/* Copyright (c) 2010-2016, Mathieu Labbe - IntRoLab - Universite de Sherbrooke All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the Universite de Sherbrooke nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include #include "point_cloud_drawable.h" #include "rtabmap/utilite/ULogger.h" #include "rtabmap/utilite/UConversion.h" #include #include "util.h" #include PointCloudDrawable::PointCloudDrawable( GLuint cloudShaderProgram, GLuint textureShaderProgram, const pcl::PointCloud::Ptr & cloud, const pcl::IndicesPtr & indices, float gain) : vertex_buffers_(0), textures_(0), nPoints_(0), pose_(1.0f), visible_(true), hasNormals_(false), cloud_shader_program_(cloudShaderProgram), texture_shader_program_(textureShaderProgram), gain_(1.0f) { updateCloud(cloud, indices, gain); } PointCloudDrawable::PointCloudDrawable( GLuint cloudShaderProgram, GLuint textureShaderProgram, const Mesh & mesh, const cv::Mat & texture) : vertex_buffers_(0), textures_(0), nPoints_(0), pose_(1.0f), visible_(true), hasNormals_(false), cloud_shader_program_(cloudShaderProgram), texture_shader_program_(textureShaderProgram), gain_(1.0f) { updateMesh(mesh, texture); } PointCloudDrawable::~PointCloudDrawable() { LOGI("Freeing cloud buffer %d", vertex_buffers_); if (vertex_buffers_) { glDeleteBuffers(1, &vertex_buffers_); tango_gl::util::CheckGlError("PointCloudDrawable::~PointCloudDrawable()"); vertex_buffers_ = 0; } if (textures_) { glDeleteTextures(1, &textures_); tango_gl::util::CheckGlError("PointCloudDrawable::~PointCloudDrawable()"); textures_ = 0; } } void PointCloudDrawable::updatePolygons(const std::vector & polygons) { LOGD("Update polygons"); polygons_.clear(); if(polygons.size() && organizedToDenseIndices_.size()) { unsigned int polygonSize = polygons[0].vertices.size(); UASSERT(polygonSize == 3); polygons_.resize(polygons.size() * polygonSize); int oi = 0; for(unsigned int i=0; i::Ptr & cloud, const pcl::IndicesPtr & indices, float gain) { UASSERT(cloud.get() && !cloud->empty()); nPoints_ = 0; polygons_.clear(); gain_ = gain; if (vertex_buffers_) { glDeleteBuffers(1, &vertex_buffers_); tango_gl::util::CheckGlError("PointCloudDrawable::~PointCloudDrawable()"); vertex_buffers_ = 0; } if (textures_) { glDeleteTextures(1, &textures_); tango_gl::util::CheckGlError("PointCloudDrawable::~PointCloudDrawable()"); textures_ = 0; } glGenBuffers(1, &vertex_buffers_); if(!vertex_buffers_) { LOGE("OpenGL: could not generate vertex buffers\n"); return; } LOGI("Creating cloud buffer %d", vertex_buffers_); std::vector vertices; int totalPoints = 0; if(indices.get() && indices->size()) { totalPoints = indices->size(); vertices.resize(indices->size()*4); for(unsigned int i=0; isize(); ++i) { vertices[i*4] = cloud->at(indices->at(i)).x; vertices[i*4+1] = cloud->at(indices->at(i)).y; vertices[i*4+2] = cloud->at(indices->at(i)).z; vertices[i*4+3] = cloud->at(indices->at(i)).rgb; } } else { totalPoints = cloud->size(); vertices.resize(cloud->size()*4); for(unsigned int i=0; isize(); ++i) { vertices[i*4] = cloud->at(i).x; vertices[i*4+1] = cloud->at(i).y; vertices[i*4+2] = cloud->at(i).z; vertices[i*4+3] = cloud->at(i).rgb; } } glBindBuffer(GL_ARRAY_BUFFER, vertex_buffers_); glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * (int)vertices.size(), (const void *)vertices.data(), GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); GLint error = glGetError(); if(error != GL_NO_ERROR) { LOGE("OpenGL: Could not allocate point cloud (0x%x)\n", error); vertex_buffers_ = 0; return; } nPoints_ = totalPoints; } void PointCloudDrawable::updateMesh(const Mesh & mesh, const cv::Mat & texture) { UASSERT(mesh.cloud.get() && !mesh.cloud->empty()); nPoints_ = 0; if (vertex_buffers_) { glDeleteBuffers(1, &vertex_buffers_); tango_gl::util::CheckGlError("PointCloudDrawable::~PointCloudDrawable()"); vertex_buffers_ = 0; } gain_ = mesh.gain; bool textureUpdate = false; if(!texture.empty() && texture.type() == CV_8UC3) { if (textures_) { glDeleteTextures(1, &textures_); tango_gl::util::CheckGlError("PointCloudDrawable::~PointCloudDrawable()"); textures_ = 0; } textureUpdate = true; } glGenBuffers(1, &vertex_buffers_); if(!vertex_buffers_) { LOGE("OpenGL: could not generate vertex buffers\n"); return; } if(textureUpdate) { glGenTextures(1, &textures_); if(!textures_) { vertex_buffers_ = 0; LOGE("OpenGL: could not generate texture buffers\n"); return; } } //LOGD("Creating cloud buffer %d", vertex_buffers_); std::vector vertices; int totalPoints = 0; std::vector polygons = mesh.polygons; hasNormals_ = mesh.normals.get() && mesh.normals->size() == mesh.cloud->size(); UASSERT(!hasNormals_ || mesh.cloud->size() == mesh.normals->size()); if(mesh.cloud->isOrganized()) // assume organized mesh { organizedToDenseIndices_ = std::vector(mesh.cloud->width*mesh.cloud->height, -1); totalPoints = mesh.indices->size(); if(textures_ && polygons.size()) { //LOGD("Organized mesh with texture"); int items = hasNormals_?9:6; vertices = std::vector(mesh.indices->size()*9); for(unsigned int i=0; isize(); ++i) { vertices[i*items] = mesh.cloud->at(mesh.indices->at(i)).x; vertices[i*items+1] = mesh.cloud->at(mesh.indices->at(i)).y; vertices[i*items+2] = mesh.cloud->at(mesh.indices->at(i)).z; // rgb vertices[i*items+3] = mesh.cloud->at(mesh.indices->at(i)).rgb; // texture uv int index = mesh.indices->at(i); vertices[i*items+4] = float(index % mesh.cloud->width)/float(mesh.cloud->width); //u vertices[i*items+5] = float(index / mesh.cloud->width)/float(mesh.cloud->height); //v if(hasNormals_) { // normal vertices[i*items+6] = mesh.normals->at(mesh.indices->at(i)).normal_x; vertices[i*items+7] = mesh.normals->at(mesh.indices->at(i)).normal_y; vertices[i*items+8] = mesh.normals->at(mesh.indices->at(i)).normal_z; } organizedToDenseIndices_[mesh.indices->at(i)] = i; } } else { //LOGD("Organized mesh"); int items = hasNormals_?7:4; vertices = std::vector(mesh.indices->size()*items); for(unsigned int i=0; isize(); ++i) { vertices[i*items] = mesh.cloud->at(mesh.indices->at(i)).x; vertices[i*items+1] = mesh.cloud->at(mesh.indices->at(i)).y; vertices[i*items+2] = mesh.cloud->at(mesh.indices->at(i)).z; vertices[i*items+3] = mesh.cloud->at(mesh.indices->at(i)).rgb; if(hasNormals_) { // normal vertices[i*items+4] = mesh.normals->at(mesh.indices->at(i)).normal_x; vertices[i*items+5] = mesh.normals->at(mesh.indices->at(i)).normal_y; vertices[i*items+6] = mesh.normals->at(mesh.indices->at(i)).normal_z; } organizedToDenseIndices_[mesh.indices->at(i)] = i; } } } else // assume dense mesh with texCoords set to polygons { totalPoints = mesh.cloud->size(); if(textures_ && polygons.size() && mesh.normals->size()) { //LOGD("Dense mesh with texture (%d texCoords %d points %d polygons %dx%d)", // (int)mesh.texCoords.size(), (int)mesh.cloud->size(), (int)mesh.polygons.size(), texture.cols, texture.rows); // Texturing issue: // tex_coordinates should be linked to points, not // polygon vertices. Points linked to multiple different texCoords (different textures) should // be duplicated. vertices = std::vector(mesh.texCoords.size()*9); organizedToDenseIndices_ = std::vector(mesh.texCoords.size(), -1); UASSERT_MSG(mesh.texCoords.size() == polygons[0].vertices.size()*polygons.size(), uFormat("%d vs %d x %d", (int)mesh.texCoords.size(), (int)polygons[0].vertices.size(), (int)polygons.size()).c_str()); int items = hasNormals_?9:6; unsigned int oi=0; for(unsigned int i=0; isize()); vertices[oi*items] = mesh.cloud->at(v.vertices[j]).x; vertices[oi*items+1] = mesh.cloud->at(v.vertices[j]).y; vertices[oi*items+2] = mesh.cloud->at(v.vertices[j]).z; // rgb vertices[oi*items+3] = mesh.cloud->at(v.vertices[j]).rgb; // texture uv if(mesh.texCoords[oi][0]>=0.0f) { vertices[oi*items+4] = mesh.texCoords[oi][0]; //u vertices[oi*items+5] = 1.0f-mesh.texCoords[oi][1]; //v } else { vertices[oi*items+4] = vertices[oi*items+5] = -1.0f; } if(hasNormals_) { // normal vertices[oi*items+6] = mesh.normals->at(v.vertices[j]).normal_x; vertices[oi*items+7] = mesh.normals->at(v.vertices[j]).normal_y; vertices[oi*items+8] = mesh.normals->at(v.vertices[j]).normal_z; } v.vertices[j] = (int)oi; // new vertex index UASSERT(oi < organizedToDenseIndices_.size()); organizedToDenseIndices_[oi] = oi; ++oi; } } } else { //LOGD("Dense mesh"); int items = hasNormals_?7:4; organizedToDenseIndices_ = std::vector(mesh.cloud->size(), -1); vertices = std::vector(mesh.cloud->size()*items); for(unsigned int i=0; isize(); ++i) { vertices[i*items] = mesh.cloud->at(i).x; vertices[i*items+1] = mesh.cloud->at(i).y; vertices[i*items+2] = mesh.cloud->at(i).z; vertices[i*items+3] = mesh.cloud->at(i).rgb; if(hasNormals_) { vertices[i*items+4] = mesh.normals->at(i).normal_x; vertices[i*items+5] = mesh.normals->at(i).normal_y; vertices[i*items+6] = mesh.normals->at(i).normal_z; } organizedToDenseIndices_[i] = i; } } } glBindBuffer(GL_ARRAY_BUFFER, vertex_buffers_); glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * (int)vertices.size(), (const void *)vertices.data(), GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); GLint error = glGetError(); if(error != GL_NO_ERROR) { LOGE("OpenGL: Could not allocate point cloud (0x%x)\n", error); vertex_buffers_ = 0; return; } if(textures_ && textureUpdate) { //GLint maxTextureSize = 0; //glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize); //LOGI("maxTextureSize=%d", maxTextureSize); //GLint maxTextureUnits = 0; //glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits); //LOGW("maxTextureUnits=%d", maxTextureUnits); // gen texture from image glBindTexture(GL_TEXTURE_2D, textures_); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); cv::Mat rgbImage; cv::cvtColor(texture, rgbImage, CV_BGR2RGB); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); //glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); //glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0); //glPixelStorei(GL_UNPACK_SKIP_ROWS, 0); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, rgbImage.cols, rgbImage.rows, 0, GL_RGB, GL_UNSIGNED_BYTE, rgbImage.data); GLint error = glGetError(); if(error != GL_NO_ERROR) { LOGE("OpenGL: Could not allocate texture (0x%x)\n", error); textures_ = 0; glDeleteBuffers(1, &vertex_buffers_); vertex_buffers_ = 0; return; } } nPoints_ = totalPoints; if(polygons_.size() != polygons.size()) { updatePolygons(polygons); } } void PointCloudDrawable::setPose(const rtabmap::Transform & pose) { UASSERT(!pose.isNull()); pose_ = glmFromTransform(pose); } void PointCloudDrawable::Render(const glm::mat4 & projectionMatrix, const glm::mat4 & viewMatrix, bool meshRendering, float pointSize, bool textureRendering, bool lighting) { if(vertex_buffers_ && nPoints_ && visible_) { if(meshRendering && textureRendering && textures_) { glUseProgram(texture_shader_program_); GLuint mvp_handle = glGetUniformLocation(texture_shader_program_, "uMVP"); glm::mat4 mv_mat = viewMatrix * pose_; glm::mat4 mvp_mat = projectionMatrix * mv_mat; glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, glm::value_ptr(mvp_mat)); GLuint n_handle = glGetUniformLocation(texture_shader_program_, "uN"); glm::mat3 normalMatrix(mv_mat); normalMatrix = glm::inverse(normalMatrix); normalMatrix = glm::transpose(normalMatrix); glUniformMatrix3fv(n_handle, 1, GL_FALSE, glm::value_ptr(normalMatrix)); if(!hasNormals_) { lighting = false; } //lighting GLuint lighting_handle = glGetUniformLocation(texture_shader_program_, "uUseLighting"); glUniform1i(lighting_handle, lighting?1:0); if(lighting) { GLuint ambiant_handle = glGetUniformLocation(texture_shader_program_, "uAmbientColor"); glUniform3f(ambiant_handle,0.6,0.6,0.6); GLuint lightingDirection_handle = glGetUniformLocation(texture_shader_program_, "uLightingDirection"); glUniform3f(lightingDirection_handle, 0.0, 0.0, 1.0); // from the camera } // Texture activate unit 0 glActiveTexture(GL_TEXTURE0); // Bind the texture to this unit. glBindTexture(GL_TEXTURE_2D, textures_); // Tell the texture uniform sampler to use this texture in the shader by binding to texture unit 0. GLuint texture_handle = glGetUniformLocation(texture_shader_program_, "uTexture"); glUniform1i(texture_handle, 0); GLuint gain_handle = glGetUniformLocation(texture_shader_program_, "uGain"); glUniform1f(gain_handle, gain_); GLint attribute_vertex = glGetAttribLocation(texture_shader_program_, "aVertex"); GLint attribute_texture = glGetAttribLocation(texture_shader_program_, "aTexCoord"); GLint attribute_normal=0; if(hasNormals_) { attribute_normal = glGetAttribLocation(texture_shader_program_, "aNormal"); } glEnableVertexAttribArray(attribute_vertex); glEnableVertexAttribArray(attribute_texture); if(hasNormals_) { glEnableVertexAttribArray(attribute_normal); } glBindBuffer(GL_ARRAY_BUFFER, vertex_buffers_); glVertexAttribPointer(attribute_vertex, 3, GL_FLOAT, GL_FALSE, (hasNormals_?9:6)*sizeof(GLfloat), 0); glVertexAttribPointer(attribute_texture, 2, GL_FLOAT, GL_FALSE, (hasNormals_?9:6)*sizeof(GLfloat), (GLvoid*) (4 * sizeof(GLfloat))); if(hasNormals_) { glVertexAttribPointer(attribute_normal, 3, GL_FLOAT, GL_FALSE, 9*sizeof(GLfloat), (GLvoid*) (6 * sizeof(GLfloat))); } glDrawElements(GL_TRIANGLES, polygons_.size(), GL_UNSIGNED_INT, polygons_.data()); } else // point cloud or colored mesh { glUseProgram(cloud_shader_program_); GLuint mvp_handle_ = glGetUniformLocation(cloud_shader_program_, "uMVP"); glm::mat4 mv_mat = viewMatrix * pose_; glm::mat4 mvp_mat = projectionMatrix * mv_mat; glUniformMatrix4fv(mvp_handle_, 1, GL_FALSE, glm::value_ptr(mvp_mat)); GLuint n_handle = glGetUniformLocation(texture_shader_program_, "uN"); glm::mat3 normalMatrix(mv_mat); normalMatrix = glm::inverse(normalMatrix); normalMatrix = glm::transpose(normalMatrix); glUniformMatrix3fv(n_handle, 1, GL_FALSE, glm::value_ptr(normalMatrix)); if(!hasNormals_) { lighting = false; } //lighting GLuint lighting_handle = glGetUniformLocation(texture_shader_program_, "uUseLighting"); glUniform1i(lighting_handle, lighting?1:0); if(lighting) { GLuint ambiant_handle = glGetUniformLocation(texture_shader_program_, "uAmbientColor"); glUniform3f(ambiant_handle,0.6,0.6,0.6); GLuint lightingDirection_handle = glGetUniformLocation(texture_shader_program_, "uLightingDirection"); glUniform3f(lightingDirection_handle, 0.0, 0.0, 1.0); // from the camera } GLuint point_size_handle_ = glGetUniformLocation(cloud_shader_program_, "uPointSize"); glUniform1f(point_size_handle_, pointSize); GLuint gain_handle = glGetUniformLocation(cloud_shader_program_, "uGain"); glUniform1f(gain_handle, gain_); GLint attribute_vertex = glGetAttribLocation(cloud_shader_program_, "aVertex"); GLint attribute_color = glGetAttribLocation(cloud_shader_program_, "aColor"); GLint attribute_normal=0; if(hasNormals_) { attribute_normal = glGetAttribLocation(cloud_shader_program_, "aNormal"); } glEnableVertexAttribArray(attribute_vertex); glEnableVertexAttribArray(attribute_color); if(hasNormals_) { glEnableVertexAttribArray(attribute_normal); } glBindBuffer(GL_ARRAY_BUFFER, vertex_buffers_); if(textures_) { glVertexAttribPointer(attribute_vertex, 3, GL_FLOAT, GL_FALSE, (hasNormals_?9:6)*sizeof(GLfloat), 0); glVertexAttribPointer(attribute_color, 3, GL_UNSIGNED_BYTE, GL_TRUE, (hasNormals_?9:6)*sizeof(GLfloat), (GLvoid*) (3 * sizeof(GLfloat))); if(hasNormals_) { glVertexAttribPointer(attribute_normal, 3, GL_FLOAT, GL_FALSE, 9*sizeof(GLfloat), (GLvoid*) (6 * sizeof(GLfloat))); } } else { glVertexAttribPointer(attribute_vertex, 3, GL_FLOAT, GL_FALSE, (hasNormals_?7:4)*sizeof(GLfloat), 0); glVertexAttribPointer(attribute_color, 3, GL_UNSIGNED_BYTE, GL_TRUE, (hasNormals_?7:4)*sizeof(GLfloat), (GLvoid*) (3 * sizeof(GLfloat))); if(hasNormals_) { glVertexAttribPointer(attribute_normal, 3, GL_FLOAT, GL_FALSE, 7*sizeof(GLfloat), (GLvoid*) (4 * sizeof(GLfloat))); } } if(meshRendering && polygons_.size()) { glDrawElements(GL_TRIANGLES, polygons_.size(), GL_UNSIGNED_INT, polygons_.data()); } else { glDrawArrays(GL_POINTS, 0, nPoints_); } } glDisableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glUseProgram(0); tango_gl::util::CheckGlError("Pointcloud::Render()"); } }