Ocean
TexturedTrianglesRenderer.h
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1 /*
2  * Copyright (c) Meta Platforms, Inc. and affiliates.
3  *
4  * This source code is licensed under the MIT license found in the
5  * LICENSE file in the root directory of this source tree.
6  */
7 
8 #ifndef META_OCEAN_TRACKING_MAPTEXTURING_TEXTURED_TRIANGLES_RENDERER_H
9 #define META_OCEAN_TRACKING_MAPTEXTURING_TEXTURED_TRIANGLES_RENDERER_H
10 
14 
15 #include "ocean/base/Frame.h"
16 
18 
20 #include "ocean/rendering/Engine.h"
26 
27 namespace Ocean
28 {
29 
30 namespace Tracking
31 {
32 
33 namespace MapTexturing
34 {
35 
36 /**
37  * This class implements a renderer rendering textured triangles into a texture atlas using a geometry shader.
38  * @ingroup trackingmaptexturing
39  */
40 class OCEAN_TRACKING_MAPTEXTURING_EXPORT TexturedTrianglesRenderer
41 {
42  protected:
43 
44  /**
45  * Definition of an unordered map mapping mesh ids to texture framebuffers.
46  */
47  typedef std::unordered_map<Index32, Rendering::TextureFramebufferRef> TextureFramebufferMap;
48 
49  public:
50 
51  /**
52  * Destructs this renderer and releases all resources.
53  */
55 
56  /**
57  * Updates this renderer with a new live frame which will be used as source texture.
58  * @param engine The rendering engine to be used
59  * @param rgbFrame The frame to be used as source texture, must be valid
60  * @return True, if succeeded
61  */
62  bool update(const Rendering::Engine& engine, Frame&& rgbFrame);
63 
64  /**
65  * Renders textured triangles into a texture atlas.
66  * @param engine The rendering engine to be used
67  * @param numberTriangles The number of triangles to render, with range [0, infinity)
68  * @param projectionMatrix The projection matrix to be used, must be valid
69  * @param world_T_camera The transformation between camera and world, must be valid
70  * @param vertexSet The vertex set containing all triangle vertices, must be valid
71  * @param triangles The triangles to render, must be valid
72  * @param visibleTrianglesFramebuffer The texture framebuffer containing all visible triangles, must be valid
73  * @param textureAtlas The texture atlas defining the layout
74  * @return True, if succeeded
75  */
76  bool render(const Rendering::Engine& engine, const unsigned int numberTriangles, const SquareMatrix4& projectionMatrix, const HomogenousMatrix4& world_T_camera, const Rendering::VertexSetRef& vertexSet, const Rendering::TrianglesRef& triangles, const Rendering::TextureFramebufferRef& visibleTrianglesFramebuffer, const TextureAtlas& textureAtlas);
77 
78  /**
79  * Returns the map mapping mesh ids to texture framebuffers.
80  * @return The map of texture framebuffers
81  */
82  inline const TextureFramebufferMap& textureFramebufferMap() const;
83 
84  /**
85  * Returns the latest texture atlas image for a specified mesh.
86  * @param meshId The id of the mesh for which the latest atlas image will be returned, must be valid
87  * @param textureFrame The resulting atlas image
88  * @return True, if succeeded
89  */
90  bool latestTexture(const Index32 meshId, Frame& textureFrame) const;
91 
92  /**
93  * Returns the ids of all textured meshes.
94  * @return The ids of all meshes
95  */
96  Indices32 meshIds() const;
97 
98  /**
99  * Explicitly releases this renderer and releases all resources.
100  */
101  void release();
102 
103  /**
104  * Returns whether this renderer has been initialized successfully.
105  * @return True, if succeeded
106  */
107  inline bool isValid() const;
108 
109  protected:
110 
111  /**
112  * Renders textured triangles into a texture atlas.
113  * @param engine The rendering engine to be used
114  * @param meshId The id of the mesh for which the textured triangles will be rendered, must be valid
115  * @param trianglesInMesh The number of triangles in the mesh, with range [1, infinity)
116  * @param projectionMatrix The projection matrix to be used, must be valid
117  * @param world_T_camera The transformation between camera and world, must be valid
118  * @param vertexSet The vertex set containing all triangle vertices, must be valid
119  * @param triangles The triangles to render, must be valid
120  * @param visibleTrianglesFramebuffer The texture framebuffer containing all visible triangles, must be valid
121  * @param textureAtlas The texture atlas defining the layout
122  * @return True, if succeeded
123  */
124  bool renderMesh(const Rendering::Engine& engine, const Index32 meshId, const unsigned int trianglesInMesh, const SquareMatrix4& projectionMatrix, const HomogenousMatrix4& world_T_camera, const Rendering::VertexSetRef& vertexSet, const Rendering::TrianglesRef& triangles, const Rendering::TextureFramebufferRef& visibleTrianglesFramebuffer, const TextureAtlas& textureAtlas);
125 
126  protected:
127 
128  /// The shader program rendering individual triangles with individual color ids.
130 
131  /// The map of texture framebuffers, one for each mesh id.
133 
134  /// The frame texture holding the texture information for the triangles.
136 
137  /// The platform-specific shader part.
138  static const char* partPlatform_;
139 
140  /// The shader part for the texture atlas.
141  static const char* partTextureAtlas_;
142 
143  /// The geometry shader part.
144  static const char* programGeometryShader_;
145 
146  /// The vertex shader part.
147  static const char* programVertexShader_;
148 
149  /// The fragment shader part.
150  static const char* programFragmentShader_;
151 };
152 
154 {
155  return textureFramebufferMap_;
156 }
157 
158 }
159 
160 }
161 
162 }
163 
164 #endif // META_OCEAN_TRACKING_MAPTEXTURING_TEXTURED_TRIANGLES_RENDERER_H
This class implements Ocean's image class.
Definition: Frame.h:1760
This class is the base class for all rendering engines like.
Definition: Engine.h:46
This class implements a texture atlas for triangles with regular shape.
Definition: TextureAtlas.h:31
This class implements a renderer rendering textured triangles into a texture atlas using a geometry s...
Definition: TexturedTrianglesRenderer.h:41
Rendering::ShaderProgramRef shaderProgram_
The shader program rendering individual triangles with individual color ids.
Definition: TexturedTrianglesRenderer.h:129
bool render(const Rendering::Engine &engine, const unsigned int numberTriangles, const SquareMatrix4 &projectionMatrix, const HomogenousMatrix4 &world_T_camera, const Rendering::VertexSetRef &vertexSet, const Rendering::TrianglesRef &triangles, const Rendering::TextureFramebufferRef &visibleTrianglesFramebuffer, const TextureAtlas &textureAtlas)
Renders textured triangles into a texture atlas.
~TexturedTrianglesRenderer()
Destructs this renderer and releases all resources.
TextureFramebufferMap textureFramebufferMap_
The map of texture framebuffers, one for each mesh id.
Definition: TexturedTrianglesRenderer.h:132
bool latestTexture(const Index32 meshId, Frame &textureFrame) const
Returns the latest texture atlas image for a specified mesh.
bool renderMesh(const Rendering::Engine &engine, const Index32 meshId, const unsigned int trianglesInMesh, const SquareMatrix4 &projectionMatrix, const HomogenousMatrix4 &world_T_camera, const Rendering::VertexSetRef &vertexSet, const Rendering::TrianglesRef &triangles, const Rendering::TextureFramebufferRef &visibleTrianglesFramebuffer, const TextureAtlas &textureAtlas)
Renders textured triangles into a texture atlas.
bool update(const Rendering::Engine &engine, Frame &&rgbFrame)
Updates this renderer with a new live frame which will be used as source texture.
static const char * programVertexShader_
The vertex shader part.
Definition: TexturedTrianglesRenderer.h:147
static const char * programFragmentShader_
The fragment shader part.
Definition: TexturedTrianglesRenderer.h:150
bool isValid() const
Returns whether this renderer has been initialized successfully.
Indices32 meshIds() const
Returns the ids of all textured meshes.
static const char * partPlatform_
The platform-specific shader part.
Definition: TexturedTrianglesRenderer.h:138
static const char * partTextureAtlas_
The shader part for the texture atlas.
Definition: TexturedTrianglesRenderer.h:141
Rendering::FrameTexture2DRef texture_
The frame texture holding the texture information for the triangles.
Definition: TexturedTrianglesRenderer.h:135
static const char * programGeometryShader_
The geometry shader part.
Definition: TexturedTrianglesRenderer.h:144
const TextureFramebufferMap & textureFramebufferMap() const
Returns the map mapping mesh ids to texture framebuffers.
Definition: TexturedTrianglesRenderer.h:153
std::unordered_map< Index32, Rendering::TextureFramebufferRef > TextureFramebufferMap
Definition of an unordered map mapping mesh ids to texture framebuffers.
Definition: TexturedTrianglesRenderer.h:47
void release()
Explicitly releases this renderer and releases all resources.
std::vector< Index32 > Indices32
Definition of a vector holding 32 bit index values.
Definition: Base.h:96
uint32_t Index32
Definition of a 32 bit index value.
Definition: Base.h:84
The namespace covering the entire Ocean framework.
Definition: Accessor.h:15