particleparticle

This commit is contained in:
micuat 2020-10-19 20:25:24 +02:00
parent bdbd2c76af
commit 99257694cb
7 changed files with 213 additions and 33 deletions

6
.vscode/settings.json vendored Normal file
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@ -0,0 +1,6 @@
{
"files.associations": {
"*.tidal": "haskell",
"memory_resource": "cpp"
}
}

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@ -105,6 +105,7 @@ void main() {
// dispColor.rgb = vec3(depthToSilhouette(texture2D(u_depth, st/u_resolution).r)); // dispColor.rgb = vec3(depthToSilhouette(texture2D(u_depth, st/u_resolution).r));
gl_FragColor = vec4(dispColor, 1.0); gl_FragColor = vec4(dispColor, 1.0);
gl_FragColor += pointCloudColor; // not good gl_FragColor += pointCloudColor; // not good
gl_FragColor = pointCloudColor; // not good
// gl_FragColor = texture2D(u_v4l2cam, st/3); // gl_FragColor = texture2D(u_v4l2cam, st/3);

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@ -0,0 +1,162 @@
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D u_depth;
uniform sampler2D u_world;
uniform ivec2 uFrameSize;
uniform ivec2 uDepthFrameSize;
uniform sampler2D u_buffer0;
uniform sampler2D u_buffer1;
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
uniform bool u_init;
varying vec2 v_texcoord;
vec3 random3(vec3 c) {
float j = 4096.0*sin(dot(c,vec3(17.0, 59.4, 15.0)));
vec3 r;
r.z = fract(512.0*j);
j *= .125;
r.x = fract(512.0*j);
j *= .125;
r.y = fract(512.0*j);
return r-0.5;
}
/* skew constants for 3d simplex functions */
const float F3 = 0.3333333;
const float G3 = 0.1666667;
/* 3d simplex noise */
float simplex3d(vec3 p) {
/* 1. find current tetrahedron T and it's four vertices */
/* s, s+i1, s+i2, s+1.0 - absolute skewed (integer) coordinates of T vertices */
/* x, x1, x2, x3 - unskewed coordinates of p relative to each of T vertices*/
/* calculate s and x */
vec3 s = floor(p + dot(p, vec3(F3)));
vec3 x = p - s + dot(s, vec3(G3));
/* calculate i1 and i2 */
vec3 e = step(vec3(0.0), x - x.yzx);
vec3 i1 = e*(1.0 - e.zxy);
vec3 i2 = 1.0 - e.zxy*(1.0 - e);
/* x1, x2, x3 */
vec3 x1 = x - i1 + G3;
vec3 x2 = x - i2 + 2.0*G3;
vec3 x3 = x - 1.0 + 3.0*G3;
/* 2. find four surflets and store them in d */
vec4 w, d;
/* calculate surflet weights */
w.x = dot(x, x);
w.y = dot(x1, x1);
w.z = dot(x2, x2);
w.w = dot(x3, x3);
/* w fades from 0.6 at the center of the surflet to 0.0 at the margin */
w = max(0.6 - w, 0.0);
/* calculate surflet components */
d.x = dot(random3(s), x);
d.y = dot(random3(s + i1), x1);
d.z = dot(random3(s + i2), x2);
d.w = dot(random3(s + 1.0), x3);
/* multiply d by w^4 */
w *= w;
w *= w;
d *= w;
/* 3. return the sum of the four surflets */
return dot(d, vec4(52.0));
}
/* const matrices for 3d rotation */
const mat3 rot1 = mat3(-0.37, 0.36, 0.85,-0.14,-0.93, 0.34,0.92, 0.01,0.4);
const mat3 rot2 = mat3(-0.55,-0.39, 0.74, 0.33,-0.91,-0.24,0.77, 0.12,0.63);
const mat3 rot3 = mat3(-0.71, 0.52,-0.47,-0.08,-0.72,-0.68,-0.7,-0.45,0.56);
/* directional artifacts can be reduced by rotating each octave */
float simplex3d_fractal(vec3 m) {
return 0.5333333*simplex3d(m*rot1)
+0.2666667*simplex3d(2.0*m*rot2)
+0.1333333*simplex3d(4.0*m*rot3)
+0.0666667*simplex3d(8.0*m);
}
void main() {
vec2 pixel = 1./u_resolution;
vec2 st = v_texcoord;
// st.y = 1.0 - st.y;
#ifdef BUFFER_0
// PING BUFFER
//
// Note: Here is where most of the action happens. But need's to read
// te content of the previous pass, for that we are making another buffer
// BUFFER_1 (u_buffer1)
vec4 color = vec4(0,0,0,1);
float depth = texture2D(u_depth, v_texcoord).x;
vec4 ray = texture2D(u_world, v_texcoord);
float vValid = (depth != 0 && ray.x != 0 && ray.y != 0) ? 1 : 0;
if(depth < 0.012) vValid = 0;
if(depth > 0.04) vValid = 0;
if(vValid == 1 && mod(u_time * 3 + random3(vec3(v_texcoord, 0)).r, 1.0) < 0.5) {
vec4 posWorld = vec4(1);
posWorld.z = depth * 65535.0; // Remap to float range.
posWorld.x = ray.x * posWorld.z;
posWorld.y = ray.y * posWorld.z;
// Flip X as OpenGL and K4A have different conventions on which direction is positive.
posWorld.x *= -1;
// float tmp = mix(texture2D(u_depth, st).r, texture2D(u_buffer1, st).r, 0.9);
// color = vec4(vec3(tmp), 1.0);
color.rgb = posWorld.rgb;
color.a = vValid;
}
else {
vec4 pos = texture2D(u_buffer1, st);
float th = 3.1415 * 4 * simplex3d_fractal(pos.xyz * 0.001);
float phi = 3.1415 * simplex3d_fractal(pos.xyz * 0.002);
pos.x += cos(th) * cos(phi) * 7;
pos.y += sin(th) * cos(phi) * 7;
pos.z += sin(phi) * 7;
color = pos;
}
gl_FragColor = color;
#elif defined( BUFFER_1 )
// PONG BUFFER
//
// 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);
#else
// Main Buffer
vec3 buf1 = texture2D(u_buffer1, st).rgb;
gl_FragColor = vec4(buf1, 1.0);
#endif
}

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@ -7,6 +7,7 @@ precision mediump float;
uniform sampler2D uColorTex; // Sampler for the color registered data uniform sampler2D uColorTex; // Sampler for the color registered data
uniform sampler2D u_v4l2cam; uniform sampler2D u_v4l2cam;
uniform sampler2D u_gradient; uniform sampler2D u_gradient;
uniform sampler2D u_particle;
in vec2 gTexCoord; in vec2 gTexCoord;
@ -21,6 +22,6 @@ void main()
st.t += 0.16; st.t += 0.16;
float thermo = texture2D(u_v4l2cam, st).r; float thermo = texture2D(u_v4l2cam, st).r;
gl_FragColor = vec4(texture2D(u_gradient, vec2(thermo, 0.5)).rgb, 1); gl_FragColor = vec4(texture2D(u_gradient, vec2(thermo, 0.5)).rgb, 1);
// gl_FragColor = texture2D(uColorTex, gTexCoord); // gl_FragColor = texture2D(u_particle, gTexCoord);
// gl_FragColor = vec4(1); // gl_FragColor = vec4(1);
} }

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@ -10,6 +10,7 @@ uniform mat4 modelViewMatrix;
uniform sampler2D uDepthTex; // Sampler for the depth space data uniform sampler2D uDepthTex; // Sampler for the depth space data
uniform sampler2D uWorldTex; // Transformation from kinect depth/color space to kinect world space uniform sampler2D uWorldTex; // Transformation from kinect depth/color space to kinect world space
uniform sampler2D u_particle;
uniform ivec2 uFrameSize; uniform ivec2 uFrameSize;
uniform ivec2 uDepthFrameSize; uniform ivec2 uDepthFrameSize;
@ -24,21 +25,23 @@ void main()
{ {
vTexCoord = vec2(gl_InstanceID % uFrameSize.x, gl_InstanceID / uFrameSize.x) / uDepthFrameSize; vTexCoord = vec2(gl_InstanceID % uFrameSize.x, gl_InstanceID / uFrameSize.x) / uDepthFrameSize;
float depth = texture2D(uDepthTex, vTexCoord).x; vValid = 1;
vec4 ray = texture2D(uWorldTex, vTexCoord);
vValid = (depth != 0 && ray.x != 0 && ray.y != 0) ? 1 : 0; // vValid = (depth != 0 && ray.x != 0 && ray.y != 0) ? 1 : 0;
vec4 posWorld = vec4(1); vec4 posWorld = vec4(1);
posWorld.z = depth * 65535.0; // Remap to float range. posWorld = texture2D(u_particle, vTexCoord);
posWorld.x = ray.x * posWorld.z;
posWorld.y = ray.y * posWorld.z;
if(depth < 0.012) vValid = 0; // posWorld.xyz *= 65535;
if(depth > 0.04) vValid = 0; // // posWorld.xy = vTexCoord * 10000;
// // posWorld.xy = posWorld.xz * 0.1;
// // posWorld.z = 10;
// vValid = posWorld.w > 0.0 ? 1 : 0;
// posWorld.w = 1;
// Flip X as OpenGL and K4A have different conventions on which direction is positive. // Flip X as OpenGL and K4A have different conventions on which direction is positive.
posWorld.x *= -1; // posWorld.x *= -1;
vPosition = modelViewMatrix * posWorld; vPosition = modelViewMatrix * posWorld;
} }

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@ -62,6 +62,9 @@ void ofApp::setup()
setupKinect(); setupKinect();
setupThermal(); setupThermal();
particleShader.allocate(512, 512);
particleShader.load("shaders/particle.frag");
boundShader.allocate(ofGetWidth(), ofGetHeight()); boundShader.allocate(ofGetWidth(), ofGetHeight());
boundShader.load("shaders/bound.frag"); boundShader.load("shaders/bound.frag");
@ -110,30 +113,16 @@ void ofApp::drawKinect()
int numPoints; int numPoints;
if (useColorSpace)
{
shader.setUniformTexture("uDepthTex", kinectDevice.getDepthInColorTex(), 1);
shader.setUniformTexture("uWorldTex", kinectDevice.getColorToWorldTex(), 2);
shader.setUniformTexture("uColorTex", kinectDevice.getColorTex(), 3);
shader.setUniformTexture("u_v4l2cam", v4l2Tex, 4);
shader.setUniformTexture("u_gradient", gradient, 5);
shader.setUniform2i("uFrameSize", kinectDevice.getColorTex().getWidth(), kinectDevice.getColorTex().getHeight());
shader.setUniform2i("uDepthFrameSize", kinectDevice.getDepthInColorTex().getWidth(), kinectDevice.getDepthInColorTex().getHeight());
numPoints = kinectDevice.getColorTex().getWidth() * kinectDevice.getColorTex().getHeight();
}
else
{
shader.setUniformTexture("uDepthTex", kinectDevice.getDepthTex(), 1); shader.setUniformTexture("uDepthTex", kinectDevice.getDepthTex(), 1);
shader.setUniformTexture("uWorldTex", kinectDevice.getDepthToWorldTex(), 2); shader.setUniformTexture("uWorldTex", kinectDevice.getDepthToWorldTex(), 2);
shader.setUniformTexture("uColorTex", kinectDevice.getColorInDepthTex(), 3); shader.setUniformTexture("uColorTex", kinectDevice.getColorInDepthTex(), 3);
shader.setUniformTexture("u_v4l2cam", v4l2Tex, 4); shader.setUniformTexture("u_v4l2cam", v4l2Tex, 4);
shader.setUniformTexture("u_gradient", gradient, 5); shader.setUniformTexture("u_gradient", gradient, 5);
shader.setUniformTexture("u_particle", particleShader, 6);
shader.setUniform2i("uFrameSize", kinectDevice.getDepthTex().getWidth(), kinectDevice.getDepthTex().getHeight()); shader.setUniform2i("uFrameSize", kinectDevice.getDepthTex().getWidth(), kinectDevice.getDepthTex().getHeight());
shader.setUniform2i("uDepthFrameSize", kinectDevice.getDepthTex().getWidth(), kinectDevice.getDepthTex().getHeight()); shader.setUniform2i("uDepthFrameSize", kinectDevice.getDepthTex().getWidth(), kinectDevice.getDepthTex().getHeight());
numPoints = kinectDevice.getDepthTex().getWidth() * kinectDevice.getDepthTex().getHeight(); numPoints = kinectDevice.getDepthTex().getWidth() * kinectDevice.getDepthTex().getHeight();
}
vbo.drawInstanced(GL_POINTS, 0, 1, numPoints); vbo.drawInstanced(GL_POINTS, 0, 1, numPoints);
shader.end(); shader.end();
@ -169,6 +158,14 @@ void ofApp::draw()
if (kinectDevice.isStreaming()) if (kinectDevice.isStreaming())
{ {
auto dtex = kinectDevice.getDepthTex();
auto wtex = kinectDevice.getDepthToWorldTex();
particleShader.setUniformTexture("u_depth", dtex);
particleShader.setUniformTexture("u_world", wtex);
particleShader.setUniform2i("uFrameSize", kinectDevice.getDepthTex().getWidth(), kinectDevice.getDepthTex().getHeight());
particleShader.setUniform2i("uDepthFrameSize", kinectDevice.getDepthTex().getWidth(), kinectDevice.getDepthTex().getHeight());
particleShader.render();
fbos.at("ofcam").begin(); fbos.at("ofcam").begin();
drawKinect(); drawKinect();
fbos.at("ofcam").end(); fbos.at("ofcam").end();
@ -177,6 +174,15 @@ void ofApp::draw()
boundShader.draw(0, 0); boundShader.draw(0, 0);
} }
// auto dtex = kinectDevice.getDepthTex();
// auto wtex = kinectDevice.getDepthToWorldTex();
// particleShader.setUniformTexture("u_depth", dtex);
// particleShader.setUniformTexture("u_world", wtex);
// particleShader.setUniform2i("uFrameSize", kinectDevice.getDepthTex().getWidth(), kinectDevice.getDepthTex().getHeight());
// particleShader.setUniform2i("uDepthFrameSize", kinectDevice.getDepthTex().getWidth(), kinectDevice.getDepthTex().getHeight());
// particleShader.render();
// particleShader.draw(0, 0);
drawDebug(); drawDebug();
} }

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@ -41,6 +41,7 @@ private:
ofEasyCam cam; ofEasyCam cam;
ofVbo vbo; ofVbo vbo;
ofxShader shader; ofxShader shader;
ofxShaderFilter particleShader;
ofxShaderFilter boundShader; ofxShaderFilter boundShader;
std::map<string, ofFbo> fbos; std::map<string, ofFbo> fbos;