mirror of
https://github.com/introlab/rtabmap.git
synced 2026-09-03 01:50:24 +08:00
iOS: improved feedback in first-person mapping mode (red background), fixed not matching camera overlay with 3D model, updated how memory usage is computed.
This commit is contained in:
@@ -1290,7 +1290,7 @@ int RTABMapApp::Render()
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arViewMatrix = glm::inverse(rtabmap::glmFromTransform(mapCorrection)*glm::inverse(arViewMatrix));
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}
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}
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if(!visualizingMesh_ && main_scene_.GetCameraType() == tango_gl::GestureCamera::kFirstPerson && !main_scene_.isMeshRendering())
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if(!visualizingMesh_ && main_scene_.GetCameraType() == tango_gl::GestureCamera::kFirstPerson)
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{
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rtabmap::CameraModel occlusionModel;
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cv::Mat occlusionImage = ((rtabmap::CameraMobile*)camera_)->getOcclusionImage(&occlusionModel);
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@@ -2069,7 +2069,7 @@ int RTABMapApp::Render()
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fpsTime.restart();
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main_scene_.setFrustumVisible(camera_!=0);
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lastDrawnCloudsCount_ = main_scene_.Render(uvsTransformed, arViewMatrix, arProjectionMatrix, occlusionMesh);
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lastDrawnCloudsCount_ = main_scene_.Render(uvsTransformed, arViewMatrix, arProjectionMatrix, occlusionMesh, true);
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if(renderingTime_ < fpsTime.elapsed())
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{
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renderingTime_ = fpsTime.elapsed();
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@@ -39,22 +39,63 @@ const std::string kFragmentShaderOES =
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"precision mediump float;\n"
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"varying vec2 v_TexCoord;\n"
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"uniform samplerExternalOES sTexture;\n"
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"uniform bool uRedUnknown;\n"
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"void main() {\n"
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" vec4 sample = texture2D(sTexture, v_TexCoord);\n"
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" float grey = 0.21 * sample.r + 0.71 * sample.g + 0.07 * sample.b;\n"
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" gl_FragColor = vec4(grey, grey, grey, 0.5);\n"
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" float grey = 0.21 * sample.r + 0.71 * sample.g + 0.07 * sample.b;\n"
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" gl_FragColor = vec4(grey, uRedUnknown?0.0:grey, uRedUnknown?0.0:grey, 0.5);\n"
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"}\n";
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const std::string kFragmentShaderBlendingOES =
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"#extension GL_OES_EGL_image_external : require\n"
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"precision mediump float;\n"
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"varying vec2 v_TexCoord;\n"
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"uniform samplerExternalOES sTexture;\n"
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"uniform bool uRedUnknown;\n"
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"void main() {\n"
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" vec4 sample = texture2D(sTexture, v_TexCoord);\n"
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" vec2 coord = uScreenScale * gl_FragCoord.xy;\n;"
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" vec4 depthPacked = texture2D(uDepthTexture, coord);\n"
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" float depth = dot(depthPacked, 1./vec4(1.,255.,65025.,16581375.));\n"
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" if(depth > 0.0)\n"
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" gl_FragColor = vec4(sample.r, sample.g, sample.b, 0.5);\n"
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" else {\n"
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" float grey = 0.21 * sample.r + 0.71 * sample.g + 0.07 * sample.b;\n"
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" gl_FragColor = vec4(grey, uRedUnknown?0.0:grey, uRedUnknown?0.0:grey, 0.5);\n"
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" }\n"
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"}\n";
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const std::string kFragmentShader =
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"precision mediump float;\n"
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"varying vec2 v_TexCoord;\n"
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"uniform sampler2D sTexture;\n"
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"uniform bool uRedUnknown;\n"
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"void main() {\n"
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" vec4 sample = texture2D(sTexture, v_TexCoord);\n"
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" float grey = 0.21 * sample.r + 0.71 * sample.g + 0.07 * sample.b;\n"
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" gl_FragColor = vec4(grey, grey, grey, 0.5);\n"
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" gl_FragColor = vec4(grey, uRedUnknown?0.0:grey, uRedUnknown?0.0:grey, 0.5);\n"
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"}\n";
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const std::string kFragmentShaderBlending =
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"precision mediump float;\n"
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"varying vec2 v_TexCoord;\n"
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"uniform sampler2D sTexture;\n"
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"uniform sampler2D uDepthTexture;\n"
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"uniform vec2 uScreenScale;\n"
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"uniform bool uRedUnknown;\n"
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"void main() {\n"
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" vec4 sample = texture2D(sTexture, v_TexCoord);\n"
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" vec2 coord = uScreenScale * gl_FragCoord.xy;\n;"
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" vec4 depthPacked = texture2D(uDepthTexture, coord);\n"
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" float depth = dot(depthPacked, 1./vec4(1.,255.,65025.,16581375.));\n"
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" if(depth > 0.0)\n"
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" gl_FragColor = vec4(sample.r, sample.g, sample.b, 0.5);\n"
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" else {\n"
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" float grey = 0.21 * sample.r + 0.71 * sample.g + 0.07 * sample.b;\n"
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" gl_FragColor = vec4(grey, uRedUnknown?0.0:grey, uRedUnknown?0.0:grey, 0.5);\n"
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" }\n"
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"}\n";
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/* To debug depth texture
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const std::string kFragmentShader =
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"precision mediump float;\n"
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@@ -77,6 +118,8 @@ const std::string kFragmentShader =
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} // namespace
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std::vector<GLuint> BackgroundRenderer::shaderPrograms_;
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void BackgroundRenderer::InitializeGlContent(GLuint textureId, bool oes)
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{
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texture_id_ = textureId;
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@@ -84,22 +127,26 @@ void BackgroundRenderer::InitializeGlContent(GLuint textureId, bool oes)
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oes_ = oes;
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#endif
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shader_program_ = tango_gl::util::CreateProgram(
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kVertexShader.c_str(),
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oes_?kFragmentShaderOES.c_str():kFragmentShader.c_str());
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if (!shader_program_) {
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LOGE("Could not create program.");
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}
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glUseProgram(shader_program_);
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attribute_vertices_ = glGetAttribLocation(shader_program_, "a_Position");
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attribute_uvs_ = glGetAttribLocation(shader_program_, "a_TexCoord");
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glUseProgram(0);
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if(shaderPrograms_.empty())
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{
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shaderPrograms_.resize(2,0);
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shaderPrograms_[0] = tango_gl::util::CreateProgram(
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kVertexShader.c_str(),
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oes_?kFragmentShaderOES.c_str():kFragmentShader.c_str());
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UASSERT(shaderPrograms_[0]!=0);
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shaderPrograms_[1] = tango_gl::util::CreateProgram(
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kVertexShader.c_str(),
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oes_?kFragmentShaderBlendingOES.c_str():kFragmentShaderBlending.c_str());
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UASSERT(shaderPrograms_[1]!=0);
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}
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}
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void BackgroundRenderer::Draw(const float * transformed_uvs) {
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void BackgroundRenderer::Draw(const float * transformed_uvs, const GLuint & depthTexture, int screenWidth, int screenHeight, bool redUnknown) {
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static_assert(std::extent<decltype(BackgroundRenderer_kVertices)>::value == kNumVertices * 2, "Incorrect kVertices length");
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glUseProgram(shader_program_);
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GLuint program = shaderPrograms_[depthTexture>0?1:0];
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glUseProgram(program);
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glDepthMask(GL_FALSE);
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glEnable (GL_BLEND);
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@@ -110,7 +157,27 @@ void BackgroundRenderer::Draw(const float * transformed_uvs) {
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else
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#endif
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glBindTexture(GL_TEXTURE_2D, texture_id_);
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if(depthTexture>0)
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{
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// Texture activate unit 1
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glActiveTexture(GL_TEXTURE1);
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// Bind the texture to this unit.
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glBindTexture(GL_TEXTURE_2D, depthTexture);
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// Tell the texture uniform sampler to use this texture in the shader by binding to texture unit 1.
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GLuint depth_texture_handle = glGetUniformLocation(program, "uDepthTexture");
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glUniform1i(depth_texture_handle, 1);
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GLuint screenScale_handle = glGetUniformLocation(program, "uScreenScale");
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glUniform2f(screenScale_handle, 1.0f/(float)screenWidth, 1.0f/(float)screenHeight);
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}
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GLuint screenScale_handle = glGetUniformLocation(program, "uRedUnknown");
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glUniform1i(screenScale_handle, redUnknown);
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GLuint attribute_vertices_ = glGetAttribLocation(program, "a_Position");
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GLuint attribute_uvs_ = glGetAttribLocation(program, "a_TexCoord");
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glVertexAttribPointer(attribute_vertices_, 2, GL_FLOAT, GL_FALSE, 0, BackgroundRenderer_kVertices);
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glVertexAttribPointer(attribute_uvs_, 2, GL_FLOAT, GL_FALSE, 0, transformed_uvs?transformed_uvs:BackgroundRenderer_kTexCoord);
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@@ -59,16 +59,12 @@ public:
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// Draws the background image. This methods must be called for every ArFrame
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// returned by ArSession_update() to catch display geometry change events.
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void Draw(const float * transformed_uvs);
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void Draw(const float * transformed_uvs, const GLuint & depthTexture, int screenWidth, int screenHeight, bool redUnknown);
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private:
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GLuint shader_program_;
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private:
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static std::vector<GLuint> shaderPrograms_;
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GLuint texture_id_;
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bool oes_ = false;
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GLuint attribute_vertices_;
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GLuint attribute_uvs_;
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};
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#endif // C_ARCORE_AUGMENTED_IMAGE_BACKGROUND_RENDERER_H_
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@@ -381,7 +381,7 @@ bool intersectFrustumAABB(
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}
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//Should only be called in OpenGL thread!
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int Scene::Render(const float * uvsTransformed, glm::mat4 arViewMatrix, glm::mat4 arProjectionMatrix, const rtabmap::Mesh & occlusionMesh) {
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int Scene::Render(const float * uvsTransformed, glm::mat4 arViewMatrix, glm::mat4 arProjectionMatrix, const rtabmap::Mesh & occlusionMesh, bool mapping) {
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UASSERT(gesture_camera_ != 0);
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if(currentPose_ == 0)
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@@ -492,7 +492,7 @@ int Scene::Render(const float * uvsTransformed, glm::mat4 arViewMatrix, glm::mat
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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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if(renderBackgroundCamera && occlusionMesh.cloud.get() && occlusionMesh.cloud->size())
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if(renderBackgroundCamera && !meshRendering_ && occlusionMesh.cloud.get() && occlusionMesh.cloud->size())
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{
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PointCloudDrawable drawable(occlusionMesh);
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drawable.Render(projectionMatrix, viewMatrix, true, pointSize_, false, false, 999.0f, 0, 0, 0, 0, 0, true);
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@@ -548,15 +548,15 @@ int Scene::Render(const float * uvsTransformed, glm::mat4 arViewMatrix, glm::mat
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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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if(renderBackgroundCamera && (!onlineBlending || !meshRendering_))
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{
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background_renderer_->Draw(uvsTransformed, 0, screenWidth_, screenHeight_, false);
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if(renderBackgroundCamera)
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{
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background_renderer_->Draw(uvsTransformed);
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//To debug occlusion image:
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//PointCloudDrawable drawable(occlusionMesh);
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//drawable.Render(projectionMatrix, viewMatrix, true, pointSize_, false, false, 999.0f);
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}
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//To debug occlusion image:
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//PointCloudDrawable drawable(occlusionMesh);
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//drawable.Render(projectionMatrix, viewMatrix, true, pointSize_, false, false, 999.0f);
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}
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if(!currentPose_->isNull())
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{
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@@ -624,10 +624,15 @@ int Scene::Render(const float * uvsTransformed, glm::mat4 arViewMatrix, glm::mat
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if(onlineBlending)
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{
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if(renderBackgroundCamera && meshRendering_)
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{
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background_renderer_->Draw(uvsTransformed, depthTexture_, screenWidth_, screenHeight_, mapping);
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}
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glDisable (GL_BLEND);
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glDepthMask(GL_TRUE);
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}
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//draw markers on foreground
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for(std::map<int, tango_gl::Axis*>::const_iterator iter=markers_.begin(); iter!=markers_.end(); ++iter)
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{
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@@ -74,7 +74,7 @@ class Scene {
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// frame's timestamp.
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// @param: point_cloud_vertices, point cloud's vertices of the current point
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// frame.
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int Render(const float * uvsTransformed = 0, glm::mat4 arViewMatrix = glm::mat4(0), glm::mat4 arProjectionMatrix=glm::mat4(0), const rtabmap::Mesh & occlusionMesh=rtabmap::Mesh());
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int Render(const float * uvsTransformed = 0, glm::mat4 arViewMatrix = glm::mat4(0), glm::mat4 arProjectionMatrix=glm::mat4(0), const rtabmap::Mesh & occlusionMesh=rtabmap::Mesh(), bool mapping=false);
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// Set render camera's viewing angle, first person, third person or top down.
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//
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@@ -155,6 +155,7 @@ class Scene {
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float getPointSize() const {return pointSize_;}
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bool isLighting() const {return lighting_;}
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bool isBackfaceCulling() const {return backfaceCulling_;}
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bool isWireframe() const {return wireFrame_;}
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BackgroundRenderer * background_renderer_;
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@@ -183,7 +183,7 @@ void GestureCamera::SetCameraType(CameraType camera_index) {
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case kFirstPerson:
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SetOrthoMode(false);
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SetFieldOfView(kLowestFov);
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SetNearFarClipPlanes(0.5, 50);
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SetNearFarClipPlanes(0.3, 50);
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SetPosition(glm::vec3(0.0f, 0.0f, 0.0f));
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SetRotation(glm::quat(1.0f, 0.0f, 0.0f, 0.0f));
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cam_cur_dist_ = 0.0f;
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@@ -198,7 +198,7 @@ void GestureCamera::SetCameraType(CameraType camera_index) {
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case kThirdPersonFollow:
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SetOrthoMode(false);
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SetFieldOfView(kLowFov);
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SetNearFarClipPlanes(0.5, 50);
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SetNearFarClipPlanes(1, 50);
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SetPosition(glm::vec3(0.0f, 0.0f, 0.0f));
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SetRotation(glm::quat(1.0f, 0.0f, 0.0f, 0.0f));
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cam_cur_dist_ = camera_index==kThirdPersonFollow?kThirdPersonFollowCameraDist:kThirdPersonCameraDist;
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@@ -213,7 +213,7 @@ void GestureCamera::SetCameraType(CameraType camera_index) {
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SetRotation(glm::quat(1.0f, 0.0f, 0.0f, 0.0f));
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SetOrthoMode(false);
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SetFieldOfView(kLowFov);
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SetNearFarClipPlanes(0.5, 50);
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SetNearFarClipPlanes(1, 50);
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cam_cur_dist_ = kTopDownCameraDist;
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anchor_offset_ = glm::vec3(0.0f,0.0f,0.0f);
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cam_cur_angle_.x = -M_PI / 2.0f;
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@@ -228,7 +228,7 @@ void GestureCamera::SetCameraType(CameraType camera_index) {
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SetOrthoScale(kTopDownCameraDist);
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SetOrthoCropFactor(-1.0f);
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SetFieldOfView(kLowFov);
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SetNearFarClipPlanes(0.5, 50);
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SetNearFarClipPlanes(1, 50);
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cam_cur_dist_ = kTopDownCameraDist;
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anchor_offset_ = glm::vec3(0.0f,0.0f,0.0f);
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cam_cur_angle_.x = -M_PI / 2.0f;
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