mirror of
https://github.com/introlab/rtabmap_ros.git
synced 2026-10-04 08:47:45 +08:00
Tango: refactored shaders (to remove most "if" in them), added "Auto" to reconstruction depth option
This commit is contained in:
@@ -29,6 +29,7 @@ SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "point_cloud_drawable.h"
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#include "rtabmap/utilite/ULogger.h"
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#include "rtabmap/utilite/UTimer.h"
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#include "rtabmap/utilite/UConversion.h"
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#include <opencv2/imgproc/imgproc.hpp>
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#include "util.h"
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@@ -39,9 +40,264 @@ SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#define LOW_DEC 2
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#define LOWLOW_DEC 4
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enum PointCloudShaders
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{
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kPointCloud = 0,
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kPointCloudBlending = 1,
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kPointCloudLighting = 2,
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kPointCloudLightingBlending = 3,
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kTexture = 4,
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kTextureBlending = 5,
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kTextureLighting = 6,
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kTextureLightingBlending = 7,
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kDepthPacking = 8
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};
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// PointCloud shaders
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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 aVertex;\n"
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"attribute vec3 aColor;\n"
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"uniform mat4 uMVP;\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 = uMVP*vec4(aVertex.x, aVertex.y, aVertex.z, 1.0);\n"
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" gl_PointSize = uPointSize;\n"
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" vLightWeighting = 1.0;\n"
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" vColor = aColor;\n"
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"}\n";
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const std::string kPointCloudLightingVertexShader =
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"precision mediump float;\n"
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"precision mediump int;\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 uLightingDirection;\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 = uMVP*vec4(aVertex.x, aVertex.y, aVertex.z, 1.0);\n"
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" gl_PointSize = uPointSize;\n"
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" vec3 transformedNormal = uN * aNormal;\n"
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" vLightWeighting = max(dot(transformedNormal, uLightingDirection)*0.5+0.5, 0.0);\n"
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" if(vLightWeighting<0.5)"
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" vLightWeighting=0.5;\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 uGainR;\n"
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"uniform float uGainG;\n"
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"uniform float uGainB;\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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" vec4 textureColor = vec4(vColor.z, vColor.y, vColor.x, 1.0);\n"
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" gl_FragColor = vec4(textureColor.r * uGainR * vLightWeighting, textureColor.g * uGainG * vLightWeighting, textureColor.b * uGainB * vLightWeighting, textureColor.a);\n"
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"}\n";
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const std::string kPointCloudBlendingFragmentShader =
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"precision highp float;\n"
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"precision mediump int;\n"
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"uniform float uGainR;\n"
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"uniform float uGainG;\n"
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"uniform float uGainB;\n"
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"uniform float uNearZ;\n"
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"uniform float uFarZ;\n"
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"uniform sampler2D uDepthTexture;\n"
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"uniform vec2 uScreenScale;\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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" vec4 textureColor = vec4(vColor.z, vColor.y, vColor.x, 1.0);\n"
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" float alpha = 1.0;\n"
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" vec2 coord = uScreenScale * gl_FragCoord.xy;\n;"
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" float depth = texture2D(uDepthTexture, coord).r;\n"
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" float num = (2.0 * uNearZ * uFarZ);\n"
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" float diff = (uFarZ - uNearZ);\n"
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" float add = (uFarZ + uNearZ);\n"
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" float ndcDepth = depth * 2.0 - 1.0;\n" // Back to NDC
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" float linearDepth = num / (add - ndcDepth * diff);\n" // inverse projection matrix
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" float ndcFragz = gl_FragCoord.z * 2.0 - 1.0;\n" // Back to NDC
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" float linearFragz = num / (add - ndcFragz * diff);\n" // inverse projection matrix
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" if(linearFragz > linearDepth + 0.05)\n"
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" alpha=0.0;\n"
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" gl_FragColor = vec4(textureColor.r * uGainR * vLightWeighting, textureColor.g * uGainG * vLightWeighting, textureColor.b * uGainB * vLightWeighting, alpha);\n"
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"}\n";
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const std::string kPointCloudDepthPackingVertexShader =
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"precision mediump float;\n"
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"precision mediump int;\n"
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"attribute vec3 aVertex;\n"
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"uniform mat4 uMVP;\n"
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"uniform float uPointSize;\n"
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"void main() {\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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"}\n";
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const std::string kPointCloudDepthPackingFragmentShader =
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"precision highp float;\n"
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"precision mediump int;\n"
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"void main() {\n"
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" float toFixed = 255.0/256.0;\n"
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" vec4 enc = vec4(1.0, 255.0, 65025.0, 160581375.0) * toFixed * gl_FragCoord.z;\n"
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" enc = fract(enc);\n"
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" gl_FragColor = enc;\n"
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"}\n";
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// Texture shaders
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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 aVertex;\n"
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"attribute vec2 aTexCoord;\n"
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"uniform mat4 uMVP;\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 = 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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" vLightWeighting = 1.0;\n"
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"}\n";
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const std::string kTextureMeshLightingVertexShader =
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"precision mediump float;\n"
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"precision mediump int;\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 uLightingDirection;\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 = 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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" vec3 transformedNormal = uN * aNormal;\n"
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" vLightWeighting = max(dot(transformedNormal, uLightingDirection)*0.5+0.5, 0.0);\n"
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" if(vLightWeighting<0.5) \n"
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" vLightWeighting=0.5;\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 uTexture;\n"
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"uniform float uGainR;\n"
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"uniform float uGainG;\n"
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"uniform float uGainB;\n"
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"varying vec2 vTexCoord;\n"
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"varying float vLightWeighting;\n"
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""
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"void main() {\n"
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" vec4 textureColor = texture2D(uTexture, vTexCoord);\n"
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" gl_FragColor = vec4(textureColor.r * uGainR * vLightWeighting, textureColor.g * uGainG * vLightWeighting, textureColor.b * uGainB * vLightWeighting, textureColor.a);\n"
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"}\n";
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const std::string kTextureMeshBlendingFragmentShader =
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"precision highp float;\n"
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"precision mediump int;\n"
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"uniform sampler2D uTexture;\n"
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"uniform sampler2D uDepthTexture;\n"
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"uniform float uGainR;\n"
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"uniform float uGainG;\n"
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"uniform float uGainB;\n"
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"uniform vec2 uScreenScale;\n"
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"uniform float uNearZ;\n"
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"uniform float uFarZ;\n"
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"varying vec2 vTexCoord;\n"
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"varying float vLightWeighting;\n"
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""
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"void main() {\n"
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" vec4 textureColor = texture2D(uTexture, vTexCoord);\n"
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" float alpha = 1.0;\n"
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" vec2 coord = uScreenScale * gl_FragCoord.xy;\n;"
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" float depth = texture2D(uDepthTexture, coord).r;\n"
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" float num = (2.0 * uNearZ * uFarZ);\n"
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" float diff = (uFarZ - uNearZ);\n"
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" float add = (uFarZ + uNearZ);\n"
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" float ndcDepth = depth * 2.0 - 1.0;\n" // Back to NDC
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" float linearDepth = num / (add - ndcDepth * diff);\n" // inverse projection matrix
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" float ndcFragz = gl_FragCoord.z * 2.0 - 1.0;\n" // Back to NDC
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" float linearFragz = num / (add - ndcFragz * diff);\n" // inverse projection matrix
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" if(linearFragz > linearDepth + 0.05)\n"
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" alpha=0.0;\n"
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" gl_FragColor = vec4(textureColor.r * uGainR * vLightWeighting, textureColor.g * uGainG * vLightWeighting, textureColor.b * uGainB * vLightWeighting, alpha);\n"
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"}\n";
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std::vector<GLuint> PointCloudDrawable::shaderPrograms_;
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void PointCloudDrawable::createShaderPrograms()
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{
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if(shaderPrograms_.empty())
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{
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shaderPrograms_.resize(9);
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shaderPrograms_[kPointCloud] = tango_gl::util::CreateProgram(kPointCloudVertexShader.c_str(), kPointCloudFragmentShader.c_str());
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UASSERT(shaderPrograms_[kPointCloud] != 0);
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shaderPrograms_[kPointCloudBlending] = tango_gl::util::CreateProgram(kPointCloudVertexShader.c_str(), kPointCloudBlendingFragmentShader.c_str());
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UASSERT(shaderPrograms_[kPointCloudBlending] != 0);
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shaderPrograms_[kPointCloudLighting] = tango_gl::util::CreateProgram(kPointCloudLightingVertexShader.c_str(), kPointCloudFragmentShader.c_str());
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UASSERT(shaderPrograms_[kPointCloudLighting] != 0);
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shaderPrograms_[kPointCloudLightingBlending] = tango_gl::util::CreateProgram(kPointCloudLightingVertexShader.c_str(), kPointCloudBlendingFragmentShader.c_str());
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UASSERT(shaderPrograms_[kPointCloudLightingBlending] != 0);
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shaderPrograms_[kTexture] = tango_gl::util::CreateProgram(kTextureMeshVertexShader.c_str(), kTextureMeshFragmentShader.c_str());
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UASSERT(shaderPrograms_[kTexture] != 0);
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shaderPrograms_[kTextureBlending] = tango_gl::util::CreateProgram(kTextureMeshVertexShader.c_str(), kTextureMeshBlendingFragmentShader.c_str());
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UASSERT(shaderPrograms_[kTextureBlending] != 0);
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shaderPrograms_[kTextureLighting] = tango_gl::util::CreateProgram(kTextureMeshLightingVertexShader.c_str(), kTextureMeshFragmentShader.c_str());
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UASSERT(shaderPrograms_[kTextureLighting] != 0);
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shaderPrograms_[kTextureLightingBlending] = tango_gl::util::CreateProgram(kTextureMeshLightingVertexShader.c_str(), kTextureMeshBlendingFragmentShader.c_str());
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UASSERT(shaderPrograms_[kTextureLightingBlending] != 0);
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shaderPrograms_[kDepthPacking] = tango_gl::util::CreateProgram(kPointCloudDepthPackingVertexShader.c_str(), kPointCloudDepthPackingFragmentShader.c_str());
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UASSERT(shaderPrograms_[kDepthPacking] != 0);
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}
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}
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void PointCloudDrawable::releaseShaderPrograms()
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{
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for(unsigned int i=0; i<shaderPrograms_.size(); ++i)
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{
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glDeleteShader(shaderPrograms_[i]);
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}
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shaderPrograms_.clear();
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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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const pcl::PointCloud<pcl::PointXYZRGB>::Ptr & cloud,
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const pcl::IndicesPtr & indices,
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float gainR,
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@@ -54,8 +310,6 @@ PointCloudDrawable::PointCloudDrawable(
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poseGl_(1.0f),
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visible_(true),
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hasNormals_(false),
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cloud_shader_program_(cloudShaderProgram),
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texture_shader_program_(textureShaderProgram),
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gainR_(gainR),
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gainG_(gainG),
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gainB_(gainB)
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@@ -64,8 +318,6 @@ PointCloudDrawable::PointCloudDrawable(
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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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const Mesh & mesh) :
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vertex_buffers_(0),
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textures_(0),
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@@ -74,8 +326,6 @@ PointCloudDrawable::PointCloudDrawable(
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poseGl_(1.0f),
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visible_(true),
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hasNormals_(false),
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cloud_shader_program_(cloudShaderProgram),
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texture_shader_program_(textureShaderProgram),
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gainR_(1.0f),
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gainG_(1.0f),
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gainB_(1.0f)
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@@ -321,9 +571,8 @@ void PointCloudDrawable::updateMesh(const Mesh & mesh)
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int oi_lowlow = 0;
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if(textures_ && polygons.size())
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{
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//LOGD("Organized mesh with texture");
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int items = hasNormals_?9:6;
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vertices = std::vector<float>(mesh.indices->size()*9);
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vertices = std::vector<float>(mesh.indices->size()*items);
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for(unsigned int i=0; i<mesh.indices->size(); ++i)
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{
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const pcl::PointXYZRGB & pt = mesh.cloud->at(mesh.indices->at(i));
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@@ -401,7 +650,6 @@ void PointCloudDrawable::updateMesh(const Mesh & mesh)
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}
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else // assume dense mesh with texCoords set to polygons
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{
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totalPoints = mesh.cloud->size();
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if(textures_ && polygons.size() && mesh.normals->size())
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{
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//LOGD("Dense mesh with texture (%d texCoords %d points %d polygons %dx%d)",
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@@ -411,8 +659,9 @@ void PointCloudDrawable::updateMesh(const Mesh & mesh)
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// tex_coordinates should be linked to points, not
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// polygon vertices. Points linked to multiple different texCoords (different textures) should
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// be duplicated.
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totalPoints = mesh.texCoords.size();
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vertices = std::vector<float>(mesh.texCoords.size()*9);
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organizedToDenseIndices_ = std::vector<unsigned int>(mesh.texCoords.size(), -1);
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organizedToDenseIndices_ = std::vector<unsigned int>(totalPoints, -1);
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UASSERT_MSG(mesh.texCoords.size() == polygons[0].vertices.size()*polygons.size(),
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uFormat("%d vs %d x %d", (int)mesh.texCoords.size(), (int)polygons[0].vertices.size(), (int)polygons.size()).c_str());
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@@ -468,9 +717,10 @@ void PointCloudDrawable::updateMesh(const Mesh & mesh)
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}
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else
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{
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totalPoints = mesh.cloud->size();
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//LOGD("Dense mesh");
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int items = hasNormals_?7:4;
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organizedToDenseIndices_ = std::vector<unsigned int>(mesh.cloud->size(), -1);
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organizedToDenseIndices_ = std::vector<unsigned int>(totalPoints, -1);
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vertices = std::vector<float>(mesh.cloud->size()*items);
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for(unsigned int i=0; i<mesh.cloud->size(); ++i)
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{
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@@ -594,7 +844,8 @@ void PointCloudDrawable::updateAABBWorld(const rtabmap::Transform & pose)
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}
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void PointCloudDrawable::Render(const glm::mat4 & projectionMatrix,
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void PointCloudDrawable::Render(
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const glm::mat4 & projectionMatrix,
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const glm::mat4 & viewMatrix,
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bool meshRendering,
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float pointSize,
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@@ -604,94 +855,171 @@ void PointCloudDrawable::Render(const glm::mat4 & projectionMatrix,
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const GLuint & depthTexture,
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int screenWidth,
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int screenHeight,
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bool packDepthToColorChannel) {
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if(vertex_buffers_ && nPoints_ && visible_)
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float nearClipPlane,
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float farClipPlane,
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bool packDepthToColorChannel) const
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{
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if(vertex_buffers_ && nPoints_ && visible_ && !shaderPrograms_.empty())
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{
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if(meshRendering && textureRendering && textures_ && (verticesLowRes_.empty() || distanceToCameraSqr<50.0f))
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if(packDepthToColorChannel || !hasNormals_)
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{
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glUseProgram(texture_shader_program_);
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lighting = false;
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}
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GLuint mvp_handle = glGetUniformLocation(texture_shader_program_, "uMVP");
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glm::mat4 mv_mat = viewMatrix * poseGl_;
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glm::mat4 mvp_mat = projectionMatrix * mv_mat;
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glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, glm::value_ptr(mvp_mat));
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GLuint n_handle = glGetUniformLocation(texture_shader_program_, "uN");
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glm::mat3 normalMatrix(mv_mat);
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normalMatrix = glm::inverse(normalMatrix);
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normalMatrix = glm::transpose(normalMatrix);
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glUniformMatrix3fv(n_handle, 1, GL_FALSE, glm::value_ptr(normalMatrix));
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if(!hasNormals_)
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{
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lighting = false;
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}
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//lighting
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GLuint lighting_handle = glGetUniformLocation(texture_shader_program_, "uUseLighting");
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glUniform1i(lighting_handle, lighting?1:0);
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if(packDepthToColorChannel || !(meshRendering && textureRendering && textures_))
|
||||
{
|
||||
textureRendering = false;
|
||||
}
|
||||
|
||||
GLuint program;
|
||||
if(packDepthToColorChannel)
|
||||
{
|
||||
program = shaderPrograms_[kDepthPacking];
|
||||
}
|
||||
else if(textureRendering)
|
||||
{
|
||||
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
|
||||
program = shaderPrograms_[depthTexture>0?kTextureLightingBlending:kTextureLighting];
|
||||
}
|
||||
else
|
||||
{
|
||||
program = shaderPrograms_[depthTexture>0?kTextureBlending:kTexture];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(lighting)
|
||||
{
|
||||
program = shaderPrograms_[depthTexture>0?kPointCloudLightingBlending:kPointCloudLighting];
|
||||
}
|
||||
else
|
||||
{
|
||||
program = shaderPrograms_[depthTexture>0?kPointCloudBlending:kPointCloud];
|
||||
}
|
||||
}
|
||||
|
||||
// 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);
|
||||
glUseProgram(program);
|
||||
tango_gl::util::CheckGlError("Pointcloud::Render() set program");
|
||||
|
||||
// Texture activate unit 1
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
// Bind the texture to this unit.
|
||||
glBindTexture(GL_TEXTURE_2D, depthTexture);
|
||||
// Tell the texture uniform sampler to use this texture in the shader by binding to texture unit 1.
|
||||
GLuint depth_texture_handle = glGetUniformLocation(texture_shader_program_, "uDepthTexture");
|
||||
glUniform1i(depth_texture_handle, 1);
|
||||
GLuint mvp_handle = glGetUniformLocation(program, "uMVP");
|
||||
glm::mat4 mv_mat = viewMatrix * poseGl_;
|
||||
glm::mat4 mvp_mat = projectionMatrix * mv_mat;
|
||||
glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, glm::value_ptr(mvp_mat));
|
||||
|
||||
GLuint gainR_handle = glGetUniformLocation(texture_shader_program_, "uGainR");
|
||||
GLuint gainG_handle = glGetUniformLocation(texture_shader_program_, "uGainG");
|
||||
GLuint gainB_handle = glGetUniformLocation(texture_shader_program_, "uGainB");
|
||||
GLint attribute_vertex = glGetAttribLocation(program, "aVertex");
|
||||
glEnableVertexAttribArray(attribute_vertex);
|
||||
GLint attribute_color = 0;
|
||||
GLint attribute_texture = 0;
|
||||
GLint attribute_normal = 0;
|
||||
|
||||
if(packDepthToColorChannel || !textureRendering)
|
||||
{
|
||||
GLuint point_size_handle_ = glGetUniformLocation(program, "uPointSize");
|
||||
glUniform1f(point_size_handle_, pointSize);
|
||||
}
|
||||
tango_gl::util::CheckGlError("Pointcloud::Render() vertex");
|
||||
|
||||
if(!packDepthToColorChannel)
|
||||
{
|
||||
GLuint gainR_handle = glGetUniformLocation(program, "uGainR");
|
||||
GLuint gainG_handle = glGetUniformLocation(program, "uGainG");
|
||||
GLuint gainB_handle = glGetUniformLocation(program, "uGainB");
|
||||
glUniform1f(gainR_handle, gainR_);
|
||||
glUniform1f(gainG_handle, gainG_);
|
||||
glUniform1f(gainB_handle, gainB_);
|
||||
|
||||
GLuint blending_handle = glGetUniformLocation(texture_shader_program_, "uBlending");
|
||||
glUniform1i(blending_handle, depthTexture>0?1:0);
|
||||
|
||||
GLuint screenScale_handle = glGetUniformLocation(texture_shader_program_, "uScreenScale");
|
||||
glUniform2f(screenScale_handle, 1.0f/(float)screenWidth, 1.0f/(float)screenHeight);
|
||||
|
||||
GLint attribute_vertex = glGetAttribLocation(texture_shader_program_, "aVertex");
|
||||
GLint attribute_texture = glGetAttribLocation(texture_shader_program_, "aTexCoord");
|
||||
GLint attribute_normal=0;
|
||||
if(hasNormals_)
|
||||
// blending
|
||||
if(depthTexture > 0)
|
||||
{
|
||||
attribute_normal = glGetAttribLocation(texture_shader_program_, "aNormal");
|
||||
// Texture activate unit 1
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
// Bind the texture to this unit.
|
||||
glBindTexture(GL_TEXTURE_2D, depthTexture);
|
||||
// Tell the texture uniform sampler to use this texture in the shader by binding to texture unit 1.
|
||||
GLuint depth_texture_handle = glGetUniformLocation(program, "uDepthTexture");
|
||||
glUniform1i(depth_texture_handle, 1);
|
||||
|
||||
GLuint zNear_handle = glGetUniformLocation(program, "uNearZ");
|
||||
GLuint zFar_handle = glGetUniformLocation(program, "uFarZ");
|
||||
glUniform1f(zNear_handle, nearClipPlane);
|
||||
glUniform1f(zFar_handle, farClipPlane);
|
||||
|
||||
GLuint screenScale_handle = glGetUniformLocation(program, "uScreenScale");
|
||||
glUniform2f(screenScale_handle, 1.0f/(float)screenWidth, 1.0f/(float)screenHeight);
|
||||
}
|
||||
|
||||
glEnableVertexAttribArray(attribute_vertex);
|
||||
glEnableVertexAttribArray(attribute_texture);
|
||||
if(hasNormals_)
|
||||
if(lighting)
|
||||
{
|
||||
GLuint n_handle = glGetUniformLocation(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));
|
||||
|
||||
GLuint lightingDirection_handle = glGetUniformLocation(program, "uLightingDirection");
|
||||
glUniform3f(lightingDirection_handle, 0.0, 0.0, 1.0); // from the camera
|
||||
|
||||
attribute_normal = glGetAttribLocation(program, "aNormal");
|
||||
glEnableVertexAttribArray(attribute_normal);
|
||||
}
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffers_);
|
||||
|
||||
if(textureRendering)
|
||||
{
|
||||
// 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(program, "uTexture");
|
||||
glUniform1i(texture_handle, 0);
|
||||
|
||||
attribute_texture = glGetAttribLocation(program, "aTexCoord");
|
||||
glEnableVertexAttribArray(attribute_texture);
|
||||
}
|
||||
else
|
||||
{
|
||||
attribute_color = glGetAttribLocation(program, "aColor");
|
||||
glEnableVertexAttribArray(attribute_color);
|
||||
}
|
||||
}
|
||||
tango_gl::util::CheckGlError("Pointcloud::Render() common");
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffers_);
|
||||
if(textures_)
|
||||
{
|
||||
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_)
|
||||
if(textureRendering)
|
||||
{
|
||||
glVertexAttribPointer(attribute_texture, 2, GL_FLOAT, GL_FALSE, (hasNormals_?9:6)*sizeof(GLfloat), (GLvoid*) (4 * sizeof(GLfloat)));
|
||||
}
|
||||
else if(!packDepthToColorChannel)
|
||||
{
|
||||
glVertexAttribPointer(attribute_color, 3, GL_UNSIGNED_BYTE, GL_TRUE, (hasNormals_?9:6)*sizeof(GLfloat), (GLvoid*) (3 * sizeof(GLfloat)));
|
||||
}
|
||||
if(lighting && hasNormals_)
|
||||
{
|
||||
glVertexAttribPointer(attribute_normal, 3, GL_FLOAT, GL_FALSE, 9*sizeof(GLfloat), (GLvoid*) (6 * sizeof(GLfloat)));
|
||||
}
|
||||
if(distanceToCameraSqr<150.0f || polygonsLowRes_.empty())
|
||||
}
|
||||
else
|
||||
{
|
||||
glVertexAttribPointer(attribute_vertex, 3, GL_FLOAT, GL_FALSE, (hasNormals_?7:4)*sizeof(GLfloat), 0);
|
||||
if(!packDepthToColorChannel)
|
||||
{
|
||||
glVertexAttribPointer(attribute_color, 3, GL_UNSIGNED_BYTE, GL_TRUE, (hasNormals_?7:4)*sizeof(GLfloat), (GLvoid*) (3 * sizeof(GLfloat)));
|
||||
}
|
||||
if(lighting && hasNormals_)
|
||||
{
|
||||
glVertexAttribPointer(attribute_normal, 3, GL_FLOAT, GL_FALSE, 7*sizeof(GLfloat), (GLvoid*) (4 * sizeof(GLfloat)));
|
||||
}
|
||||
}
|
||||
tango_gl::util::CheckGlError("Pointcloud::Render() set attribute pointer");
|
||||
|
||||
UTimer drawTime;
|
||||
if(textureRendering)
|
||||
{
|
||||
if(distanceToCameraSqr<16.0f || polygonsLowRes_.empty())
|
||||
{
|
||||
glDrawElements(GL_TRIANGLES, polygons_.size(), GL_UNSIGNED_INT, polygons_.data());
|
||||
}
|
||||
@@ -700,135 +1028,44 @@ void PointCloudDrawable::Render(const glm::mat4 & projectionMatrix,
|
||||
glDrawElements(GL_TRIANGLES, polygonsLowRes_.size(), GL_UNSIGNED_INT, polygonsLowRes_.data());
|
||||
}
|
||||
}
|
||||
else // point cloud or colored mesh
|
||||
else if(meshRendering && polygons_.size())
|
||||
{
|
||||
glUseProgram(cloud_shader_program_);
|
||||
|
||||
GLuint mvp_handle_ = glGetUniformLocation(cloud_shader_program_, "uMVP");
|
||||
glm::mat4 mv_mat = viewMatrix * poseGl_;
|
||||
glm::mat4 mvp_mat = projectionMatrix * mv_mat;
|
||||
glUniformMatrix4fv(mvp_handle_, 1, GL_FALSE, glm::value_ptr(mvp_mat));
|
||||
|
||||
GLuint n_handle = glGetUniformLocation(cloud_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_)
|
||||
if(distanceToCameraSqr<50.0f || polygonsLowRes_.empty())
|
||||
{
|
||||
lighting = false;
|
||||
}
|
||||
|
||||
//lighting
|
||||
GLuint lighting_handle = glGetUniformLocation(cloud_shader_program_, "uUseLighting");
|
||||
glUniform1i(lighting_handle, lighting?1:0);
|
||||
|
||||
if(lighting)
|
||||
{
|
||||
GLuint ambiant_handle = glGetUniformLocation(cloud_shader_program_, "uAmbientColor");
|
||||
glUniform3f(ambiant_handle,0.6,0.6,0.6);
|
||||
|
||||
GLuint lightingDirection_handle = glGetUniformLocation(cloud_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);
|
||||
|
||||
// Texture activate unit 1
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
// Bind the texture to this unit.
|
||||
glBindTexture(GL_TEXTURE_2D, depthTexture);
|
||||
// Tell the texture uniform sampler to use this texture in the shader by binding to texture unit 1.
|
||||
GLuint depth_texture_handle = glGetUniformLocation(cloud_shader_program_, "uDepthTexture");
|
||||
glUniform1i(depth_texture_handle, 0);
|
||||
|
||||
GLuint gainR_handle = glGetUniformLocation(cloud_shader_program_, "uGainR");
|
||||
GLuint gainG_handle = glGetUniformLocation(cloud_shader_program_, "uGainG");
|
||||
GLuint gainB_handle = glGetUniformLocation(cloud_shader_program_, "uGainB");
|
||||
glUniform1f(gainR_handle, gainR_);
|
||||
glUniform1f(gainG_handle, gainG_);
|
||||
glUniform1f(gainB_handle, gainB_);
|
||||
|
||||
GLuint packing_handle = glGetUniformLocation(cloud_shader_program_, "uPackDepthToColor");
|
||||
glUniform1i(packing_handle, packDepthToColorChannel?1:0);
|
||||
|
||||
GLuint blending_handle = glGetUniformLocation(cloud_shader_program_, "uBlending");
|
||||
glUniform1i(blending_handle, depthTexture>0?1:0);
|
||||
|
||||
GLuint screenScale_handle = glGetUniformLocation(cloud_shader_program_, "uScreenScale");
|
||||
glUniform2f(screenScale_handle, 1.0f/(float)screenWidth, 1.0f/(float)screenHeight);
|
||||
|
||||
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)));
|
||||
}
|
||||
glDrawElements(GL_TRIANGLES, polygons_.size(), GL_UNSIGNED_INT, polygons_.data());
|
||||
}
|
||||
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)));
|
||||
}
|
||||
glDrawElements(GL_TRIANGLES, polygonsLowRes_.size(), GL_UNSIGNED_INT, polygonsLowRes_.data());
|
||||
}
|
||||
if(meshRendering && polygons_.size())
|
||||
}
|
||||
else if(!verticesLowRes_.empty())
|
||||
{
|
||||
if(distanceToCameraSqr>600.0f)
|
||||
{
|
||||
if(distanceToCameraSqr<150.0f || polygonsLowRes_.empty())
|
||||
{
|
||||
glDrawElements(GL_TRIANGLES, polygons_.size(), GL_UNSIGNED_INT, polygons_.data());
|
||||
}
|
||||
else
|
||||
{
|
||||
glDrawElements(GL_TRIANGLES, polygonsLowRes_.size(), GL_UNSIGNED_INT, polygonsLowRes_.data());
|
||||
}
|
||||
glDrawElements(GL_POINTS, verticesLowLowRes_.size(), GL_UNSIGNED_INT, verticesLowLowRes_.data());
|
||||
}
|
||||
else if(!verticesLowRes_.empty())
|
||||
else if(distanceToCameraSqr>150.0f)
|
||||
{
|
||||
if(distanceToCameraSqr>600.0f)
|
||||
{
|
||||
glDrawElements(GL_POINTS, verticesLowLowRes_.size(), GL_UNSIGNED_INT, verticesLowLowRes_.data());
|
||||
}
|
||||
else if(distanceToCameraSqr>150.0f)
|
||||
{
|
||||
glDrawElements(GL_POINTS, verticesLowRes_.size(), GL_UNSIGNED_INT, verticesLowRes_.data());
|
||||
}
|
||||
else
|
||||
{
|
||||
glDrawArrays(GL_POINTS, 0, nPoints_);
|
||||
}
|
||||
glDrawElements(GL_POINTS, verticesLowRes_.size(), GL_UNSIGNED_INT, verticesLowRes_.data());
|
||||
}
|
||||
else
|
||||
{
|
||||
glDrawArrays(GL_POINTS, 0, nPoints_);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
glDrawArrays(GL_POINTS, 0, nPoints_);
|
||||
}
|
||||
//UERROR("drawTime=%fs", drawTime.ticks());
|
||||
tango_gl::util::CheckGlError("Pointcloud::Render() draw");
|
||||
|
||||
glDisableVertexAttribArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
glUseProgram(0);
|
||||
tango_gl::util::CheckGlError("Pointcloud::Render()");
|
||||
tango_gl::util::CheckGlError("Pointcloud::Render() cleaning");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user