Files
artcraft/src/point_cloud/point_cloud_renderer.rs
T
2020-08-13 20:50:22 -04:00

781 lines
25 KiB
Rust

//! This is a port of Microsoft's libk4a `k4apointcloudrenderer.cpp`.
//! This provides the visual output.
use std::ffi::CString;
use std::fmt::Formatter;
use std::mem::size_of;
use std::os::raw::{c_char, c_void};
use std::ptr;
use std::ptr::null;
use std::str;
use std::sync::{Arc, Mutex};
use arcball::ArcballCamera;
use gl;
use gl::types::*;
use gui::mouse_camera_arcball::MouseCameraArcball;
use kinect::k4a_sys_wrapper;
use opengl::compile_shader::compile_shader;
use opengl::opengl_wrapper::Texture;
use opengl::opengl_wrapper::{Buffer, gl_get_error, OpenGlError, VertexArray};
use point_cloud::pixel_structs::BgraPixel;
use std::time::{SystemTime, UNIX_EPOCH};
pub type Result<T> = std::result::Result<T, PointCloudRendererError>;
#[derive(Clone, Debug)]
pub enum PointCloudRendererError {
OpenGlError(OpenGlError),
UnknownError,
}
impl From<OpenGlError> for PointCloudRendererError {
fn from(error: OpenGlError) -> Self {
PointCloudRendererError::OpenGlError(error)
}
}
impl std::fmt::Display for PointCloudRendererError {
fn fmt(&self, f: &mut Formatter<'_>) -> std::fmt::Result {
let description = match self {
PointCloudRendererError::OpenGlError(inner) => {
format!("Renderer OpenGL error: {}", inner)
},
PointCloudRendererError::UnknownError => "Unknown Renderer Error".into(),
};
write!(f, "{}", description)
}
}
impl std::error::Error for PointCloudRendererError {
fn source(&self) -> Option<&(dyn std::error::Error +'static)> {
// Generic error, no backtrace.
None
}
}
/// This is taken from Microsoft's MIT-licensed k4a libraries.
/// From the file `tools/k4aviewer/graphics/shaders/k4apointcloudshaders.h`
pub static POINT_CLOUD_VERTEX_SHADER : &'static str = "\
#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 = 10) in vec4 inColor1;
out vec4 vertexColor;
uniform mat4 view;
uniform mat4 projection;
layout(rgba32f, binding=0) readonly uniform image2D pointCloudTexture0;
layout(rgba32f, binding=1) readonly uniform image2D pointCloudTexture1;
uniform bool enableShading;
// bool GetPoint3d(in vec2 pointCloudSize, in ivec2 point2d, out vec3 point3d)
// {
// if (point2d.x < 0 || point2d.x >= pointCloudSize.x ||
// point2d.y < 0 || point3d.y >= pointCloudSize.y)
// {
// return false;
// }
//
// point3d = imageLoad(pointCloudTexture0, point2d).xyz;
// if (point3d.z <= 0)
// {
// return false;
// }
//
// return true;
// }
void main()
{
ivec2 pointCloudSize0 = imageSize(pointCloudTexture0);
ivec2 pointCloudSize1 = imageSize(pointCloudTexture1);
int pointCloudLength0 = pointCloudSize0.x * pointCloudSize0.y;
int pointCloudLength1 = pointCloudSize1.x * pointCloudSize1.y;
vec3 vertexPosition;
vec4 colorOut;
// We're having to multiplex on gl_VertexID, and I don't think we get double the range for two
// cameras. This effectively 'downsamples' each camera. We need to find a way to double this.
// I hate drawing like this
if (gl_VertexID % 10 == 0) {
// Camera #0
ivec2 currentDepthPixelCoordinates = ivec2(gl_VertexID % pointCloudSize0.x, gl_VertexID / pointCloudSize0.x);
vertexPosition = imageLoad(pointCloudTexture0, currentDepthPixelCoordinates).xyz;
colorOut = vec4(
100,
//inColor0.r,
inColor0.g,
inColor0.b,
255
);
} else {
// Camera #1
ivec2 currentDepthPixelCoordinates = ivec2(gl_VertexID % pointCloudSize1.x, gl_VertexID / pointCloudSize1.x);
vec3 originalPosition = imageLoad(pointCloudTexture1, currentDepthPixelCoordinates).xyz;
// Let's move the model away a bit.
vertexPosition = vec3(
originalPosition.x - 1.5,
originalPosition.y,
originalPosition.z
);
// MAJOR PROBLEM HERE!
// While we appear to have geometry data from both cameras, we do NOT have the color/texture
// data from the second camera. That's annoying.
colorOut = vec4(
inColor1.r,
inColor1.g,
//inColor1.b,
100,
255
);
}
//vec3 vertexPosition = imageLoad(pointCloudTexture0, currentDepthPixelCoordinates).xyz;
//int pointCloudVertexLength = pointCloudSize.x * pointCloudSize.y;
//if (gl_VertexID % 2 == 0) {
//} else {
//}
// Scale up while model view matrices not implemented.
//vertexPosition.x *= 2.0 + 10.0;
//vertexPosition.y *= 2.0 + 10.0;
//vertexPosition.z *= 2.0;
if (view[0][0] > 0.5) {
vertexPosition.x -= 2.0;
vertexPosition.y -= 2.0;
}
gl_Position = projection * view * vec4(vertexPosition, 1);
vertexColor = colorOut;
// Pass along the 'invalid pixel' flag as the alpha channel
//
if (vertexPosition.z == 0.0f)
{
vertexColor.a = 0.0f;
}
// NB: This is affecting the second camera. Disabling for now.
// if (enableShading)
// {
// // Compute the location of the closest neighbor pixel to compute lighting
// //
// vec3 closestNeighbor = vertexPosition;
//
// // If no neighbors have data, default to 1 meter behind point.
// //
// closestNeighbor.z += 1.0f;
//
// vec3 outPoint;
// if (GetPoint3d(pointCloudSize, currentDepthPixelCoordinates - ivec2(1, 0), outPoint))
// {
// if (closestNeighbor.z > outPoint.z)
// {
// closestNeighbor = outPoint;
// }
// }
// if (GetPoint3d(pointCloudSize, currentDepthPixelCoordinates + ivec2(1, 0), outPoint))
// {
// if (closestNeighbor.z > outPoint.z)
// {
// closestNeighbor = outPoint;
// }
// }
// if (GetPoint3d(pointCloudSize, currentDepthPixelCoordinates - ivec2(0, 1), outPoint))
// {
// if (closestNeighbor.z > outPoint.z)
// {
// closestNeighbor = outPoint;
// }
// }
// if (GetPoint3d(pointCloudSize, currentDepthPixelCoordinates + ivec2(0, 1), outPoint))
// {
// if (closestNeighbor.z > outPoint.z)
// {
// closestNeighbor = outPoint;
// }
// }
//
// vec3 lightPosition = vec3(0, 0, 0);
// float occlusion = length(vertexPosition - closestNeighbor) * 20.0f;
// float diffuse = 1.0f - clamp(occlusion, 0.0f, 0.6f);
//
// float distance = length(lightPosition - vertexPosition);
//
// // Attenuation term for light source that covers distance up to 50 meters
// // http://wiki.ogre3d.org/tiki-index.php?page=-Point+Light+Attenuation
// //
// float attenuation = 1.0 / (1.0 + 0.09 * distance + 0.032 * distance * distance);
//
// vertexColor = vec4(attenuation * diffuse * vertexColor.rgb, vertexColor.a);
// }
}
";
/// This is taken from Microsoft's MIT-licensed k4a libraries.
/// From the file `tools/k4aviewer/graphics/shaders/k4apointcloudshaders.h`
pub static POINT_CLOUD_FRAGMENT_SHADER: &'static str = "\
#version 430
in vec4 vertexColor;
out vec4 fragmentColor;
uniform bool enableShading;
void main()
{
if (vertexColor.a == 0.0f)
{
discard;
}
fragmentColor = vertexColor;
}
";
pub struct PointCloudRenderer {
num_cameras: usize,
arcball_camera: Arc<Mutex<MouseCameraArcball>>,
/// The OpenGL program
shader_program_id: GLuint,
/// The OpenGL vertex shader
vertex_shader_id: GLuint,
/// The OpenGL fragment shader
fragment_shader_id: GLuint,
// TODO: better matrix types
view: [f32; 16],
projection: [f32; 16],
view_matrix: [[f32; 4]; 4],
projection_matrix: [[f32; 4]; 4],
/// Renderer setting: size of the rendered points
point_size: u8,
/// Renderer setting: shading enabled
enable_shading: bool,
/// Point array size
vertex_arrays_size_bytes: Vec<GLsizei>,
/// Uniform location in the shader program.
view_index: GLint,
/// Uniform location in the shader program.
projection_index: GLint,
/// Uniform location in the shader program.
enable_shading_index: GLint,
/// Uniform location in the shader program.
point_cloud_texture_indices: Vec<GLint>,
vertex_array_objects: Vec<VertexArray>,
vertex_color_buffer_objects: Vec<Buffer>,
vertex_attrib_locations: Vec<GLint>,
}
const fn translation_matrix_4x4(x: f32, y: f32, z: f32) -> [f32; 16] {
return [
1.0, 0.0, 0.0, x,
0.0, 1.0, 0.0, y,
0.0, 0.0, 1.0, z,
0.0, 0.0, 0.0, 1.0,
];
}
const fn identity_matrix_4x4() -> [f32; 16] {
return [
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0,
];
}
const fn zero_matrix_4x4() -> [f32; 16] {
return [
0.0, 0.0, 0.0, 0.0,
0.0, 0.0, 0.0, 0.0,
0.0, 0.0, 0.0, 0.0,
0.0, 0.0, 0.0, 0.0,
];
}
/// This is the view matrix k4aviewer starts with
const fn initial_view_matrix_4x4() -> [f32; 16] {
return [
-1.0, 0.0, 8.74228e-08, 0.0,
0.0, 1.0, 0.0, 0.0,
-8.74228e-08, 0.0, -1.0, 0.0,
2.62268e-07, 1.0, -5.0, 1.0,
];
}
/// This is the projection matrix k4aviewer starts with
const fn initial_projection_matrix_4x4() -> [f32; 16] {
return [
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,
];
}
impl PointCloudRenderer {
pub fn new(num_cameras: usize, arcball: Arc<Mutex<MouseCameraArcball>>) -> Self {
// Context Settings
unsafe {
gl::Enable(gl::PROGRAM_POINT_SIZE);
}
let program_id = unsafe { gl::CreateProgram() };
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;
//let ATTRIB_LOCATION_2 : CString = CString::new("inColor2").expect("string is correct");
//let ATTRIB_LOCATION_2_PTR : *const c_char = ATTRIB_LOCATION_2.as_ptr() as *const c_char;
//let ATTRIB_LOCATION_3 : CString = CString::new("inColor3").expect("string is correct");
//let ATTRIB_LOCATION_3_PTR : *const c_char = ATTRIB_LOCATION_3.as_ptr() as *const c_char;
//unsafe {
// gl::BindAttribLocation(program_id, 1, ATTRIB_LOCATION_1_PTR);
// gl::BindAttribLocation(program_id, 2, ATTRIB_LOCATION_2_PTR);
// gl::BindAttribLocation(program_id, 3, ATTRIB_LOCATION_3_PTR);
//}
link_program(program_id, vertex_shader_id, fragment_shader_id);
/// Uniform variable name in OpenGL shader program
let VIEW : CString = CString::new("view").expect("string is correct");
let VIEW_PTR : *const c_char = VIEW.as_ptr() as *const c_char;
/// Uniform variable name in OpenGL shader program
let PROJECTION : CString = CString::new("projection").expect("string is correct");
let PROJECTION_PTR : *const c_char = PROJECTION.as_ptr() as *const c_char;
/// Uniform variable name in OpenGL shader program
let ENABLE_SHADING : CString = CString::new("enableShading").expect("string is correct");
let ENABLE_SHADING_PTR : *const c_char = ENABLE_SHADING.as_ptr() as *const c_char;
/// Uniform variable name in OpenGL shader program
let POINT_CLOUD_0 : CString = CString::new("pointCloudTexture0").expect("string is correct");
let POINT_CLOUD_0_PTR : *const c_char = POINT_CLOUD_0.as_ptr() as *const c_char;
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 mut point_cloud_texture_indices = Vec::with_capacity(num_cameras);
let mut view_index = 0;
let mut projection_index = 0;
let mut enable_shading_index = 0;
unsafe {
// This function returns -1 if name does not correspond to an active uniform variable in
// program, if name starts with the reserved prefix "gl_", or if name is associated with an
// atomic counter or a named uniform block.
// FIXME: THe 'view' and 'projection' uniforms are not binding for some reason.
view_index = gl::GetUniformLocation(program_id, VIEW_PTR);
projection_index = gl::GetUniformLocation(program_id, PROJECTION_PTR);
enable_shading_index = gl::GetUniformLocation(program_id, ENABLE_SHADING_PTR);
// TODO: This is hardcoded to 2
point_cloud_texture_indices.push(gl::GetUniformLocation(program_id, POINT_CLOUD_0_PTR));
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);
for _ in 0 .. num_cameras {
vertex_array_objects.push(VertexArray::new_initialized());
vertex_color_buffer_objects.push(Buffer::new_initialized());
vertex_arrays_size_bytes.push(0);
}
let mut vertex_attrib_locations = Vec::with_capacity(num_cameras);
unsafe {
let location_0 = gl::GetAttribLocation(program_id, ATTRIB_LOCATION_0_PTR);
let location_1 = gl::GetAttribLocation(program_id, ATTRIB_LOCATION_1_PTR);
println!("Location0: {}", location_0);
println!("Location1: {}", location_1);
vertex_attrib_locations.push(location_0);
vertex_attrib_locations.push(location_1);
}
let initial_view = [
[-1.0, 0.0, 8.74228e-08, 0.0],
[0.0, 1.0, 0.0, 0.0],
[-8.74228e-08, 0.0, -1.0, 0.0],
[2.62268e-07, 1.0, -5.0, 1.0],
];
let initial_projection = [
[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],
];
Self {
num_cameras,
arcball_camera: arcball,
view: initial_view_matrix_4x4(),
projection: initial_projection_matrix_4x4(),
view_matrix: initial_view,
projection_matrix: initial_projection,
shader_program_id: program_id,
vertex_shader_id,
fragment_shader_id,
point_size: 1,
enable_shading: false,
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,
}
}
///
/// Update the view matrices
///
pub fn update_view_projection(&mut self, view: [[f32; 4]; 4], projection: [[f32; 4]; 4]) {
self.view_matrix = view;
//self.projection_matrix = projection;
let initial_projection = [
[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],
];
// 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]]
// 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]]
self.projection_matrix = initial_projection;
}
///
///
///
pub fn update_point_clouds(&mut self, color_images: &Vec<k4a_sys_wrapper::Image>,
point_cloud_textures: &Vec<Texture>) -> Result<()>
{
let time = SystemTime::now();
let time_since_epoch = time.duration_since(UNIX_EPOCH).unwrap();
let seconds = time_since_epoch.as_secs();
let swap = if seconds % 10 > 4 {
false
} else {
true
};
unsafe {
gl::UseProgram(self.shader_program_id);
}
for (j, color_image) in color_images.iter().enumerate() {
// NB: This experiment demonstrates that only one set of texture (colors) seem to be updated.
// let i = if seconds % 10 > 4 {
// j // primary camera first
// } else {
// 1 - j // secondary camera first
// };
// EXPERIMENTAL RESULTS TABLE.
// The first camera index is the one that gets the color
//let i = j; // geometry1, cameratexture1, (below is i=j)
//let i = 1 - j; //geometry2, cameratexture2 (below is i=j)
//let i = j; // geometry2, cameratexture1, (below is i=1-j)
//let i = 1 - j; //geometry1, cameratexture2 (below is i=1-j)
let i = j;
//let i = if swap { j } else { 1 - j }; // swaps which image data is used
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 mut vertex_array_size_bytes = self.vertex_arrays_size_bytes.get_mut(i).unwrap();
unsafe {
gl::BindVertexArray(vertex_array_object.id());
// Vertex Colors
gl::BindBuffer(gl::ARRAY_BUFFER, vertex_color_buffer_object.id());
}
let color_image_size_bytes = color_image.get_size() as i32;
if *vertex_array_size_bytes != color_image_size_bytes {
println!("Establishing buffer");
*vertex_array_size_bytes = color_image_size_bytes;
unsafe {
gl::BufferData(
gl::ARRAY_BUFFER,
*vertex_array_size_bytes as isize,
null(),
gl::STREAM_DRAW
);
}
}
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
};
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 color_src = color_image.get_buffer();
let typed_color_src = color_src as *const u8;
//let mut typed_color_src = color_src as *const BgraPixel;
//let length = color_image.get_width_pixels() * color_image.get_height_pixels();
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>(typed_color_src,
vertex_mapped_buffer,
color_image_size_bytes as usize);
}
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));
}
// 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 = j;
//let i = if !swap { j } else { 1 - j }; // (in isolation) PUTS THE IMAGES ON BOTH POINTCLOUD GEOS!?
let vertex_attrib_location = self.vertex_attrib_locations.get(i).unwrap();
unsafe {
// NB: Controling these indices change where the color bytes are uploaded
gl::EnableVertexAttribArray(*vertex_attrib_location as u32);
//let location = i;
gl::VertexAttribPointer(
*vertex_attrib_location as u32,
//location as u32, // TODO: Does this matter?
gl::BGRA as i32,
gl::UNSIGNED_BYTE,
gl::TRUE,
//get_stride::<f32>(0),
//get_pointer_offset::<f32>(0),
0 as i32,
0 as *const c_void,
);
}
}
unsafe {
//gl::BindVertexArray(0);
}
unsafe {
//gl::UseProgram(self.shader_program_id);
// 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.
for (j, point_cloud_texture) in point_cloud_textures.iter().enumerate() {
// 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
let i = j;
// // 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);
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)
point_cloud_texture.id(), // texture
0, // level
gl::FALSE, // layered
0, // layer
gl::READ_ONLY, // access
gl::RGBA32F, //POINT_CLOUD_TEXTURE_FORMAT,
);
}
}
unsafe {
gl::BindVertexArray(0);
}
gl_get_error()
.map_err(|err| PointCloudRendererError::OpenGlError(err))
}
///
///
///
pub fn render(&self) -> Result<()> {
unsafe {
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
//gl::UniformMatrix4fv(self.view_index, 1, gl::FALSE, self.view.as_ptr());
//gl::UniformMatrix4fv(self.projection_index, 1, gl::FALSE, self.projection.as_ptr());
let typed_projection = self.projection_matrix.as_ptr() as *const GLfloat;
gl::UniformMatrix4fv(self.projection_index, 1, gl::FALSE, typed_projection);
let typed_view = self.view_matrix.as_ptr() as *const GLfloat;
gl::UniformMatrix4fv(self.view_index, 1, gl::FALSE, typed_view);
//gl::UniformMatrix4fv(self.projection_index, 1, gl::FALSE, typed_view);
// Update render settings in shader
let _enable_shading = if self.enable_shading { 1 } else { 0 };
let enable_shading = 0; // TODO FIXME FIXME FIXME
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();
// Render point cloud
for j in 0 .. self.num_cameras {
// NB: Changing the order here impacts which camera gets shaded. For some reason only one
// camera is actually getting real texture data.
// let i = if seconds % 5 > 2 {
// j // primary camera first
// } else {
// 1 - j // secondary camera first
// };
let i = j;
let vertex_array_object = 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;
gl::DrawArrays(gl::POINTS, 0, size);
gl::BindVertexArray(0);
}
gl_get_error()
.map_err(|err| PointCloudRendererError::OpenGlError(err))
}
}
pub fn set_point_size(&mut self, point_size: u8) {
self.point_size = point_size;
}
pub fn set_enable_shading(&mut self, enable_shading: bool) {
self.enable_shading = enable_shading;
}
}
// TODO: Reuse.
fn link_program(program: GLuint, vertex_shader: GLuint, fragment_shader: GLuint) -> GLuint {
unsafe {
gl::AttachShader(program, vertex_shader);
gl::AttachShader(program, fragment_shader);
gl::LinkProgram(program);
// Get the link status
let mut status = gl::FALSE as GLint;
gl::GetProgramiv(program, gl::LINK_STATUS, &mut status);
// Fail on error
if status != (gl::TRUE as GLint) {
let mut len: GLint = 0;
gl::GetProgramiv(program, gl::INFO_LOG_LENGTH, &mut len);
let mut buf = Vec::with_capacity(len as usize);
buf.set_len((len as usize) - 1); // subtract 1 to skip the trailing null character
gl::GetProgramInfoLog(
program,
len,
ptr::null_mut(),
buf.as_mut_ptr() as *mut GLchar,
);
panic!(
"{}",
str::from_utf8(&buf)
.ok()
.expect("ProgramInfoLog not valid utf8")
);
}
program
}
}