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https://github.com/introlab/rtabmap.git
synced 2026-09-03 10:00:23 +08:00
Fixed occlusion image origin offset (iOS and android). Android: disabled maximum odom image rate for faster feedback in First-Person. Min/Max range parameters also filter scans. Fixed background renderer not showing image (ARCore Java driver).
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@@ -51,6 +51,8 @@ const std::string kFragmentShaderBlendingOES =
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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 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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@@ -120,8 +122,19 @@ const std::string kFragmentShaderBlending =
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std::vector<GLuint> BackgroundRenderer::shaderPrograms_;
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BackgroundRenderer::~BackgroundRenderer()
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{
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for(unsigned int i=0; i<shaderPrograms_.size(); ++i)
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{
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glDeleteShader(shaderPrograms_[i]);
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}
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shaderPrograms_.clear();
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}
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void BackgroundRenderer::InitializeGlContent(GLuint textureId, bool oes)
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{
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LOGI("textureId=%d", textureId);
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texture_id_ = textureId;
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#ifdef __ANDROID__
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oes_ = oes;
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@@ -175,19 +188,19 @@ void BackgroundRenderer::Draw(const float * transformed_uvs, const GLuint & dept
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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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GLuint attributeVertices = glGetAttribLocation(program, "a_Position");
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GLuint attributeUvs = glGetAttribLocation(program, "a_TexCoord");
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glEnableVertexAttribArray(attribute_vertices_);
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glEnableVertexAttribArray(attribute_uvs_);
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glVertexAttribPointer(attributeVertices, 2, GL_FLOAT, GL_FALSE, 0, BackgroundRenderer_kVertices);
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glVertexAttribPointer(attributeUvs, 2, GL_FLOAT, GL_FALSE, 0, transformed_uvs?transformed_uvs:BackgroundRenderer_kTexCoord);
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glEnableVertexAttribArray(attributeVertices);
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glEnableVertexAttribArray(attributeUvs);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisableVertexAttribArray(attribute_vertices_);
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glDisableVertexAttribArray(attribute_uvs_);
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glDisableVertexAttribArray(attributeVertices);
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glDisableVertexAttribArray(attributeUvs);
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glUseProgram(0);
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glDepthMask(GL_TRUE);
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