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geometryengine.cpp
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314 lines (257 loc) · 11.7 KB
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#include "geometryengine.h"
#include "fscontroller.h"
using namespace std;
struct VertexData
{
QVector3D position;
QVector3D color;
};
GeometryEngine::GeometryEngine() : vboIds(new GLuint[6])
{
numberOfIndices = 0;
}
GeometryEngine::~GeometryEngine()
{
glDeleteBuffers(6, vboIds);
delete[] vboIds;
}
void GeometryEngine::init()
{
initializeGLFunctions();
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
// Generate 6 VBOs
glGenBuffers(6, vboIds);
// Initializes cube geometry and transfers it to VBOs
initSurfaceMesh();
initPointCloud();
initGroundPlane();
}
void GeometryEngine::initPointCloud()
{
VertexData vertices[] = {
{QVector3D(-1.0, -1.0, 1.0), QVector3D(0.0, 0.0, 0.0)}, // v0
{QVector3D( 1.0, -1.0, 1.0), QVector3D(0.33, 0.0, 0.0)}, // v1
{QVector3D(-1.0, 1.0, 1.0), QVector3D(0.0, 0.5, 0.0)}, // v2
{QVector3D( 1.0, 1.0, 1.0), QVector3D(0.33, 0.5, 0.0)}, // v3
};
GLushort indices[] = {0,1,2,3};
// Transfer vertex data to VBO 0
glBindBuffer(GL_ARRAY_BUFFER, vboIds[0]);
glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(VertexData), vertices, GL_STATIC_DRAW);
// Transfer index data to VBO 1
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIds[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 4 * sizeof(GLushort), indices, GL_STATIC_DRAW);
}
void GeometryEngine::setPointCloudTo(pcl::PointCloud<pcl::PointXYZRGB>::Ptr pointcloud)
{
int xx =pointcloud->points.size();
VertexData *vertices;
vertices =new VertexData[xx];
GLuint *indices;
indices=new GLuint[xx];
for (size_t i = 0; i < pointcloud->points.size(); ++i){
VertexData vd;
vd.position = QVector3D(
pointcloud->points[i].x,
pointcloud->points[i].y,
pointcloud->points[i].z);
uint32_t rgb = pointcloud->points[i].rgb;
vd.color = QVector3D(
(rgb>>16)&0x0000ff,
(rgb>>8)&0x0000ff,
(rgb>>0)&0x0000ff);
vertices[i] = vd;
indices[i] = i;
}
// Transfer vertex data to VBO 0
glBindBuffer(GL_ARRAY_BUFFER, vboIds[0]);
glBufferData(GL_ARRAY_BUFFER, pointcloud->points.size() * sizeof(VertexData), vertices, GL_STATIC_DRAW);
// Transfer index data to VBO 1
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIds[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, pointcloud->points.size() * sizeof(GLuint), indices, GL_STATIC_DRAW);
}
void GeometryEngine::drawPointCloud(QGLShaderProgram *program)
{
//glPointSize(1.0f);
// Tell OpenGL which VBOs to use
glBindBuffer(GL_ARRAY_BUFFER, vboIds[0]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIds[1]);
// Offset for position
int offset = 0;
// Tell OpenGL programmable pipeline how to locate vertex position data
int vertexLocation = program->attributeLocation("a_position");
program->enableAttributeArray(vertexLocation);
glVertexAttribPointer(vertexLocation, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (const void *)offset);
// Offset for texture coordinate
offset += sizeof(QVector3D);
// Tell OpenGL programmable pipeline how to locate vertex texture coordinate data
int vertexColor = program->attributeLocation("a_col");
program->enableAttributeArray(vertexColor);
glVertexAttribPointer(vertexColor, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (const void *)offset);
// Draw cube geometry using indices from VBO 3
unsigned int numberOfPoints = FSController::getInstance()->model->pointCloud->size();
glDrawElements(GL_POINTS, numberOfPoints, GL_UNSIGNED_INT, 0);
}
void GeometryEngine::initSurfaceMesh()
{
// For cube we would need only 8 vertices but we have to
// duplicate vertex for each face because texture coordinate
// is different.
VertexData vertices[] = {
// Vertex data for face 0
{QVector3D(-1.0, -1.0, 1.0), QVector3D(0.0, 0.0,0)}, // v0
{QVector3D( 1.0, -1.0, 1.0), QVector3D(0.33, 0.0,0)}, // v1
{QVector3D(-1.0, 1.0, 1.0), QVector3D(0.0, 0.5,0)}, // v2
{QVector3D( 1.0, 1.0, 1.0), QVector3D(0.33, 0.5,0)}, // v3
// Vertex data for face 1
{QVector3D( 1.0, -1.0, 1.0), QVector3D( 0.0, 0.5,0)}, // v4
{QVector3D( 1.0, -1.0, -1.0), QVector3D(0.33, 0.5,0)}, // v5
{QVector3D( 1.0, 1.0, 1.0), QVector3D(0.0, 1.0,0)}, // v6
{QVector3D( 1.0, 1.0, -1.0), QVector3D(0.33, 1.0,0)}, // v7
// Vertex data for face 2
{QVector3D( 1.0, -1.0, -1.0), QVector3D(0.66, 0.5,0)}, // v8
{QVector3D(-1.0, -1.0, -1.0), QVector3D(1.0, 0.5,0)}, // v9
{QVector3D( 1.0, 1.0, -1.0), QVector3D(0.66, 1.0,0)}, // v10
{QVector3D(-1.0, 1.0, -1.0), QVector3D(1.0, 1.0,0)}, // v11
// Vertex data for face 3
{QVector3D(-1.0, -1.0, -1.0), QVector3D(0.66, 0.0,0)}, // v12
{QVector3D(-1.0, -1.0, 1.0), QVector3D(1.0, 0.0,0)}, // v13
{QVector3D(-1.0, 1.0, -1.0), QVector3D(0.66, 0.5,0)}, // v14
{QVector3D(-1.0, 1.0, 1.0), QVector3D(1.0, 0.5,0)}, // v15
// Vertex data for face 4
{QVector3D(-1.0, -1.0, -1.0), QVector3D(0.33, 0.0,0)}, // v16
{QVector3D( 1.0, -1.0, -1.0), QVector3D(0.66, 0.0,0)}, // v17
{QVector3D(-1.0, -1.0, 1.0), QVector3D(0.33, 0.5,0)}, // v18
{QVector3D( 1.0, -1.0, 1.0), QVector3D(0.66, 0.5,0)}, // v19
// Vertex data for face 5
{QVector3D(-1.0, 1.0, 1.0), QVector3D(0.33, 0.5,0)}, // v20
{QVector3D( 1.0, 1.0, 1.0), QVector3D(0.66, 0.5,0)}, // v21
{QVector3D(-1.0, 1.0, -1.0), QVector3D(0.33, 1.0,0)}, // v22
{QVector3D( 1.0, 1.0, -1.0), QVector3D(0.66, 1.0,0)} // v23
};
// Indices for drawing cube faces using triangle strips.
// Triangle strips can be connected by duplicating indices
// between the strips. If connecting strips have opposite 0 1
// vertex order then last index of the first strip and first 3 2
// index of the second strip needs to be duplicated. If
// connecting strips have same vertex order then only last
// index of the first strip needs to be duplicated.
GLushort indices[] = {
0, 1, 2, 3, 0, 2, // Face 0 - triangle strip ( v0, v1, v2, v3)
6, 4, 5, 6, 7, 4, // Face 1 - triangle strip ( v4, v5, v6, v7)
10, 8, 9, 10, 11, 8, // Face 2 - triangle strip ( v8, v9, v10, v11)
12, 12, 13, 14, 15, 15, // Face 3 - triangle strip (v12, v13, v14, v15)
16, 16, 17, 18, 19, 19, // Face 4 - triangle strip (v16, v17, v18, v19)
20, 20, 21, 22, 23, 20, // Face 5 - triangle strip (v20, v21, v22, v23)
};
//! [1]
// Transfer vertex data to VBO 0
glBindBuffer(GL_ARRAY_BUFFER, vboIds[2]);
glBufferData(GL_ARRAY_BUFFER, 24 * sizeof(VertexData), vertices, GL_DYNAMIC_DRAW);
// Transfer index data to VBO 1
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIds[3]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 36 * sizeof(GLushort), indices, GL_STATIC_DRAW);
numberOfIndices=36;
//! [1]
}
void GeometryEngine::setSurfaceMeshTo(pcl::PolygonMesh &surfacemesh, pcl::PointCloud<pcl::PointXYZRGB>::Ptr &pointCloud)
{
std::cout << "1" << std::endl;
pcl::PointCloud<pcl::PointXYZ> cloud;
cout << "2" << endl;
pcl::fromROSMsg(surfacemesh.cloud, cloud);
//cout << "GeometryEngine:" << cloud.points.size() << endl;
int xx = cloud.points.size();
VertexData *vertices;
vertices =new VertexData[xx];
//VertexData vertices[999999]; //TODO: solve this in a nicer way
int yy = surfacemesh.polygons.size()*3;
GLuint *indices;
indices =new GLuint[yy];
for (unsigned int i = 0; i < cloud.points.size(); ++i){
VertexData vd;
vd.position = QVector3D(
cloud.points[i].x,
cloud.points[i].y,
cloud.points[i].z);
//take color from original point cloud
//uint32_t rgb = FSController::getInstance()->model->pointCloud->points[i].rgb;
//uint32_t rgb = cloud.points[i].rgb;
/*vd.color = QVector3D(
(rgb>>16)&0x0000ff,
(rgb>>8)&0x0000ff,
(rgb>>0)&0x0000ff);*/
vd.color = QVector3D(5.0,50.0,50.0);
vertices[i] = vd;
}
numberOfIndices = 0;
for (unsigned int i=0; i<surfacemesh.polygons.size();i++){
for(unsigned int j=0; j<surfacemesh.polygons[i].vertices.size(); j++){
indices[numberOfIndices] = surfacemesh.polygons[i].vertices[j];
numberOfIndices++;
}
}
// Transfer vertex data to VBO 2
glBindBuffer(GL_ARRAY_BUFFER, vboIds[2]);
glBufferData(GL_ARRAY_BUFFER, cloud.points.size() * sizeof(VertexData), vertices, GL_STATIC_DRAW);
// Transfer index data to VBO 3
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIds[3]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, numberOfIndices * sizeof(GLuint), indices, GL_STATIC_DRAW);
}
void GeometryEngine::drawSurfaceMesh(QGLShaderProgram *program)
{
// Tell OpenGL which VBOs to use
glBindBuffer(GL_ARRAY_BUFFER, vboIds[2]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIds[3]);
// Offset for position
int offset = 0;
// Tell OpenGL programmable pipeline how to locate vertex position data
int vertexLocation = program->attributeLocation("a_position");
program->enableAttributeArray(vertexLocation);
glVertexAttribPointer(vertexLocation, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (const void *)offset);
// Offset for texture coordinate
offset += sizeof(QVector3D);
// Tell OpenGL programmable pipeline how to locate vertex texture coordinate data
int vertexColor = program->attributeLocation("a_col");
program->enableAttributeArray(vertexColor);
glVertexAttribPointer(vertexColor, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (const void *)offset);
// Draw cube geometry using indices from VBO 1
glDrawElements(GL_POINTS, numberOfIndices, GL_UNSIGNED_INT, 0);
}
void GeometryEngine::initGroundPlane() {
VertexData vertices[] = {
{QVector3D(-7.0, 0.0, 7.0), QVector3D(255.0, 150.0, 0.0)}, // v0
{QVector3D( 7.0, 0.0, 7.0), QVector3D(255.0, 150.0, 0.0)}, // v1
{QVector3D( 7.0, 0.0, -7.0), QVector3D(255.0, 150.0, 0.0)}, // v2
{QVector3D(-7.0, 0.0, -7.0), QVector3D(255.0, 150.0, 0.0)}, // v3
};
GLuint indices[] = {
0, 1, 2, 3
};
// Transfer vertex data to VBO 0
glBindBuffer(GL_ARRAY_BUFFER, vboIds[4]);
glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(VertexData), vertices, GL_STATIC_DRAW);
// Transfer index data to VBO 1
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIds[5]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 4 * sizeof(GLuint), indices, GL_STATIC_DRAW);
}
void GeometryEngine::drawGroundPlane(QGLShaderProgram *program){
// Tell OpenGL which VBOs to use
glBindBuffer(GL_ARRAY_BUFFER, vboIds[4]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIds[5]);
// Offset for position
int offset = 0;
// Tell OpenGL programmable pipeline how to locate vertex position data
int vertexLocation = program->attributeLocation("a_position");
program->enableAttributeArray(vertexLocation);
glVertexAttribPointer(vertexLocation, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (const void *)offset);
// Offset for texture coordinate
offset += sizeof(QVector3D);
// Tell OpenGL programmable pipeline how to locate vertex texture coordinate data
int vertexColor = program->attributeLocation("a_col");
program->enableAttributeArray(vertexColor);
glVertexAttribPointer(vertexColor, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (const void *)offset);
// Draw cube geometry using indices from VBO 3
unsigned int numberOfPoints = 4;
glDrawElements(GL_LINE_LOOP, numberOfPoints, GL_UNSIGNED_INT, 0);
}