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rtabmap/app/android/jni/point_cloud_drawable.cpp
T

200 lines
5.5 KiB
C++

/*
* Copyright 2014 Google Inc. All Rights Reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <sstream>
#include "point_cloud_drawable.h"
#include "rtabmap/utilite/ULogger.h"
#include "util.h"
#include <GLES2/gl2.h>
PointCloudDrawable::PointCloudDrawable(
GLuint shaderProgram,
const pcl::PointCloud<pcl::PointXYZRGBNormal>::Ptr & cloud,
const std::vector<pcl::Vertices> & indices) :
vertex_buffers_(0),
nPoints_(0),
pose_(1.0f),
visible_(true),
shader_program_(shaderProgram)
{
UASSERT(!cloud->empty());
glGenBuffers(1, &vertex_buffers_);
if(vertex_buffers_)
{
LOGI("Creating cloud buffer %d", vertex_buffers_);
std::vector<float> vertices = std::vector<float>(cloud->size()*4);
for(unsigned int i=0; i<cloud->size(); ++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)
{
LOGI("OpenGL: Could not allocate point cloud (0x%x)\n", error);
vertex_buffers_ = 0;
}
else
{
nPoints_ = cloud->size();
if(indices.size())
{
int polygonSize = indices[0].vertices.size();
UASSERT(polygonSize == 3);
indices_.resize(indices.size() * polygonSize);
int oi = 0;
for(unsigned int i=0; i<indices.size(); ++i)
{
UASSERT((int)indices[i].vertices.size() == polygonSize);
for(int j=0; j<polygonSize; ++j)
{
indices_[oi++] = (unsigned short)indices[i].vertices[j];
}
}
}
}
}
}
PointCloudDrawable::PointCloudDrawable(
GLuint shaderProgram,
const pcl::PointCloud<pcl::PointXYZRGB>::Ptr & cloud,
const std::vector<pcl::Vertices> & indices) :
vertex_buffers_(0),
nPoints_(0),
pose_(1.0f),
visible_(true),
shader_program_(shaderProgram)
{
UASSERT(!cloud->empty());
glGenBuffers(1, &vertex_buffers_);
if(vertex_buffers_)
{
LOGI("Creating cloud buffer %d", vertex_buffers_);
std::vector<float> vertices = std::vector<float>(cloud->size()*4);
for(unsigned int i=0; i<cloud->size(); ++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)
{
LOGI("OpenGL: Could not allocate point cloud (0x%x)\n", error);
vertex_buffers_ = 0;
}
else
{
nPoints_ = cloud->size();
if(indices.size())
{
int polygonSize = indices[0].vertices.size();
UASSERT(polygonSize == 3);
indices_.resize(indices.size() * polygonSize);
int oi = 0;
for(unsigned int i=0; i<indices.size(); ++i)
{
UASSERT((int)indices[i].vertices.size() == polygonSize);
for(int j=0; j<polygonSize; ++j)
{
indices_[oi++] = (unsigned short)indices[i].vertices[j];
}
}
}
}
}
}
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;
}
}
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) {
if(vertex_buffers_ && nPoints_ && visible_)
{
glUseProgram(shader_program_);
GLuint mvp_handle_ = glGetUniformLocation(shader_program_, "mvp");
glm::mat4 mvp_mat = projectionMatrix * viewMatrix * pose_;
glUniformMatrix4fv(mvp_handle_, 1, GL_FALSE, glm::value_ptr(mvp_mat));
GLuint point_size_handle_ = glGetUniformLocation(shader_program_, "point_size");
glUniform1f(point_size_handle_, pointSize);
GLint attribute_vertex = glGetAttribLocation(shader_program_, "vertex");
GLint attribute_color = glGetAttribLocation(shader_program_, "color");
glEnableVertexAttribArray(attribute_vertex);
glEnableVertexAttribArray(attribute_color);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffers_);
glVertexAttribPointer(attribute_vertex, 3, GL_FLOAT, GL_FALSE, 4*sizeof(GLfloat), 0);
glVertexAttribPointer(attribute_color, 3, GL_UNSIGNED_BYTE, GL_TRUE, 4*sizeof(GLfloat), (GLvoid*) (3 * sizeof(GLfloat)));
if(meshRendering && indices_.size())
{
glDrawElements(GL_TRIANGLES, indices_.size(), GL_UNSIGNED_SHORT, indices_.data());
}
else
{
glDrawArrays(GL_POINTS, 0, nPoints_);
}
glDisableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(0);
tango_gl::util::CheckGlError("Pointcloud::Render()");
}
}