// ---------------------------------------------------------------------------- // - Open3D: www.open3d.org - // ---------------------------------------------------------------------------- // The MIT License (MIT) // // Copyright (c) 2018 www.open3d.org // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. // ---------------------------------------------------------------------------- #include "Open3D/Visualization/Shader/PickingShader.h" #include "Open3D/Geometry/PointCloud.h" #include "Open3D/Visualization/Shader/Shader.h" #include "Open3D/Visualization/Utility/ColorMap.h" #include "Open3D/Visualization/Utility/GLHelper.h" namespace open3d { namespace visualization { namespace glsl { bool PickingShader::Compile() { if (CompileShaders(PickingVertexShader, NULL, PickingFragmentShader) == false) { PrintShaderWarning("Compiling shaders failed."); return false; } vertex_position_ = glGetAttribLocation(program_, "vertex_position"); vertex_index_ = glGetAttribLocation(program_, "vertex_index"); MVP_ = glGetUniformLocation(program_, "MVP"); return true; } void PickingShader::Release() { UnbindGeometry(); ReleaseProgram(); } bool PickingShader::BindGeometry(const geometry::Geometry &geometry, const RenderOption &option, const ViewControl &view) { // If there is already geometry, we first unbind it. // We use GL_STATIC_DRAW. When geometry changes, we clear buffers and // rebind the geometry. Note that this approach is slow. If the geometry is // changing per frame, consider implementing a new ShaderWrapper using // GL_STREAM_DRAW, and replace InvalidateGeometry() with Buffer Object // Streaming mechanisms. UnbindGeometry(); // Prepare data to be passed to GPU std::vector points; std::vector indices; if (PrepareBinding(geometry, option, view, points, indices) == false) { PrintShaderWarning("Binding failed when preparing data."); return false; } // Create buffers and bind the geometry glGenBuffers(1, &vertex_position_buffer_); glBindBuffer(GL_ARRAY_BUFFER, vertex_position_buffer_); glBufferData(GL_ARRAY_BUFFER, points.size() * sizeof(Eigen::Vector3f), points.data(), GL_STATIC_DRAW); glGenBuffers(1, &vertex_index_buffer_); glBindBuffer(GL_ARRAY_BUFFER, vertex_index_buffer_); glBufferData(GL_ARRAY_BUFFER, indices.size() * sizeof(float), indices.data(), GL_STATIC_DRAW); bound_ = true; return true; } bool PickingShader::RenderGeometry(const geometry::Geometry &geometry, const RenderOption &option, const ViewControl &view) { if (PrepareRendering(geometry, option, view) == false) { PrintShaderWarning("Rendering failed during preparation."); return false; } glUseProgram(program_); glUniformMatrix4fv(MVP_, 1, GL_FALSE, view.GetMVPMatrix().data()); glEnableVertexAttribArray(vertex_position_); glBindBuffer(GL_ARRAY_BUFFER, vertex_position_buffer_); glVertexAttribPointer(vertex_position_, 3, GL_FLOAT, GL_FALSE, 0, NULL); glEnableVertexAttribArray(vertex_index_); glBindBuffer(GL_ARRAY_BUFFER, vertex_index_buffer_); glVertexAttribPointer(vertex_index_, 1, GL_FLOAT, GL_FALSE, 0, NULL); glDrawArrays(draw_arrays_mode_, 0, draw_arrays_size_); glDisableVertexAttribArray(vertex_position_); glDisableVertexAttribArray(vertex_index_); return true; } void PickingShader::UnbindGeometry() { if (bound_) { glDeleteBuffers(1, &vertex_position_buffer_); glDeleteBuffers(1, &vertex_index_buffer_); bound_ = false; } } bool PickingShaderForPointCloud::PrepareRendering( const geometry::Geometry &geometry, const RenderOption &option, const ViewControl &view) { if (geometry.GetGeometryType() != geometry::Geometry::GeometryType::PointCloud) { PrintShaderWarning("Rendering type is not geometry::PointCloud."); return false; } glPointSize(GLfloat(option.point_size_)); glEnable(GL_DEPTH_TEST); glDepthFunc(GLenum(option.GetGLDepthFunc())); return true; } bool PickingShaderForPointCloud::PrepareBinding( const geometry::Geometry &geometry, const RenderOption &option, const ViewControl &view, std::vector &points, std::vector &indices) { if (geometry.GetGeometryType() != geometry::Geometry::GeometryType::PointCloud) { PrintShaderWarning("Rendering type is not geometry::PointCloud."); return false; } const geometry::PointCloud &pointcloud = (const geometry::PointCloud &)geometry; if (pointcloud.HasPoints() == false) { PrintShaderWarning("Binding failed with empty pointcloud."); return false; } points.resize(pointcloud.points_.size()); indices.resize(pointcloud.points_.size()); for (size_t i = 0; i < pointcloud.points_.size(); i++) { const auto &point = pointcloud.points_[i]; points[i] = point.cast(); indices[i] = (float)i; } draw_arrays_mode_ = GL_POINTS; draw_arrays_size_ = GLsizei(points.size()); return true; } } // namespace glsl } // namespace visualization } // namespace open3d