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YASMIN/ui/map/elements/Ground.h
kazu 075d8bb633 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
2016-09-16 19:30:04 +02:00

157 lines
3.4 KiB
C++

#ifndef GROUND_H
#define GROUND_H
#include <Indoor/floorplan/v2/Floorplan.h>
#include "../gl/GLHelper.h"
#include "../gl/GLTriangles.h"
#include "../gl/GLLines.h"
#include "../Renderable.h"
#include "../../../lib/gpc/Polygon.h"
class Ground : public Renderable {
private:
Floorplan::Floor* floor;
GLTriangles<VertNormTexTan> flooring;
GLTriangles<VertNormTexTan> ceiling;
GLLines outline;
bool outlineOnly = false;
public:
/** ctor */
Ground(Floorplan::Floor* floor) : floor(floor) {
setOutlineOnly(false);
}
void initGL() override {
build();
flooring.setDiffuse(":/res/gl/tex/floor4.jpg");
flooring.setNormalMap(":/res/gl/tex/floor4_normal.jpg");
ceiling.setDiffuse(":/res/gl/tex/floor4.jpg");
ceiling.setNormalMap(":/res/gl/tex/floor4_normal.jpg");
flooring.build();
ceiling.build();
outline.build();
//loadShader(":/res/gl/vertex1.glsl", ":/res/gl/fragmentTex.glsl");
//program.setUniformValue("texDiffuse", 0);
//program.setUniformValue("texNormalMap", 1);
}
/** render the floor */
void _render() override {
if (outlineOnly) {
glLineWidth(5);
outline.render(&program);
} else {
flooring.render(&program);
ceiling.render(&program);
}
}
/** render only the outline? */
void setOutlineOnly(const bool outline) override {
// this->outlineOnly = outline;
// if (outlineOnly) {
// loadShader(":/res/gl/vertex1.glsl", ":/res/gl/fragmentLine.glsl");
// program.setUniformValue("color", QVector4D(0.0, 0.0, 0.4, 1.0));
// } else {
loadShader(":/res/gl/vertex1.glsl", ":/res/gl/fragmentTex.glsl");
program.setUniformValue("texDiffuse", 0);
program.setUniformValue("texNormalMap", 1);
// }
}
private:
void build() {
std::vector<gpc_polygon> add;
std::vector<gpc_polygon> rem;
const std::vector<Floorplan::FloorOutlinePolygon*>& polys = floor->outline;
Polygon pol;
for (Floorplan::FloorOutlinePolygon* poly : polys) {
switch (poly->method) {
case Floorplan::OutlineMethod::ADD: pol.add(poly->poly); break;
case Floorplan::OutlineMethod::REMOVE: pol.remove(poly->poly); break;
default: throw 1;
}
}
std::vector<std::vector<Point3>> trias = pol.get(floor->atHeight);
// is stored as TRIANGLE_STRIP
// => triangle might have more than 3 points
for (const std::vector<Point3>& tria : trias) {
const QVector3D normFloor(0, +1, 0);
const QVector3D normCeil(0, -1, 0);
const QVector3D t(1,0,0);
const float s = 0.6;
// add vertices
for (int i = 2; i < (int) tria.size(); i+=1) {
const Point3 p1 = tria[i-2];
const Point3 p2 = tria[i-1];
const Point3 p3 = tria[i-0];
const QVector3D vert1(p1.x, p1.z, p1.y);
const QVector3D vert2(p2.x, p2.z, p2.y);
const QVector3D vert3(p3.x, p3.z, p3.y);
{
const VertNormTexTan vnt1(vert1, normFloor, tex(vert1*s), t);
const VertNormTexTan vnt2(vert2, normFloor, tex(vert2*s), t);
const VertNormTexTan vnt3(vert3, normFloor, tex(vert3*s), t);
flooring.addFaceCCW(vnt1, vnt2, vnt3);
} {
const VertNormTexTan vnt1(vert1, normCeil, tex(vert1*s), t);
const VertNormTexTan vnt2(vert2, normCeil, tex(vert2*s), t);
const VertNormTexTan vnt3(vert3, normCeil, tex(vert3*s), t);
ceiling.addFaceCW(vnt1, vnt2, vnt3);
}
outline.addLine(vert1, vert2);
outline.addLine(vert2, vert3);
outline.addLine(vert3, vert1);
}
}
}
private:
QVector2D tex(const QVector3D vert) {
return QVector2D(vert.x(), vert.z());
}
};
#endif // GROUND_H