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 +1,121 @@
/*
* 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/video_overlay.h"
#include "tango-gl/shaders.h"
namespace tango_gl {
static const GLfloat kVertices[] =
{-1.0, 1.0, 0.0,
-1.0, -1.0, 0.0,
1.0, 1.0, 0.0,
1.0, -1.0, 0.0};
static const GLushort kIndices[] =
{0, 1, 2, 2, 1, 3};
static const GLfloat kTextureCoords[] =
{0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0};
VideoOverlay::VideoOverlay() {
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
shader_program_ =
util::CreateProgram(shaders::GetVideoOverlayVertexShader().c_str(),
shaders::GetVideoOverlayFragmentShader().c_str());
if (!shader_program_) {
LOGE("Could not create program.");
}
glGenTextures(1, &texture_id_);
glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture_id_);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
uniform_texture_ = glGetUniformLocation(shader_program_, "texture");
glGenBuffers(3, vertex_buffers_);
// Allocate vertices buffer.
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffers_[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 3 * 4, kVertices,
GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Allocate triangle indices buffer.
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vertex_buffers_[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLushort) * 6, kIndices,
GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// Allocate texture coordinates buufer.
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffers_[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 2 * 4, kTextureCoords,
GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Assign the vertices attribute data.
attrib_vertices_ = glGetAttribLocation(shader_program_, "vertex");
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffers_[0]);
glEnableVertexAttribArray(attrib_vertices_);
glVertexAttribPointer(attrib_vertices_, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Assign the texture coordinates attribute data.
attrib_texture_coords_ = glGetAttribLocation(shader_program_, "textureCoords");
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffers_[2]);
glEnableVertexAttribArray(attrib_texture_coords_);
glVertexAttribPointer(attrib_texture_coords_, 2, GL_FLOAT, GL_FALSE, 0,
nullptr);
glBindBuffer(GL_ARRAY_BUFFER, 0);
uniform_mvp_mat_ = glGetUniformLocation(shader_program_, "mvp");
}
void VideoOverlay::Render(const glm::mat4& projection_mat,
const glm::mat4& view_mat) const {
glUseProgram(shader_program_);
glUniform1i(uniform_texture_, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture_id_);
glm::mat4 model_mat = GetTransformationMatrix();
glm::mat4 mvp_mat = projection_mat * view_mat * model_mat;
glUniformMatrix4fv(uniform_mvp_mat_, 1, GL_FALSE, glm::value_ptr(mvp_mat));
// Bind vertices buffer.
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffers_[0]);
glEnableVertexAttribArray(attrib_vertices_);
glVertexAttribPointer(attrib_vertices_, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Bind texture coordinates buffer.
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffers_[2]);
glEnableVertexAttribArray(attrib_texture_coords_);
glVertexAttribPointer(attrib_texture_coords_, 2, GL_FLOAT, GL_FALSE, 0,
nullptr);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Bind element array buffer.
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vertex_buffers_[1]);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
util::CheckGlError("glDrawElements");
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glUseProgram(0);
util::CheckGlError("glUseProgram()");
}
} // namespace tango_gl