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YASMIN/ui/map/gl/GLPoints.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

112 lines
2.2 KiB
C++

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