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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111
ui/map/gl/GLPoints.h
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111
ui/map/gl/GLPoints.h
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#ifndef GLPOINTS_H
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#define GLPOINTS_H
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#include <QOpenGLFunctions>
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#include "GL.h"
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#include "GLHelper.h"
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#include <Indoor/geo/Point3.h>
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class GLPoints : protected QOpenGLFunctions {
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private:
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QOpenGLBuffer arrayBuf;
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QOpenGLBuffer indexBuf;
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std::vector<VertColor> vertices;
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std::vector<GLuint> indices;
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int mode = GL_POINTS;
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bool initOnce = true;
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public:
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/** ctor */
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GLPoints() : arrayBuf(QOpenGLBuffer::VertexBuffer), indexBuf(QOpenGLBuffer::IndexBuffer) {
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alloc();
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}
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/** dtor */
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~GLPoints() {
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destroy();
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}
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/** add a new face to this element */
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void addPoint(const QVector3D& pt, const QColor& color) {
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indices.push_back(vertices.size());
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QVector3D c(color.redF(), color.greenF(), color.blueF());
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vertices.push_back(VertColor(pt, c));
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}
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void alloc() {
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if (!indexBuf.isCreated()) {indexBuf.create();}
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if (!arrayBuf.isCreated()) {arrayBuf.create();}
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}
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void destroy() {
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if (indexBuf.isCreated()) {indexBuf.destroy();}
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if (arrayBuf.isCreated()) {arrayBuf.destroy();}
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}
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/** build the underlying buffers */
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void build() {
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// Transfer vertex data to VBO 0
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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.bind();
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indexBuf.allocate(indices.data(), indices.size() * sizeof(indices[0]));
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}
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void initGL() {
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initializeOpenGLFunctions();
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}
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void rebuild() {
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build();
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}
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void clear() {
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indices.clear();
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vertices.clear();
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}
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void setMode(const int mode) {
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this->mode = mode;
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}
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/** render the element */
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void render(QOpenGLShaderProgram *program) {
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if (indices.empty()) {return;}
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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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// 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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// colors
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int colorLoc = program->attributeLocation("a_color");
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program->enableAttributeArray(colorLoc);
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program->setAttributeBuffer(colorLoc, GL_FLOAT, vertices[0].getColorOffset(), 3, sizeof(vertices[0]));
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// Draw cube geometry using indices from VBO 1
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glDrawElements(mode, indices.size(), GL_UNSIGNED_INT, 0);
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}
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};
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#endif // GLPOINTS_H
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