mirror of
https://github.com/introlab/rtabmap_ros.git
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Tango #57: Added 720p option, Export PLY or OBJ, Added Rendering and Mapping menus, RtabmapThread: Fixed large covariance (9999) detection
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@@ -35,124 +35,6 @@ SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <GLES2/gl2.h>
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PointCloudDrawable::PointCloudDrawable(
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GLuint cloudShaderProgram,
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GLuint textureShaderProgram,
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const pcl::PointCloud<pcl::PointXYZRGBNormal>::Ptr & cloud,
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const std::vector<pcl::Vertices> & polygons,
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const cv::Mat & image) :
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vertex_buffers_(0),
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textures_(0),
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nPoints_(0),
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pose_(1.0f),
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visible_(true),
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shader_program_(cloudShaderProgram!=0?cloudShaderProgram:textureShaderProgram)
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{
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UASSERT(!cloud->empty());
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glGenBuffers(1, &vertex_buffers_);
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if(!vertex_buffers_)
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{
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LOGE("OpenGL: could not generate vertex buffers\n");
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return;
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}
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if(textureShaderProgram)
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{
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LOGI("cloud=%dx%d image=%dx%d\n", (int)cloud->width, (int)cloud->height, image.cols, image.rows);
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UASSERT_MSG(polygons.size() && !cloud->is_dense && !image.empty() && image.type() == CV_8UC3,
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uFormat("polygons=%d dense=%d image=%d", (int)polygons.size(), cloud->is_dense?1:0, image.type()).c_str());
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glGenTextures(1, &textures_);
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if(!textures_)
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{
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vertex_buffers_ = 0;
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LOGE("OpenGL: could not generate vertex buffers\n");
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return;
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}
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}
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LOGI("Creating cloud buffer %d", vertex_buffers_);
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std::vector<float> vertices;
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if(textures_)
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{
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vertices = std::vector<float>(cloud->size()*5);
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for(unsigned int i=0; i<cloud->size(); ++i)
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{
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vertices[i*5] = cloud->at(i).x;
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vertices[i*5+1] = cloud->at(i).y;
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vertices[i*5+2] = cloud->at(i).z;
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// texture uv
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vertices[i*5+3] = float(i % cloud->width)/float(cloud->width); //u
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vertices[i*5+4] = float(i/cloud->width)/float(cloud->height); //v
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}
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}
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else
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{
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vertices = std::vector<float>(cloud->size()*4);
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for(unsigned int i=0; i<cloud->size(); ++i)
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{
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vertices[i*4] = cloud->at(i).x;
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vertices[i*4+1] = cloud->at(i).y;
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vertices[i*4+2] = cloud->at(i).z;
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vertices[i*4+3] = cloud->at(i).rgb;
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}
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}
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffers_);
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glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * (int)vertices.size(), (const void *)vertices.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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GLint error = glGetError();
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if(error != GL_NO_ERROR)
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{
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LOGE("OpenGL: Could not allocate point cloud (0x%x)\n", error);
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vertex_buffers_ = 0;
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return;
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}
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if(textures_)
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{
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// gen texture from image
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glBindTexture(GL_TEXTURE_2D, textures_);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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cv::Mat rgbImage;
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cv::cvtColor(image, rgbImage, CV_BGR2RGB);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, rgbImage.cols, rgbImage.rows, 0, GL_RGB, GL_UNSIGNED_BYTE, (const void *)rgbImage.data);
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glBindTexture(GL_TEXTURE_2D, 0);
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GLint error = glGetError();
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if(error != GL_NO_ERROR)
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{
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LOGE("OpenGL: Could not allocate texture (0x%x)\n", error);
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textures_ = 0;
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glDeleteBuffers(1, &vertex_buffers_);
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vertex_buffers_ = 0;
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return;
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}
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}
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nPoints_ = cloud->size();
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if(polygons.size())
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{
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int polygonSize = polygons[0].vertices.size();
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UASSERT(polygonSize == 3);
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polygons_.resize(polygons.size() * polygonSize);
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int oi = 0;
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for(unsigned int i=0; i<polygons.size(); ++i)
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{
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UASSERT((int)polygons[i].vertices.size() == polygonSize);
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for(int j=0; j<polygonSize; ++j)
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{
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polygons_[oi++] = (unsigned short)polygons[i].vertices[j];
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}
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}
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}
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}
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PointCloudDrawable::PointCloudDrawable(
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GLuint cloudShaderProgram,
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GLuint textureShaderProgram,
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