feat(slam): add rtabmap_ros

This commit is contained in:
X-lanni
2025-07-14 11:34:38 +08:00
parent 3b6641c1fb
commit 943ce5b06f
1635 changed files with 603092 additions and 0 deletions
@@ -0,0 +1,95 @@
/*
* 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/shaders.h"
namespace tango_gl {
namespace shaders {
std::string GetBasicVertexShader() {
return "precision mediump float;\n"
"precision mediump int;\n"
"attribute vec4 vertex;\n"
"uniform mat4 mvp;\n"
"uniform vec4 color;\n"
"varying vec4 v_color;\n"
"void main() {\n"
" gl_Position = mvp*vertex;\n"
" v_color = color;\n"
"}\n";
}
std::string GetBasicFragmentShader() {
return "precision mediump float;\n"
"varying vec4 v_color;\n"
"void main() {\n"
" gl_FragColor = v_color;\n"
"}\n";
}
std::string GetColorVertexShader() {
return "precision mediump float;\n"
"precision mediump int;\n"
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"uniform mat4 mvp;\n"
"varying vec4 v_color;\n"
"void main() {\n"
" gl_Position = mvp*vertex;\n"
" v_color = color;\n"
"}\n";
}
std::string GetVideoOverlayVertexShader() {
return "precision highp float;\n"
"precision highp int;\n"
"attribute vec4 vertex;\n"
"attribute vec2 textureCoords;\n"
"varying vec2 f_textureCoords;\n"
"uniform mat4 mvp;\n"
"void main() {\n"
" f_textureCoords = textureCoords;\n"
" gl_Position = mvp * vertex;\n"
"}\n";
}
std::string GetVideoOverlayFragmentShader() {
return "#extension GL_OES_EGL_image_external : require\n"
"precision highp float;\n"
"precision highp int;\n"
"uniform samplerExternalOES texture;\n"
"varying vec2 f_textureCoords;\n"
"void main() {\n"
" gl_FragColor = texture2D(texture, f_textureCoords);\n"
"}\n";
}
std::string GetShadedVertexShader() {
return "attribute vec4 vertex;\n"
"attribute vec3 normal;\n"
"uniform mat4 mvp;\n"
"uniform mat4 mv;\n"
"uniform vec4 color;\n"
"uniform vec3 lightVec;\n"
"varying vec4 v_color;\n"
"void main() {\n"
" vec3 mvNormal = vec3(mv * vec4(normal, 0.0));\n"
" float diffuse = max(-dot(mvNormal, lightVec), 0.0);\n"
" v_color.a = color.a;\n"
" v_color.xyz = color.xyz * diffuse + color.xyz * 0.3;\n"
" gl_Position = mvp*vertex;\n"
"}\n";
}
} // namespace shaders
} // namespace tango_gl