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
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67
ui/map/gl/GL.h
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67
ui/map/gl/GL.h
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#ifndef HELPER_GL_H
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#define HELPER_GL_H
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#include <QOpenGLFunctions>
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#include <QOpenGLShaderProgram>
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#include <QOpenGLBuffer>
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#include <QOpenGLTexture>
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struct Vert {
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QVector3D vert;
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Vert(QVector3D vert) : vert(vert) {;}
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int getVertOffset() const {return 0;}
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bool operator == (const Vert& o) const {return (vert == o.vert);}
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};
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struct VertColor {
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QVector3D vert;
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QVector3D color;
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VertColor(QVector3D vert, QVector3D color) : vert(vert), color(color) {;}
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int getVertOffset() const {return 0;}
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int getColorOffset() const {return sizeof(QVector3D);}
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int getTanOffset() const {throw "error";}
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bool operator == (const VertColor& o) const {return (vert == o.vert) && (color == o.color);}
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static bool hasTangent() {return false;}
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static bool hasColor() {return true;}
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};
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struct VertNorm {
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QVector3D vert;
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QVector3D norm;
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VertNorm(QVector3D vert, QVector3D norm) : vert(vert), norm(norm) {;}
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int getVertOffset() const {return 0;}
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int getNormOffset() const {return sizeof(QVector3D);}
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int getTanOffset() const {throw "error";}
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bool operator == (const VertNorm& o) const {return (vert == o.vert) && (norm == o.norm);}
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static bool hasTangent() {return false;}
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};
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struct VertNormTex {
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QVector3D vert;
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QVector3D norm;
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QVector2D tex;
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VertNormTex(QVector3D vert, QVector3D norm, QVector3D tex) : vert(vert), norm(norm), tex(tex) {;}
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int getVertOffset() const {return 0;}
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int getNormOffset() const {return sizeof(QVector3D);}
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int getTexOffset() const {return sizeof(QVector3D)*2;}
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int getTanOffset() const {throw "error";}
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bool operator == (const VertNormTex& o) const {return (vert == o.vert) && (norm == o.norm) && (tex == o.tex);}
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static bool hasTangent() {return false;}
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};
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struct VertNormTexTan {
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QVector3D vert;
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QVector3D norm;
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QVector2D tex;
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QVector3D tan;
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VertNormTexTan(QVector3D vert, QVector3D norm, QVector3D tex, QVector3D tan) : vert(vert), norm(norm), tex(tex), tan(tan) {;}
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int getVertOffset() const {return 0;}
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int getNormOffset() const {return sizeof(QVector3D);}
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int getTexOffset() const {return sizeof(QVector3D)*2;}
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int getTanOffset() const {return sizeof(QVector3D)*2 + sizeof(QVector2D);}
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bool operator == (const VertNormTexTan& o) const {return (vert == o.vert) && (norm == o.norm) && (tex == o.tex) && (tan == o.tan);}
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static bool hasTangent() {return true;}
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};
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#endif // HELPER_GL_H
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