boundary is back

This commit is contained in:
micuat 2020-10-21 10:59:26 +02:00
parent d07ef8f779
commit 3390203fd7
2 changed files with 26 additions and 22 deletions

View file

@ -2,11 +2,11 @@
precision mediump float;
#endif
uniform sampler2D u_depth;
uniform sampler2D u_ofcam;
uniform sampler2D u_v4l2cam;
uniform sampler2D u_buffer0;
uniform sampler2D u_buffer1;
uniform sampler2DRect u_depth;
uniform sampler2DRect u_ofcam;
uniform sampler2DRect u_v4l2cam;
uniform sampler2DRect u_buffer0;
uniform sampler2DRect u_buffer1;
uniform vec2 u_resolution;
uniform vec2 u_mouse;
@ -17,13 +17,13 @@ uniform bool u_init;
varying vec2 v_texcoord;
float depthToSilhouette(float depth) {
if(depth <= 0.0) return 0;
if(depth <= 0.4) return 0;
// if(depth > 0.1) return 0;
else return 1;
}
void main() {
vec2 pixel = 1./u_resolution;
vec2 pixel = vec2(1.0);//./u_resolution;
vec2 offset[9];
offset[0] = pixel * vec2(-1.0,-1.0);
offset[1] = pixel * vec2( 0.0,-1.0);
@ -49,8 +49,8 @@ void main() {
// BUFFER_1 (u_buffer1)
vec4 color = vec4(0,0,0,1);
if(u_init) {
vec3 tmpc = texture2D(u_ofcam, st).rgb;
float tmp = tmpc.r + tmpc.g + tmpc.b;
vec3 tmpc = texture(u_ofcam, st).rgb;
float tmp = tmpc.r;// + tmpc.g + tmpc.b;
color.rgb = vec3(depthToSilhouette(tmp));
}
else {
@ -69,7 +69,7 @@ void main() {
float lap = 0;
for (int i=0; i < 9; i++){
float tmp = texture2D(u_buffer1, st + offset[i]).r;
float tmp = texture(u_buffer1, st + offset[i]).r;
lap += tmp * kernel[i] / 2.5;
}
color = vec4(vec3(lap * 2.0), 1.0);
@ -83,31 +83,29 @@ void main() {
// Note: Just copy the content of the BUFFER0 so it can be
// read by it in the next frame
//
gl_FragColor = texture2D(u_buffer0, st);
gl_FragColor = texture(u_buffer0, st);
#else
// Main Buffer
float buf1 = texture2D(u_buffer1, st).r;
float buf1 = texture(u_buffer1, st).r;
vec3 dispColor = vec3(0, 0, 0);
vec4 pointCloudColor = texture2D(u_ofcam, st);
vec4 pointCloudColor = texture(u_ofcam, st);
float maxVal = buf1;
float minVal = buf1;
float maxVal = 0;
float minVal = 1;
for (int i=0; i < 9; i++){
float tmp = texture2D(u_buffer1, st + offset[i]).r;
float tmp = texture(u_buffer1, st + offset[i]/4).r > 0.5 ? 1 : 0;
maxVal = max(maxVal, tmp);
minVal = min(minVal, tmp);
}
if(maxVal - minVal > 0.8) {
if(maxVal - minVal >= 0.5) {
dispColor.rgb = vec3(1);
}
// dispColor.rgb = vec3(depthToSilhouette(texture2D(u_depth, st/u_resolution).r));
// dispColor.rgb = vec3(depthToSilhouette(texture(u_depth, st/u_resolution).r));
gl_FragColor = vec4(dispColor, 1.0);
gl_FragColor += pointCloudColor; // not good
gl_FragColor = vec4(pointCloudColor.rgb, 1.0); // not good
// gl_FragColor = texture2D(u_v4l2cam, st/3);
gl_FragColor.rgb += pointCloudColor.rgb; // not good
// gl_FragColor = texture(u_buffer1, st); // not good
#endif

View file

@ -263,9 +263,15 @@ void ofApp::draw()
particles.whateverImages.at("u_world") = kinectDevice.getDepthToWorldTex();
particles.whateverImages.at("u_v4l2cam") = v4l2Tex;
fbos.at("ofcam").begin();
ofClear(0);
cam.begin();
particles.draw();
cam.end();
fbos.at("ofcam").end();
drawMain();
boundShader.draw(0, 0);
}
drawDebug();
}