Lots of cleanup... following graphics4363

This commit is contained in:
Brandon Thomas committed 2020-08-18 03:19:42 -04:00
1 parent f95b76c893
commit cdbdf77f15
3 files changed
+71 -284

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+6
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@@ -43,6 +43,12 @@ impl Buffer {
}
}
pub fn bind_as_array_buffer(&self) {
unsafe {
gl::BindBuffer(gl::ARRAY_BUFFER, self.id);
}
}
pub fn gen(&mut self) {
unsafe {
gl::GenBuffers(1, &mut self.id);
+60 -279
View File
@@ -117,7 +117,8 @@ pub struct PointCloudRenderer {
vertex_array_objects: Vec<VertexArray>,
vertex_color_buffer_objects: Vec<Buffer>,
vertex_attrib_locations: Vec<GLint>,
/// 'in vec4 inColor'
color_vertex_attribute_location: GLint,
renderable_objects: Vec<RenderableObject>,
}
@@ -172,7 +173,6 @@ const fn initial_projection_matrix_4x4() -> [f32; 16] {
impl PointCloudRenderer {
pub fn new(num_cameras: usize, arcball: Arc<Mutex<MouseCameraArcball>>) -> Self {
// Context Settings
unsafe {
gl::Enable(gl::PROGRAM_POINT_SIZE);
}
@@ -185,18 +185,6 @@ impl PointCloudRenderer {
let vertex_shader_id = compile_shader(&point_cloud_vertex_shader, gl::VERTEX_SHADER);
let fragment_shader_id = compile_shader(&point_cloud_fragment_shader, gl::FRAGMENT_SHADER);
let ATTRIB_LOCATION_0 : CString = CString::new("inColor0").expect("string is correct");
let ATTRIB_LOCATION_0_PTR : *const c_char = ATTRIB_LOCATION_0.as_ptr() as *const c_char;
let ATTRIB_LOCATION_1 : CString = CString::new("inColor1").expect("string is correct");
let ATTRIB_LOCATION_1_PTR : *const c_char = ATTRIB_LOCATION_1.as_ptr() as *const c_char;
unsafe {
// NB: These calls aren't necessary.
//gl::BindAttribLocation(program_id, 1, ATTRIB_LOCATION_0_PTR);
//gl::BindAttribLocation(program_id, 2, ATTRIB_LOCATION_1_PTR);
}
link_shader_program(program_id, vertex_shader_id, fragment_shader_id);
/// Uniform variable name in OpenGL shader program
@@ -218,6 +206,9 @@ impl PointCloudRenderer {
let POINT_CLOUD_1 : CString = CString::new("pointCloudTexture1").expect("string is correct");
let POINT_CLOUD_1_PTR : *const c_char = POINT_CLOUD_1.as_ptr() as *const c_char;
let COLOR_LOCATION : CString = CString::new("inColor").expect("string is correct");
let COLOR_LOCATION_PTR : *const c_char = COLOR_LOCATION.as_ptr() as *const c_char;
let mut point_cloud_texture_indices = Vec::with_capacity(num_cameras);
let mut view_index = 0;
@@ -237,46 +228,22 @@ impl PointCloudRenderer {
point_cloud_texture_indices.push(gl::GetUniformLocation(program_id, POINT_CLOUD_1_PTR));
}
// TODO: If this works, these could use grouping in a single struct.
let mut vertex_array_objects = Vec::with_capacity(num_cameras);
let mut vertex_color_buffer_objects = Vec::with_capacity(num_cameras);
let mut vertex_arrays_size_bytes = Vec::with_capacity(num_cameras);
let color_vertex_attribute_location = unsafe {
let location = gl::GetAttribLocation(program_id, COLOR_LOCATION_PTR);
// TODO: Holy crap, this might be the problem - not binding after create of VAO
// TODO: Holy crap, this might be the problem - not binding after create of VAO
// TODO: Holy crap, this might be the problem - not binding after create of VAO
// TODO: Holy crap, this might be the problem - not binding after create of VAO
for _ in 0 .. num_cameras {
let vao = VertexArray::new_initialized();
vao.bind();
vertex_array_objects.push(vao);
let buffer = Buffer::new_initialized();
vertex_color_buffer_objects.push(buffer);
vertex_arrays_size_bytes.push(0);
}
gl::EnableVertexAttribArray(location as u32);
let mut vertex_attrib_locations = Vec::with_capacity(num_cameras);
unsafe {
let location_0 = gl::GetAttribLocation(program_id, ATTRIB_LOCATION_0_PTR);
println!("Location0: {}", location_0);
vertex_attrib_locations.push(location_0);
//let location_1 = gl::GetAttribLocation(program_id, ATTRIB_LOCATION_1_PTR);
//println!("Location1: {}", location_1);
//vertex_attrib_locations.push(location_1);
// Perhaps it only needs to be configured once...
gl::EnableVertexAttribArray(location_0 as u32);
gl::VertexAttribPointer(
location_0 as u32,
location as u32,
gl::BGRA as i32,
gl::UNSIGNED_BYTE,
gl::TRUE,
0 as i32,
0 as *const c_void,
);
}
location
};
let initial_view = [
[-1.0, 0.0, 8.74228e-08, 0.0],
@@ -305,14 +272,14 @@ impl PointCloudRenderer {
point_size: 1,
enable_shading: false,
renderable_objects: Vec::new(),
vertex_arrays_size_bytes,
view_index,
projection_index,
enable_shading_index,
point_cloud_texture_indices,
vertex_array_objects,
vertex_color_buffer_objects,
vertex_attrib_locations,
vertex_array_objects: Vec::with_capacity(num_cameras),
vertex_arrays_size_bytes : Vec::with_capacity(num_cameras),
vertex_color_buffer_objects: Vec::with_capacity(num_cameras),
color_vertex_attribute_location,
}
}
@@ -320,35 +287,15 @@ impl PointCloudRenderer {
/// Run once to set up initial rendering
///
pub fn setup_rendering(&mut self) {
for _ in 0 .. self.num_cameras {
let vao = VertexArray::new_initialized();
vao.bind();
self.vertex_array_objects.push(vao);
/*unsafe {
gl::UseProgram(self.shader_program_id);
for i in 0..self.num_cameras {
let mut vao: u32 = 0;
gl::GenVertexArrays(1, &mut vao);
println!("Gen Vao: {:?}", vao);
gl::BindVertexArray(vao);
let mut color_buffer: u32 = 0;
gl::GenBuffers(1, &mut color_buffer);
println!("Gen Color Buffer: {:?}", color_buffer);
let renderable_object = RenderableObject {
vao,
color_buffer,
buffered: false,
};
self.renderable_objects.push(renderable_object);
gl::BindVertexArray(0);
}
}*/
let buffer = Buffer::new_initialized();
self.vertex_color_buffer_objects.push(buffer);
self.vertex_arrays_size_bytes.push(0);
}
}
///
@@ -376,92 +323,31 @@ impl PointCloudRenderer {
///
pub fn update_point_clouds(&mut self,
color_images: &Vec<ImageProxy>,
point_cloud_textures: &Vec<Texture>
) -> Result<()> {
/*
for (i, obj) in self.renderable_objects.iter_mut().enumerate() {
point_cloud_textures: &Vec<Texture>) -> Result<()>
{
for i in 0 .. self.num_cameras {
let color_image_bytes = color_images.get(i).unwrap();
let color_image_size_bytes = color_image_bytes.len() as i32;
unsafe {
gl::BindVertexArray(obj.vao);
gl::BindBuffer(gl::ARRAY_BUFFER, obj.color_buffer);
if !obj.buffered {
gl::BufferData(
gl::ARRAY_BUFFER,
color_image_size_bytes as isize,
null(),
gl::STREAM_DRAW
);
obj.buffered = true;
}
let vertex_mapped_buffer = unsafe {
gl::MapBufferRange(
gl::ARRAY_BUFFER,
0,
color_image_size_bytes as isize,
gl::MAP_WRITE_BIT | gl::MAP_INVALIDATE_BUFFER_BIT
) as *mut u8
};
std::ptr::copy_nonoverlapping::<u8>(
color_image_bytes.as_ptr(),
vertex_mapped_buffer,
color_image_size_bytes as usize);
gl::UnmapBuffer(gl::ARRAY_BUFFER);
gl::BindBuffer(gl::ARRAY_BUFFER, 0);
gl::BindVertexArray(0);
}
}
*/
let time = SystemTime::now();
let time_since_epoch = time.duration_since(UNIX_EPOCH).unwrap();
let seconds = time_since_epoch.as_secs();
let (lower_range, upper_range)= if seconds % 10 > 4 {
(1, 2)
} else {
(0, 1)
};
//let (lower_range, upper_range) = (1, 2);
let (lower_range, upper_range) = (0, 2);
//for i in 0 .. self.num_cameras {
for i in lower_range .. upper_range {
let vertex_array_object = self.vertex_array_objects.get(i).unwrap();
let vertex_color_buffer_object = self.vertex_color_buffer_objects.get(i).unwrap();
let vao = self.vertex_array_objects.get(i).unwrap();
let vertex_color_buffer = self.vertex_color_buffer_objects.get(i).unwrap();
let mut vertex_array_size_bytes = self.vertex_arrays_size_bytes.get_mut(i).unwrap();
let color_image_bytes = color_images.get(i).unwrap();
let color_image_size_bytes = color_image_bytes.len() as i32;
unsafe {
gl::BindVertexArray(vertex_array_object.id());
// Vertex Colors
gl::BindBuffer(gl::ARRAY_BUFFER, vertex_color_buffer_object.id());
}
if *vertex_array_size_bytes != color_image_size_bytes {
println!("Establishing buffer");
*vertex_array_size_bytes = color_image_size_bytes;
vao.bind();
vertex_color_buffer.bind_as_array_buffer();
//if *vertex_array_size_bytes != color_image_size_bytes {
//println!("Establishing buffer");
unsafe {
gl::BufferData(
gl::ARRAY_BUFFER,
*vertex_array_size_bytes as isize,
color_image_size_bytes as isize,
null(),
gl::STREAM_DRAW
);
}
}
*vertex_array_size_bytes = color_image_size_bytes;
//}
let vertex_mapped_buffer = unsafe {
gl::MapBufferRange(
@@ -472,19 +358,12 @@ impl PointCloudRenderer {
) as *mut u8
};
if vertex_mapped_buffer as usize == 0 {
let error = gl_get_error().expect_err("should be map buffer range error");
return Err(PointCloudRendererError::OpenGlError(error));
}
// if vertex_mapped_buffer as usize == 0 {
// let error = gl_get_error().expect_err("should be map buffer range error");
// return Err(PointCloudRendererError::OpenGlError(error));
// }
let result = unsafe {
/*if i == 9 {
// TODO TESTING - writing pure white changes the color of the final output "line" to white:
std::ptr::copy::<u8>(color_src, vertex_mapped_buffer as *mut u8, color_image_size_bytes as usize);
std::ptr::write_bytes(vertex_mapped_buffer, 255, color_image_size_bytes as usize);
} else {
}*/
// NB: This is the working texturing:
std::ptr::copy_nonoverlapping::<u8>(
color_image_bytes.as_ptr(),
@@ -494,45 +373,17 @@ impl PointCloudRenderer {
gl::UnmapBuffer(gl::ARRAY_BUFFER)
};
if result == gl::FALSE {
let error = gl_get_error().expect_err("should be unmap buffer error");
return Err(PointCloudRendererError::OpenGlError(error));
}
// if result == gl::FALSE {
// let error = gl_get_error().expect_err("should be unmap buffer error");
// return Err(PointCloudRendererError::OpenGlError(error));
// }
// THIS IS THE POINT CLOUD
let point_cloud_texture = point_cloud_textures.get(i).unwrap();
// NB: This controls which geometry gets the texture/color data. If we hardcode it to
// a single index, only one of the camera geometries gets shaded.
//let i = j; // (SEE TABLE ABOVE)
//let i = 1 - j; // (SEE TABLE ABOVE)
//let i = if !swap { j } else { 1 - j }; // (in isolation) PUTS THE IMAGES ON BOTH POINTCLOUD GEOS!?
unsafe {
// NB: I believe these point cloud textures are the geometry itself. Not the color data.
// I think the code here is *fine* because the point cloud structures are in-tact.
// NB: This changes the point cloud geometry index.
// Flipping them changes where in the scene the geometry winds up, since the 1st-indexed
// geometry is given an offset.
//if i == 1 { continue }
//let i = 1 - j;
//let i = if swap { j } else { 1 - j }; // swaps physical location of the geometry
// // NB: it's okay to copy an i32, but this sucks
// let point_cloud_texture_index = self.point_cloud_texture_indices.get(i).unwrap().clone();
// gl::Uniform1i(point_cloud_texture_index, i as i32);
// Bind our point cloud texture (which was written by the compute shader)
//gl::ActiveTexture(gl::TEXTURE0 + i as GLuint + 2);
//gl::ActiveTexture(gl::TEXTURE0);
//
// THIS IS THE POINT CLOUD
//
gl::BindTexture(gl::TEXTURE_2D, point_cloud_texture.id());
gl::BindImageTexture(
// https://www.khronos.org/opengl/wiki/Sampler_(GLSL) ?
i as GLuint, // image unit (zero-indexed) // TODO - why? why does it work this way?
i as GLuint, // image unit (zero-indexed) // TODO - why does it work this way?
point_cloud_texture.id(), // texture
0, // level
gl::FALSE, // layered
@@ -541,19 +392,18 @@ impl PointCloudRenderer {
gl::RGBA32F, //POINT_CLOUD_TEXTURE_FORMAT,
);
let vertex_attrib_location = self.vertex_attrib_locations.get(0).unwrap();
gl::ActiveTexture(gl::TEXTURE0);
gl::EnableVertexAttribArray(*vertex_attrib_location as u32);
gl::EnableVertexAttribArray(self.color_vertex_attribute_location as u32);
gl::VertexAttribPointer(
*vertex_attrib_location as u32,
self.color_vertex_attribute_location as u32,
gl::BGRA as i32,
gl::UNSIGNED_BYTE,
gl::TRUE,
0 as i32,
0 as *const c_void,
);
}
}
@@ -570,13 +420,13 @@ impl PointCloudRenderer {
///
pub fn render(&self) -> Result<()> {
unsafe {
gl::UseProgram(self.shader_program_id);
gl::Enable(gl::DEPTH_TEST);
gl::Enable(gl::BLEND);
gl::BlendFunc(gl::SRC_ALPHA, gl::ONE_MINUS_SRC_ALPHA);
gl::PointSize(self.point_size as f32);
gl::UseProgram(self.shader_program_id);
// Update view/projection matrices in shader
let typed_projection = self.projection_matrix.as_ptr() as *const GLfloat;
gl::UniformMatrix4fv(self.projection_index, 1, gl::FALSE, typed_projection);
@@ -590,91 +440,17 @@ impl PointCloudRenderer {
gl::Uniform1i(self.enable_shading_index, enable_shading);
let time = SystemTime::now();
let time_since_epoch = time.duration_since(UNIX_EPOCH).unwrap();
let seconds = time_since_epoch.as_secs();
let (lower_range, upper_range)= if seconds % 10 > 4 {
(1, 2)
} else {
(0, 1)
};
//let (lower_range, upper_range) = (0, 2);
// Experiment: Only draw camera0_color (toggles between setup above)
// First image: blank
// Second image: perfect camera0
// Third image: ZEBRA STRIPED camera1_geo, camera0_color
let (lower_range, upper_range) = (0, 1);
// Experiment: Only draw camera1_color (toggles between setup above)
// First image blank
// Second image: ZEBRA STRIPED camera1_geo + camera1_color
// Third image: BLACK camera0_geo
let (lower_range, upper_range) = (1, 2);
// Experiment: Only draw camera1_color (both are setup above)
// Only image: camera0_geo is present, but black; camera1_geo + camera1_color are perfect
let (lower_range, upper_range) = (1, 2);
// Experiment: Only draw camera0_color (both are setup above)
// Only image: camera0_geo + camera0_color are perfect; camera1_geo is present, but black
let (lower_range, upper_range) = (0, 1);
// Experiment: Draw camera0_color and camera1_color (both are setup above)
// SAME RESULTS, DAMN IT.
let (lower_range, upper_range) = (0, 2);
// Render point cloud
//for i in 0 .. self.num_cameras {
/*for i in lower_range .. upper_range {
//
// THIS IS THE COLOR IMAGE
//
let vertex_array_object = self.vertex_array_objects.get(i).unwrap();
for i in 0 .. self.num_cameras {
let vao = self.vertex_array_objects.get(i).unwrap();
let vertex_array_size_bytes = self.vertex_arrays_size_bytes.get(i).unwrap();
// NB: Interesting experiment / behavior:
// The following experiment cuts down on the geometry being drawn! Not just the color!
// I wonder if this changes the length of whatever feeds gl_VertexID?
// let vertex_array_size_bytes = vertex_array_size_bytes / 5;
gl::BindVertexArray(vertex_array_object.id());
let size = vertex_array_size_bytes / size_of::<BgraPixel>() as i32;
vao.bind();
gl::DrawArrays(gl::POINTS, 0, size);
}
gl::BindVertexArray(0);
}*/
let vertex_array_object = self.vertex_array_objects.get(0).unwrap();
let vertex_array_size_bytes = self.vertex_arrays_size_bytes.get(0).unwrap();
let size = vertex_array_size_bytes / size_of::<BgraPixel>() as i32;
gl::BindVertexArray(vertex_array_object.id());
gl::DrawArrays(gl::POINTS, 0, size);
gl::BindVertexArray(0);
let vertex_array_object = self.vertex_array_objects.get(1).unwrap();
let vertex_array_size_bytes = self.vertex_arrays_size_bytes.get(1).unwrap();
let size = vertex_array_size_bytes / size_of::<BgraPixel>() as i32;
gl::BindVertexArray(vertex_array_object.id());
gl::DrawArrays(gl::POINTS, 0, size);
gl::BindVertexArray(0);
/*for obj in self.renderable_objects.iter() {
gl::BindVertexArray(obj.vao);
gl::DrawArrays(gl::POINTS, 0, size);
gl::BindVertexArray(0);
}*/
gl_get_error()
.map_err(|err| PointCloudRendererError::OpenGlError(err))
}
@@ -688,3 +464,8 @@ impl PointCloudRenderer {
self.enable_shading = enable_shading;
}
}
// TODO: This is useful to write solid colors instead of webcam color data
// std::ptr::copy::<u8>(color_src, vertex_mapped_buffer as *mut u8, color_image_size_bytes as usize);
// std::ptr::write_bytes(vertex_mapped_buffer, 255, color_image_size_bytes as usize);
@@ -3,7 +3,7 @@
#version 430
// NB: It appears that locations need to be wide enough apart, or the colors bleed across locations.
layout(location=0) in vec4 inColor0;
layout(location=0) in vec4 inColor;
//layout(location=10) in vec4 inColor1; // TODO: Get rid of this!
out vec4 vertexColor;
@@ -53,8 +53,8 @@ void main()
colorOut = vec4(
127,
inColor0.g,
inColor0.b,
inColor.g,
inColor.b,
255
);
} else {
@@ -75,8 +75,8 @@ void main()
vertexPosition = imageLoad(pointCloudTexture1, currentDepthPixelCoordinates).xyz;
colorOut = vec4(
inColor0.r,
inColor0.g,
inColor.r,
inColor.g,
127,
255
);