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/video_overlay.h"
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#include "tango-gl/shaders.h"
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namespace tango_gl {
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static const GLfloat kVertices[] =
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{-1.0, 1.0, 0.0,
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-1.0, -1.0, 0.0,
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1.0, 1.0, 0.0,
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1.0, -1.0, 0.0};
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static const GLushort kIndices[] =
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{0, 1, 2, 2, 1, 3};
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static const GLfloat kTextureCoords[] =
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{0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0};
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VideoOverlay::VideoOverlay() {
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glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
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shader_program_ =
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util::CreateProgram(shaders::GetVideoOverlayVertexShader().c_str(),
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shaders::GetVideoOverlayFragmentShader().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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glGenTextures(1, &texture_id_);
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glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture_id_);
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glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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uniform_texture_ = glGetUniformLocation(shader_program_, "texture");
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glGenBuffers(3, vertex_buffers_);
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// Allocate vertices buffer.
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffers_[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 3 * 4, kVertices,
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GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// Allocate triangle indices buffer.
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vertex_buffers_[1]);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLushort) * 6, kIndices,
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GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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// Allocate texture coordinates buufer.
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffers_[2]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 2 * 4, kTextureCoords,
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GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// Assign the vertices attribute data.
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attrib_vertices_ = glGetAttribLocation(shader_program_, "vertex");
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffers_[0]);
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glEnableVertexAttribArray(attrib_vertices_);
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glVertexAttribPointer(attrib_vertices_, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// Assign the texture coordinates attribute data.
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attrib_texture_coords_ = glGetAttribLocation(shader_program_, "textureCoords");
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffers_[2]);
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glEnableVertexAttribArray(attrib_texture_coords_);
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glVertexAttribPointer(attrib_texture_coords_, 2, GL_FLOAT, GL_FALSE, 0,
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nullptr);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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uniform_mvp_mat_ = glGetUniformLocation(shader_program_, "mvp");
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}
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void VideoOverlay::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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glUniform1i(uniform_texture_, 0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture_id_);
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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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// Bind vertices buffer.
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffers_[0]);
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glEnableVertexAttribArray(attrib_vertices_);
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glVertexAttribPointer(attrib_vertices_, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// Bind texture coordinates buffer.
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffers_[2]);
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glEnableVertexAttribArray(attrib_texture_coords_);
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glVertexAttribPointer(attrib_texture_coords_, 2, GL_FLOAT, GL_FALSE, 0,
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nullptr);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// Bind element array buffer.
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vertex_buffers_[1]);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
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util::CheckGlError("glDrawElements");
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glUseProgram(0);
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util::CheckGlError("glUseProgram()");
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}
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} // namespace tango_gl
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