bump ofxFluid to newer glsl
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10 changed files with 212 additions and 26 deletions
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zonebb/bin/data/images/cold1.png
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zonebb/bin/data/images/cold1.png
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zonebb/bin/data/images/cold2.png
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zonebb/bin/data/images/cold2.png
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zonebb/bin/data/images/cold2_.png
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zonebb/bin/data/images/cold2_.png
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zonebb/bin/data/images/warm1.png
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zonebb/bin/data/images/warm1.png
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zonebb/bin/data/images/warm1_.png
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zonebb/bin/data/images/warm1_.png
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zonebb/bin/data/images/warm2.png
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zonebb/bin/data/shaders/main.frag
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zonebb/bin/data/shaders/main.frag
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@ -0,0 +1,161 @@
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform sampler2DRect uFluid;
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uniform sampler2DRect uDepth;
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uniform sampler2DRect uV4l2cam;
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uniform sampler2DRect u_buffer0;
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uniform sampler2DRect u_buffer1;
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uniform bool uCalib;
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uniform vec2 uCalibXY;
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uniform float uCalibScale;
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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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vec3 random3(vec3 c) {
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float j = 4096.0*sin(dot(c,vec3(17.0, 59.4, 15.0)));
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vec3 r;
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r.z = fract(512.0*j);
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j *= .125;
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r.x = fract(512.0*j);
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j *= .125;
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r.y = fract(512.0*j);
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return r-0.5;
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}
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/* skew constants for 3d simplex functions */
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const float F3 = 0.3333333;
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const float G3 = 0.1666667;
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/* 3d simplex noise */
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float simplex3d(vec3 p) {
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/* 1. find current tetrahedron T and it's four vertices */
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/* s, s+i1, s+i2, s+1.0 - absolute skewed (integer) coordinates of T vertices */
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/* x, x1, x2, x3 - unskewed coordinates of p relative to each of T vertices*/
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/* calculate s and x */
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vec3 s = floor(p + dot(p, vec3(F3)));
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vec3 x = p - s + dot(s, vec3(G3));
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/* calculate i1 and i2 */
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vec3 e = step(vec3(0.0), x - x.yzx);
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vec3 i1 = e*(1.0 - e.zxy);
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vec3 i2 = 1.0 - e.zxy*(1.0 - e);
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/* x1, x2, x3 */
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vec3 x1 = x - i1 + G3;
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vec3 x2 = x - i2 + 2.0*G3;
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vec3 x3 = x - 1.0 + 3.0*G3;
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/* 2. find four surflets and store them in d */
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vec4 w, d;
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/* calculate surflet weights */
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w.x = dot(x, x);
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w.y = dot(x1, x1);
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w.z = dot(x2, x2);
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w.w = dot(x3, x3);
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/* w fades from 0.6 at the center of the surflet to 0.0 at the margin */
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w = max(0.6 - w, 0.0);
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/* calculate surflet components */
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d.x = dot(random3(s), x);
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d.y = dot(random3(s + i1), x1);
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d.z = dot(random3(s + i2), x2);
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d.w = dot(random3(s + 1.0), x3);
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/* multiply d by w^4 */
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w *= w;
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w *= w;
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d *= w;
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/* 3. return the sum of the four surflets */
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return dot(d, vec4(52.0));
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}
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/* const matrices for 3d rotation */
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const mat3 rot1 = mat3(-0.37, 0.36, 0.85,-0.14,-0.93, 0.34,0.92, 0.01,0.4);
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const mat3 rot2 = mat3(-0.55,-0.39, 0.74, 0.33,-0.91,-0.24,0.77, 0.12,0.63);
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const mat3 rot3 = mat3(-0.71, 0.52,-0.47,-0.08,-0.72,-0.68,-0.7,-0.45,0.56);
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/* directional artifacts can be reduced by rotating each octave */
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float simplex3d_fractal(vec3 m) {
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return 0.5333333*simplex3d(m*rot1)
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+0.2666667*simplex3d(2.0*m*rot2)
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+0.1333333*simplex3d(4.0*m*rot3)
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+0.0666667*simplex3d(8.0*m);
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}
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float depthToSilhouette(float depth) {
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if(depth <= 0.4) return 0;
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// if(depth > 0.1) return 0;
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else return 1;
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}
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void main() {
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vec2 pixel = vec2(1.0);//./u_resolution;
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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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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(0,0,1,1);
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// color = texture(u_buffer1, st);
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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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vec4 color = vec4(1,0,0,1);
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// color = texture(u_buffer0, st);
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gl_FragColor = color;
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#else
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if (uCalib) {
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vec4 depth = texture(uDepth, st);
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depth.r *= 100;
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depth.a = 0;
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vec4 v4l2 = texture(uV4l2cam, st);
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gl_FragColor = depth + v4l2;
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}
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else {
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// vec4 bufColor = texture(u_buffer1, st);
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vec4 color = vec4(st/1000,1,1);
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color = texture(uFluid, st);
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gl_FragColor = color;
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}
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#endif
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}
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@ -3,11 +3,21 @@
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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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// 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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settings.setSize(1920, 1200);
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#endif
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ofCreateWindow(settings);
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ofRunApp(new ofApp());
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}
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@ -126,8 +126,15 @@ void ofApp::setup()
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setupThermal();
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setupFluid();
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fbos.insert({"main", ofFbo()});
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fbos.at("main").allocate(ofGetWidth(), ofGetHeight(), GL_RGBA32F_ARB);
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mainShader.allocate(ofGetWidth(), ofGetHeight());
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mainShader.load("shaders/main.frag");
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std::vector<std::string> fboNames = {"main", "fluid"};
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for (auto s : fboNames)
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{
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fbos.insert({s, ofFbo()});
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fbos.at(s).allocate(ofGetWidth(), ofGetHeight(), GL_RGBA32F_ARB);
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}
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}
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ofVec3f ofApp::getDepthAt(int x, int y)
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@ -227,12 +234,12 @@ void ofApp::updateFluid()
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{
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fluid.addColor(v4l2Buffer.at(v4l2BufferCount), 0.1f);
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ofPoint m = ofPoint(mouseX,mouseY);
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ofPoint d = (m - oldM)*10.0;
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ofPoint m = ofPoint(mouseX, mouseY);
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ofPoint d = (m - oldM) * 10.0;
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oldM = m;
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ofPoint c = ofPoint(640*0.5, 480*0.5) - m;
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ofPoint c = ofPoint(640 * 0.5, 480 * 0.5) - m;
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c.normalize();
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fluid.addTemporalForce(m, d, ofFloatColor(0)*sin(ofGetElapsedTimef()),15.0f,20);
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fluid.addTemporalForce(toGlm(m), toGlm(d), ofFloatColor(0,0,0), 15.0f, 20);
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// Update
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//
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@ -272,9 +279,25 @@ void ofApp::update()
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void ofApp::drawMain()
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{
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ofBackgroundGradient(ofColor::gray, ofColor::black, OF_GRADIENT_LINEAR);
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// ofBackgroundGradient(ofColor::gray, ofColor::black, OF_GRADIENT_LINEAR);
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fbos.at("fluid").begin();
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ofClear(0);
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fluid.draw();
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fbos.at("fluid").end();
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// fbos.at("fluid").draw(0, 0);
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auto tex = kinectDevice.getDepthTex();
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mainShader.setUniformTexture("uDepth", tex);
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mainShader.setUniformTexture("uV4l2cam", v4l2Buffer.at(v4l2BufferCount));
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mainShader.setUniform1i("uCalib", calibMode == true ? 1 : 0);
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mainShader.setUniform2f("uCalibXY", registrationXY);
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mainShader.setUniform1f("uCalibScale", registrationScale);
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mainShader.setUniformTexture("uFluid", fbos.at("fluid"));
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mainShader.render();
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mainShader.draw(0, 0);
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}
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void ofApp::drawDebug()
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@ -289,57 +312,46 @@ void ofApp::draw()
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drawDebug();
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}
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void ofApp::keyPressed(int key)
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{
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}
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void ofApp::keyReleased(int key)
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{
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}
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void ofApp::mouseMoved(int x, int y)
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{
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}
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void ofApp::mouseDragged(int x, int y, int button)
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{
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}
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void ofApp::mousePressed(int x, int y, int button)
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{
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}
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void ofApp::mouseReleased(int x, int y, int button)
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{
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}
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void ofApp::mouseEntered(int x, int y)
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{
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}
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void ofApp::mouseExited(int x, int y)
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{
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}
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void ofApp::windowResized(int w, int h)
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{
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}
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void ofApp::gotMessage(ofMessage msg)
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{
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}
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void ofApp::dragEvent(ofDragInfo dragInfo)
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{
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}
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@ -2,6 +2,7 @@
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#include "ofMain.h"
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#include "ofxGui.h"
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#include "ofxShaderFilter.h"
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#include "ofxAzureKinect.h"
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#include "ofxFluid.h"
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#include "ofxV4L2.h"
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@ -40,6 +41,8 @@ public:
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std::map<string, ofFloatImage> gradients;
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std::vector<std::string> gradientNames{"warm1", "warm2", "cold1", "cold2"};
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ofxShaderFilter mainShader;
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ofxAzureKinect::Device kinectDevice;
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ofxFluid fluid;
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