mirror of
https://github.com/introlab/rtabmap_ros.git
synced 2026-10-04 00:37:46 +08:00
Tango: Added Settings/Optimized Mesh/Sketchfab Upload
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+90
-39
@@ -42,47 +42,87 @@ const glm::vec3 kFrustumScale = glm::vec3(0.4f, 0.3f, 0.5f);
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const std::string kPointCloudVertexShader =
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"precision mediump float;\n"
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"precision mediump int;\n"
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"attribute vec3 vertex;\n"
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"attribute vec3 color;\n"
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"uniform mat4 mvp;\n"
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"uniform float point_size;\n"
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"varying vec3 v_color;\n"
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"attribute vec3 aVertex;\n"
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"attribute vec3 aNormal;\n"
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"attribute vec3 aColor;\n"
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"uniform mat4 uMVP;\n"
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"uniform mat3 uN;\n"
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"uniform vec3 uAmbientColor;\n"
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"uniform vec3 uLightingDirection;\n"
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"uniform bool uUseLighting;\n"
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"uniform float uPointSize;\n"
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"varying vec3 vColor;\n"
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"varying float vLightWeighting;\n"
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"void main() {\n"
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" gl_Position = mvp*vec4(vertex.x, vertex.y, vertex.z, 1.0);\n"
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" gl_PointSize = point_size;\n"
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" v_color = color;\n"
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" gl_Position = uMVP*vec4(aVertex.x, aVertex.y, aVertex.z, 1.0);\n"
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" gl_PointSize = uPointSize;\n"
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" if (!uUseLighting) {\n"
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" vLightWeighting = vec3(1.0, 1.0, 1.0);\n"
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" } else {\n"
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" vec3 transformedNormal = uN * aNormal;\n"
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" vLightWeighting = max(dot(transformedNormal, uLightingDirection), 0.0);\n"
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" if(vLightWeighting<0.1) vLightWeighting=0.1;\n"
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" }\n"
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" vColor = aColor;\n"
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"}\n";
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const std::string kPointCloudFragmentShader =
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"precision mediump float;\n"
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"precision mediump int;\n"
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"uniform float u_gain;\n"
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"varying vec3 v_color;\n"
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"uniform float uGain;\n"
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"varying vec3 vColor;\n"
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"varying float vLightWeighting;\n"
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"void main() {\n"
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" gl_FragColor = vec4(v_color.z*u_gain, v_color.y*u_gain, v_color.x*u_gain, 1.0);\n"
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" vec4 textureColor = vec4(vColor.z*uGain, vColor.y*uGain, vColor.x*uGain, 1.0);\n"
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" gl_FragColor = vec4(textureColor.rgb * uGain * vLightWeighting, textureColor.a);\n"
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"}\n";
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const std::string kTextureMeshVertexShader =
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"precision mediump float;\n"
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"precision mediump int;\n"
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"attribute vec3 vertex;\n"
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"attribute vec2 a_TexCoordinate;\n"
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"uniform mat4 mvp;\n"
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"varying vec2 v_TexCoordinate;\n"
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"attribute vec3 aVertex;\n"
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"attribute vec3 aNormal;\n"
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"attribute vec2 aTexCoord;\n"
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"uniform mat4 uMVP;\n"
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"uniform mat3 uN;\n"
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"uniform vec3 uAmbientColor;\n"
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"uniform vec3 uLightingDirection;\n"
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"uniform bool uUseLighting;\n"
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"varying vec2 vTexCoord;\n"
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"varying float vLightWeighting;\n"
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"void main() {\n"
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" gl_Position = mvp*vec4(vertex.x, vertex.y, vertex.z, 1.0);\n"
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" v_TexCoordinate = a_TexCoordinate;\n"
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" gl_Position = uMVP*vec4(aVertex.x, aVertex.y, aVertex.z, 1.0);\n"
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" if(aTexCoord.x < 0.0) {\n"
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" vTexCoord.x = 1.0;\n"
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" vTexCoord.y = 1.0;\n" // bottom right corner
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" } else {\n"
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" vTexCoord = aTexCoord;\n"
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" }\n"
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" if (!uUseLighting) {\n"
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" vLightWeighting = vec3(1.0, 1.0, 1.0);\n"
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" } else {\n"
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" vec3 transformedNormal = uN * aNormal;\n"
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" vLightWeighting = max(dot(transformedNormal, uLightingDirection), 0.0);\n"
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" if(vLightWeighting<0.1) vLightWeighting=0.1;\n"
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" }\n"
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"}\n";
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const std::string kTextureMeshFragmentShader =
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"precision mediump float;\n"
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"precision mediump int;\n"
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"uniform sampler2D u_Texture;\n"
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"uniform float u_gain;\n"
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"varying vec2 v_TexCoordinate;\n"
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"uniform sampler2D uTexture;\n"
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"uniform float uGain;\n"
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"varying vec2 vTexCoord;\n"
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"varying float vLightWeighting;\n"
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"void main() {\n"
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" gl_FragColor = texture2D(u_Texture, v_TexCoordinate);\n"
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" gl_FragColor.x *= u_gain;\n"
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" gl_FragColor.y *= u_gain;\n"
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" gl_FragColor.z *= u_gain;\n"
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" vec4 textureColor = texture2D(uTexture, vTexCoord);\n"
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" gl_FragColor = vec4(textureColor.rgb * uGain * vLightWeighting, textureColor.a);\n"
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"}\n";
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const std::string kGraphVertexShader =
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@@ -123,21 +163,31 @@ Scene::Scene() :
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mapRendering_(true),
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meshRendering_(true),
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meshRenderingTexture_(true),
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pointSize_(3.0f) {}
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pointSize_(5.0f),
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frustumCulling_(true),
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lighting_(true)
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{
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gesture_camera_ = new tango_gl::GestureCamera();
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gesture_camera_->SetCameraType(
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tango_gl::GestureCamera::kFirstPerson);
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}
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Scene::~Scene() {DeleteResources();}
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Scene::~Scene() {
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DeleteResources();
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delete gesture_camera_;
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}
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//Should only be called in OpenGL thread!
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void Scene::InitGLContent()
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{
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if(gesture_camera_ != 0)
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if(axis_ != 0)
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{
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DeleteResources();
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}
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UASSERT(gesture_camera_ == 0);
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UASSERT(axis_ == 0);
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gesture_camera_ = new tango_gl::GestureCamera();
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axis_ = new tango_gl::Axis();
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frustum_ = new tango_gl::Frustum();
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trace_ = new tango_gl::Trace();
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@@ -151,8 +201,6 @@ void Scene::InitGLContent()
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trace_->SetColor(kTraceColor);
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grid_->SetColor(kGridColor);
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grid_->SetPosition(-kHeightOffset);
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gesture_camera_->SetCameraType(
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tango_gl::GestureCamera::kFirstPerson);
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if(cloud_shader_program_ == 0)
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{
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@@ -175,15 +223,14 @@ void Scene::InitGLContent()
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void Scene::DeleteResources() {
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LOGI("Scene::DeleteResources()");
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if(gesture_camera_)
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if(axis_)
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{
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delete gesture_camera_;
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delete axis_;
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axis_ = 0;
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delete frustum_;
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delete trace_;
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delete grid_;
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delete currentPose_;
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gesture_camera_ = 0;
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}
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if (cloud_shader_program_) {
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@@ -288,9 +335,8 @@ int Scene::Render() {
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gesture_camera_->GetViewMatrix());
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}
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bool frustumCulling = true;
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int cloudDrawn=0;
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if(mapRendering_ && frustumCulling)
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if(mapRendering_ && frustumCulling_)
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{
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//Use camera frustum to cull nodes that don't need to be drawn
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pcl::PointCloud<pcl::PointXYZ>::Ptr cloud(new pcl::PointCloud<pcl::PointXYZ>);
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@@ -336,7 +382,7 @@ int Scene::Render() {
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for(unsigned int i=0; i<indices->size(); ++i)
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{
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++cloudDrawn;
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pointClouds_.find(ids[indices->at(i)])->second->Render(gesture_camera_->GetProjectionMatrix(), gesture_camera_->GetViewMatrix(), meshRendering_, pointSize_, meshRenderingTexture_);
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pointClouds_.find(ids[indices->at(i)])->second->Render(gesture_camera_->GetProjectionMatrix(), gesture_camera_->GetViewMatrix(), meshRendering_, pointSize_, meshRenderingTexture_, lighting_);
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}
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}
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}
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@@ -347,7 +393,7 @@ int Scene::Render() {
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if((mapRendering_ || iter->first < 0) && iter->second->isVisible())
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{
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++cloudDrawn;
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iter->second->Render(gesture_camera_->GetProjectionMatrix(), gesture_camera_->GetViewMatrix(), meshRendering_, pointSize_, meshRenderingTexture_);
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iter->second->Render(gesture_camera_->GetProjectionMatrix(), gesture_camera_->GetViewMatrix(), meshRendering_, pointSize_, meshRenderingTexture_, lighting_);
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}
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}
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}
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@@ -426,7 +472,7 @@ void Scene::addCloud(
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const pcl::IndicesPtr & indices,
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const rtabmap::Transform & pose)
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{
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LOGI("add cloud %d", id);
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LOGI("add cloud %d (%d points %d indices)", id, (int)cloud->size(), indices.get()?(int)indices->size():0);
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std::map<int, PointCloudDrawable*>::iterator iter=pointClouds_.find(id);
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if(iter != pointClouds_.end())
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{
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@@ -496,6 +542,11 @@ bool Scene::hasCloud(int id) const
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return pointClouds_.find(id) != pointClouds_.end();
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}
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bool Scene::hasMesh(int id) const
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{
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return pointClouds_.find(id) != pointClouds_.end() && pointClouds_.at(id)->hasMesh();
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}
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bool Scene::hasTexture(int id) const
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{
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return pointClouds_.find(id) != pointClouds_.end() && pointClouds_.at(id)->hasTexture();
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