unmapped v4l2 thermal
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ed61bd152f
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d0481fa0c6
6 changed files with 88 additions and 35 deletions
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@ -1,2 +1,3 @@
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ofxAzureKinect
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ofxAzureKinect
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ofxV4L2
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ofxShader
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ofxShader
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@ -4,6 +4,7 @@ precision mediump float;
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uniform sampler2D u_depth;
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uniform sampler2D u_depth;
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uniform sampler2D u_ofcam;
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uniform sampler2D u_ofcam;
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uniform sampler2D u_v4l2cam;
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uniform sampler2D u_buffer0;
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uniform sampler2D u_buffer0;
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uniform sampler2D u_buffer1;
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uniform sampler2D u_buffer1;
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@ -16,7 +17,7 @@ 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 < 0.005) return 0;
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if(depth <= 0.0) 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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@ -97,7 +98,7 @@ void main() {
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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 > 0.1) {
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if(maxVal - minVal > 0.8) {
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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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@ -105,7 +106,7 @@ void main() {
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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 += pointCloudColor; // not good
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// gl_FragColor = texture2D(u_depth, st) * 100;
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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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@ -5,11 +5,12 @@ precision mediump float;
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// Custom attributes.
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// Custom attributes.
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uniform sampler2D uColorTex; // Sampler for the color registered data
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uniform sampler2D uColorTex; // Sampler for the color registered data
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uniform sampler2D u_v4l2cam;
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in vec2 gTexCoord;
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in vec2 gTexCoord;
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void main()
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void main()
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{
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{
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// gl_FragColor = texture2D(uColorTex, gTexCoord);
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gl_FragColor = texture2D(u_v4l2cam, gTexCoord/3);
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gl_FragColor = vec4(1);
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// gl_FragColor = vec4(1);
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}
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}
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@ -34,6 +34,9 @@ void main()
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posWorld.x = ray.x * posWorld.z;
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posWorld.x = ray.x * posWorld.z;
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posWorld.y = ray.y * posWorld.z;
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posWorld.y = ray.y * posWorld.z;
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if(depth < 0.012) vValid = 0;
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if(depth > 0.04) vValid = 0;
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// Flip X as OpenGL and K4A have different conventions on which direction is positive.
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// Flip X as OpenGL and K4A have different conventions on which direction is positive.
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posWorld.x *= -1;
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posWorld.x *= -1;
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@ -1,9 +1,14 @@
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#include "ofApp.h"
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#include "ofApp.h"
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// some v4l2 global settings
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int camWidth = 640;
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int camHeight = 480;
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//--------------------------------------------------------------
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//--------------------------------------------------------------
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void ofApp::setup()
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void ofApp::setup()
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{
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{
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ofDisableArbTex();
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ofDisableArbTex();
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ofSetVerticalSync(false);
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//ofSetLogLevel(OF_LOG_VERBOSE);
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//ofSetLogLevel(OF_LOG_VERBOSE);
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ofLogNotice(__FUNCTION__) << "Found " << ofxAzureKinect::Device::getInstalledCount() << " installed devices.";
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ofLogNotice(__FUNCTION__) << "Found " << ofxAzureKinect::Device::getInstalledCount() << " installed devices.";
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@ -35,7 +40,7 @@ void ofApp::setup()
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std::vector<glm::vec3> verts(1);
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std::vector<glm::vec3> verts(1);
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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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pointSize = 1.0f;
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pointSize = 2.0f;
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useColorSpace = false;
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useColorSpace = false;
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boundShader.allocate(ofGetWidth(), ofGetHeight());
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boundShader.allocate(ofGetWidth(), ofGetHeight());
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@ -43,6 +48,26 @@ void ofApp::setup()
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fbos.insert({"ofcam", ofFbo()});
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fbos.insert({"ofcam", ofFbo()});
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fbos.at("ofcam").allocate(ofGetWidth(), ofGetHeight(), GL_RGB32F_ARB);
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fbos.at("ofcam").allocate(ofGetWidth(), ofGetHeight(), GL_RGB32F_ARB);
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// this must be called before init (otherwise fprintf will tell you so)
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// note that high framerates will only function properly if the usb has enough bandwidth
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// for example, a ps3 eye cam at 60 fps will only function when it has full USB 2.0 bandwidth available
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v4l2Cam.setDesiredFramerate(60);
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// use this to set appropriate device and capture method
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v4l2Cam.initGrabber("/dev/video2", IO_METHOD_MMAP, camWidth, camHeight);
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// some initial settings
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int set_gain = 2.0;
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bool set_autogain = true;
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// rudimentary settings implementation: each settings needs a seperate call to the settings method
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v4l2Cam.settings(ofxV4L2_AUTOGAIN, set_autogain);
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v4l2Cam.settings(ofxV4L2_GAIN, set_gain);
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// we use a texture because the ofxV4L2 class has no draw method (yet)
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// we use GL_LUMINANCE because the ofxV4L2 class supports only grayscale (for now)
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v4l2Tex.allocate(camWidth, camHeight, GL_LUMINANCE);
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}
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}
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//--------------------------------------------------------------
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//--------------------------------------------------------------
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@ -54,6 +79,18 @@ void ofApp::exit()
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//--------------------------------------------------------------
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//--------------------------------------------------------------
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void ofApp::update()
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void ofApp::update()
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{
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{
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v4l2Cam.grabFrame();
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if (v4l2Cam.isNewFrame())
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{
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// v4l2Tex.loadData(v4l2Cam.getPixels(), camWidth, camHeight, GL_RED);
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ofPixels p;
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p.allocate(camWidth, camHeight, OF_PIXELS_RGB);
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for (int i = 0; i < camHeight * camWidth; i++)
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p.setColor(i, v4l2Cam.getPixels()[i]);
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v4l2Tex.allocate(p);
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// v4l2Tex.setRGToRGBASwizzles(true);
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// ofLogError() << v4l2Cam.getPixels();
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}
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}
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}
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//--------------------------------------------------------------
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//--------------------------------------------------------------
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@ -68,7 +105,7 @@ void ofApp::draw()
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cam.begin();
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cam.begin();
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ofEnableDepthTest();
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ofEnableDepthTest();
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ofDrawAxis(100.0f);
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// ofDrawAxis(100.0f);
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ofPushMatrix();
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ofPushMatrix();
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ofRotateXDeg(180);
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ofRotateXDeg(180);
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@ -83,6 +120,7 @@ void ofApp::draw()
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shader.setUniformTexture("uDepthTex", kinectDevice.getDepthInColorTex(), 1);
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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("uWorldTex", kinectDevice.getColorToWorldTex(), 2);
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shader.setUniformTexture("uColorTex", kinectDevice.getColorTex(), 3);
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shader.setUniformTexture("uColorTex", kinectDevice.getColorTex(), 3);
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shader.setUniformTexture("u_v4l2cam", v4l2Tex, 4);
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shader.setUniform2i("uFrameSize", kinectDevice.getColorTex().getWidth(), kinectDevice.getColorTex().getHeight());
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shader.setUniform2i("uFrameSize", kinectDevice.getColorTex().getWidth(), kinectDevice.getColorTex().getHeight());
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shader.setUniform2i("uDepthFrameSize", kinectDevice.getDepthInColorTex().getWidth(), kinectDevice.getDepthInColorTex().getHeight());
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shader.setUniform2i("uDepthFrameSize", kinectDevice.getDepthInColorTex().getWidth(), kinectDevice.getDepthInColorTex().getHeight());
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@ -93,6 +131,7 @@ void ofApp::draw()
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shader.setUniformTexture("uDepthTex", kinectDevice.getDepthTex(), 1);
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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("uWorldTex", kinectDevice.getDepthToWorldTex(), 2);
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shader.setUniformTexture("uColorTex", kinectDevice.getColorInDepthTex(), 3);
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shader.setUniformTexture("uColorTex", kinectDevice.getColorInDepthTex(), 3);
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shader.setUniformTexture("u_v4l2cam", v4l2Tex, 4);
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shader.setUniform2i("uFrameSize", kinectDevice.getDepthTex().getWidth(), kinectDevice.getDepthTex().getHeight());
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shader.setUniform2i("uFrameSize", kinectDevice.getDepthTex().getWidth(), kinectDevice.getDepthTex().getHeight());
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shader.setUniform2i("uDepthFrameSize", kinectDevice.getDepthTex().getWidth(), kinectDevice.getDepthTex().getHeight());
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shader.setUniform2i("uDepthFrameSize", kinectDevice.getDepthTex().getWidth(), kinectDevice.getDepthTex().getHeight());
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@ -109,14 +148,17 @@ void ofApp::draw()
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auto tex = kinectDevice.getDepthTex();
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auto tex = kinectDevice.getDepthTex();
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boundShader.setUniformTexture("u_depth", tex);
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boundShader.setUniformTexture("u_depth", tex);
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boundShader.setUniformTexture("u_ofcam", fbos.at("ofcam"));
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boundShader.setUniformTexture("u_ofcam", fbos.at("ofcam"));
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boundShader.setUniformTexture("u_v4l2cam", v4l2Tex);
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boundShader.setUniform1i("u_init", 1);
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boundShader.setUniform1i("u_init", 1);
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boundShader.render();
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boundShader.render();
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boundShader.setUniform1i("u_init", 0);
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boundShader.setUniform1i("u_init", 0);
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for (int i = 0; i < 60; i++) {
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for (int i = 0; i < 60; i++)
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{
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boundShader.render();
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boundShader.render();
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}
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}
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boundShader.draw(0, 0);
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boundShader.draw(0, 0);
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}
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}
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// v4l2Tex.draw(0, 0);
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ofDrawBitmapStringHighlight(ofToString(ofGetFrameRate(), 2) + " FPS", 10, 20);
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ofDrawBitmapStringHighlight(ofToString(ofGetFrameRate(), 2) + " FPS", 10, 20);
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}
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}
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@ -124,11 +166,11 @@ void ofApp::draw()
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//--------------------------------------------------------------
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//--------------------------------------------------------------
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void ofApp::keyPressed(int key)
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void ofApp::keyPressed(int key)
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{
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{
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if (key == OF_KEY_UP)
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if (key == 'w')
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{
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{
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pointSize *= 2;
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pointSize *= 2;
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}
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}
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else if (key == OF_KEY_DOWN)
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else if (key == 's')
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{
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{
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pointSize /= 2;
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pointSize /= 2;
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}
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}
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@ -3,39 +3,44 @@
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#include "ofMain.h"
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#include "ofMain.h"
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#include "ofxAzureKinect.h"
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#include "ofxAzureKinect.h"
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#include "ofxShaderFilter.h"
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#include "ofxShaderFilter.h"
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class ofApp
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#include "ofxV4L2.h"
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: public ofBaseApp
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class ofApp
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: public ofBaseApp
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{
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{
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public:
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public:
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void setup();
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void setup();
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void exit();
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void exit();
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void update();
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void update();
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void draw();
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void draw();
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void keyPressed(int key);
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void keyPressed(int key);
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void keyReleased(int key);
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void keyReleased(int key);
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void mouseMoved(int x, int y);
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void mouseMoved(int x, int y);
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void mouseDragged(int x, int y, int button);
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void mouseDragged(int x, int y, int button);
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void mousePressed(int x, int y, int button);
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void mousePressed(int x, int y, int button);
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void mouseReleased(int x, int y, int button);
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void mouseReleased(int x, int y, int button);
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void mouseEntered(int x, int y);
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void mouseEntered(int x, int y);
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void mouseExited(int x, int y);
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void mouseExited(int x, int y);
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void windowResized(int w, int h);
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void windowResized(int w, int h);
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void dragEvent(ofDragInfo dragInfo);
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void dragEvent(ofDragInfo dragInfo);
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void gotMessage(ofMessage msg);
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void gotMessage(ofMessage msg);
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private:
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private:
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ofxAzureKinect::Device kinectDevice;
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ofxAzureKinect::Device kinectDevice;
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ofEasyCam cam;
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ofEasyCam cam;
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ofVbo vbo;
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ofVbo vbo;
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ofxShader shader;
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ofxShader shader;
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ofxShaderFilter boundShader;
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ofxShaderFilter boundShader;
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std::map<string, ofFbo> fbos;
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std::map<string, ofFbo> fbos;
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float pointSize;
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float pointSize;
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bool useColorSpace;
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bool useColorSpace;
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ofxV4L2 v4l2Cam;
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ofTexture v4l2Tex;
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};
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};
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