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
77 lines
1.7 KiB
C++
77 lines
1.7 KiB
C++
#ifndef RENDERABLE_H
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#define RENDERABLE_H
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#include <QOpenGLShaderProgram>
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class Renderable {
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protected:
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QOpenGLShaderProgram program;
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public:
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/** dtor */
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virtual ~Renderable() {;}
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/** get the renderable's shader */
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QOpenGLShaderProgram& getProgram() {return program;}
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/** render the renderable */
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void render() {
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program.bind();
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_render();
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}
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struct ModelMatrix {
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QVector3D pos = QVector3D(0,0,0);
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QVector3D rot = QVector3D(0,0,0);
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QVector3D scale = QVector3D(1,1,1);
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QMatrix4x4 mat;
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ModelMatrix() {mat.setToIdentity();}
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void update() {
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const QVector3D _rot = rot.normalized();
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const float rotDeg = rot.length();
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mat.setToIdentity();
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mat.scale(scale.x(), scale.y(), scale.z());
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mat.translate(pos.x(), pos.y(), pos.z());
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mat.rotate(rotDeg, _rot.x(), _rot.y(), _rot.z());
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}
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} modelMatrix;
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void setPosition(QVector3D vec) {
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modelMatrix.pos = vec * 0.99;
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modelMatrix.update();
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}
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void setPosition(const float x, const float y, const float z) {
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setPosition(QVector3D(x,z,y));
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}
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/** in degrees! */
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void setRotation(const float x, const float y, const float z) {
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modelMatrix.rot = QVector3D(x,z,y);
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modelMatrix.update();
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}
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virtual void setOutlineOnly(const bool outline) {;}
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virtual void initGL() = 0;
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virtual void _render() = 0;
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protected:
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/** helper method to build the shader */
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void loadShader(const QString& vertex, const QString& fragment) {
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program.removeAllShaders();
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if (!program.addShaderFromSourceFile(QOpenGLShader::Vertex, vertex)) {throw "1";}
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if (!program.addShaderFromSourceFile(QOpenGLShader::Fragment, fragment)) {throw "2";}
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if (!program.link()) {throw "3";}
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if (!program.bind()) {throw "4";}
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}
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};
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#endif // RENDERABLE_H
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