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540 lines
18 KiB
Rust
540 lines
18 KiB
Rust
//! This is a port of Microsoft's libk4a `k4apointcloudrenderer.cpp`.
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//! This provides the visual output.
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use std::ffi::CString;
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use std::fmt::Formatter;
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use std::mem::size_of;
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use std::os::raw::{c_char, c_void};
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use std::path::Path;
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use std::ptr::null;
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use std::ptr;
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use std::str;
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use std::sync::{Arc, Mutex};
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use anyhow::Result as AnyhowResult;
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use arcball::ArcballCamera;
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use gl::types::*;
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use gl;
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use gui::mouse_camera_arcball::MouseCameraArcball;
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use opengl::compile_shader::compile_shader;
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use opengl::opengl_wrapper::Texture;
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use opengl::opengl_wrapper::{Buffer, gl_get_error, OpenGlError, VertexArray};
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use point_cloud::pixel_structs::BgraPixel;
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use std::time::{SystemTime, UNIX_EPOCH};
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use std::fs::{File, OpenOptions};
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use std::io::{Read, Write};
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use opengl::link_program::link_shader_program;
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use point_cloud::debug::image_proxy::ImageProxy;
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use files::read_file_string_contents::read_file_string_contents;
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use files::write_to_file_from_byte_ptr::write_to_file_from_byte_ptr;
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pub type Result<T> = std::result::Result<T, PointCloudRendererError>;
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#[derive(Clone, Debug)]
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pub enum PointCloudRendererError {
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OpenGlError(OpenGlError),
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UnknownError,
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}
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impl From<OpenGlError> for PointCloudRendererError {
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fn from(error: OpenGlError) -> Self {
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PointCloudRendererError::OpenGlError(error)
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}
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}
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impl std::fmt::Display for PointCloudRendererError {
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fn fmt(&self, f: &mut Formatter<'_>) -> std::fmt::Result {
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let description = match self {
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PointCloudRendererError::OpenGlError(inner) => {
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format!("Renderer OpenGL error: {}", inner)
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},
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PointCloudRendererError::UnknownError => "Unknown Renderer Error".into(),
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};
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write!(f, "{}", description)
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}
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}
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impl std::error::Error for PointCloudRendererError {
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fn source(&self) -> Option<&(dyn std::error::Error +'static)> {
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// Generic error, no backtrace.
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None
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}
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}
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pub struct PointCloudRenderer {
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num_cameras: usize,
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arcball_camera: Arc<Mutex<MouseCameraArcball>>,
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/// The OpenGL program
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shader_program_id: GLuint,
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/// The OpenGL vertex shader
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vertex_shader_id: GLuint,
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/// The OpenGL fragment shader
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fragment_shader_id: GLuint,
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// TODO: better matrix types
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view: [f32; 16],
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projection: [f32; 16],
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view_matrix: [[f32; 4]; 4],
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projection_matrix: [[f32; 4]; 4],
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/// Renderer setting: size of the rendered points
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point_size: u8,
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/// Renderer setting: shading enabled
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enable_shading: bool,
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/// Point array size
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vertex_arrays_size_bytes: Vec<GLsizei>,
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/// Uniform location in the shader program.
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view_index: GLint,
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/// Uniform location in the shader program.
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projection_index: GLint,
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/// Uniform location in the shader program.
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enable_shading_index: GLint,
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/// Uniform location in the shader program.
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point_cloud_texture_indices: Vec<GLint>,
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vertex_array_objects: Vec<VertexArray>,
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vertex_color_buffer_objects: Vec<Buffer>,
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vertex_attrib_locations: Vec<GLint>,
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}
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const fn translation_matrix_4x4(x: f32, y: f32, z: f32) -> [f32; 16] {
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return [
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1.0, 0.0, 0.0, x,
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0.0, 1.0, 0.0, y,
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0.0, 0.0, 1.0, z,
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0.0, 0.0, 0.0, 1.0,
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];
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}
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const fn identity_matrix_4x4() -> [f32; 16] {
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return [
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0,
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];
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}
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const fn zero_matrix_4x4() -> [f32; 16] {
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return [
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0.0, 0.0, 0.0, 0.0,
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0.0, 0.0, 0.0, 0.0,
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0.0, 0.0, 0.0, 0.0,
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0.0, 0.0, 0.0, 0.0,
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];
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}
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/// This is the view matrix k4aviewer starts with
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const fn initial_view_matrix_4x4() -> [f32; 16] {
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return [
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-1.0, 0.0, 8.74228e-08, 0.0,
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0.0, 1.0, 0.0, 0.0,
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-8.74228e-08, 0.0, -1.0, 0.0,
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2.62268e-07, 1.0, -5.0, 1.0,
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];
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}
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/// This is the projection matrix k4aviewer starts with
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const fn initial_projection_matrix_4x4() -> [f32; 16] {
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return [
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1.41272, 0.0, 0.0, 0.0,
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0.0, 1.56969, 0.0, 0.0,
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0.0, 0.0, -1.002, -1.0,
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0.0, 0.0, -0.2002, 0.0,
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];
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}
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impl PointCloudRenderer {
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pub fn new(num_cameras: usize, arcball: Arc<Mutex<MouseCameraArcball>>) -> Self {
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// Context Settings
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unsafe {
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gl::Enable(gl::PROGRAM_POINT_SIZE);
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}
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let program_id = unsafe { gl::CreateProgram() };
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let mut point_cloud_vertex_shader = read_file_string_contents("src/point_cloud/shaders/point_cloud_vertex_shader.glsl").unwrap();
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let mut point_cloud_fragment_shader = read_file_string_contents("src/point_cloud/shaders/point_cloud_fragment_shader.glsl").unwrap();
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let vertex_shader_id = compile_shader(&point_cloud_vertex_shader, gl::VERTEX_SHADER);
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let fragment_shader_id = compile_shader(&point_cloud_fragment_shader, gl::FRAGMENT_SHADER);
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let ATTRIB_LOCATION_0 : CString = CString::new("inColor0").expect("string is correct");
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let ATTRIB_LOCATION_0_PTR : *const c_char = ATTRIB_LOCATION_0.as_ptr() as *const c_char;
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let ATTRIB_LOCATION_1 : CString = CString::new("inColor1").expect("string is correct");
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let ATTRIB_LOCATION_1_PTR : *const c_char = ATTRIB_LOCATION_1.as_ptr() as *const c_char;
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unsafe {
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// NB: These calls aren't necessary.
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//gl::BindAttribLocation(program_id, 1, ATTRIB_LOCATION_0_PTR);
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//gl::BindAttribLocation(program_id, 2, ATTRIB_LOCATION_1_PTR);
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}
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link_shader_program(program_id, vertex_shader_id, fragment_shader_id);
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/// Uniform variable name in OpenGL shader program
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let VIEW : CString = CString::new("view").expect("string is correct");
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let VIEW_PTR : *const c_char = VIEW.as_ptr() as *const c_char;
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/// Uniform variable name in OpenGL shader program
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let PROJECTION : CString = CString::new("projection").expect("string is correct");
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let PROJECTION_PTR : *const c_char = PROJECTION.as_ptr() as *const c_char;
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/// Uniform variable name in OpenGL shader program
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let ENABLE_SHADING : CString = CString::new("enableShading").expect("string is correct");
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let ENABLE_SHADING_PTR : *const c_char = ENABLE_SHADING.as_ptr() as *const c_char;
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/// Uniform variable name in OpenGL shader program
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let POINT_CLOUD_0 : CString = CString::new("pointCloudTexture0").expect("string is correct");
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let POINT_CLOUD_0_PTR : *const c_char = POINT_CLOUD_0.as_ptr() as *const c_char;
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let POINT_CLOUD_1 : CString = CString::new("pointCloudTexture1").expect("string is correct");
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let POINT_CLOUD_1_PTR : *const c_char = POINT_CLOUD_1.as_ptr() as *const c_char;
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let mut point_cloud_texture_indices = Vec::with_capacity(num_cameras);
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let mut view_index = 0;
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let mut projection_index = 0;
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let mut enable_shading_index = 0;
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unsafe {
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// This function returns -1 if name does not correspond to an active uniform variable in
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// program, if name starts with the reserved prefix "gl_", or if name is associated with an
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// atomic counter or a named uniform block.
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// FIXME: THe 'view' and 'projection' uniforms are not binding for some reason.
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view_index = gl::GetUniformLocation(program_id, VIEW_PTR);
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projection_index = gl::GetUniformLocation(program_id, PROJECTION_PTR);
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enable_shading_index = gl::GetUniformLocation(program_id, ENABLE_SHADING_PTR);
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// TODO: This is hardcoded to 2
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point_cloud_texture_indices.push(gl::GetUniformLocation(program_id, POINT_CLOUD_0_PTR));
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point_cloud_texture_indices.push(gl::GetUniformLocation(program_id, POINT_CLOUD_1_PTR));
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}
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// TODO: If this works, these could use grouping in a single struct.
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let mut vertex_array_objects = Vec::with_capacity(num_cameras);
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let mut vertex_color_buffer_objects = Vec::with_capacity(num_cameras);
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let mut vertex_arrays_size_bytes = Vec::with_capacity(num_cameras);
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for _ in 0 .. num_cameras {
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vertex_array_objects.push(VertexArray::new_initialized());
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vertex_color_buffer_objects.push(Buffer::new_initialized());
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vertex_arrays_size_bytes.push(0);
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}
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let mut vertex_attrib_locations = Vec::with_capacity(num_cameras);
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unsafe {
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let location_0 = gl::GetAttribLocation(program_id, ATTRIB_LOCATION_0_PTR);
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let location_1 = gl::GetAttribLocation(program_id, ATTRIB_LOCATION_1_PTR);
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println!("Location0: {}", location_0);
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println!("Location1: {}", location_1);
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vertex_attrib_locations.push(location_0);
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vertex_attrib_locations.push(location_1);
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}
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let initial_view = [
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[-1.0, 0.0, 8.74228e-08, 0.0],
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[0.0, 1.0, 0.0, 0.0],
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[-8.74228e-08, 0.0, -1.0, 0.0],
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[2.62268e-07, 1.0, -5.0, 1.0],
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];
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let initial_projection = [
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[1.41272, 0.0, 0.0, 0.0],
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[0.0, 1.56969, 0.0, 0.0],
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[0.0, 0.0, -1.002, -1.0],
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[0.0, 0.0, -0.2002, 0.0],
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];
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Self {
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num_cameras,
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arcball_camera: arcball,
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view: initial_view_matrix_4x4(),
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projection: initial_projection_matrix_4x4(),
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view_matrix: initial_view,
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projection_matrix: initial_projection,
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shader_program_id: program_id,
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vertex_shader_id,
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fragment_shader_id,
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point_size: 1,
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enable_shading: false,
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vertex_arrays_size_bytes,
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view_index,
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projection_index,
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enable_shading_index,
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point_cloud_texture_indices,
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vertex_array_objects,
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vertex_color_buffer_objects,
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vertex_attrib_locations,
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}
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}
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///
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/// Update the view matrices
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///
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pub fn update_view_projection(&mut self, view: [[f32; 4]; 4], _projection: [[f32; 4]; 4]) {
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self.view_matrix = view;
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//self.projection_matrix = projection;
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let initial_projection = [
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[1.41272, 0.0, 0.0, 0.0],
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[0.0, 1.56969, 0.0, 0.0],
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[0.0, 0.0, -1.002, -1.0],
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[0.0, 0.0, -0.2002, 0.0],
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];
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// Initial: [[1.41272, 0.0, 0.0, 0.0], [0.0, 1.56969, 0.0, 0.0], [0.0, 0.0, -1.002, -1.0], [0.0, 0.0, -0.2002, 0.0]]
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// Updated: [[0.88294804, 0.0, 0.0, 0.0], [0.0, 1.5696855, 0.0, 0.0], [0.0, 0.0, -1.002002, -0.2002002], [0.0, 0.0, -1.0, 0.0]]
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self.projection_matrix = initial_projection;
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}
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///
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///
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///
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pub fn update_point_clouds(&mut self,
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color_images: &Vec<ImageProxy>,
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point_cloud_textures: &Vec<Texture>
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) -> Result<()> {
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let time = SystemTime::now();
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let time_since_epoch = time.duration_since(UNIX_EPOCH).unwrap();
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let seconds = time_since_epoch.as_secs();
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let (lower_range, upper_range)= if seconds % 10 > 4 {
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(0, 1)
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} else {
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(1, 2)
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};
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//let (lower_range, upper_range) = (0, 2);
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//for i in 0 .. self.num_cameras {
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for i in lower_range .. upper_range {
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let vertex_array_object = self.vertex_array_objects.get(i).unwrap();
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let vertex_color_buffer_object = self.vertex_color_buffer_objects.get(i).unwrap();
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let mut vertex_array_size_bytes = self.vertex_arrays_size_bytes.get_mut(i).unwrap();
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unsafe {
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gl::BindVertexArray(vertex_array_object.id());
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// Vertex Colors
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gl::BindBuffer(gl::ARRAY_BUFFER, vertex_color_buffer_object.id());
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}
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let color_image_bytes = color_images.get(i).unwrap();
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let color_image_size_bytes = color_image_bytes.len() as i32;
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if *vertex_array_size_bytes != color_image_size_bytes {
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println!("Establishing buffer");
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*vertex_array_size_bytes = color_image_size_bytes;
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unsafe {
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gl::BufferData(
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gl::ARRAY_BUFFER,
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*vertex_array_size_bytes as isize,
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null(),
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gl::STREAM_DRAW
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);
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}
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}
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let vertex_mapped_buffer = unsafe {
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gl::MapBufferRange(
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gl::ARRAY_BUFFER,
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0,
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color_image_size_bytes as isize,
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gl::MAP_WRITE_BIT | gl::MAP_INVALIDATE_BUFFER_BIT
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) as *mut u8
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};
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if vertex_mapped_buffer as usize == 0 {
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let error = gl_get_error().expect_err("should be map buffer range error");
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return Err(PointCloudRendererError::OpenGlError(error));
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}
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let result = unsafe {
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/*if i == 9 {
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// TODO TESTING - writing pure white changes the color of the final output "line" to white:
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std::ptr::copy::<u8>(color_src, vertex_mapped_buffer as *mut u8, color_image_size_bytes as usize);
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std::ptr::write_bytes(vertex_mapped_buffer, 255, color_image_size_bytes as usize);
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} else {
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}*/
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// NB: This is the working texturing:
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std::ptr::copy_nonoverlapping::<u8>(
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color_image_bytes.as_ptr(),
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vertex_mapped_buffer,
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color_image_size_bytes as usize);
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gl::UnmapBuffer(gl::ARRAY_BUFFER)
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};
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if result == gl::FALSE {
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let error = gl_get_error().expect_err("should be unmap buffer error");
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return Err(PointCloudRendererError::OpenGlError(error));
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}
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let point_cloud_texture = point_cloud_textures.get(i).unwrap();
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// NB: This controls which geometry gets the texture/color data. If we hardcode it to
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// a single index, only one of the camera geometries gets shaded.
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//let i = j; // (SEE TABLE ABOVE)
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//let i = 1 - j; // (SEE TABLE ABOVE)
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//let i = if !swap { j } else { 1 - j }; // (in isolation) PUTS THE IMAGES ON BOTH POINTCLOUD GEOS!?
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unsafe {
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let vertex_attrib_location = self.vertex_attrib_locations.get(i).unwrap();
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// NB: Controling these indices change where the color bytes are uploaded
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gl::EnableVertexAttribArray(*vertex_attrib_location as u32);
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//let location = i;
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gl::VertexAttribPointer(
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*vertex_attrib_location as u32,
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gl::BGRA as i32,
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gl::UNSIGNED_BYTE,
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gl::TRUE,
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0 as i32,
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0 as *const c_void,
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);
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// NB: I believe these point cloud textures are the geometry itself. Not the color data.
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// I think the code here is *fine* because the point cloud structures are in-tact.
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// NB: This changes the point cloud geometry index.
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// Flipping them changes where in the scene the geometry winds up, since the 1st-indexed
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// geometry is given an offset.
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//if i == 1 { continue }
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//let i = 1 - j;
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//let i = if swap { j } else { 1 - j }; // swaps physical location of the geometry
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// // NB: it's okay to copy an i32, but this sucks
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// let point_cloud_texture_index = self.point_cloud_texture_indices.get(i).unwrap().clone();
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// gl::Uniform1i(point_cloud_texture_index, i as i32);
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// Bind our point cloud texture (which was written by the compute shader)
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//gl::ActiveTexture(gl::TEXTURE0 + i as GLuint + 2);
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//gl::ActiveTexture(gl::TEXTURE0);
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//
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// THIS IS THE POINT CLOUD
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//
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gl::BindTexture(gl::TEXTURE_2D, point_cloud_texture.id());
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gl::BindImageTexture(
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// https://www.khronos.org/opengl/wiki/Sampler_(GLSL) ?
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i as GLuint, // image unit (zero-indexed) // TODO - why? why does it work this way?
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point_cloud_texture.id(), // texture
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0, // level
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gl::FALSE, // layered
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0, // layer
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gl::READ_ONLY, // access
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gl::RGBA32F, //POINT_CLOUD_TEXTURE_FORMAT,
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);
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}
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}
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unsafe {
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gl::BindVertexArray(0);
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}
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gl_get_error()
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.map_err(|err| PointCloudRendererError::OpenGlError(err))
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}
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///
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///
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///
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pub fn render(&self) -> Result<()> {
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unsafe {
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gl::Enable(gl::DEPTH_TEST);
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gl::Enable(gl::BLEND);
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gl::BlendFunc(gl::SRC_ALPHA, gl::ONE_MINUS_SRC_ALPHA);
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gl::PointSize(self.point_size as f32);
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gl::UseProgram(self.shader_program_id);
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// Update view/projection matrices in shader
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let typed_projection = self.projection_matrix.as_ptr() as *const GLfloat;
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gl::UniformMatrix4fv(self.projection_index, 1, gl::FALSE, typed_projection);
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let typed_view = self.view_matrix.as_ptr() as *const GLfloat;
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gl::UniformMatrix4fv(self.view_index, 1, gl::FALSE, typed_view);
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// Update render settings in shader
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let _enable_shading = if self.enable_shading { 1 } else { 0 };
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let enable_shading = 0; // TODO FIXME FIXME FIXME
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gl::Uniform1i(self.enable_shading_index, enable_shading);
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let time = SystemTime::now();
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let time_since_epoch = time.duration_since(UNIX_EPOCH).unwrap();
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let seconds = time_since_epoch.as_secs();
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let (lower_range, upper_range)= if seconds % 10 > 4 {
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(0, 1)
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} else {
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(1, 2)
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};
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//let (lower_range, upper_range) = (0, 2);
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// Render point cloud
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//for i in 0 .. self.num_cameras {
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for i in lower_range .. upper_range {
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// NB: Changing the order here impacts which camera gets shaded. For some reason only one
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// camera is actually getting real texture data.
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// let i = if seconds % 5 > 2 {
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// j // primary camera first
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// } else {
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// 1 - j // secondary camera first
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// };
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//
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// THIS IS THE COLOR IMAGE
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//
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let vertex_array_object = self.vertex_array_objects.get(i).unwrap();
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let vertex_array_size_bytes = self.vertex_arrays_size_bytes.get(i).unwrap();
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// NB: Interesting experiment / behavior:
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// The following experiment cuts down on the geometry being drawn! Not just the color!
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// I wonder if this changes the length of whatever feeds gl_VertexID?
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// let vertex_array_size_bytes = vertex_array_size_bytes / 5;
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gl::BindVertexArray(vertex_array_object.id());
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let size = vertex_array_size_bytes / size_of::<BgraPixel>() as i32;
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gl::DrawArrays(gl::POINTS, 0, size);
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gl::BindVertexArray(0);
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}
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gl_get_error()
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.map_err(|err| PointCloudRendererError::OpenGlError(err))
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}
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}
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pub fn set_point_size(&mut self, point_size: u8) {
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self.point_size = point_size;
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}
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pub fn set_enable_shading(&mut self, enable_shading: bool) {
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self.enable_shading = enable_shading;
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}
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}
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