feat(slam): add rtabmap_ros
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/*
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* Copyright 2014 Google Inc. All Rights Reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "tango-gl/axis.h"
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#include "tango-gl/shaders.h"
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namespace tango_gl {
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static const float float_vertices[] = {0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f};
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static const float float_colors[] = {
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1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
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0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f};
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Axis::Axis() : Line(3.0f, GL_LINES) {
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// Implement SetShader here, not using the dedault one.
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shader_program_ =
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util::CreateProgram(shaders::GetColorVertexShader().c_str(),
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shaders::GetBasicFragmentShader().c_str());
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if (!shader_program_) {
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LOGE("Could not create program.");
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}
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uniform_mvp_mat_ = glGetUniformLocation(shader_program_, "mvp");
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attrib_colors_ = glGetAttribLocation(shader_program_, "color");
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attrib_vertices_ = glGetAttribLocation(shader_program_, "vertex");
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size_t size = sizeof(float_vertices) / (sizeof(float) * 3);
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for (size_t i = 0; i < size; i++) {
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vec_vertices_.push_back(glm::vec3(float_vertices[i * 3],
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float_vertices[i * 3 + 1],
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float_vertices[i * 3 + 2]));
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vec_colors_.push_back(
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glm::vec4(float_colors[i * 4], float_colors[i * 4 + 1],
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float_colors[i * 4 + 2], float_colors[i * 4 + 3]));
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}
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}
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void Axis::Render(const glm::mat4& projection_mat,
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const glm::mat4& view_mat) const {
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glUseProgram(shader_program_);
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glLineWidth(line_width_);
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glm::mat4 model_mat = GetTransformationMatrix();
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glm::mat4 mvp_mat = projection_mat * view_mat * model_mat;
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glUniformMatrix4fv(uniform_mvp_mat_, 1, GL_FALSE, glm::value_ptr(mvp_mat));
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glEnableVertexAttribArray(attrib_vertices_);
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glVertexAttribPointer(attrib_vertices_, 3, GL_FLOAT, GL_FALSE,
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sizeof(glm::vec3), &vec_vertices_[0]);
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glEnableVertexAttribArray(attrib_colors_);
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glVertexAttribPointer(attrib_colors_, 4, GL_FLOAT, GL_FALSE,
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sizeof(glm::vec4), &vec_colors_[0]);
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glDrawArrays(render_mode_, 0, vec_vertices_.size());
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glDisableVertexAttribArray(attrib_vertices_);
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glDisableVertexAttribArray(attrib_colors_);
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glUseProgram(0);
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}
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} // namespace tango_gl
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