boundary is back
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parent
d07ef8f779
commit
3390203fd7
2 changed files with 26 additions and 22 deletions
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@ -2,11 +2,11 @@
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precision mediump float;
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precision mediump float;
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#endif
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#endif
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uniform sampler2D u_depth;
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uniform sampler2DRect u_depth;
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uniform sampler2D u_ofcam;
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uniform sampler2DRect u_ofcam;
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uniform sampler2D u_v4l2cam;
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uniform sampler2DRect u_v4l2cam;
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uniform sampler2D u_buffer0;
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uniform sampler2DRect u_buffer0;
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uniform sampler2D u_buffer1;
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uniform sampler2DRect u_buffer1;
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uniform vec2 u_resolution;
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform vec2 u_mouse;
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@ -17,13 +17,13 @@ uniform bool u_init;
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varying vec2 v_texcoord;
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varying vec2 v_texcoord;
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float depthToSilhouette(float depth) {
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float depthToSilhouette(float depth) {
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if(depth <= 0.0) return 0;
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if(depth <= 0.4) return 0;
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// if(depth > 0.1) return 0;
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// if(depth > 0.1) return 0;
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else return 1;
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else return 1;
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}
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}
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void main() {
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void main() {
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vec2 pixel = 1./u_resolution;
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vec2 pixel = vec2(1.0);//./u_resolution;
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vec2 offset[9];
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vec2 offset[9];
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offset[0] = pixel * vec2(-1.0,-1.0);
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offset[0] = pixel * vec2(-1.0,-1.0);
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offset[1] = pixel * vec2( 0.0,-1.0);
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offset[1] = pixel * vec2( 0.0,-1.0);
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@ -49,8 +49,8 @@ void main() {
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// BUFFER_1 (u_buffer1)
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// BUFFER_1 (u_buffer1)
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vec4 color = vec4(0,0,0,1);
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vec4 color = vec4(0,0,0,1);
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if(u_init) {
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if(u_init) {
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vec3 tmpc = texture2D(u_ofcam, st).rgb;
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vec3 tmpc = texture(u_ofcam, st).rgb;
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float tmp = tmpc.r + tmpc.g + tmpc.b;
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float tmp = tmpc.r;// + tmpc.g + tmpc.b;
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color.rgb = vec3(depthToSilhouette(tmp));
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color.rgb = vec3(depthToSilhouette(tmp));
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}
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}
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else {
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else {
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@ -69,7 +69,7 @@ void main() {
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float lap = 0;
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float lap = 0;
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for (int i=0; i < 9; i++){
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for (int i=0; i < 9; i++){
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float tmp = texture2D(u_buffer1, st + offset[i]).r;
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float tmp = texture(u_buffer1, st + offset[i]).r;
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lap += tmp * kernel[i] / 2.5;
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lap += tmp * kernel[i] / 2.5;
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}
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}
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color = vec4(vec3(lap * 2.0), 1.0);
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color = vec4(vec3(lap * 2.0), 1.0);
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@ -83,31 +83,29 @@ void main() {
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// Note: Just copy the content of the BUFFER0 so it can be
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// Note: Just copy the content of the BUFFER0 so it can be
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// read by it in the next frame
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// read by it in the next frame
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//
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//
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gl_FragColor = texture2D(u_buffer0, st);
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gl_FragColor = texture(u_buffer0, st);
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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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float buf1 = texture2D(u_buffer1, st).r;
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float buf1 = texture(u_buffer1, st).r;
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vec3 dispColor = vec3(0, 0, 0);
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vec3 dispColor = vec3(0, 0, 0);
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vec4 pointCloudColor = texture2D(u_ofcam, st);
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vec4 pointCloudColor = texture(u_ofcam, st);
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float maxVal = buf1;
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float maxVal = 0;
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float minVal = buf1;
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float minVal = 1;
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for (int i=0; i < 9; i++){
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for (int i=0; i < 9; i++){
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float tmp = texture2D(u_buffer1, st + offset[i]).r;
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float tmp = texture(u_buffer1, st + offset[i]/4).r > 0.5 ? 1 : 0;
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maxVal = max(maxVal, tmp);
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maxVal = max(maxVal, tmp);
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minVal = min(minVal, tmp);
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minVal = min(minVal, tmp);
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}
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}
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if(maxVal - minVal > 0.8) {
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if(maxVal - minVal >= 0.5) {
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dispColor.rgb = vec3(1);
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dispColor.rgb = vec3(1);
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}
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}
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// dispColor.rgb = vec3(depthToSilhouette(texture2D(u_depth, st/u_resolution).r));
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// dispColor.rgb = vec3(depthToSilhouette(texture(u_depth, st/u_resolution).r));
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gl_FragColor = vec4(dispColor, 1.0);
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gl_FragColor = vec4(dispColor, 1.0);
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gl_FragColor += pointCloudColor; // not good
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gl_FragColor.rgb += pointCloudColor.rgb; // not good
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gl_FragColor = vec4(pointCloudColor.rgb, 1.0); // not good
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// gl_FragColor = texture(u_buffer1, st); // not good
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// gl_FragColor = texture2D(u_v4l2cam, st/3);
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#endif
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#endif
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@ -263,9 +263,15 @@ void ofApp::draw()
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particles.whateverImages.at("u_world") = kinectDevice.getDepthToWorldTex();
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particles.whateverImages.at("u_world") = kinectDevice.getDepthToWorldTex();
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particles.whateverImages.at("u_v4l2cam") = v4l2Tex;
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particles.whateverImages.at("u_v4l2cam") = v4l2Tex;
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fbos.at("ofcam").begin();
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ofClear(0);
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cam.begin();
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cam.begin();
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particles.draw();
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particles.draw();
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cam.end();
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cam.end();
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fbos.at("ofcam").end();
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drawMain();
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boundShader.draw(0, 0);
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}
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}
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drawDebug();
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drawDebug();
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}
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}
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