/* * Copyright 2017 Google Inc. All Rights Reserved. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "point_cloud_renderer.h" #include "util.h" namespace hello_ar { namespace { constexpr char kVertexShader[] = R"( attribute vec4 vertex; uniform mat4 mvp; void main() { gl_PointSize = 5.0; // Pointcloud vertex's w component is confidence value. // Not used in renderer. gl_Position = mvp * vec4(vertex.xyz, 1.0); })"; constexpr char kFragmentShader[] = R"( precision lowp float; void main() { gl_FragColor = vec4(0.1215, 0.7372, 0.8235, 1.0); })"; } // namespace void PointCloudRenderer::InitializeGlContent() { shader_program_ = util::CreateProgram(kVertexShader, kFragmentShader); CHECK(shader_program_); attribute_vertices_ = glGetAttribLocation(shader_program_, "vertex"); uniform_mvp_mat_ = glGetUniformLocation(shader_program_, "mvp"); util::CheckGlError("point_cloud_renderer::InitializeGlContent()"); } void PointCloudRenderer::Draw(glm::mat4 mvp_matrix, ArSession *ar_session, ArPointCloud *ar_point_cloud) const { CHECK(shader_program_); glUseProgram(shader_program_); int32_t number_of_points = 0; ArPointCloud_getNumberOfPoints(ar_session, ar_point_cloud, &number_of_points); if (number_of_points <= 0) { return; } const float *point_cloud_data; ArPointCloud_getData(ar_session, ar_point_cloud, &point_cloud_data); glUniformMatrix4fv(uniform_mvp_mat_, 1, GL_FALSE, glm::value_ptr(mvp_matrix)); glEnableVertexAttribArray(attribute_vertices_); glVertexAttribPointer(attribute_vertices_, 4, GL_FLOAT, GL_FALSE, 0, point_cloud_data); glDrawArrays(GL_POINTS, 0, number_of_points); glUseProgram(0); util::CheckGlError("PointCloudRenderer::Draw"); } } // namespace hello_ar