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Pascal Engeler
nt1100 analyser
Commits
ee912a1a
Commit
ee912a1a
authored
2 years ago
by
Pascal Engeler
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Added leveling infrastructure, fixed plotting for leveled heightmaps
parent
6b6202db
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1
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1 changed file
src/heightmap.cpp
+85
-4
85 additions, 4 deletions
src/heightmap.cpp
with
85 additions
and
4 deletions
src/heightmap.cpp
+
85
−
4
View file @
ee912a1a
...
...
@@ -58,6 +58,7 @@ Heightmap::Heightmap(std::string filename): _filename(filename) {
_minZ
=
min
(
_data
,
2
,
3
);
_maxZ
=
max
(
_data
,
2
,
3
);
_zRangeUm
=
(
_maxZ
-
_minZ
)
/
10.
;
//in um
_zRangeUmOffset
=
0.
f
;
std
::
cout
<<
"Identified z range: "
<<
_zRangeUm
<<
" um ("
<<
_minZ
<<
" - "
<<
_maxZ
<<
")"
<<
std
::
endl
;
/*Throw if _zRange is less than 1 A (i.e. it's probably 0)*/
if
(
_zRangeUm
<
1e-4
)
{
...
...
@@ -76,6 +77,8 @@ Heightmap::Heightmap(std::string filename): _filename(filename) {
_minZ
=
min
(
_data
,
2
,
3
);
//should be 0
_maxZ
=
max
(
_data
,
2
,
3
);
//should be 1
std
::
cout
<<
"Identified z range "
<<
_minZ
<<
" - "
<<
_maxZ
<<
std
::
endl
;
/*Initialize Renderer Infrastructure*/
glGenBuffers
(
1
,
&
_vbo
);
glGenBuffers
(
1
,
&
_ebo
);
...
...
@@ -172,6 +175,8 @@ Heightmap::Heightmap(std::string filename): _filename(filename) {
std
::
string
fragFile
=
std
::
string
(
SHADER_LOC
)
+
std
::
string
(
"heightmap0.frag"
);
_shader_ptr
=
ResourceManager
::
fetch_shader
(
vertFile
,
fragFile
);
_scale
=
0.5
f
;
_modelSpaceRot
=
glm
::
mat4
(
1.
f
);
_highlightingRadius
=
0.05
f
;
_shader_ptr
->
use
();
_shader_ptr
->
setFloat
(
"scale"
,
_scale
);
_shader_ptr
->
setFloat
(
"minZ"
,
static_cast
<
float
>
(
_minZ
));
...
...
@@ -186,8 +191,10 @@ Heightmap::Heightmap(std::string filename): _filename(filename) {
_shader_ptr
->
setFloat
(
"plotLineAlongY_x"
,
-
99999.
f
);
_shader_ptr
->
setVec3
(
"light_pos"
,
glm
::
vec3
(
0.
f
,
0.
f
,
10.
f
));
_shader_ptr
->
setInt
(
"lighting_enabled"
,
1
);
_shader_ptr
->
setFloat
(
"highlightingRadius"
,
0.05
f
);
_shader_ptr
->
setFloat
(
"highlightingRadius"
,
_highlightingRadius
);
_shader_ptr
->
setInt
(
"highlightingEnabled"
,
0
);
_shader_ptr
->
setMat4
(
"modelSpaceRot"
,
_modelSpaceRot
);
_shader_ptr
->
setFloat
(
"originZ"
,
_data
[
2
]);
_shader_ptr
->
unuse
();
/*Setup Framebuffer*/
...
...
@@ -269,13 +276,33 @@ float Heightmap::getSurfaceHeight(unsigned x, unsigned y, glm::mat4 projection,
_framebuffer_ptr
->
unbind
();
if
(
defo_um
!=
-
1.
f
)
{
return
defo_um
*
_zRangeUm
;
return
defo_um
*
_zRangeUm
-
_zRangeUmOffset
;
}
else
{
return
NOT_ON_SURFACE
;
}
}
float
Heightmap
::
getAverageSurfaceHeight
(
glm
::
vec2
xy
)
{
float
total_height
=
0.
f
;
unsigned
num_values
=
0
;
float
rad_sq
=
_highlightingRadius
*
_highlightingRadius
;
for
(
size_t
i
=
0
;
i
<
_data
.
size
()
/
3
;
++
i
)
{
if
(
std
::
pow
(
_data
[
3
*
i
]
-
xy
[
0
],
2
)
+
std
::
pow
(
_data
[
3
*
i
+
1
]
-
xy
[
1
],
2
)
<
rad_sq
)
{
if
(
_data
[
3
*
i
+
2
]
!=
BAD_Z_VALUE
)
{
total_height
+=
_data
[
3
*
i
+
2
];
++
num_values
;
}
}
}
if
(
num_values
!=
0
)
{
return
total_height
/
static_cast
<
float
>
(
num_values
);
}
else
{
return
-
1.
f
;
}
}
void
Heightmap
::
updatePlotWindow
(){
size_t
slashpos
=
_filename
.
rfind
(
"
\\
"
);
std
::
string
drumname
=
_filename
.
substr
(
slashpos
+
1
,
_filename
.
length
()
-
slashpos
-
1
);
...
...
@@ -319,6 +346,10 @@ float Heightmap::zRangeUm() const {
return
_zRangeUm
;
}
void
Heightmap
::
setZRangeUmOffset
(
float
offset
)
{
_zRangeUmOffset
+=
offset
;
}
//Shader control
void
Heightmap
::
enableLighting
()
{
_shader_ptr
->
use
();
...
...
@@ -345,12 +376,46 @@ void Heightmap::disableHighlighting() {
_shader_ptr
->
unuse
();
}
void
Heightmap
::
calculateNewZRange
(
glm
::
mat4
rot
)
{
float
maxiZ
=
-
99999.
f
;
float
miniZ
=
99999.
f
;
for
(
size_t
i
=
0
;
i
<
_data
.
size
()
/
3
;
++
i
)
{
if
(
_data
[
3
*
i
+
2
]
==
BAD_Z_VALUE
)
{
continue
;
}
else
{
glm
::
vec4
newP
=
rot
*
glm
::
vec4
(
_data
[
3
*
i
],
_data
[
3
*
i
+
1
],
_data
[
3
*
i
+
2
],
1.
f
);
if
(
newP
.
z
>
maxiZ
)
{
maxiZ
=
newP
.
z
;
}
if
(
newP
.
z
<
miniZ
)
{
miniZ
=
newP
.
z
;
}
}
}
_maxZ
=
maxiZ
;
_minZ
=
miniZ
;
_shader_ptr
->
use
();
_shader_ptr
->
setFloat
(
"minZ"
,
static_cast
<
float
>
(
_minZ
));
_shader_ptr
->
setFloat
(
"maxZ"
,
static_cast
<
float
>
(
_maxZ
));
_shader_ptr
->
unuse
();
}
void
Heightmap
::
setModelspaceRot
(
glm
::
mat4
rot
)
{
_modelSpaceRot
=
rot
*
_modelSpaceRot
;
_shader_ptr
->
use
();
_shader_ptr
->
setMat4
(
"modelSpaceRot"
,
_modelSpaceRot
);
_shader_ptr
->
unuse
();
}
void
Heightmap
::
_plotHeightLineAlongX
(
const
float
y
){
if
(
y
!=
_last_plotAlongX_y
){
_last_plotAlongX_y
=
y
;
if
(
y
>
_maxY
||
y
<
_minY
){
return
;
}
//setup translation vector
float
z_offset
=
_data
[
2
];
//find correct i (row)
//TODO: This has to change when _data changes
size_t
stride
=
3
;
...
...
@@ -369,7 +434,14 @@ void Heightmap::_plotHeightLineAlongX(const float y){
for
(
size_t
j
=
0
;
j
<
_Nx
;
++
j
){
_plotAlongX_data_x
[
j
]
=
_data
[
stride
*
j
*
_Ny
+
stride
*
i
];
if
(
_data
[
stride
*
j
*
_Ny
+
stride
*
i
+
2
]
!=
BAD_Z_VALUE
)
{
_plotAlongX_data_h
[
j
]
=
_minZ
+
_zRangeUm
*
_data
[
stride
*
j
*
_Ny
+
stride
*
i
+
2
];
//transform data
float
x
=
_data
[
stride
*
j
*
_Ny
+
stride
*
i
];
float
y
=
_data
[
stride
*
j
*
_Ny
+
stride
*
i
+
1
];
float
z
=
_data
[
stride
*
j
*
_Ny
+
stride
*
i
+
2
];
glm
::
vec4
data
(
x
,
y
,
z
-
z_offset
,
1.
);
data
=
_modelSpaceRot
*
data
;
float
transformed_z
=
data
.
z
+
z_offset
;
_plotAlongX_data_h
[
j
]
=
_zRangeUm
*
(
transformed_z
-
_minZ
)
/
(
_maxZ
-
_minZ
)
-
_zRangeUmOffset
;
}
else
{
_plotAlongX_data_h
[
j
]
=
NAN
;
...
...
@@ -391,6 +463,8 @@ void Heightmap::_plotHeightLineAlongY(const float x){
if
(
x
>
_maxX
||
x
<
_minX
){
return
;
}
//setup translation vector
float
z_offset
=
_data
[
2
];
//find correct i (column)
//TODO: This has to change when _data changes
size_t
stride
=
3
;
...
...
@@ -409,7 +483,14 @@ void Heightmap::_plotHeightLineAlongY(const float x){
for
(
size_t
j
=
0
;
j
<
_Ny
;
++
j
){
_plotAlongY_data_y
[
j
]
=
_data
[
stride
*
_Ny
*
i
+
stride
*
j
+
1
];
if
(
_data
[
stride
*
_Ny
*
i
+
stride
*
j
+
2
]
!=
BAD_Z_VALUE
)
{
_plotAlongY_data_h
[
j
]
=
_minZ
+
_zRangeUm
*
_data
[
stride
*
_Ny
*
i
+
stride
*
j
+
2
];
//transform data
float
x
=
_data
[
stride
*
_Ny
*
i
+
stride
*
j
];
float
y
=
_data
[
stride
*
_Ny
*
i
+
stride
*
j
+
1
];
float
z
=
_data
[
stride
*
_Ny
*
i
+
stride
*
j
+
2
];
glm
::
vec4
data
(
x
,
y
,
z
-
z_offset
,
1.
);
data
=
_modelSpaceRot
*
data
;
float
transformed_z
=
data
.
z
+
z_offset
;
_plotAlongY_data_h
[
j
]
=
_zRangeUm
*
(
transformed_z
-
_minZ
)
/
(
_maxZ
-
_minZ
)
-
_zRangeUmOffset
;
}
else
{
_plotAlongY_data_h
[
j
]
=
NAN
;
...
...
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