param
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3 changed files with 35 additions and 21 deletions
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@ -4,6 +4,7 @@ precision mediump float;
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uniform sampler2DRect u_depth;
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uniform sampler2DRect u_depth;
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uniform sampler2DRect u_color;
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uniform sampler2DRect u_color;
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uniform sampler2DRect u_ir;
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uniform sampler2DRect u_ofcam;
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uniform sampler2DRect u_ofcam;
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uniform sampler2DRect u_energy;
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uniform sampler2DRect u_energy;
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uniform sampler2DRect u_v4l2cam;
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uniform sampler2DRect u_v4l2cam;
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@ -163,6 +164,7 @@ void main() {
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#else
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#else
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// Main Buffer
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// Main Buffer
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if (u_calib) {
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if (u_calib) {
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if (false) {
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vec4 depth = texture(u_depth, st);
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vec4 depth = texture(u_depth, st);
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depth.r *= 100;
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depth.r *= 100;
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depth.a = 0;
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depth.a = 0;
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@ -172,7 +174,17 @@ void main() {
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gl_FragColor = depth + v4l2;
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gl_FragColor = depth + v4l2;
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float fader = sin(u_time * 3.1415 / 10);
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float fader = sin(u_time * 3.1415 / 10);
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fader = fader * 0.5 + 0.5;
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fader = fader * 0.5 + 0.5;
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gl_FragColor = mix(vec4(v4l2.rgb,1), vec4(texture(u_color, st + vec2(300, 0)).rgb, 1), fader);
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// vec4 cc = vec4(texture(u_ir, st/4+vec2(100,200)).rgb * 2, 1);
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vec4 cc = vec4(texture(u_color, st + vec2(300, 0)).rgb, 1);
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gl_FragColor = mix(vec4(v4l2.rgb,1), cc, fader);
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}
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else {
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vec4 depth = texture(u_depth, st);
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depth.r *= 100;
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depth.a = 0;
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vec4 v4l2 = texture(u_v4l2cam, st);
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gl_FragColor = depth + v4l2;
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}
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}
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}
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else {
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else {
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vec4 pointCloudColor = texture(u_ofcam, st);
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vec4 pointCloudColor = texture(u_ofcam, st);
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@ -204,7 +204,7 @@ void main()
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}
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}
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else if (target.w > 0) { // targeted
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else if (target.w > 0) { // targeted
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// if(target.w >= 1)
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// if(target.w >= 1)
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age += 0.002;
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age += 0.01;
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if(target.w < 1) {
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if(target.w < 1) {
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if(mod(random3(pos).x,1) > 0.05) {
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if(mod(random3(pos).x,1) > 0.05) {
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@ -223,7 +223,7 @@ void main()
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}
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}
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if(vValid == 1 && target.w > 0 && length(target.xy - pos.xy) < 100) { // arrived
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if(vValid == 1 && target.w > 0 && length(target.xy - pos.xy) < 100) { // arrived
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age += 0.04;
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age += 0.05;
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}
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}
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// wandering
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// wandering
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@ -9,19 +9,19 @@ void ofApp::setupKinect()
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ofLogNotice(__FUNCTION__) << "Found " << ofxAzureKinect::Device::getInstalledCount() << " installed devices.";
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ofLogNotice(__FUNCTION__) << "Found " << ofxAzureKinect::Device::getInstalledCount() << " installed devices.";
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auto kinectSettings = ofxAzureKinect::DeviceSettings();
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auto kinectSettings = ofxAzureKinect::DeviceSettings();
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kinectSettings.updateIr = false;
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kinectSettings.updateIr = true;
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kinectSettings.updateColor = true;
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kinectSettings.updateColor = true;
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kinectSettings.colorResolution = K4A_COLOR_RESOLUTION_1080P;
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kinectSettings.colorResolution = K4A_COLOR_RESOLUTION_1080P;
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kinectSettings.updateVbo = false;
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kinectSettings.updateVbo = false;
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auto deviceSettings = ofxAzureKinect::DeviceSettings();
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// auto deviceSettings = ofxAzureKinect::DeviceSettings();
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deviceSettings.syncImages = false;
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// deviceSettings.syncImages = false;
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deviceSettings.depthMode = K4A_DEPTH_MODE_NFOV_UNBINNED;
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// deviceSettings.depthMode = K4A_DEPTH_MODE_NFOV_UNBINNED;
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deviceSettings.updateIr = false;
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// deviceSettings.updateIr = true;
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deviceSettings.updateColor = false;
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// deviceSettings.updateColor = false;
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//deviceSettings.colorResolution = K4A_COLOR_RESOLUTION_1080P;
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// //deviceSettings.colorResolution = K4A_COLOR_RESOLUTION_1080P;
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deviceSettings.updateWorld = true;
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// deviceSettings.updateWorld = true;
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deviceSettings.updateVbo = false;
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// deviceSettings.updateVbo = false;
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auto bodyTrackingSettings = ofxAzureKinect::BodyTrackingSettings();
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auto bodyTrackingSettings = ofxAzureKinect::BodyTrackingSettings();
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//bodyTrackingSettings.processingMode = K4ABT_TRACKER_PROCESSING_MODE_CPU;
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//bodyTrackingSettings.processingMode = K4ABT_TRACKER_PROCESSING_MODE_CPU;
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bodyTrackingSettings.updateBodies = true;
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bodyTrackingSettings.updateBodies = true;
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@ -369,8 +369,10 @@ void ofApp::drawMain()
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ofDisableDepthTest();
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ofDisableDepthTest();
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auto tex = kinectDevice.getDepthTex();
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auto tex = kinectDevice.getDepthTex();
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auto ctex = kinectDevice.getColorTex();
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auto ctex = kinectDevice.getColorTex();
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auto itex = kinectDevice.getIrTex();
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boundShader.setUniformTexture("u_depth", tex);
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boundShader.setUniformTexture("u_depth", tex);
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boundShader.setUniformTexture("u_color", ctex);
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boundShader.setUniformTexture("u_color", ctex);
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boundShader.setUniformTexture("u_ir", itex);
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boundShader.setUniformTexture("u_ofcam", fbos.at("ofcam"));
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boundShader.setUniformTexture("u_ofcam", fbos.at("ofcam"));
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boundShader.setUniformTexture("u_energy", fbos.at("energy"));
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boundShader.setUniformTexture("u_energy", fbos.at("energy"));
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boundShader.setUniformTexture("u_v4l2cam", v4l2Buffer.at(v4l2BufferCount));
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boundShader.setUniformTexture("u_v4l2cam", v4l2Buffer.at(v4l2BufferCount));
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