kinect/codes/Azure-Kinect-Sensor-SDK/tools/k4aviewer/gpudepthtopointcloudconvert...

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2024-03-06 18:05:53 +00:00
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License.
#ifndef GPUDEPTHTOPOINTCLOUDCONVERTER_H
#define GPUDEPTHTOPOINTCLOUDCONVERTER_H
// System headers
//
// Library headers
//
#include <k4a/k4a.hpp>
#include "k4aimgui_all.h"
// Project headers
//
#include "openglhelpers.h"
namespace k4aviewer
{
class GpuDepthToPointCloudConverter
{
public:
GpuDepthToPointCloudConverter();
~GpuDepthToPointCloudConverter() = default;
// Creates a k4a::image containing the XY tables from calibration based on calibrationType.
// The table is a 2D array of k4a_float2_t's with the same resolution as the camera of calibrationType
// specified in calibration.
//
// You can use this table to convert a depth image into a point cloud, e.g. by using the Convert method.
// Conversion is done by multiplying the depth pixel value by the XY table values - i.e. the result
// pixel will be (xyTable[p].x * depthImage[p], xyTable[p].y * depthImage[p], depthImage[p]), where
// p is the index of a given pixel.
//
static k4a::image GenerateXyTable(const k4a::calibration &calibration, k4a_calibration_type_t calibrationType);
// Set the XY table that will be used by future calls to Convert(). Get an XY table by calling
// GenerateXyTable().
//
GLenum SetActiveXyTable(const k4a::image &xyTable);
// Takes depth data and turns it into a texture containing the XYZ coordinates of the depth map
// using the most recently set-to-active XY table. The input depth image and output texture
// (if already set) must be of the same resolution that was used to generate that XY table, or
// else behavior is undefined.
//
// Essentially a reimplementation of k4a::transform::depth_image_to_point_cloud on the GPU.
// This is much more performant than k4a::transform::depth_image_to_point_cloud, but is a bit
// more unwieldly to use since you have to use its output in shaders.
//
// The output texture has an internal format of GL_RGBA32F and is intended to be used directly
// by other OpenGL shaders as an image2d uniform.
//
// To avoid excess image allocations, you can reuse a texture that was previously output
// by this function, provided the depth image and XY table previously used was for the same
// sized texture.
//
GLenum Convert(const k4a::image &depth, OpenGL::Texture *texture);
// The format that the point cloud texture uses internally to store points.
// If you want to use the texture that this outputs from your shader, you
// need to pass this as the format argument to glBindImageTexture().
//
static constexpr GLenum PointCloudTextureFormat = GL_RGBA32F;
GpuDepthToPointCloudConverter(GpuDepthToPointCloudConverter &) = delete;
GpuDepthToPointCloudConverter(GpuDepthToPointCloudConverter &&) = delete;
GpuDepthToPointCloudConverter &operator=(GpuDepthToPointCloudConverter &) = delete;
GpuDepthToPointCloudConverter &operator=(GpuDepthToPointCloudConverter &&) = delete;
private:
OpenGL::Program m_shaderProgram;
GLint m_destTexId;
GLint m_xyTableId;
GLint m_depthImageId;
OpenGL::Texture m_depthImageTexture;
OpenGL::Texture m_xyTableTexture;
OpenGL::Buffer m_depthImagePixelBuffer;
};
} // namespace k4aviewer
#endif