dilate test
This commit is contained in:
parent
26e86edebf
commit
7ebba10385
5 changed files with 160 additions and 37 deletions
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ofxAzureKinect
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ofxShader
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94
zoneb/bin/data/shaders/bound.frag
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94
zoneb/bin/data/shaders/bound.frag
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform sampler2D u_depth;
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uniform sampler2D u_buffer0;
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uniform sampler2D u_buffer1;
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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uniform bool u_init;
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varying vec2 v_texcoord;
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void main() {
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vec2 st = v_texcoord;
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// st.y = 1.0 - st.y;
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#ifdef BUFFER_0
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// PING BUFFER
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//
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// Note: Here is where most of the action happens. But need's to read
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// te content of the previous pass, for that we are making another buffer
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// BUFFER_1 (u_buffer1)
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vec4 color = vec4(0,0,0,1);
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if(u_init) {
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float tmp = texture2D(u_depth, st).r;
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if(tmp > 0.005) {
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color.rgb = vec3(1);
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}
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}
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else {
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vec2 pixel = 1./u_resolution;
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float kernel[9];
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kernel[0] = 0.125;
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kernel[1] = 0.25;
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kernel[2] = 0.125;
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kernel[3] = 0.25;
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kernel[4] = 1.0;
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kernel[5] = 0.25;
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kernel[6] = 0.125;
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kernel[7] = 0.25;
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kernel[8] = 0.125;
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vec2 offset[9];
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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[2] = pixel * vec2( 1.0,-1.0);
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offset[3] = pixel * vec2(-1.0,0.0);
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offset[4] = pixel * vec2( 0.0,0.0);
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offset[5] = pixel * vec2( 1.0,0.0);
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offset[6] = pixel * vec2(-1.0,1.0);
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offset[7] = pixel * vec2( 0.0,1.0);
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offset[8] = pixel * vec2( 1.0,1.0);
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float lap = 0;
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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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// lap += tmp * kernel[i] / 2.5;
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if(tmp > 0.005) {
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color.rgb = vec3(1);
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}
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}
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}
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gl_FragColor = color;
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#elif defined( BUFFER_1 )
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// PONG BUFFER
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//
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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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//
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gl_FragColor = texture2D(u_buffer0, st);
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#else
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// Main Buffer
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vec3 dispColor = vec3(0, 0, 1);
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dispColor.r = texture2D(u_depth, st).r > 0.005 ? 1 : 0;
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dispColor.g = texture2D(u_buffer1, st).r;
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// color.r = 1.;
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gl_FragColor = vec4(dispColor, 1.0);
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// gl_FragColor = color;
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#endif
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}
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@ -1,11 +1,22 @@
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#include "ofMain.h"
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#include "ofApp.h"
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int main()
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{
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ofGLFWWindowSettings settings;
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settings.setGLVersion(3, 2);
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settings.setSize(1280, 720);
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ofCreateWindow(settings);
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//========================================================================
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int main( ){
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// ofSetupOpenGL(1024,768,OF_WINDOW); // <-------- setup the GL context
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// this kicks off the running of my app
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// can be OF_WINDOW or OF_FULLSCREEN
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// pass in width and height too:
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#ifdef TARGET_OPENGLES
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ofGLESWindowSettings settings;
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settings.setGLESVersion(2);
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#else
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ofGLWindowSettings settings;
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settings.setGLVersion(3, 2); // Programmable pipeline
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#endif
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ofCreateWindow(settings);
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ofRunApp(new ofApp());
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ofRunApp(new ofApp());
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}
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@ -3,19 +3,20 @@
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//--------------------------------------------------------------
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void ofApp::setup()
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{
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ofDisableArbTex();
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//ofSetLogLevel(OF_LOG_VERBOSE);
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ofLogNotice(__FUNCTION__) << "Found " << ofxAzureKinect::Device::getInstalledCount() << " installed devices.";
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// Open Kinect.
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if (this->kinectDevice.open())
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if (kinectDevice.open())
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{
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auto kinectSettings = ofxAzureKinect::DeviceSettings();
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kinectSettings.updateIr = false;
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kinectSettings.updateColor = true;
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kinectSettings.colorResolution = K4A_COLOR_RESOLUTION_1080P;
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kinectSettings.updateVbo = false;
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this->kinectDevice.startCameras(kinectSettings);
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kinectDevice.startCameras(kinectSettings);
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}
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// Load shader.
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@ -24,23 +25,26 @@ void ofApp::setup()
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shaderSettings.shaderFiles[GL_GEOMETRY_SHADER] = "shaders/render.geom";
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shaderSettings.shaderFiles[GL_FRAGMENT_SHADER] = "shaders/render.frag";
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shaderSettings.bindDefaults = true;
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if (this->shader.setup(shaderSettings))
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if (shader.setup(shaderSettings))
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{
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ofLogNotice(__FUNCTION__) << "Success loading shader!";
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}
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// Setup vbo.
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std::vector<glm::vec3> verts(1);
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this->vbo.setVertexData(verts.data(), verts.size(), GL_STATIC_DRAW);
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vbo.setVertexData(verts.data(), verts.size(), GL_STATIC_DRAW);
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this->pointSize = 1.0f;
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this->useColorSpace = false;
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pointSize = 1.0f;
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useColorSpace = false;
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boundShader.allocate(ofGetWidth(), ofGetHeight());
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boundShader.load("shaders/bound.frag");
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}
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//--------------------------------------------------------------
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void ofApp::exit()
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{
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this->kinectDevice.close();
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kinectDevice.close();
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}
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//--------------------------------------------------------------
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{
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ofBackground(0);
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if (this->kinectDevice.isStreaming())
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if (kinectDevice.isStreaming())
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{
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this->cam.begin();
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auto tex = kinectDevice.getDepthTex();
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boundShader.setUniformTexture("u_depth", tex);
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boundShader.setUniform1i("u_init", 1);
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boundShader.render();
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boundShader.setUniform1i("u_init", 0);
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for (int i = 0; i < 60; i++) {
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boundShader.render();
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}
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boundShader.draw(0, 0);
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return;
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cam.begin();
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ofEnableDepthTest();
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ofDrawAxis(100.0f);
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ofPushMatrix();
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ofRotateXDeg(180);
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this->shader.begin();
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this->shader.setUniform1f("uSpriteSize", this->pointSize);
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shader.begin();
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shader.setUniform1f("uSpriteSize", pointSize);
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int numPoints;
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if (this->useColorSpace)
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if (useColorSpace)
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{
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this->shader.setUniformTexture("uDepthTex", this->kinectDevice.getDepthInColorTex(), 1);
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this->shader.setUniformTexture("uWorldTex", this->kinectDevice.getColorToWorldTex(), 2);
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this->shader.setUniformTexture("uColorTex", this->kinectDevice.getColorTex(), 3);
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this->shader.setUniform2i("uFrameSize", this->kinectDevice.getColorTex().getWidth(), this->kinectDevice.getColorTex().getHeight());
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shader.setUniformTexture("uDepthTex", kinectDevice.getDepthInColorTex(), 1);
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shader.setUniformTexture("uWorldTex", kinectDevice.getColorToWorldTex(), 2);
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shader.setUniformTexture("uColorTex", kinectDevice.getColorTex(), 3);
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shader.setUniform2i("uFrameSize", kinectDevice.getColorTex().getWidth(), kinectDevice.getColorTex().getHeight());
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numPoints = this->kinectDevice.getColorTex().getWidth() * this->kinectDevice.getColorTex().getHeight();
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numPoints = kinectDevice.getColorTex().getWidth() * kinectDevice.getColorTex().getHeight();
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}
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else
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{
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this->shader.setUniformTexture("uDepthTex", this->kinectDevice.getDepthTex(), 1);
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this->shader.setUniformTexture("uWorldTex", this->kinectDevice.getDepthToWorldTex(), 2);
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this->shader.setUniformTexture("uColorTex", this->kinectDevice.getColorInDepthTex(), 3);
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this->shader.setUniform2i("uFrameSize", this->kinectDevice.getDepthTex().getWidth(), this->kinectDevice.getDepthTex().getHeight());
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shader.setUniformTexture("uDepthTex", kinectDevice.getDepthTex(), 1);
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shader.setUniformTexture("uWorldTex", kinectDevice.getDepthToWorldTex(), 2);
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shader.setUniformTexture("uColorTex", kinectDevice.getColorInDepthTex(), 3);
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shader.setUniform2i("uFrameSize", kinectDevice.getDepthTex().getWidth(), kinectDevice.getDepthTex().getHeight());
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numPoints = this->kinectDevice.getDepthTex().getWidth() * this->kinectDevice.getDepthTex().getHeight();
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numPoints = kinectDevice.getDepthTex().getWidth() * kinectDevice.getDepthTex().getHeight();
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}
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this->vbo.drawInstanced(GL_POINTS, 0, 1, numPoints);
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this->shader.end();
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vbo.drawInstanced(GL_POINTS, 0, 1, numPoints);
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shader.end();
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ofPopMatrix();
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this->cam.end();
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cam.end();
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}
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ofDrawBitmapStringHighlight(ofToString(ofGetFrameRate(), 2) + " FPS", 10, 20);
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{
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if (key == OF_KEY_UP)
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{
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this->pointSize *= 2;
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pointSize *= 2;
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}
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else if (key == OF_KEY_DOWN)
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{
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this->pointSize /= 2;
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pointSize /= 2;
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}
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else if (key == ' ')
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{
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this->useColorSpace ^= 1;
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useColorSpace ^= 1;
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}
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}
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#include "ofMain.h"
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#include "ofxAzureKinect.h"
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#include "ofxShaderFilter.h"
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class ofApp
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: public ofBaseApp
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ofxAzureKinect::Device kinectDevice;
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ofEasyCam cam;
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ofVbo vbo;
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ofShader shader;
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ofxShader shader;
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ofxShaderFilter boundShader;
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float pointSize;
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bool useColorSpace;
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