openGL work and other parts
This commit is contained in:
222
map/FloorRenderer.h
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222
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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124
map/Geometry.cpp
124
map/Geometry.cpp
@@ -1,124 +0,0 @@
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#include "Geometry.h"
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#include <QVector2D>
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#include <QVector3D>
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struct VertexData
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{
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QVector3D position;
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QVector2D texCoord;
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};
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Geometry::Geometry() : indexBuf(QOpenGLBuffer::IndexBuffer) {
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initializeOpenGLFunctions();
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// Generate 2 VBOs
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arrayBuf.create();
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indexBuf.create();
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// Initializes cube geometry and transfers it to VBOs
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initCubeGeometry();
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}
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Geometry::~Geometry() {
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arrayBuf.destroy();
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indexBuf.destroy();
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}
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void Geometry::initCubeGeometry() {
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// For cube we would need only 8 vertices but we have to
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// duplicate vertex for each face because texture coordinate
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// is different.
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VertexData vertices[] = {
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// Vertex data for face 0
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{QVector3D(-1.0f, -1.0f, 1.0f), QVector2D(0.0f, 0.0f)}, // v0
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{QVector3D( 1.0f, -1.0f, 1.0f), QVector2D(0.33f, 0.0f)}, // v1
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{QVector3D(-1.0f, 1.0f, 1.0f), QVector2D(0.0f, 0.5f)}, // v2
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{QVector3D( 1.0f, 1.0f, 1.0f), QVector2D(0.33f, 0.5f)}, // v3
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// Vertex data for face 1
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{QVector3D( 1.0f, -1.0f, 1.0f), QVector2D( 0.0f, 0.5f)}, // v4
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{QVector3D( 1.0f, -1.0f, -1.0f), QVector2D(0.33f, 0.5f)}, // v5
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{QVector3D( 1.0f, 1.0f, 1.0f), QVector2D(0.0f, 1.0f)}, // v6
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{QVector3D( 1.0f, 1.0f, -1.0f), QVector2D(0.33f, 1.0f)}, // v7
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// Vertex data for face 2
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{QVector3D( 1.0f, -1.0f, -1.0f), QVector2D(0.66f, 0.5f)}, // v8
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{QVector3D(-1.0f, -1.0f, -1.0f), QVector2D(1.0f, 0.5f)}, // v9
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{QVector3D( 1.0f, 1.0f, -1.0f), QVector2D(0.66f, 1.0f)}, // v10
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{QVector3D(-1.0f, 1.0f, -1.0f), QVector2D(1.0f, 1.0f)}, // v11
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// Vertex data for face 3
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{QVector3D(-1.0f, -1.0f, -1.0f), QVector2D(0.66f, 0.0f)}, // v12
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{QVector3D(-1.0f, -1.0f, 1.0f), QVector2D(1.0f, 0.0f)}, // v13
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{QVector3D(-1.0f, 1.0f, -1.0f), QVector2D(0.66f, 0.5f)}, // v14
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{QVector3D(-1.0f, 1.0f, 1.0f), QVector2D(1.0f, 0.5f)}, // v15
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// Vertex data for face 4
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{QVector3D(-1.0f, -1.0f, -1.0f), QVector2D(0.33f, 0.0f)}, // v16
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{QVector3D( 1.0f, -1.0f, -1.0f), QVector2D(0.66f, 0.0f)}, // v17
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{QVector3D(-1.0f, -1.0f, 1.0f), QVector2D(0.33f, 0.5f)}, // v18
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{QVector3D( 1.0f, -1.0f, 1.0f), QVector2D(0.66f, 0.5f)}, // v19
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// Vertex data for face 5
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{QVector3D(-1.0f, 1.0f, 1.0f), QVector2D(0.33f, 0.5f)}, // v20
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{QVector3D( 1.0f, 1.0f, 1.0f), QVector2D(0.66f, 0.5f)}, // v21
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{QVector3D(-1.0f, 1.0f, -1.0f), QVector2D(0.33f, 1.0f)}, // v22
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{QVector3D( 1.0f, 1.0f, -1.0f), QVector2D(0.66f, 1.0f)} // v23
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};
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// Indices for drawing cube faces using triangle strips.
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// Triangle strips can be connected by duplicating indices
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// between the strips. If connecting strips have opposite
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// vertex order then last index of the first strip and first
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// index of the second strip needs to be duplicated. If
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// connecting strips have same vertex order then only last
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// index of the first strip needs to be duplicated.
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GLushort indices[] = {
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0, 1, 2, 3, 3, // Face 0 - triangle strip ( v0, v1, v2, v3)
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4, 4, 5, 6, 7, 7, // Face 1 - triangle strip ( v4, v5, v6, v7)
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8, 8, 9, 10, 11, 11, // Face 2 - triangle strip ( v8, v9, v10, v11)
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12, 12, 13, 14, 15, 15, // Face 3 - triangle strip (v12, v13, v14, v15)
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16, 16, 17, 18, 19, 19, // Face 4 - triangle strip (v16, v17, v18, v19)
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20, 20, 21, 22, 23 // Face 5 - triangle strip (v20, v21, v22, v23)
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};
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// Transfer vertex data to VBO 0
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arrayBuf.bind();
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arrayBuf.allocate(vertices, 24 * sizeof(VertexData));
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// Transfer index data to VBO 1
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indexBuf.bind();
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indexBuf.allocate(indices, 34 * sizeof(GLushort));
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}
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void Geometry::drawCubeGeometry(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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// Offset for position
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quintptr offset = 0;
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// Tell OpenGL programmable pipeline how to locate vertex position data
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int vertexLocation = program->attributeLocation("a_position");
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program->enableAttributeArray(vertexLocation);
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program->setAttributeBuffer(vertexLocation, GL_FLOAT, offset, 3, sizeof(VertexData));
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// Offset for texture coordinate
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offset += sizeof(QVector3D);
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// Tell OpenGL programmable pipeline how to locate vertex texture coordinate data
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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, offset, 2, sizeof(VertexData));
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// Draw cube geometry using indices from VBO 1
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glDrawElements(GL_TRIANGLE_STRIP, 34, GL_UNSIGNED_SHORT, 0);
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}
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@@ -1,23 +0,0 @@
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#ifndef GEOMETRY_H
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#define GEOMETRY_H
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#include <QOpenGLFunctions>
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#include <QOpenGLShaderProgram>
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#include <QOpenGLBuffer>
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class Geometry : protected QOpenGLFunctions
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{
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public:
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Geometry();
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virtual ~Geometry();
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void drawCubeGeometry(QOpenGLShaderProgram *program);
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private:
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void initCubeGeometry();
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QOpenGLBuffer arrayBuf;
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QOpenGLBuffer indexBuf;
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};
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#endif // GEOMETRY_H
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155
map/MapView.cpp
155
map/MapView.cpp
@@ -1,7 +1,13 @@
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#include "MapView.h"
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#include <QGLShaderProgram>
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#include "Geometry.h"
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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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// http://doc.qt.io/qt-5/qtopengl-cube-example.html
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@@ -10,31 +16,42 @@ MapView::MapView(QWidget* parent) : QOpenGLWidget(parent) {
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};
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void MapView::setMap(Floorplan::IndoorMap* map) {
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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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}
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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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//qglClearColor(Qt::black);
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//glEnable(GL_DEPTH_TEST);
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//glEnable(GL_CULL_FACE);
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//glShadeModel(GL_SMOOTH);
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//glEnable(GL_LIGHTING);
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//glEnable(GL_LIGHT0);
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//static GLfloat lightPosition[4] = { 0, 0, 10, 1.0 };
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//glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
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initializeOpenGLFunctions();
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geo = new Geometry();
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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if (!program.addShaderFromSourceFile(QOpenGLShader::Vertex, ":/res/gl/vertex1.glsl")) {throw "1";}
|
||||
if (!program.addShaderFromSourceFile(QOpenGLShader::Fragment, ":/res/gl/fragment1.glsl")) {throw "2";}
|
||||
if (!program.link()) {throw "3";}
|
||||
if (!program.bind()) {throw "4";}
|
||||
|
||||
|
||||
for (Renderable* r : elements) {
|
||||
r->initGL();
|
||||
}
|
||||
|
||||
timer.start(60, this);
|
||||
|
||||
@@ -42,11 +59,6 @@ void MapView::initializeGL() {
|
||||
|
||||
void MapView::paintGL() {
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
//glLoadIdentity();
|
||||
//glTranslatef(0.0, 0.0, -10.0);
|
||||
//glRotatef(20 / 16.0, 1.0, 0.0, 0.0);
|
||||
//glRotatef(30 / 16.0, 0.0, 1.0, 0.0);
|
||||
//glRotatef(60 / 16.0, 0.0, 0.0, 1.0);
|
||||
draw();
|
||||
}
|
||||
|
||||
@@ -55,75 +67,66 @@ void MapView::resizeGL(int w, int h) {
|
||||
// Calculate aspect ratio
|
||||
qreal aspect = qreal(w) / qreal(h ? h : 1);
|
||||
|
||||
// Set near plane to 3.0, far plane to 7.0, field of view 45 degrees
|
||||
const qreal zNear = 3.0, zFar = 7.0, fov = 45.0;
|
||||
// viewing frustrum [0:50] meter
|
||||
const qreal zNear = 0.02, zFar = 50, fov = 50.0;
|
||||
|
||||
// Reset projection
|
||||
projection.setToIdentity();
|
||||
matProject.setToIdentity();
|
||||
matProject.scale(-1, 1, 1);
|
||||
glCullFace(GL_FRONT);
|
||||
//matProject.scale(0.05, 0.05, 0.05);
|
||||
matProject.perspective(fov, aspect, zNear, zFar);
|
||||
//matProject.scale(-0.01, 0.01, 0.01);
|
||||
|
||||
// Set perspective projection
|
||||
projection.perspective(fov, aspect, zNear, zFar);
|
||||
}
|
||||
|
||||
void MapView::setLookAt(const Point3 pos_m, const Point3 dir) {
|
||||
QVector3D qDir(dir.x, dir.z, dir.y);
|
||||
QVector3D lookAt = QVector3D(pos_m.x, pos_m.z, pos_m.y);
|
||||
QVector3D eye = lookAt + qDir * 0.1;
|
||||
QVector3D up = QVector3D(0,1,0);
|
||||
matView.setToIdentity();
|
||||
//matView.scale(0.01, 0.01, 0.01);
|
||||
matView.lookAt(eye, lookAt, up);
|
||||
//matView.scale(0.99, 1, 1);
|
||||
//matView.translate(0.7, 0, 0);
|
||||
lightPos = eye + QVector3D(0.0, 4.0, 0.0);
|
||||
eyePos = eye;
|
||||
}
|
||||
|
||||
void MapView::draw() {
|
||||
|
||||
// clear everything
|
||||
glClearColor(0,0,0,1);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
static float angularSpeed = 0;
|
||||
angularSpeed += 0.5;
|
||||
//static float angularSpeed = 0;
|
||||
//angularSpeed += 1.5;
|
||||
|
||||
// Clear color and depth buffer
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
//texture->bind();
|
||||
//QVector3D rotationAxis(1,1,1);
|
||||
//QQuaternion rotation = QQuaternion::fromAxisAndAngle(rotationAxis, angularSpeed);
|
||||
|
||||
//texture->bind();
|
||||
QVector3D rotationAxis(1,1,1);
|
||||
QQuaternion rotation = QQuaternion::fromAxisAndAngle(rotationAxis, angularSpeed);
|
||||
// Calculate model view transformation
|
||||
QMatrix4x4 matModel;
|
||||
//matModel.setToIdentity();
|
||||
//matModel.translate(0.0, 0.0, 0.0);
|
||||
//matModel.rotate(rotation);
|
||||
|
||||
// Calculate model view transformation
|
||||
QMatrix4x4 matrix;
|
||||
matrix.translate(0.0, 0.0, -5.0);
|
||||
matrix.rotate(rotation);
|
||||
for (Renderable* r : elements) {
|
||||
|
||||
// Set modelview-projection matrix
|
||||
program.setUniformValue("mvp_matrix", projection * matrix);
|
||||
QOpenGLShaderProgram& program = r->getProgram();
|
||||
program.bind();
|
||||
|
||||
// Use texture unit 0 which contains cube.png
|
||||
program.setUniformValue("texture", 0);
|
||||
// set the matrices
|
||||
program.setUniformValue("m_matrix", matModel);
|
||||
program.setUniformValue("mv_matrix", matView * matModel);
|
||||
program.setUniformValue("mvp_matrix", matProject * matView * matModel);
|
||||
program.setUniformValue("lightWorldPos", lightPos);
|
||||
program.setUniformValue("eyeWorldPos", eyePos);
|
||||
|
||||
// Draw cube geometry
|
||||
geo->drawCubeGeometry(&program);
|
||||
r->render();
|
||||
|
||||
//qglColor(Qt::red);
|
||||
/*glBegin(GL_QUADS);
|
||||
glNormal3f(0,0,-1);
|
||||
glVertex3f(-1,-1,0);
|
||||
glVertex3f(-1,1,0);
|
||||
glVertex3f(1,1,0);
|
||||
glVertex3f(1,-1,0);
|
||||
}
|
||||
|
||||
glEnd();
|
||||
glBegin(GL_TRIANGLES);
|
||||
glNormal3f(0,-1,0.707);
|
||||
glVertex3f(-1,-1,0);
|
||||
glVertex3f(1,-1,0);
|
||||
glVertex3f(0,0,1.2);
|
||||
glEnd();
|
||||
glBegin(GL_TRIANGLES);
|
||||
glNormal3f(1,0, 0.707);
|
||||
glVertex3f(1,-1,0);
|
||||
glVertex3f(1,1,0);
|
||||
glVertex3f(0,0,1.2);
|
||||
glEnd();
|
||||
glBegin(GL_TRIANGLES);
|
||||
glNormal3f(0,1,0.707);
|
||||
glVertex3f(1,1,0);
|
||||
glVertex3f(-1,1,0);
|
||||
glVertex3f(0,0,1.2);
|
||||
glEnd();
|
||||
glBegin(GL_TRIANGLES);
|
||||
glNormal3f(-1,0,0.707);
|
||||
glVertex3f(-1,1,0);
|
||||
glVertex3f(-1,-1,0);
|
||||
glVertex3f(0,0,1.2);
|
||||
glEnd();*/
|
||||
}
|
||||
|
||||
@@ -6,22 +6,57 @@
|
||||
#include <QOpenGLShaderProgram>
|
||||
#include <QBasicTimer>
|
||||
|
||||
class Geometry;
|
||||
#include <Indoor/geo/Point3.h>
|
||||
#include <Indoor/nav/dijkstra/DijkstraPath.h>
|
||||
|
||||
#include "elements/Path.h"
|
||||
|
||||
namespace Floorplan {
|
||||
class IndoorMap;
|
||||
}
|
||||
|
||||
class Renderable;
|
||||
class Path;
|
||||
|
||||
|
||||
class MapView : public QOpenGLWidget, protected QOpenGLFunctions {
|
||||
|
||||
private:
|
||||
|
||||
QMatrix4x4 projection;
|
||||
QOpenGLShaderProgram program;
|
||||
Geometry* geo;
|
||||
QMatrix4x4 matProject;
|
||||
QMatrix4x4 matView;
|
||||
|
||||
QVector3D lightPos;
|
||||
QVector3D eyePos;
|
||||
|
||||
|
||||
QBasicTimer timer;
|
||||
|
||||
std::vector<Renderable*> elements;
|
||||
Path* path;
|
||||
|
||||
|
||||
|
||||
public:
|
||||
|
||||
MapView(QWidget* parent = 0);
|
||||
|
||||
/** set the map to display */
|
||||
void setMap(Floorplan::IndoorMap* map);
|
||||
|
||||
/** the position to look at */
|
||||
void setLookAt(const Point3 pos, const Point3 dir = Point3(-1, -1, 0.1));
|
||||
|
||||
|
||||
/** set the path to disply */
|
||||
void setPath(const std::vector<Point3>& path);
|
||||
|
||||
/** set the path to disply */
|
||||
template <typename Node> void setPath(const DijkstraPath<Node>& path) {
|
||||
this->path->set(path);
|
||||
}
|
||||
|
||||
|
||||
protected:
|
||||
|
||||
void timerEvent(QTimerEvent *e) Q_DECL_OVERRIDE;
|
||||
|
||||
40
map/Renderable.h
Normal file
40
map/Renderable.h
Normal file
@@ -0,0 +1,40 @@
|
||||
#ifndef RENDERABLE_H
|
||||
#define RENDERABLE_H
|
||||
|
||||
#include <QOpenGLShaderProgram>
|
||||
|
||||
class Renderable {
|
||||
|
||||
protected:
|
||||
|
||||
QOpenGLShaderProgram program;
|
||||
|
||||
public:
|
||||
|
||||
/** get the renderable's shader */
|
||||
QOpenGLShaderProgram& getProgram() {return program;}
|
||||
|
||||
/** render the renderable */
|
||||
void render() {
|
||||
program.bind();
|
||||
_render();
|
||||
}
|
||||
|
||||
|
||||
virtual void initGL() = 0;
|
||||
|
||||
virtual void _render() = 0;
|
||||
|
||||
protected:
|
||||
|
||||
/** helper method to build the shader */
|
||||
void loadShader(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 // RENDERABLE_H
|
||||
101
map/elements/Doors.h
Normal file
101
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
|
||||
129
map/elements/Ground.h
Normal file
129
map/elements/Ground.h
Normal file
@@ -0,0 +1,129 @@
|
||||
#ifndef GROUND_H
|
||||
#define GROUND_H
|
||||
|
||||
#include <Indoor/floorplan/v2/Floorplan.h>
|
||||
#include "../gl/GLHelper.h"
|
||||
#include "../gl/GLTriangles.h"
|
||||
#include "../Renderable.h"
|
||||
|
||||
#include "../../lib/gpc/Polygon.h"
|
||||
|
||||
class Ground : public Renderable {
|
||||
|
||||
private:
|
||||
|
||||
Floorplan::Floor* floor;
|
||||
|
||||
GLTriangles<VertNormTexTan> flooring;
|
||||
GLTriangles<VertNormTexTan> ceiling;
|
||||
|
||||
public:
|
||||
|
||||
/** ctor */
|
||||
Ground(Floorplan::Floor* floor) : floor(floor) {
|
||||
;
|
||||
}
|
||||
|
||||
|
||||
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();
|
||||
|
||||
loadShader(":/res/gl/vertex1.glsl", ":/res/gl/fragmentTex.glsl");
|
||||
program.setUniformValue("texDiffuse", 0);
|
||||
program.setUniformValue("texNormalMap", 1);
|
||||
|
||||
}
|
||||
|
||||
/** render the floor */
|
||||
void _render() override {
|
||||
flooring.render(&program);
|
||||
ceiling.render(&program);
|
||||
}
|
||||
|
||||
|
||||
|
||||
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); // why +1???
|
||||
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);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
private:
|
||||
|
||||
QVector2D tex(const QVector3D vert) {
|
||||
return QVector2D(vert.x(), vert.z());
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif // GROUND_H
|
||||
89
map/elements/Handrails.h
Normal file
89
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
|
||||
318
map/elements/Path.h
Normal file
318
map/elements/Path.h
Normal file
@@ -0,0 +1,318 @@
|
||||
#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"
|
||||
|
||||
#include "../../lib/gpc/Polygon.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
|
||||
151
map/elements/Stairs.h
Normal file
151
map/elements/Stairs.h
Normal file
@@ -0,0 +1,151 @@
|
||||
#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.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
|
||||
120
map/elements/Walls.h
Normal file
120
map/elements/Walls.h
Normal file
@@ -0,0 +1,120 @@
|
||||
#ifndef WALLS_H
|
||||
#define WALLS_H
|
||||
|
||||
#include <Indoor/floorplan/v2/Floorplan.h>
|
||||
#include "../gl/GLHelper.h"
|
||||
#include "../gl/GLTriangles.h"
|
||||
#include "../Renderable.h"
|
||||
|
||||
#include "../../lib/gpc/Polygon.h"
|
||||
|
||||
class Walls : public Renderable {
|
||||
|
||||
private:
|
||||
|
||||
Floorplan::Floor* floor;
|
||||
|
||||
GLTriangles<VertNormTexTan> walls;
|
||||
|
||||
public:
|
||||
|
||||
/** ctor */
|
||||
Walls(Floorplan::Floor* floor) : floor(floor) {
|
||||
;
|
||||
}
|
||||
|
||||
|
||||
void initGL() override {
|
||||
|
||||
build();
|
||||
walls.setDiffuse(":/res/gl/tex/floor3.jpg");
|
||||
walls.setNormalMap(":/res/gl/tex/floor3_normal.jpg");
|
||||
|
||||
walls.build();
|
||||
|
||||
loadShader(":/res/gl/vertex1.glsl", ":/res/gl/fragmentTex.glsl");
|
||||
program.setUniformValue("texDiffuse", 0);
|
||||
program.setUniformValue("texNormalMap", 1);
|
||||
//glEnable(GL_TEXTURE0 + 1);
|
||||
|
||||
}
|
||||
|
||||
/** render the floor */
|
||||
void _render() override {
|
||||
walls.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::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);
|
||||
walls.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);
|
||||
walls.addQuadCW(vnt1, vnt2, vnt3, vnt4);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//private:
|
||||
//
|
||||
// QVector2D tex(const QVector3D vert) {
|
||||
// return QVector2D(vert.x(), vert.y());
|
||||
// }
|
||||
|
||||
};
|
||||
|
||||
#endif // WALLS_H
|
||||
55
map/gl/GL.h
Normal file
55
map/gl/GL.h
Normal file
@@ -0,0 +1,55 @@
|
||||
#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 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
map/gl/GLHelper.h
Normal file
67
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
map/gl/GLLines.h
Normal file
126
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
|
||||
205
map/gl/GLTriangles.h
Normal file
205
map/gl/GLTriangles.h
Normal file
@@ -0,0 +1,205 @@
|
||||
#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 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
|
||||
Reference in New Issue
Block a user