Files
rtabmap/app/android/jni/scene.cpp

511 lines
14 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 <tango-gl/conversions.h>
#include <tango-gl/gesture_camera.h>
#include <rtabmap/utilite/ULogger.h>
#include <rtabmap/utilite/UStl.h>
#include <rtabmap/core/util3d_filtering.h>
#include "scene.h"
#include "util.h"
// We want to represent the device properly with respect to the ground so we'll
// add an offset in z to our origin. We'll set this offset to 1.3 meters based
// on the average height of a human standing with a Tango device. This allows us
// to place a grid roughly on the ground for most users.
const glm::vec3 kHeightOffset = glm::vec3(0.0f, 1.3f, 0.0f);
// Color of the motion tracking trajectory.
const tango_gl::Color kTraceColor(0.66f, 0.66f, 0.66f);
// Color of the ground grid.
const tango_gl::Color kGridColor(0.85f, 0.85f, 0.85f);
// Frustum scale.
const glm::vec3 kFrustumScale = glm::vec3(0.4f, 0.3f, 0.5f);
const std::string kPointCloudVertexShader =
"precision mediump float;\n"
"precision mediump int;\n"
"attribute vec3 vertex;\n"
"attribute vec3 color;\n"
"uniform mat4 mvp;\n"
"uniform float point_size;\n"
"varying vec3 v_color;\n"
"void main() {\n"
" gl_Position = mvp*vec4(vertex.x, vertex.y, vertex.z, 1.0);\n"
" gl_PointSize = point_size;\n"
" v_color = color;\n"
"}\n";
const std::string kPointCloudFragmentShader =
"precision mediump float;\n"
"precision mediump int;\n"
"varying vec3 v_color;\n"
"void main() {\n"
" gl_FragColor = vec4(v_color.z, v_color.y, v_color.x, 1.0);\n"
"}\n";
const std::string kTextureMeshVertexShader =
"precision mediump float;\n"
"precision mediump int;\n"
"attribute vec3 vertex;\n"
"attribute vec2 a_TexCoordinate;\n"
"uniform mat4 mvp;\n"
"varying vec2 v_TexCoordinate;\n"
"void main() {\n"
" gl_Position = mvp*vec4(vertex.x, vertex.y, vertex.z, 1.0);\n"
" v_TexCoordinate = a_TexCoordinate;\n"
"}\n";
const std::string kTextureMeshFragmentShader =
"precision mediump float;\n"
"precision mediump int;\n"
"uniform sampler2D u_Texture;\n"
"varying vec2 v_TexCoordinate;\n"
"void main() {\n"
" gl_FragColor = texture2D(u_Texture, v_TexCoordinate);\n"
"}\n";
const std::string kGraphVertexShader =
"precision mediump float;\n"
"precision mediump int;\n"
"attribute vec3 vertex;\n"
"uniform vec3 color;\n"
"uniform mat4 mvp;\n"
"varying vec3 v_color;\n"
"void main() {\n"
" gl_Position = mvp*vec4(vertex.x, vertex.y, vertex.z, 1.0);\n"
" v_color = color;\n"
"}\n";
const std::string kGraphFragmentShader =
"precision mediump float;\n"
"precision mediump int;\n"
"varying vec3 v_color;\n"
"void main() {\n"
" gl_FragColor = vec4(v_color.z, v_color.y, v_color.x, 1.0);\n"
"}\n";
Scene::Scene() :
gesture_camera_(0),
axis_(0),
frustum_(0),
grid_(0),
trace_(0),
graph_(0),
graphVisible_(true),
gridVisible_(true),
traceVisible_(true),
currentPose_(0),
cloud_shader_program_(0),
texture_mesh_shader_program_(0),
graph_shader_program_(0),
mapRendering_(true),
meshRendering_(true),
meshRenderingTexture_(true),
pointSize_(3.0f) {}
Scene::~Scene() {DeleteResources();}
//Should only be called in OpenGL thread!
void Scene::InitGLContent()
{
if(gesture_camera_ != 0)
{
DeleteResources();
}
UASSERT(gesture_camera_ == 0);
gesture_camera_ = new tango_gl::GestureCamera();
axis_ = new tango_gl::Axis();
frustum_ = new tango_gl::Frustum();
trace_ = new tango_gl::Trace();
grid_ = new tango_gl::Grid();
currentPose_ = new rtabmap::Transform();
axis_->SetScale(glm::vec3(0.5f,0.5f,0.5f));
frustum_->SetColor(kTraceColor);
trace_->ClearVertexArray();
trace_->SetColor(kTraceColor);
grid_->SetColor(kGridColor);
grid_->SetPosition(-kHeightOffset);
gesture_camera_->SetCameraType(
tango_gl::GestureCamera::kFirstPerson);
if(cloud_shader_program_ == 0)
{
cloud_shader_program_ = tango_gl::util::CreateProgram(kPointCloudVertexShader.c_str(), kPointCloudFragmentShader.c_str());
UASSERT(cloud_shader_program_ != 0);
}
if(texture_mesh_shader_program_ == 0)
{
texture_mesh_shader_program_ = tango_gl::util::CreateProgram(kTextureMeshVertexShader.c_str(), kTextureMeshFragmentShader.c_str());
UASSERT(texture_mesh_shader_program_ != 0);
}
if(graph_shader_program_ == 0)
{
graph_shader_program_ = tango_gl::util::CreateProgram(kGraphVertexShader.c_str(), kGraphFragmentShader.c_str());
UASSERT(graph_shader_program_ != 0);
}
}
//Should only be called in OpenGL thread!
void Scene::DeleteResources() {
LOGI("Scene::DeleteResources()");
if(gesture_camera_)
{
delete gesture_camera_;
delete axis_;
delete frustum_;
delete trace_;
delete grid_;
delete currentPose_;
gesture_camera_ = 0;
}
if (cloud_shader_program_) {
glDeleteShader(cloud_shader_program_);
cloud_shader_program_ = 0;
}
if (texture_mesh_shader_program_) {
glDeleteShader(texture_mesh_shader_program_);
texture_mesh_shader_program_ = 0;
}
if (graph_shader_program_) {
glDeleteShader(graph_shader_program_);
graph_shader_program_ = 0;
}
clear();
}
//Should only be called in OpenGL thread!
void Scene::clear()
{
LOGI("Scene::clear()");
for(std::map<int, PointCloudDrawable*>::iterator iter=pointClouds_.begin(); iter!=pointClouds_.end(); ++iter)
{
delete iter->second;
}
if(trace_)
{
trace_->ClearVertexArray();
}
if(graph_)
{
delete graph_;
graph_ = 0;
}
pointClouds_.clear();
}
//Should only be called in OpenGL thread!
void Scene::SetupViewPort(int w, int h) {
if (h == 0) {
LOGE("Setup graphic height not valid");
}
UASSERT(gesture_camera_ != 0);
gesture_camera_->SetAspectRatio(static_cast<float>(w) /
static_cast<float>(h));
glViewport(0, 0, w, h);
}
//Should only be called in OpenGL thread!
int Scene::Render() {
UASSERT(gesture_camera_ != 0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
if(!currentPose_->isNull())
{
glm::vec3 position(currentPose_->x(), currentPose_->y(), currentPose_->z());
Eigen::Quaternionf quat = currentPose_->getQuaternionf();
glm::quat rotation(quat.w(), quat.x(), quat.y(), quat.z());
if (gesture_camera_->GetCameraType() == tango_gl::GestureCamera::kFirstPerson)
{
// In first person mode, we directly control camera's motion.
gesture_camera_->SetPosition(position);
gesture_camera_->SetRotation(rotation);
}
else
{
// In third person or top down mode, we follow the camera movement.
gesture_camera_->SetAnchorPosition(position, rotation);
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(gesture_camera_->GetProjectionMatrix(),
gesture_camera_->GetViewMatrix());
axis_->SetPosition(position);
axis_->SetRotation(rotation);
axis_->Render(gesture_camera_->GetProjectionMatrix(),
gesture_camera_->GetViewMatrix());
}
trace_->UpdateVertexArray(position);
if(traceVisible_)
{
trace_->Render(gesture_camera_->GetProjectionMatrix(),
gesture_camera_->GetViewMatrix());
}
}
if(gridVisible_)
{
grid_->Render(gesture_camera_->GetProjectionMatrix(),
gesture_camera_->GetViewMatrix());
}
bool frustumCulling = true;
int cloudDrawn=0;
if(mapRendering_ && frustumCulling)
{
//Use camera frustum to cull nodes that don't need to be drawn
pcl::PointCloud<pcl::PointXYZ>::Ptr cloud(new pcl::PointCloud<pcl::PointXYZ>);
std::vector<int> ids(pointClouds_.size());
cloud->resize(pointClouds_.size());
ids.resize(pointClouds_.size());
int oi=0;
for(std::map<int, PointCloudDrawable*>::const_iterator iter=pointClouds_.begin(); iter!=pointClouds_.end(); ++iter)
{
if(!iter->second->getPose().isNull() && iter->second->isVisible())
{
(*cloud)[oi] = pcl::PointXYZ(iter->second->getPose().x(), iter->second->getPose().y(), iter->second->getPose().z());
ids[oi++] = iter->first;
}
}
cloud->resize(oi);
ids.resize(oi);
if(oi)
{
float fov = 45.0f;
rtabmap::Transform openglCamera = GetOpenGLCameraPose(&fov)*rtabmap::Transform(0.0f, 0.0f, 3.0f, 0.0f, 0.0f, 0.0f);
// transform in same coordinate as frustum filtering
openglCamera *= rtabmap::Transform(
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f, 0.0f);
pcl::IndicesPtr indices = rtabmap::util3d::frustumFiltering(
cloud,
pcl::IndicesPtr(new std::vector<int>),
openglCamera,
fov*2.0f,
fov*2.0f,
0.1f,
100.0f);
//LOGI("Frustum poses filtered = %d (showing %d/%d)",
// (int)(pointClouds_.size()-indices->size()),
// (int)indices->size(),
// (int)pointClouds_.size());
for(unsigned int i=0; i<indices->size(); ++i)
{
++cloudDrawn;
pointClouds_.find(ids[indices->at(i)])->second->Render(gesture_camera_->GetProjectionMatrix(), gesture_camera_->GetViewMatrix(), meshRendering_, pointSize_, meshRenderingTexture_);
}
}
}
else
{
for(std::map<int, PointCloudDrawable*>::const_iterator iter=pointClouds_.begin(); iter!=pointClouds_.end(); ++iter)
{
if((mapRendering_ || iter->first < 0) && iter->second->isVisible())
{
++cloudDrawn;
iter->second->Render(gesture_camera_->GetProjectionMatrix(), gesture_camera_->GetViewMatrix(), meshRendering_, pointSize_, meshRenderingTexture_);
}
}
}
if(graphVisible_ && graph_)
{
graph_->Render(gesture_camera_->GetProjectionMatrix(), gesture_camera_->GetViewMatrix());
}
return cloudDrawn;
}
void Scene::SetCameraType(tango_gl::GestureCamera::CameraType camera_type) {
gesture_camera_->SetCameraType(camera_type);
}
void Scene::SetCameraPose(const rtabmap::Transform & pose)
{
UASSERT(currentPose_ != 0);
UASSERT(!pose.isNull());
*currentPose_ = pose;
}
rtabmap::Transform Scene::GetOpenGLCameraPose(float * fov) const
{
if(fov)
{
*fov = gesture_camera_->getFOV();
}
return glmToTransform(gesture_camera_->GetTransformationMatrix());
}
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);
}
void Scene::updateGraph(
const std::map<int, rtabmap::Transform> & poses,
const std::multimap<int, rtabmap::Link> & links)
{
LOGI("updateGraph");
if(graph_)
{
delete graph_;
graph_ = 0;
}
//create
UASSERT(graph_shader_program_ != 0);
graph_ = new GraphDrawable(graph_shader_program_, poses, links);
}
void Scene::setGraphVisible(bool visible)
{
graphVisible_ = visible;
}
void Scene::setGridVisible(bool visible)
{
gridVisible_ = visible;
}
void Scene::setTraceVisible(bool visible)
{
traceVisible_ = visible;
}
//Should only be called in OpenGL thread!
void Scene::addCloud(
int id,
const pcl::PointCloud<pcl::PointXYZRGB>::Ptr & cloud,
const rtabmap::Transform & pose)
{
LOGI("add cloud %d", id);
std::map<int, PointCloudDrawable*>::iterator iter=pointClouds_.find(id);
if(iter != pointClouds_.end())
{
delete iter->second;
pointClouds_.erase(iter);
}
//create
UASSERT(cloud_shader_program_ != 0 && texture_mesh_shader_program_!=0);
PointCloudDrawable * drawable = new PointCloudDrawable(
cloud_shader_program_,
texture_mesh_shader_program_,
cloud);
drawable->setPose(pose);
pointClouds_.insert(std::make_pair(id, drawable));
}
void Scene::addMesh(
int id,
const Mesh & mesh,
const rtabmap::Transform & pose)
{
LOGI("add mesh %d", id);
std::map<int, PointCloudDrawable*>::iterator iter=pointClouds_.find(id);
if(iter != pointClouds_.end())
{
delete iter->second;
pointClouds_.erase(iter);
}
//create
UASSERT(cloud_shader_program_ != 0 && texture_mesh_shader_program_!=0);
PointCloudDrawable * drawable = new PointCloudDrawable(
cloud_shader_program_,
texture_mesh_shader_program_,
mesh);
drawable->setPose(pose);
pointClouds_.insert(std::make_pair(id, drawable));
}
void Scene::setCloudPose(int id, const rtabmap::Transform & pose)
{
UASSERT(!pose.isNull());
std::map<int, PointCloudDrawable*>::iterator iter=pointClouds_.find(id);
if(iter != pointClouds_.end())
{
iter->second->setPose(pose);
}
}
void Scene::setCloudVisible(int id, bool visible)
{
std::map<int, PointCloudDrawable*>::iterator iter=pointClouds_.find(id);
if(iter != pointClouds_.end())
{
iter->second->setVisible(visible);
}
}
bool Scene::hasCloud(int id) const
{
return pointClouds_.find(id) != pointClouds_.end();
}
std::set<int> Scene::getAddedClouds() const
{
return uKeysSet(pointClouds_);
}
void Scene::updateCloudPolygons(int id, const std::vector<pcl::Vertices> & polygons)
{
std::map<int, PointCloudDrawable*>::iterator iter=pointClouds_.find(id);
if(iter != pointClouds_.end())
{
iter->second->updatePolygons(polygons);
}
}
void Scene::updateMesh(int id, const Mesh & mesh)
{
std::map<int, PointCloudDrawable*>::iterator iter=pointClouds_.find(id);
if(iter != pointClouds_.end())
{
iter->second->updateMesh(mesh);
}
}