use kiss3d::camera::Camera;
use kiss3d::context::Context;
use kiss3d::renderer::Renderer;
use kiss3d::resource::{Effect, GPUVec, ShaderAttribute, ShaderUniform};
use na::{Matrix4, Point3};
use nalgebra as na;
pub struct PointCloudRenderer {
shader: Effect,
pos: ShaderAttribute<Point3<f32>>,
color: ShaderAttribute<Point3<f32>>,
proj: ShaderUniform<Matrix4<f32>>,
view: ShaderUniform<Matrix4<f32>>,
colored_points: GPUVec<Point3<f32>>,
point_size: f32,
}
impl PointCloudRenderer {
pub fn new(point_size: f32, point_cloud_data: GPUVec<Point3<f32>>) -> PointCloudRenderer {
let mut shader = Effect::new_from_str(VERTEX_SHADER_SRC, FRAGMENT_SHADER_SRC);
shader.use_program();
PointCloudRenderer {
colored_points: point_cloud_data,
pos: shader.get_attrib::<Point3<f32>>("position").unwrap(),
color: shader.get_attrib::<Point3<f32>>("color").unwrap(),
proj: shader.get_uniform::<Matrix4<f32>>("proj").unwrap(),
view: shader.get_uniform::<Matrix4<f32>>("view").unwrap(),
shader,
point_size,
}
}
pub fn num_points(&self) -> usize {
self.colored_points.len() / 2
}
}
impl Renderer for PointCloudRenderer {
fn render(&mut self, pass: usize, camera: &mut dyn Camera) {
if self.colored_points.len() == 0 {
return;
}
self.shader.use_program();
self.pos.enable();
self.color.enable();
camera.upload(pass, &mut self.proj, &mut self.view);
self.color.bind_sub_buffer(&mut self.colored_points, 1, 1);
self.pos.bind_sub_buffer(&mut self.colored_points, 1, 0);
let ctxt = Context::get();
ctxt.point_size(self.point_size);
ctxt.draw_arrays(Context::POINTS, 0, (self.colored_points.len() - 10) as i32);
self.pos.disable();
self.color.disable();
}
}
const VERTEX_SHADER_SRC: &str = "#version 100
attribute vec3 position;
attribute vec3 color;
varying vec3 Color;
uniform mat4 proj;
uniform mat4 view;
void main() {
gl_Position = proj * view * vec4(position, 1.0);
Color = color;
}";
const FRAGMENT_SHADER_SRC: &str = "#version 100
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
varying vec3 Color;
void main() {
gl_FragColor = vec4(Color, 1.0);
}";