feat(slam): add rtabmap_ros
This commit is contained in:
@@ -0,0 +1,124 @@
|
||||
/*
|
||||
* 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/mesh.h"
|
||||
#include "tango-gl/shaders.h"
|
||||
|
||||
namespace tango_gl {
|
||||
Mesh::Mesh() {
|
||||
render_mode_ = GL_TRIANGLES;
|
||||
}
|
||||
Mesh::Mesh(GLenum render_mode) {
|
||||
render_mode_ = render_mode;
|
||||
}
|
||||
|
||||
void Mesh::SetShader() {
|
||||
DrawableObject::SetShader();
|
||||
// Default mode set to no lighting.
|
||||
is_lighting_on_ = false;
|
||||
// Default mode set to without bounding box detection.
|
||||
is_bounding_box_on_ = false;
|
||||
}
|
||||
|
||||
void Mesh::SetShader(bool is_lighting_on) {
|
||||
if (is_lighting_on) {
|
||||
shader_program_ =
|
||||
util::CreateProgram(shaders::GetShadedVertexShader().c_str(),
|
||||
shaders::GetBasicFragmentShader().c_str());
|
||||
if (!shader_program_) {
|
||||
LOGE("Could not create program.");
|
||||
}
|
||||
uniform_mvp_mat_ = glGetUniformLocation(shader_program_, "mvp");
|
||||
uniform_mv_mat_ = glGetUniformLocation(shader_program_, "mv");
|
||||
uniform_light_vec_ = glGetUniformLocation(shader_program_, "lightVec");
|
||||
uniform_color_ = glGetUniformLocation(shader_program_, "color");
|
||||
|
||||
attrib_vertices_ = glGetAttribLocation(shader_program_, "vertex");
|
||||
attrib_normals_ = glGetAttribLocation(shader_program_, "normal");
|
||||
is_lighting_on_ = true;
|
||||
// Set a defualt direction for directional light.
|
||||
light_direction_ = glm::vec3(-1.0f, -3.0f, -1.0f);
|
||||
light_direction_ = glm::normalize(light_direction_);
|
||||
} else {
|
||||
SetShader();
|
||||
}
|
||||
}
|
||||
|
||||
void Mesh::SetBoundingBox(){
|
||||
// Traverse all the vertices to define an axis-aligned
|
||||
// bounding box for this mesh, needs to be called after SetVertices().
|
||||
if(vertices_.size()==0){
|
||||
LOGE("Please set up vertices first!");
|
||||
return;
|
||||
}
|
||||
is_bounding_box_on_ = true;
|
||||
bounding_box_ = new BoundingBox(vertices_);
|
||||
}
|
||||
|
||||
void Mesh::SetLightDirection(const glm::vec3& light_direction) {
|
||||
light_direction_ = light_direction;
|
||||
}
|
||||
|
||||
bool Mesh::IsIntersecting(const Segment& segment) {
|
||||
// If there is no bounding box defined based on all vertices,
|
||||
// we can not calculate intersection.
|
||||
if (!is_bounding_box_on_) {
|
||||
LOGE("Mesh::IsIntersecting, bounding box is not available.");
|
||||
return false;
|
||||
}
|
||||
return bounding_box_->IsIntersecting(segment, GetRotation(),
|
||||
GetTransformationMatrix());
|
||||
}
|
||||
|
||||
void Mesh::Render(const glm::mat4& projection_mat,
|
||||
const glm::mat4& view_mat) const {
|
||||
glUseProgram(shader_program_);
|
||||
glm::mat4 model_mat = GetTransformationMatrix();
|
||||
glm::mat4 mv_mat = view_mat * model_mat;
|
||||
glm::mat4 mvp_mat = projection_mat * mv_mat;
|
||||
glUniformMatrix4fv(uniform_mvp_mat_, 1, GL_FALSE, glm::value_ptr(mvp_mat));
|
||||
glUniform4f(uniform_color_, red_, green_, blue_, alpha_);
|
||||
|
||||
if (is_lighting_on_) {
|
||||
glUniformMatrix4fv(uniform_mv_mat_, 1, GL_FALSE, glm::value_ptr(mv_mat));
|
||||
|
||||
glEnableVertexAttribArray(attrib_normals_);
|
||||
glVertexAttribPointer(attrib_normals_, 3, GL_FLOAT, GL_FALSE,
|
||||
3 * sizeof(GLfloat), &normals_[0]);
|
||||
glm::vec3 light_direction = glm::mat3(view_mat) * light_direction_;
|
||||
glUniform3fv(uniform_light_vec_, 1, glm::value_ptr(light_direction));
|
||||
}
|
||||
|
||||
glEnableVertexAttribArray(attrib_vertices_);
|
||||
|
||||
if (!indices_.empty()) {
|
||||
glVertexAttribPointer(attrib_vertices_, 3, GL_FLOAT, GL_FALSE,
|
||||
3 * sizeof(GLfloat), vertices_.data());
|
||||
glDrawElements(render_mode_, indices_.size(), GL_UNSIGNED_SHORT,
|
||||
indices_.data());
|
||||
} else {
|
||||
glVertexAttribPointer(attrib_vertices_, 3, GL_FLOAT, GL_FALSE,
|
||||
3 * sizeof(GLfloat), &vertices_[0]);
|
||||
glDrawArrays(render_mode_, 0, vertices_.size() / 3);
|
||||
}
|
||||
|
||||
glDisableVertexAttribArray(attrib_vertices_);
|
||||
if (is_lighting_on_) {
|
||||
glDisableVertexAttribArray(attrib_normals_);
|
||||
}
|
||||
glUseProgram(0);
|
||||
}
|
||||
} // namespace tango_gl
|
||||
Reference in New Issue
Block a user