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/quad.h"
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#include "tango-gl/util.h"
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namespace tango_gl {
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static const char kVertexShader[] =
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"attribute vec4 vertex;\n"
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"attribute vec2 inputTextureCoordinate;\n"
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"varying vec2 textureCoordinate;\n"
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"uniform mat4 mvp;\n"
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"void main() {\n"
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" gl_Position = mvp*vertex;\n"
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" textureCoordinate = inputTextureCoordinate.xy;\n"
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"}\n";
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static const char kFragmentShader[] =
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"varying vec2 textureCoordinate;\n"
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"uniform sampler2D inputTexture;\n"
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"void main() {\n"
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" gl_FragColor = texture2D(inputTexture, textureCoordinate);\n"
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"}\n";
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static const float vertices[] = {-0.5f, -0.5f, 0.5f, -0.5f,
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-0.5f, 0.5f, 0.5f, 0.5f};
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static const GLfloat texture_coords[] = {0.0f, 1.0f, 1.0f, 1.0f,
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0.0f, 0.0f, 1.0f, 0.0f, };
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Quad::Quad() {
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shader_program_ = util::CreateProgram(kVertexShader, kFragmentShader);
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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_vertices_ = glGetAttribLocation(shader_program_, "vertex");
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texture_coords_ =
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glGetAttribLocation(shader_program_, "inputTextureCoordinate");
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texture_handle = glGetUniformLocation(shader_program_, "inputTexture");
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glGenBuffers(1, &vertex_buffer_);
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}
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Quad::~Quad() { glDeleteShader(shader_program_); }
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void Quad::SetTextureId(GLuint texture_id) { texture_id_ = texture_id; }
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void Quad::Render(const glm::mat4& projection_mat,
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const glm::mat4& view_mat) const {
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glEnable(GL_CULL_FACE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glUseProgram(shader_program_);
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glBindTexture(GL_TEXTURE_2D, texture_id_);
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glUniform1i(texture_handle, 0);
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// Calculate MVP matrix and pass it to shader.
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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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// Vertice binding
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glEnableVertexAttribArray(attrib_vertices_);
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glVertexAttribPointer(attrib_vertices_, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glEnableVertexAttribArray(texture_coords_);
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glVertexAttribPointer(texture_coords_, 2, GL_FLOAT, GL_FALSE, 0,
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texture_coords);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glUseProgram(0);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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} // namespace tango_gl
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