||
addFace(vnt3, vnt4, vnt1, 0);
|
||||
}
|
||||
|
||||
/** build the underlying buffers */
|
||||
void build() {
|
||||
|
||||
initializeOpenGLFunctions();
|
||||
|
||||
// Transfer vertex data to VBO 0
|
||||
arrayBuf.create();
|
||||
arrayBuf.bind();
|
||||
arrayBuf.allocate(vertices.data(), vertices.size() * sizeof(vertices[0]));
|
||||
|
||||
// Transfer index data to VBO 1
|
||||
indexBuf.create();
|
||||
indexBuf.bind();
|
||||
indexBuf.allocate(indices.data(), indices.size() * sizeof(indices[0]));
|
||||
|
||||
}
|
||||
|
||||
void rebuild() {
|
||||
if (indexBuf.isCreated()) {indexBuf.destroy();}
|
||||
if (arrayBuf.isCreated()) {arrayBuf.destroy();}
|
||||
build();
|
||||
}
|
||||
|
||||
void clear() {
|
||||
indices.clear();
|
||||
vertices.clear();
|
||||
}
|
||||
|
||||
/** render the element */
|
||||
void render(QOpenGLShaderProgram* program) {
|
||||
|
||||
// Tell OpenGL which VBOs to use
|
||||
arrayBuf.bind();
|
||||
indexBuf.bind();
|
||||
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
if (textures[i]) { textures[i]->bind(i); }
|
||||
}
|
||||
|
||||
// vertices
|
||||
int vertLoc = program->attributeLocation("a_position");
|
||||
program->enableAttributeArray(vertLoc);
|
||||
program->setAttributeBuffer(vertLoc, GL_FLOAT, vertices[0].getVertOffset(), 3, sizeof(vertices[0]));
|
||||
|
||||
// Tell OpenGL programmable pipeline how to locate vertex texture coordinate data
|
||||
int normLoc = program->attributeLocation("a_normal");
|
||||
program->enableAttributeArray(normLoc);
|
||||
program->setAttributeBuffer(normLoc, GL_FLOAT, vertices[0].getNormOffset(), 3, sizeof(vertices[0]));
|
||||
|
||||
int texcoordLocation = program->attributeLocation("a_texcoord");
|
||||
program->enableAttributeArray(texcoordLocation);
|
||||
program->setAttributeBuffer(texcoordLocation, GL_FLOAT, vertices[0].getTexOffset(), 2, sizeof(vertices[0]));
|
||||
|
||||
// bind tangent data?
|
||||
if (T::hasTangent()) {
|
||||
int tanLocation = program->attributeLocation("a_tangent");
|
||||
program->enableAttributeArray(tanLocation);
|
||||
program->setAttributeBuffer(tanLocation, GL_FLOAT, vertices[0].getTanOffset(), 3, sizeof(vertices[0]));
|
||||
}
|
||||
|
||||
|
||||
// texture
|
||||
program->setUniformValue("texture", 0);
|
||||
|
||||
// Draw cube geometry using indices from VBO 1
|
||||
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_SHORT, 0);
|
||||
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
void addFace(const T& vnt1, const T& vnt2, const T& vnt3, const int mode) {
|
||||
|
||||
// add vertices (remove duplicates!)
|
||||
const int i1 = addOnce(vnt1);
|
||||
const int i2 = addOnce(vnt2);
|
||||
const int i3 = addOnce(vnt3);
|
||||
|
||||
// get current orientation
|
||||
const bool ccw = GLHelper::isCCW(vnt1.vert, vnt2.vert, vnt3.vert);
|
||||
|
||||
// create indices
|
||||
if (mode == 0 || (mode == 1 && ccw) || (mode == 2 && !ccw) ) {
|
||||
indices.push_back(i1);
|
||||
indices.push_back(i2);
|
||||
indices.push_back(i3);
|
||||
} else {
|
||||
indices.push_back(i3);
|
||||
indices.push_back(i2);
|
||||
indices.push_back(i1);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/** to conserve memory, avoid duplicate VNTs! */
|
||||
int addOnce(const T& vnt) {
|
||||
|
||||
const auto it = std::find(vertices.begin(), vertices.end(), vnt);
|
||||
|
||||
if (it == vertices.end()) {
|
||||
const int idx = vertices.size();
|
||||
vertices.push_back(vnt);
|
||||
return idx;
|
||||
} else {
|
||||
const int idx = it - vertices.begin();
|
||||
return idx;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif // GLTRIANGLES_H
|
||||
31
ui/map/gl/Shader.h
Normal file
31
ui/map/gl/Shader.h
Normal file
@@ -0,0 +1,31 @@
|
||||
#ifndef SHADER_H
|
||||
#define SHADER_H
|
||||
|
||||
#include <QOpenGLShaderProgram>
|
||||
|
||||
/**
|
||||
* just some helper methods
|
||||
*/
|
||||
class Shader {
|
||||
|
||||
private:
|
||||
|
||||
QOpenGLShaderProgram program;
|
||||
|
||||
public:
|
||||
|
||||
/** get the underlying program */
|
||||
QOpenGLShaderProgram* getProgram() {return &program;}
|
||||
|
||||
/** helper method to build the shader */
|
||||
void loadShaderFromFile(const QString& vertex, const QString& fragment) {
|
||||
if (!program.addShaderFromSourceFile(QOpenGLShader::Vertex, vertex)) {throw "1";}
|
||||
if (!program.addShaderFromSourceFile(QOpenGLShader::Fragment, fragment)) {throw "2";}
|
||||
if (!program.link()) {throw "3";}
|
||||
if (!program.bind()) {throw "4";}
|
||||
}
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif // SHADER_H
|
||||
Reference in New Issue
Block a user