/* Copyright (c) 2010-2025, Mathieu Labbe - IntRoLab - Universite de Sherbrooke All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the Universite de Sherbrooke nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #ifdef __ANDROID__ #include #endif #include #include #include #include "util.h" #include "text_drawable.h" #include "text_atlas_png.h" #include const std::string kTextVertexShader = "uniform mat4 uMVPMatrix;" "attribute vec4 vPosition;" "attribute vec2 a_texCoord;" "varying vec2 v_texCoord;" "void main() {" " gl_Position = uMVPMatrix * vPosition;" " v_texCoord = a_texCoord;" "}"; const std::string kTextFragmentShader = "precision mediump float;" "uniform vec3 uColor;" "varying vec2 v_texCoord;" "uniform sampler2D s_texture;" "void main() {" " gl_FragColor = texture2D( s_texture, v_texCoord );" " gl_FragColor.rgb = uColor;" "}"; const int RI_TEXT_TEXTURE_SIZE = 512; // 512 const float RI_TEXT_HEIGHT_BASE = 32.0f; const char RI_TEXT_START = ' '; const char RI_TEXT_STOP = '~'+1; GLuint TextDrawable::textProgram_ = 0; GLuint TextDrawable::textTextureId_ = 0; float TextDrawable::textUVWidth_ = 0; float TextDrawable::textUVHeight_ = 0; float TextDrawable::textHeight_ = 0; std::vector TextDrawable::textCharacterWidths_; void TextDrawable::createShaderProgram() { releaseShaderProgram(); // hard-coded with text_atlas.png resource textCharacterWidths_.resize(95); textCharacterWidths_[0]=8; textCharacterWidths_[1]=9.000000; textCharacterWidths_[2]=10.000000; textCharacterWidths_[3]=19.000000; textCharacterWidths_[4]=18.000000; textCharacterWidths_[5]=24.000000; textCharacterWidths_[6]=21.000000; textCharacterWidths_[7]=5.000000; textCharacterWidths_[8]=11.000000; textCharacterWidths_[9]=11.000000; textCharacterWidths_[10]=15.000000; textCharacterWidths_[11]=17.000000; textCharacterWidths_[12]=8.000000; textCharacterWidths_[13]=12.000000; textCharacterWidths_[14]=9.000000; textCharacterWidths_[15]=12.000000; textCharacterWidths_[16]=18.000000; textCharacterWidths_[17]=18.000000; textCharacterWidths_[18]=18.000000; textCharacterWidths_[19]=18.000000; textCharacterWidths_[20]=18.000000; textCharacterWidths_[21]=18.000000; textCharacterWidths_[22]=18.000000; textCharacterWidths_[23]=18.000000; textCharacterWidths_[24]=18.000000; textCharacterWidths_[25]=18.000000; textCharacterWidths_[26]=9.000000; textCharacterWidths_[27]=8.000000; textCharacterWidths_[28]=16.000000; textCharacterWidths_[29]=18.000000; textCharacterWidths_[30]=17.000000; textCharacterWidths_[31]=16.000000; textCharacterWidths_[32]=29.000000; textCharacterWidths_[33]=22.000000; textCharacterWidths_[34]=20.000000; textCharacterWidths_[35]=21.000000; textCharacterWidths_[36]=21.000000; textCharacterWidths_[37]=18.000000; textCharacterWidths_[38]=18.000000; textCharacterWidths_[39]=22.000000; textCharacterWidths_[40]=23.000000; textCharacterWidths_[41]=9.000000; textCharacterWidths_[42]=18.000000; textCharacterWidths_[43]=20.000000; textCharacterWidths_[44]=17.000000; textCharacterWidths_[45]=28.000000; textCharacterWidths_[46]=23.000000; textCharacterWidths_[47]=22.000000; textCharacterWidths_[48]=21.000000; textCharacterWidths_[49]=22.000000; textCharacterWidths_[50]=20.000000; textCharacterWidths_[51]=20.000000; textCharacterWidths_[52]=20.000000; textCharacterWidths_[53]=21.000000; textCharacterWidths_[54]=21.000000; textCharacterWidths_[55]=28.000000; textCharacterWidths_[56]=20.000000; textCharacterWidths_[57]=20.000000; textCharacterWidths_[58]=19.000000; textCharacterWidths_[59]=9.000000; textCharacterWidths_[60]=14.000000; textCharacterWidths_[61]=9.000000; textCharacterWidths_[62]=14.000000; textCharacterWidths_[63]=14.000000; textCharacterWidths_[64]=11.000000; textCharacterWidths_[65]=17.000000; textCharacterWidths_[66]=18.000000; textCharacterWidths_[67]=17.000000; textCharacterWidths_[68]=18.000000; textCharacterWidths_[69]=17.000000; textCharacterWidths_[70]=11.000000; textCharacterWidths_[71]=18.000000; textCharacterWidths_[72]=18.000000; textCharacterWidths_[73]=8.000000; textCharacterWidths_[74]=8.000000; textCharacterWidths_[75]=17.000000; textCharacterWidths_[76]=8.000000; textCharacterWidths_[77]=28.000000; textCharacterWidths_[78]=18.000000; textCharacterWidths_[79]=18.000000; textCharacterWidths_[80]=18.000000; textCharacterWidths_[81]=18.000000; textCharacterWidths_[82]=12.000000; textCharacterWidths_[83]=16.000000; textCharacterWidths_[84]=11.000000; textCharacterWidths_[85]=18.000000; textCharacterWidths_[86]=16.000000; textCharacterWidths_[87]=24.000000; textCharacterWidths_[88]=16.000000; textCharacterWidths_[89]=16.000000; textCharacterWidths_[90]=16.000000; textCharacterWidths_[91]=11.000000; textCharacterWidths_[92]=8.000000; textCharacterWidths_[93]=11.000000; textCharacterWidths_[94]=21.000000; textUVWidth_=0.062500; textUVHeight_=0.082031; textHeight_=42.000000; textProgram_ = tango_gl::util::CreateProgram(kTextVertexShader.c_str(), kTextFragmentShader.c_str()); UASSERT(textProgram_ != 0); glGenTextures(1, &textTextureId_); UASSERT(textTextureId_); // gen texture from image glBindTexture(GL_TEXTURE_2D, textTextureId_); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); std::vector data = uHex2Bytes(rtabmap::TEXT_ATLAS_PNG); cv::Mat rgbImage = cv::imdecode(data, cv::IMREAD_UNCHANGED); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rgbImage.cols, rgbImage.rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, rgbImage.data); GLint error = glGetError(); UASSERT(error == GL_NO_ERROR); } void TextDrawable::releaseShaderProgram() { if(textProgram_) { glDeleteShader(textProgram_); textProgram_ = 0; } } TextDrawable::TextDrawable( const std::string & text, const rtabmap::Transform & pose, float textSize, // meters const tango_gl::Color & color) : poseGl_(glmFromTransform(pose)), color_(color) { if(textProgram_ > 0) { vertexBuffer_ = std::vector(text.size() * 12); textureBuffer_ = std::vector(text.size() * 8); drawListBuffer_ = std::vector(text.size() * 6); int index_vecs = 0; int index_indices = 0; int index_uvs = 0; float x=0.0f; float y=0.0f; float uniformscale = textSize/textHeight_; for(unsigned int i=0; i=textCharacterWidths_.size()) { // unknown character, we will add a space for it to be save. indx = 0; } int colCount = RI_TEXT_TEXTURE_SIZE/(int)RI_TEXT_HEIGHT_BASE; // Calculate the uv parts int row = indx / colCount; int col = indx % colCount; float v = row * textUVHeight_; float v2 = v + textUVHeight_; float u = col * textUVWidth_; float u2 = u + textCharacterWidths_[indx]/(float)RI_TEXT_TEXTURE_SIZE; // Creating the triangle information std::vector vec(12); std::vector uv(8); vec[0] = x; vec[1] = y + (textHeight_ * uniformscale); vec[2] = 0; vec[3] = x; vec[4] = y; vec[5] = 0; vec[6] = x + (textCharacterWidths_[indx] * uniformscale); vec[7] = y; vec[8] = 0; vec[9] = x + (textCharacterWidths_[indx] * uniformscale); vec[10] = y + (textHeight_ * uniformscale); vec[11] = 0; // 0.001f = texture bleeding hack/fix uv[0] = u+0.001f; uv[1] = v+0.001f; uv[2] = u+0.001f; uv[3] = v2-0.001f; uv[4] = u2-0.001f; uv[5] = v2-0.001f; uv[6] = u2-0.001f; uv[7] = v+0.001f; unsigned short inds[6] = {0, 1, 2, 0, 2, 3}; // We need a base value because the object has indices related to // that object and not to this collection so basicly we need to // translate the indices to align with the vertexlocation in ou // vecs array of vectors. short base = (short) (index_vecs / 3); // We should add the vec, translating the indices to our saved vector for(int i=0;iGetParent()->GetRotation()); glUniformMatrix4fv(mtrxhandle, 1, GL_FALSE, glm::value_ptr(mvp_mat)); // get handle to color value int colorhandle = glGetUniformLocation(textProgram_, "uColor"); glUniform3f(colorhandle, color_.r, color_.g, color_.b); int mSamplerLoc = glGetUniformLocation (textProgram_, "s_texture" ); // Texture activate unit 0 glActiveTexture(GL_TEXTURE0); // Bind the texture to this unit. glBindTexture(GL_TEXTURE_2D, textTextureId_); // Set the sampler texture unit to our selected id glUniform1i ( mSamplerLoc, 0); // Draw the triangle glDrawElements(GL_TRIANGLES, drawListBuffer_.size(), GL_UNSIGNED_SHORT, &drawListBuffer_[0]); // Disable vertex array glDisableVertexAttribArray(mPositionHandle); glDisableVertexAttribArray(mTexCoordLoc); }