pxmlw6n2f/Gazebo_Distributed_MPI/gazebo/rendering/DepthCamera.cc

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2019-04-18 10:27:54 +08:00
/*
* Copyright (C) 2012 Open Source Robotics Foundation
*
* 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.
*
*/
#ifndef _WIN32
#include <dirent.h>
#else
// Ensure that Winsock2.h is included before Windows.h, which can get
// pulled in by anybody (e.g., Boost).
#include <Winsock2.h>
#include "gazebo/common/win_dirent.h"
#endif
#include "gazebo/common/Events.hh"
#include "gazebo/common/Console.hh"
#include "gazebo/rendering/ogre_gazebo.h"
#include "gazebo/rendering/Conversions.hh"
#include "gazebo/rendering/Scene.hh"
#include "gazebo/rendering/DepthCamera.hh"
#include "gazebo/rendering/DepthCameraPrivate.hh"
using namespace gazebo;
using namespace rendering;
//////////////////////////////////////////////////
DepthCamera::DepthCamera(const std::string &_namePrefix, ScenePtr _scene,
bool _autoRender)
: Camera(_namePrefix, _scene, _autoRender),
dataPtr(new DepthCameraPrivate)
{
this->depthTarget = NULL;
this->dataPtr->depthBuffer = NULL;
this->dataPtr->depthMaterial = NULL;
this->dataPtr->pcdTarget = NULL;
this->dataPtr->pcdBuffer = NULL;
this->dataPtr->pcdMaterial = NULL;
this->dataPtr->outputPoints = false;
}
//////////////////////////////////////////////////
DepthCamera::~DepthCamera()
{
if (this->dataPtr->depthBuffer)
delete [] this->dataPtr->depthBuffer;
if (this->dataPtr->pcdBuffer)
delete [] this->dataPtr->pcdBuffer;
}
//////////////////////////////////////////////////
void DepthCamera::Load(sdf::ElementPtr _sdf)
{
Camera::Load(_sdf);
this->dataPtr->outputPoints =
(_sdf->GetElement("depth_camera")->Get<std::string>("output")
== "points");
}
//////////////////////////////////////////////////
void DepthCamera::Load()
{
Camera::Load();
}
//////////////////////////////////////////////////
void DepthCamera::Init()
{
Camera::Init();
}
//////////////////////////////////////////////////
void DepthCamera::Fini()
{
Camera::Fini();
}
//////////////////////////////////////////////////
void DepthCamera::CreateDepthTexture(const std::string &_textureName)
{
// Create the depth buffer
std::string depthMaterialName = this->Name() + "_RttMat_Camera_Depth";
this->depthTexture = Ogre::TextureManager::getSingleton().createManual(
_textureName,
Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
Ogre::TEX_TYPE_2D,
this->ImageWidth(), this->ImageHeight(), 0,
Ogre::PF_FLOAT32_R,
Ogre::TU_RENDERTARGET).getPointer();
this->depthTarget = this->depthTexture->getBuffer()->getRenderTarget();
this->depthTarget->setAutoUpdated(false);
this->SetDepthTarget(this->depthTarget);
this->depthViewport->setOverlaysEnabled(false);
this->depthViewport->setBackgroundColour(
Ogre::ColourValue(Ogre::ColourValue(0, 0, 0)));
// Create materials for all the render textures.
Ogre::MaterialPtr matPtr = Ogre::MaterialManager::getSingleton().create(
depthMaterialName,
Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
matPtr->getTechnique(0)->getPass(0)->setDepthCheckEnabled(false);
matPtr->getTechnique(0)->getPass(0)->setDepthWriteEnabled(false);
matPtr->getTechnique(0)->getPass(0)->setLightingEnabled(false);
matPtr->getTechnique(0)->getPass(0)->createTextureUnitState(
_textureName);
this->dataPtr->depthMaterial = (Ogre::Material*)(
Ogre::MaterialManager::getSingleton().getByName("Gazebo/DepthMap").get());
this->dataPtr->depthMaterial->load();
if (this->dataPtr->outputPoints)
{
this->dataPtr->pcdTexture =
Ogre::TextureManager::getSingleton().createManual(
_textureName + "_pcd",
"General",
Ogre::TEX_TYPE_2D,
this->ImageWidth(), this->ImageHeight(), 0,
Ogre::PF_FLOAT32_RGBA,
Ogre::TU_RENDERTARGET).getPointer();
this->dataPtr->pcdTarget =
this->dataPtr->pcdTexture->getBuffer()->getRenderTarget();
this->dataPtr->pcdTarget->setAutoUpdated(false);
this->dataPtr->pcdViewport =
this->dataPtr->pcdTarget->addViewport(this->camera);
this->dataPtr->pcdViewport->setClearEveryFrame(true);
this->dataPtr->pcdViewport->setBackgroundColour(
Conversions::Convert(this->scene->BackgroundColor()));
this->dataPtr->pcdViewport->setOverlaysEnabled(false);
this->dataPtr->pcdViewport->setVisibilityMask(
GZ_VISIBILITY_ALL & ~(GZ_VISIBILITY_GUI | GZ_VISIBILITY_SELECTABLE));
this->dataPtr->pcdMaterial = (Ogre::Material*)(
Ogre::MaterialManager::getSingleton().getByName("Gazebo/XYZPoints").get());
this->dataPtr->pcdMaterial->getTechnique(0)->getPass(0)->
createTextureUnitState(this->renderTexture->getName());
this->dataPtr->pcdMaterial->load();
}
/*
// Create a custom render queue invocation sequence for the depth
// render texture
Ogre::RenderQueueInvocationSequence* invocationSequence =
Ogre::Root::getSingleton().createRenderQueueInvocationSequence(_textureName
+ "_DepthMap");
// Add a render queue invocation to the sequence, and disable shadows for it
Ogre::RenderQueueInvocation* invocation =
invocationSequence->add(Ogre::RENDER_QUEUE_MAIN, _textureName + "_main");
invocation->setSuppressShadows(true);
// Set the render queue invocation sequence for the depth render texture
// viewport
this->depthViewport->setRenderQueueInvocationSequenceName(
_textureName + "_DepthMap");
*/
}
//////////////////////////////////////////////////
void DepthCamera::PostRender()
{
this->depthTarget->swapBuffers();
if (this->dataPtr->outputPoints)
this->dataPtr->pcdTarget->swapBuffers();
if (this->newData && this->captureData)
{
unsigned int width = this->ImageWidth();
unsigned int height = this->ImageHeight();
if (!this->dataPtr->outputPoints)
{
Ogre::HardwarePixelBufferSharedPtr pixelBuffer;
// Get access to the buffer and make an image and write it to file
pixelBuffer = this->depthTexture->getBuffer();
size_t size = Ogre::PixelUtil::getMemorySize(width, height, 1,
Ogre::PF_FLOAT32_R);
// Blit the depth buffer if needed
if (!this->dataPtr->depthBuffer)
this->dataPtr->depthBuffer = new float[size];
Ogre::PixelBox dstBox(width, height,
1, Ogre::PF_FLOAT32_R, this->dataPtr->depthBuffer);
pixelBuffer->lock(Ogre::HardwarePixelBuffer::HBL_NORMAL);
pixelBuffer->blitToMemory(dstBox);
pixelBuffer->unlock(); // FIXME: do we need to lock/unlock still?
this->dataPtr->newDepthFrame(
this->dataPtr->depthBuffer, width, height, 1, "FLOAT32");
}
else
{
Ogre::HardwarePixelBufferSharedPtr pcdPixelBuffer;
// Get access to the buffer and make an image and write it to file
pcdPixelBuffer = this->dataPtr->pcdTexture->getBuffer();
// Blit the depth buffer if needed
if (!this->dataPtr->pcdBuffer)
this->dataPtr->pcdBuffer = new float[width * height * 4];
memset(this->dataPtr->pcdBuffer, 0, width * height * 4);
Ogre::Box pcd_src_box(0, 0, width, height);
Ogre::PixelBox pcd_dst_box(width, height,
1, Ogre::PF_FLOAT32_RGBA, this->dataPtr->pcdBuffer);
pcdPixelBuffer->lock(Ogre::HardwarePixelBuffer::HBL_NORMAL);
pcdPixelBuffer->blitToMemory(pcd_src_box, pcd_dst_box);
pcdPixelBuffer->unlock();
this->dataPtr->newRGBPointCloud(
this->dataPtr->pcdBuffer, width, height, 1, "RGBPOINTS");
}
}
// also new image frame for camera texture
Camera::PostRender();
this->newData = false;
}
//////////////////////////////////////////////////
void DepthCamera::UpdateRenderTarget(Ogre::RenderTarget *_target,
Ogre::Material *_material, const std::string &_matName)
{
Ogre::RenderSystem *renderSys;
Ogre::Viewport *vp = NULL;
Ogre::SceneManager *sceneMgr = this->scene->OgreSceneManager();
Ogre::Pass *pass;
renderSys = this->scene->OgreSceneManager()->getDestinationRenderSystem();
// Get pointer to the material pass
pass = _material->getBestTechnique()->getPass(0);
// Render the depth texture
// OgreSceneManager::_render function automatically sets farClip to 0.
// Which normally equates to infinite distance. We don't want this. So
// we have to set the distance every time.
this->OgreCamera()->setFarClipDistance(this->FarClip());
Ogre::AutoParamDataSource autoParamDataSource;
vp = _target->getViewport(0);
// return 0 in case no renderable object is inside frustrum
vp->setBackgroundColour(Ogre::ColourValue(Ogre::ColourValue(0, 0, 0)));
Ogre::CompositorManager::getSingleton().setCompositorEnabled(
vp, _matName, true);
// Need this line to render the ground plane. No idea why it's necessary.
renderSys->_setViewport(vp);
sceneMgr->_setPass(pass, true, false);
autoParamDataSource.setCurrentPass(pass);
autoParamDataSource.setCurrentViewport(vp);
autoParamDataSource.setCurrentRenderTarget(_target);
autoParamDataSource.setCurrentSceneManager(sceneMgr);
autoParamDataSource.setCurrentCamera(this->OgreCamera(), true);
renderSys->setLightingEnabled(false);
renderSys->_setFog(Ogre::FOG_NONE);
// These two lines don't seem to do anything useful
renderSys->_setProjectionMatrix(
this->OgreCamera()->getProjectionMatrixRS());
renderSys->_setViewMatrix(this->OgreCamera()->getViewMatrix(true));
#if OGRE_VERSION_MAJOR == 1 && OGRE_VERSION_MINOR == 6
pass->_updateAutoParamsNoLights(&autoParamDataSource);
#else
pass->_updateAutoParams(&autoParamDataSource, 1);
#endif
// NOTE: We MUST bind parameters AFTER updating the autos
if (pass->hasVertexProgram())
{
renderSys->bindGpuProgram(
pass->getVertexProgram()->_getBindingDelegate());
#if OGRE_VERSION_MAJOR == 1 && OGRE_VERSION_MINOR == 6
renderSys->bindGpuProgramParameters(Ogre::GPT_VERTEX_PROGRAM,
pass->getVertexProgramParameters());
#else
renderSys->bindGpuProgramParameters(Ogre::GPT_VERTEX_PROGRAM,
pass->getVertexProgramParameters(), 1);
#endif
}
if (pass->hasFragmentProgram())
{
renderSys->bindGpuProgram(
pass->getFragmentProgram()->_getBindingDelegate());
#if OGRE_VERSION_MAJOR == 1 && OGRE_VERSION_MINOR == 6
renderSys->bindGpuProgramParameters(Ogre::GPT_FRAGMENT_PROGRAM,
pass->getFragmentProgramParameters());
#else
renderSys->bindGpuProgramParameters(Ogre::GPT_FRAGMENT_PROGRAM,
pass->getFragmentProgramParameters(), 1);
#endif
}
}
//////////////////////////////////////////////////
void DepthCamera::RenderImpl()
{
Ogre::SceneManager *sceneMgr = this->scene->OgreSceneManager();
Ogre::ShadowTechnique shadowTech = sceneMgr->getShadowTechnique();
sceneMgr->setShadowTechnique(Ogre::SHADOWTYPE_NONE);
sceneMgr->_suppressRenderStateChanges(true);
this->UpdateRenderTarget(this->depthTarget,
this->dataPtr->depthMaterial, "Gazebo/DepthMap");
// Does actual rendering
this->depthTarget->update(false);
sceneMgr->_suppressRenderStateChanges(false);
sceneMgr->setShadowTechnique(shadowTech);
// for camera image
Camera::RenderImpl();
if (this->dataPtr->outputPoints)
{
sceneMgr->setShadowTechnique(Ogre::SHADOWTYPE_NONE);
sceneMgr->_suppressRenderStateChanges(true);
this->UpdateRenderTarget(this->dataPtr->pcdTarget,
this->dataPtr->pcdMaterial, "Gazebo/XYZPoints");
this->dataPtr->pcdTarget->update(false);
sceneMgr->_suppressRenderStateChanges(false);
sceneMgr->setShadowTechnique(shadowTech);
}
}
//////////////////////////////////////////////////
const float* DepthCamera::GetDepthData()
{
return this->DepthData();
}
//////////////////////////////////////////////////
const float* DepthCamera::DepthData() const
{
return this->dataPtr->depthBuffer;
}
//////////////////////////////////////////////////
void DepthCamera::SetDepthTarget(Ogre::RenderTarget *_target)
{
this->depthTarget = _target;
if (this->depthTarget)
{
// Setup the viewport to use the texture
this->depthViewport = this->depthTarget->addViewport(this->camera);
this->depthViewport->setClearEveryFrame(true);
this->depthViewport->setBackgroundColour(
Conversions::Convert(this->scene->BackgroundColor()));
this->depthViewport->setVisibilityMask(
GZ_VISIBILITY_ALL & ~(GZ_VISIBILITY_GUI | GZ_VISIBILITY_SELECTABLE));
double ratio = static_cast<double>(this->depthViewport->getActualWidth()) /
static_cast<double>(this->depthViewport->getActualHeight());
double hfov = this->HFOV().Radian();
double vfov = 2.0 * atan(tan(hfov / 2.0) / ratio);
// gzerr << "debug " << hfov << " " << vfov << " " << ratio << "\n";
this->camera->setAspectRatio(ratio);
this->camera->setFOVy(Ogre::Radian(vfov));
}
}
//////////////////////////////////////////////////
event::ConnectionPtr DepthCamera::ConnectNewDepthFrame(
std::function<void (const float *, unsigned int, unsigned int, unsigned int,
const std::string &)> _subscriber)
{
return this->dataPtr->newDepthFrame.Connect(_subscriber);
}
//////////////////////////////////////////////////
void DepthCamera::DisconnectNewDepthFrame(event::ConnectionPtr &_c)
{
this->dataPtr->newDepthFrame.Disconnect(_c);
}
//////////////////////////////////////////////////
event::ConnectionPtr DepthCamera::ConnectNewRGBPointCloud(
std::function<void (const float *, unsigned int, unsigned int, unsigned int,
const std::string &)> _subscriber)
{
return this->dataPtr->newRGBPointCloud.Connect(_subscriber);
}
//////////////////////////////////////////////////
void DepthCamera::DisconnectNewRGBPointCloud(event::ConnectionPtr &_c)
{
this->dataPtr->newRGBPointCloud.Disconnect(_c);
}