// ---------------------------------------------------------------------------- // - 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. // ---------------------------------------------------------------------------- #pragma once #include "Open3D/Geometry/Image.h" #include "Open3D/Visualization/Shader/ShaderWrapper.h" namespace open3d { namespace visualization { namespace glsl { enum ImageTextureMode { Depth = 0, RGB = 1, Grayscale = 2 }; class RGBDImageShader : public ShaderWrapper { public: ~RGBDImageShader() override { Release(); } protected: RGBDImageShader(const std::string &name) : ShaderWrapper(name) { Compile(); } protected: bool Compile() final; void Release() final; bool BindGeometry(const geometry::Geometry &geometry, const RenderOption &option, const ViewControl &view) final; bool RenderGeometry(const geometry::Geometry &geometry, const RenderOption &option, const ViewControl &view) final; void UnbindGeometry() final; protected: virtual bool PrepareRendering(const geometry::Geometry &geometry, const RenderOption &option, const ViewControl &view) = 0; virtual bool PrepareBinding(const geometry::Geometry &geometry, const RenderOption &option, const ViewControl &view) = 0; protected: GLuint vertex_position_; GLuint vertex_position_buffer_; GLuint vertex_UV_; GLuint vertex_UV_buffer_; GLuint image_texture_; GLuint color_texture_buffer_; GLuint depth_texture_; GLuint depth_texture_buffer_; GLuint vertex_scale_; GLuint texture_mode_; GLuint depth_max_; float depth_max_data_; float color_rel_ratio_ = 0.5f; /* Switches corresponding to the glsl shader */ ImageTextureMode depth_texture_mode_; ImageTextureMode color_texture_mode_; GLHelper::GLVector3f vertex_scale_data_; }; class RGBDImageShaderForImage : public RGBDImageShader { public: RGBDImageShaderForImage() : RGBDImageShader("RGBDImageShaderForImage") {} protected: virtual bool PrepareRendering(const geometry::Geometry &geometry, const RenderOption &option, const ViewControl &view) final; virtual bool PrepareBinding(const geometry::Geometry &geometry, const RenderOption &option, const ViewControl &view) final; }; } // namespace glsl } // namespace visualization } // namespace open3d