mirror of
https://github.com/introlab/rtabmap.git
synced 2026-09-10 05:20:19 +08:00
Tango: added online blending option, background color option, double tap, fixed meshes jiggering on touch, removed raw mesh option
This commit is contained in:
+302
-93
@@ -19,6 +19,7 @@
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#include <rtabmap/utilite/ULogger.h>
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#include <rtabmap/utilite/UStl.h>
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#include <rtabmap/utilite/UTimer.h>
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#include <rtabmap/core/util3d_filtering.h>
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#include <pcl/common/transforms.h>
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@@ -72,16 +73,42 @@ const std::string kPointCloudVertexShader =
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" vColor = aColor;\n"
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"}\n";
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const std::string kPointCloudFragmentShader =
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"precision mediump float;\n"
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"precision highp float;\n"
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"precision mediump int;\n"
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"uniform float uGainR;\n"
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"uniform float uGainG;\n"
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"uniform float uGainB;\n"
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"uniform sampler2D uDepthTexture;\n"
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"uniform bool uBlending;\n"
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"uniform vec2 uScreenScale;\n"
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"uniform bool uPackDepthToColor;\n"
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"varying vec3 vColor;\n"
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"varying float vLightWeighting;\n"
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"void main() {\n"
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" vec4 textureColor = vec4(vColor.z, vColor.y, vColor.x, 1.0);\n"
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" gl_FragColor = vec4(textureColor.r * uGainR * vLightWeighting, textureColor.g * uGainG * vLightWeighting, textureColor.b * uGainB * vLightWeighting, textureColor.a);\n"
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" float alpha = 1.0;\n"
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" if(uBlending) {\n"
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" vec2 coord = uScreenScale * gl_FragCoord.xy;\n;"
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" float depth = texture2D(uDepthTexture, coord).r;\n"
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// " alpha = 0.5;\n"
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" float zNear = 0.2;\n"
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" float zFar = 1000.0;\n"
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" float ndcDepth = depth * 2.0 - 1.0;\n" // Back to NDC
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" float linearDepth = (2.0 * zNear * zFar) / (zFar + zNear - ndcDepth * (zFar - zNear));\n"
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" float ndcFragz = gl_FragCoord.z * 2.0 - 1.0;\n" // Back to NDC
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" float linearFragz = (2.0 * zNear * zFar) / (zFar + zNear - ndcFragz * (zFar - zNear));\n"
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" if(linearFragz > linearDepth + 0.05)\n"
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" alpha=0.0;\n"
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" }\n"
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" if(uPackDepthToColor) {\n"
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" float toFixed = 255.0/256.0;\n"
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" vec4 enc = vec4(1.0, 255.0, 65025.0, 160581375.0) * toFixed * gl_FragCoord.z;\n"
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" enc = fract(enc);\n"
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" gl_FragColor = enc;\n"
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" }\n"
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" else {"
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" gl_FragColor = vec4(textureColor.r * uGainR * vLightWeighting, textureColor.g * uGainG * vLightWeighting, textureColor.b * uGainB * vLightWeighting, alpha);\n"
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" }\n"
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"}\n";
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const std::string kTextureMeshVertexShader =
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@@ -119,17 +146,36 @@ const std::string kTextureMeshVertexShader =
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" }\n"
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"}\n";
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const std::string kTextureMeshFragmentShader =
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"precision mediump float;\n"
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"precision highp float;\n"
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"precision mediump int;\n"
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"uniform sampler2D uTexture;\n"
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"uniform sampler2D uDepthTexture;\n"
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"uniform float uGainR;\n"
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"uniform float uGainG;\n"
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"uniform float uGainB;\n"
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"uniform bool uBlending;\n"
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"uniform vec2 uScreenScale;\n"
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"varying vec2 vTexCoord;\n"
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"varying float vLightWeighting;\n"
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""
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"void main() {\n"
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" vec4 textureColor = texture2D(uTexture, vTexCoord);\n"
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" gl_FragColor = vec4(textureColor.r * uGainR * vLightWeighting, textureColor.g * uGainG * vLightWeighting, textureColor.b * uGainB * vLightWeighting, textureColor.a);\n"
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" float alpha = 1.0;\n"
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" if(uBlending) {\n"
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" vec2 coord = uScreenScale * gl_FragCoord.xy;\n;"
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" float depth = texture2D(uDepthTexture, coord).r;\n"
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// " alpha = 0.5;\n"
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//Linearize depth: http://stackoverflow.com/questions/6652253/getting-the-true-z-value-from-the-depth-buffer
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" float zNear = 0.2;\n"
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" float zFar = 1000.0;\n"
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" float ndcDepth = depth * 2.0 - 1.0;\n" // Back to NDC
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" float linearDepth = (2.0 * zNear * zFar) / (zFar + zNear - ndcDepth * (zFar - zNear));\n"
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" float ndcFragz = gl_FragCoord.z * 2.0 - 1.0;\n" // Back to NDC
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" float linearFragz = (2.0 * zNear * zFar) / (zFar + zNear - ndcFragz * (zFar - zNear));\n"
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" if(linearFragz > linearDepth + 0.05)\n"
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" alpha=0.0;\n"
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" }\n"
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" gl_FragColor = vec4(textureColor.r * uGainR * vLightWeighting, textureColor.g * uGainG * vLightWeighting, textureColor.b * uGainB * vLightWeighting, alpha);\n"
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"}\n";
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const std::string kGraphVertexShader =
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@@ -169,17 +215,22 @@ Scene::Scene() :
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cloud_shader_program_(0),
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texture_mesh_shader_program_(0),
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graph_shader_program_(0),
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blending_(true),
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mapRendering_(true),
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meshRendering_(true),
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meshRenderingTexture_(true),
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pointSize_(5.0f),
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frustumCulling_(true),
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boundingBoxRendering_(false),
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lighting_(false),
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backfaceCulling_(true),
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r_(0.0f),
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g_(0.0f),
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b_(0.0f)
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b_(0.0f),
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fboId_(0),
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depthTexture_(0),
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screenWidth_(0),
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screenHeight_(0),
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doubleTapOn_(false)
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{
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gesture_camera_ = new tango_gl::GestureCamera();
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gesture_camera_->SetCameraType(
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@@ -242,27 +293,35 @@ void Scene::DeleteResources() {
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LOGI("Scene::DeleteResources()");
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if(axis_)
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{
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delete axis_;
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axis_ = 0;
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delete frustum_;
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delete trace_;
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delete grid_;
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delete currentPose_;
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delete box_;
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delete axis_;
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axis_ = 0;
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delete frustum_;
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delete trace_;
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delete grid_;
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delete currentPose_;
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delete box_;
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}
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if (cloud_shader_program_) {
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glDeleteShader(cloud_shader_program_);
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cloud_shader_program_ = 0;
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}
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}
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if (texture_mesh_shader_program_) {
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glDeleteShader(texture_mesh_shader_program_);
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texture_mesh_shader_program_ = 0;
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}
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}
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if (graph_shader_program_) {
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glDeleteShader(graph_shader_program_);
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graph_shader_program_ = 0;
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}
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}
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if(fboId_>0)
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{
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glDeleteFramebuffers(1, &fboId_);
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fboId_ = 0;
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glDeleteTextures(1, &depthTexture_);
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depthTexture_ = 0;
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}
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clear();
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}
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@@ -289,13 +348,49 @@ void Scene::clear()
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//Should only be called in OpenGL thread!
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void Scene::SetupViewPort(int w, int h) {
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if (h == 0) {
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LOGE("Setup graphic height not valid");
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}
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UASSERT(gesture_camera_ != 0);
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gesture_camera_->SetAspectRatio(static_cast<float>(w) /
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static_cast<float>(h));
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glViewport(0, 0, w, h);
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if (h == 0) {
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LOGE("Setup graphic height not valid");
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}
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UASSERT(gesture_camera_ != 0);
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gesture_camera_->SetAspectRatio(static_cast<float>(w) / static_cast<float>(h));
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glViewport(0, 0, w, h);
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if(screenWidth_ != w || fboId_ == 0)
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{
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if(fboId_>0)
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{
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glDeleteFramebuffers(1, &fboId_);
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fboId_ = 0;
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glDeleteTextures(1, &depthTexture_);
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depthTexture_ = 0;
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}
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// Create depth texture
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glGenTextures(1, &depthTexture_);
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glBindTexture(GL_TEXTURE_2D, depthTexture_);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, w, h, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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// regenerate fbo texture
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// create a framebuffer object, you need to delete them when program exits.
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glGenFramebuffers(1, &fboId_);
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glBindFramebuffer(GL_FRAMEBUFFER, fboId_);
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// Set the texture to be at the depth attachment point of the FBO
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture_, 0);
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GLuint status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if ( status != GL_FRAMEBUFFER_COMPLETE)
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{
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LOGE("Frame buffer cannot be generated! Status: %in", status);
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}
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glBindFramebuffer(GL_FRAMEBUFFER,0);
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}
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screenWidth_ = w;
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screenHeight_ = h;
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}
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std::vector<glm::vec4> computeFrustumPlanes(const glm::mat4 & mat, bool normalize = true)
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@@ -409,26 +504,12 @@ bool intersectFrustumAABB(
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int Scene::Render() {
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UASSERT(gesture_camera_ != 0);
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glEnable(GL_DEPTH_TEST);
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if(backfaceCulling_)
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{
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glEnable(GL_CULL_FACE);
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}
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else
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{
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glDisable(GL_CULL_FACE);
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}
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glClearColor(r_, g_, b_, 1.0f);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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glm::vec3 position(currentPose_->x(), currentPose_->y(), currentPose_->z());
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Eigen::Quaternionf quat = currentPose_->getQuaternionf();
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glm::quat rotation(quat.w(), quat.x(), quat.y(), quat.z());
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glm::mat4 rotateM;
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if(!currentPose_->isNull())
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{
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glm::vec3 position(currentPose_->x(), currentPose_->y(), currentPose_->z());
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Eigen::Quaternionf quat = currentPose_->getQuaternionf();
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glm::quat rotation(quat.w(), quat.x(), quat.y(), quat.z());
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glm::mat4 rotateM;
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rotateM = glm::rotate<float>(float(color_camera_to_display_rotation_)*-1.57079632679489661923132169163975144, glm::vec3(0.0f, 0.0f, 1.0f));
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if (gesture_camera_->GetCameraType() == tango_gl::GestureCamera::kFirstPerson)
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@@ -441,47 +522,52 @@ int Scene::Render() {
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{
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// In third person or top down mode, we follow the camera movement.
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gesture_camera_->SetAnchorPosition(position, rotation*glm::quat(rotateM));
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frustum_->SetPosition(position);
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frustum_->SetRotation(rotation);
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// Set the frustum scale to 4:3, this doesn't necessarily match the physical
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// camera's aspect ratio, this is just for visualization purposes.
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frustum_->SetScale(kFrustumScale);
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frustum_->Render(gesture_camera_->GetProjectionMatrix(),
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gesture_camera_->GetViewMatrix());
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axis_->SetPosition(position);
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axis_->SetRotation(rotation);
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axis_->Render(gesture_camera_->GetProjectionMatrix(),
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gesture_camera_->GetViewMatrix());
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}
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trace_->UpdateVertexArray(position);
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if(traceVisible_)
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{
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trace_->Render(gesture_camera_->GetProjectionMatrix(),
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gesture_camera_->GetViewMatrix());
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}
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if(gridVisible_)
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{
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grid_->Render(gesture_camera_->GetProjectionMatrix(),
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gesture_camera_->GetViewMatrix());
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}
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}
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float fov = 45.0f;
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rtabmap::Transform openglCamera = GetOpenGLCameraPose(&fov);//*rtabmap::Transform(0.0f, 0.0f, 3.0f, 0.0f, 0.0f, 0.0f);
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glm::mat4 projectionMatrix = gesture_camera_->GetProjectionMatrix();
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glm::mat4 viewMatrix = gesture_camera_->GetViewMatrix();
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rtabmap::Transform openglCamera = GetOpenGLCameraPose();//*rtabmap::Transform(0.0f, 0.0f, 3.0f, 0.0f, 0.0f, 0.0f);
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// transform in same coordinate as frustum filtering
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openglCamera *= rtabmap::Transform(
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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-1.0f, 0.0f, 0.0f, 0.0f);
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int cloudDrawn=0;
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if(mapRendering_ && frustumCulling_)
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std::vector<glm::vec4> planes = computeFrustumPlanes(projectionMatrix*viewMatrix, true);
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// First rendering to get depth texture
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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glDepthMask(GL_TRUE);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDisable (GL_BLEND);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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if(backfaceCulling_)
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{
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std::vector<glm::vec4> planes = computeFrustumPlanes(gesture_camera_->GetProjectionMatrix()*gesture_camera_->GetViewMatrix(), true);
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glEnable(GL_CULL_FACE);
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}
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else
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{
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glDisable(GL_CULL_FACE);
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}
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UTimer timer;
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bool onlineBlending = blending_ && mapRendering_ && meshRendering_ && pointClouds_.size()>1;
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std::set<int> usedForDepth;
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if(onlineBlending && fboId_)
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{
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// set the rendering destination to FBO
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glBindFramebuffer(GL_FRAMEBUFFER, fboId_);
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glClearColor(1, 1, 1, 1);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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// Draw scene
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for(std::map<int, PointCloudDrawable*>::const_iterator iter=pointClouds_.begin(); iter!=pointClouds_.end(); ++iter)
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{
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if(iter->second->isVisible())
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@@ -490,29 +576,136 @@ int Scene::Render() {
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iter->second->aabbMinWorld(),
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iter->second->aabbMaxWorld()))
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{
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if(boundingBoxRendering_)
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{
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box_->updateVertices(iter->second->aabbMinWorld(), iter->second->aabbMaxWorld());
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box_->Render(gesture_camera_->GetProjectionMatrix(),
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gesture_camera_->GetViewMatrix());
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}
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++cloudDrawn;
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usedForDepth.insert(iter->first);
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Eigen::Vector3f cloudToCamera(
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iter->second->getPose().x() - openglCamera.x(),
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iter->second->getPose().y() - openglCamera.y(),
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iter->second->getPose().z() - openglCamera.z());
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float distanceToCameraSqr = cloudToCamera[0]*cloudToCamera[0] + cloudToCamera[1]*cloudToCamera[1] + cloudToCamera[2]*cloudToCamera[2];
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iter->second->Render(gesture_camera_->GetProjectionMatrix(), gesture_camera_->GetViewMatrix(), meshRendering_, pointSize_, meshRenderingTexture_, lighting_, distanceToCameraSqr);
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float distanceToCameraSqr = 999.0f; // set it large to use low res polygons for fast processing
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iter->second->Render(projectionMatrix, viewMatrix, meshRendering_, pointSize_, false, false, distanceToCameraSqr);
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}
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}
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}
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// back to normal window-system-provided framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, 0); // unbind
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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}
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if(doubleTapOn_ && gesture_camera_->GetCameraType() != tango_gl::GestureCamera::kFirstPerson)
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{
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glClearColor(0, 0, 0, 0);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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for(std::map<int, PointCloudDrawable*>::const_iterator iter=pointClouds_.begin(); iter!=pointClouds_.end(); ++iter)
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{
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if((onlineBlending && usedForDepth.find(iter->first) != usedForDepth.end()) ||
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(!onlineBlending && iter->second->isVisible() &&
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intersectFrustumAABB(planes,
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iter->second->aabbMinWorld(),
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iter->second->aabbMaxWorld())))
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{
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float distanceToCameraSqr = 999.0f; // set it large to use low res polygons for fast processing
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iter->second->Render(projectionMatrix, viewMatrix, meshRendering_, pointSize_*10.0f, false, false, distanceToCameraSqr, 0, 0, 0, true);
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}
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}
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GLubyte zValue[4];
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glReadPixels(doubleTapPos_.x*screenWidth_, screenHeight_-doubleTapPos_.y*screenHeight_, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, zValue);
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float fromFixed = 256.0f/255.0f;
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float zValueF = float(zValue[0]/255.0f)*fromFixed + float(zValue[1]/255.0f)*fromFixed/255.0f + float(zValue[2]/255.0f)*fromFixed/65025.0f + float(zValue[3]/255.0f)*fromFixed/160581375.0f;
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if(zValueF != 0.0f)
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{
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zValueF = zValueF*2.0-1.0;//NDC
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glm::vec4 point = glm::inverse(projectionMatrix*viewMatrix)*glm::vec4(doubleTapPos_.x*2.0f-1.0f, (1.0f-doubleTapPos_.y)*2.0f-1.0f, zValueF, 1.0f);
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point /= point.w;
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gesture_camera_->SetAnchorOffset(glm::vec3(point.x, point.y, point.z) - position);
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}
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}
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doubleTapOn_ = false;
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||||
|
||||
glClearColor(r_, g_, b_, 1.0f);
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
|
||||
if(!currentPose_->isNull())
|
||||
{
|
||||
if (gesture_camera_->GetCameraType() != tango_gl::GestureCamera::kFirstPerson)
|
||||
{
|
||||
frustum_->SetPosition(position);
|
||||
frustum_->SetRotation(rotation);
|
||||
// Set the frustum scale to 4:3, this doesn't necessarily match the physical
|
||||
// camera's aspect ratio, this is just for visualization purposes.
|
||||
frustum_->SetScale(kFrustumScale);
|
||||
frustum_->Render(projectionMatrix, viewMatrix);
|
||||
|
||||
axis_->SetPosition(position);
|
||||
axis_->SetRotation(rotation);
|
||||
axis_->Render(projectionMatrix, viewMatrix);
|
||||
}
|
||||
|
||||
trace_->UpdateVertexArray(position);
|
||||
if(traceVisible_)
|
||||
{
|
||||
trace_->Render(projectionMatrix, viewMatrix);
|
||||
}
|
||||
|
||||
if(gridVisible_)
|
||||
{
|
||||
grid_->Render(projectionMatrix, viewMatrix);
|
||||
}
|
||||
}
|
||||
|
||||
if(graphVisible_ && graph_)
|
||||
{
|
||||
graph_->Render(projectionMatrix, viewMatrix);
|
||||
}
|
||||
|
||||
int cloudDrawn=0;
|
||||
if(mapRendering_)
|
||||
{
|
||||
if(onlineBlending)
|
||||
{
|
||||
glEnable (GL_BLEND);
|
||||
glDepthMask(GL_FALSE);
|
||||
}
|
||||
|
||||
for(std::map<int, PointCloudDrawable*>::const_iterator iter=pointClouds_.begin(); iter!=pointClouds_.end(); ++iter)
|
||||
{
|
||||
if((onlineBlending && usedForDepth.find(iter->first) != usedForDepth.end()) ||
|
||||
(!onlineBlending && iter->second->isVisible() &&
|
||||
intersectFrustumAABB(planes,
|
||||
iter->second->aabbMinWorld(),
|
||||
iter->second->aabbMaxWorld())))
|
||||
{
|
||||
if(boundingBoxRendering_)
|
||||
{
|
||||
box_->updateVertices(iter->second->aabbMinWorld(), iter->second->aabbMaxWorld());
|
||||
box_->Render(projectionMatrix, viewMatrix);
|
||||
}
|
||||
|
||||
Eigen::Vector3f cloudToCamera(
|
||||
iter->second->getPose().x() - openglCamera.x(),
|
||||
iter->second->getPose().y() - openglCamera.y(),
|
||||
iter->second->getPose().z() - openglCamera.z());
|
||||
float distanceToCameraSqr = cloudToCamera[0]*cloudToCamera[0] + cloudToCamera[1]*cloudToCamera[1] + cloudToCamera[2]*cloudToCamera[2];
|
||||
|
||||
iter->second->Render(projectionMatrix, viewMatrix, meshRendering_, pointSize_, meshRenderingTexture_, lighting_, distanceToCameraSqr, onlineBlending?depthTexture_:0, screenWidth_, screenHeight_);
|
||||
++cloudDrawn;
|
||||
}
|
||||
}
|
||||
|
||||
if(onlineBlending)
|
||||
{
|
||||
glDisable (GL_BLEND);
|
||||
glDepthMask(GL_TRUE);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for(std::map<int, PointCloudDrawable*>::const_iterator iter=pointClouds_.begin(); iter!=pointClouds_.end(); ++iter)
|
||||
{
|
||||
if(!mapRendering_ && iter->first > 0)
|
||||
if(iter->first > 0)
|
||||
{
|
||||
break;
|
||||
}
|
||||
@@ -522,8 +715,7 @@ int Scene::Render() {
|
||||
if(boundingBoxRendering_)
|
||||
{
|
||||
box_->updateVertices(iter->second->aabbMinWorld(), iter->second->aabbMaxWorld());
|
||||
box_->Render(gesture_camera_->GetProjectionMatrix(),
|
||||
gesture_camera_->GetViewMatrix());
|
||||
box_->Render(projectionMatrix, viewMatrix);
|
||||
}
|
||||
|
||||
++cloudDrawn;
|
||||
@@ -532,17 +724,12 @@ int Scene::Render() {
|
||||
iter->second->getPose().y() - openglCamera.y(),
|
||||
iter->second->getPose().z() - openglCamera.z());
|
||||
float distanceToCameraSqr = cloudToCamera[0]*cloudToCamera[0] + cloudToCamera[1]*cloudToCamera[1] + cloudToCamera[2]*cloudToCamera[2];
|
||||
iter->second->Render(gesture_camera_->GetProjectionMatrix(), gesture_camera_->GetViewMatrix(), meshRendering_, pointSize_, meshRenderingTexture_, lighting_, distanceToCameraSqr);
|
||||
iter->second->Render(projectionMatrix, viewMatrix, meshRendering_, pointSize_, meshRenderingTexture_, lighting_, distanceToCameraSqr, onlineBlending?depthTexture_:0, screenWidth_, screenHeight_);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(graphVisible_ && graph_)
|
||||
{
|
||||
graph_->Render(gesture_camera_->GetProjectionMatrix(), gesture_camera_->GetViewMatrix());
|
||||
}
|
||||
|
||||
return cloudDrawn;
|
||||
return 1;
|
||||
}
|
||||
|
||||
void Scene::SetCameraType(tango_gl::GestureCamera::CameraType camera_type) {
|
||||
@@ -570,7 +757,21 @@ void Scene::OnTouchEvent(int touch_count,
|
||||
tango_gl::GestureCamera::TouchEvent event, float x0,
|
||||
float y0, float x1, float y1) {
|
||||
UASSERT(gesture_camera_ != 0);
|
||||
gesture_camera_->OnTouchEvent(touch_count, event, x0, y0, x1, y1);
|
||||
if(touch_count == 3)
|
||||
{
|
||||
//doubletap
|
||||
if(!doubleTapOn_)
|
||||
{
|
||||
doubleTapPos_.x = x0;
|
||||
doubleTapPos_.y = y0;
|
||||
doubleTapOn_ = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// rotate/translate/zoom
|
||||
gesture_camera_->OnTouchEvent(touch_count, event, x0, y0, x1, y1);
|
||||
}
|
||||
}
|
||||
|
||||
void Scene::updateGraph(
|
||||
@@ -722,3 +923,11 @@ void Scene::updateGains(int id, float gainR, float gainG, float gainB)
|
||||
iter->second->setGains(gainR, gainG, gainB);
|
||||
}
|
||||
}
|
||||
|
||||
void Scene::setGridColor(float r, float g, float b)
|
||||
{
|
||||
if(grid_)
|
||||
{
|
||||
grid_->SetColor(r, g, b);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user