thermal particles
This commit is contained in:
parent
4a51d358bd
commit
dd459dc01b
9 changed files with 103 additions and 415 deletions
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@ -1,177 +0,0 @@
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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_world;
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uniform sampler2D u_v4l2cam;
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uniform ivec2 uFrameSize;
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uniform ivec2 uDepthFrameSize;
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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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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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void main() {
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vec2 pixel = 1./u_resolution;
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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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float depth = texture2D(u_depth, v_texcoord).x;
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vec4 ray = texture2D(u_world, v_texcoord);
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float vValid = (depth != 0 && ray.x != 0 && ray.y != 0) ? 1 : 0;
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if(depth < 0.012) vValid = 0;
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if(depth > 0.04) vValid = 0;
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vec2 v4l2st = st;
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v4l2st /= 3;
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v4l2st -= vec2(0.5);
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v4l2st *= 1.45;
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v4l2st += vec2(0.5);
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v4l2st.s += 0.15;
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v4l2st.t += 0.16;
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float thermo = texture2D(u_v4l2cam, v4l2st).r;
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vec4 pos = texture2D(u_buffer1, st);
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float age = pos.w;//mod(pos.w, 100);
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float lastThermo = floor(pos.w / 100);
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if(vValid == 1 && mod(u_time * 3 + random3(vec3(v_texcoord, 0)).r, 1.0) < 0.5) {
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vec4 posWorld = vec4(1);
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posWorld.z = depth * 65535.0; // Remap to float range.
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posWorld.x = ray.x * posWorld.z;
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posWorld.y = ray.y * posWorld.z;
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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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// float tmp = mix(texture2D(u_depth, st).r, texture2D(u_buffer1, st).r, 0.9);
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// color = vec4(vec3(tmp), 1.0);
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color.rgb = posWorld.rgb;
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// color.a = thermo * 100;//vValid;
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color.a = 0.1;
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}
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else {
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float th = 3.1415 * 4 * simplex3d_fractal(vec3(pos.xyz * 0.001 + vec3(0, 0, u_time * 0.01)));
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float phi = 3.1415 * simplex3d_fractal(pos.xyz * 0.002);
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pos.x += cos(th) * cos(phi) * 7;
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pos.y += sin(th) * cos(phi) * 7;
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pos.z += sin(phi) * 7;
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// age = min(1, age + 0.01);
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pos.w = age;
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color = pos;
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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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vec4 buf1 = texture2D(u_buffer1, st);
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gl_FragColor = buf1;
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#endif
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}
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@ -8,10 +8,12 @@ uniform sampler2DRect u_v4l2cam;
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uniform sampler2DRect imageTexture;
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in vec2 texCoordVarying;
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in float vTemperature;
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void main()
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{
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fragColor = vec4(1);//vec4(texture(u_world, texCoordVarying.st).rgb,1);
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// fragColor = vec4(texCoordVarying.st/100,1.0,1.0);//vec4(texture(u_world, texCoordVarying.st).rgb,1);
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// fragColor = vec4(texture(imageTexture, texCoordVarying.st).rgb,1);
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// fragColor = vec4(texture(u_v4l2cam, texCoordVarying.st).rgb,1);
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fragColor = vec4(texture(imageTexture, vec2(vTemperature*1024, 0.5)).xyz,1);
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}
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@ -7,9 +7,11 @@ in vec4 position;
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in vec2 texcoord;
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out vec2 texCoordVarying;
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out float vTemperature;
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void main()
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{
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texCoordVarying = texcoord;
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vTemperature = texture(particles2, texCoordVarying).x;
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gl_Position = modelViewProjectionMatrix * vec4(texture(particles0, texCoordVarying).xyz, 1.0);
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}
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@ -22,8 +22,92 @@ layout(location = 0) out vec4 posOut;
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layout(location = 1) out vec4 velOut;
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layout(location = 2) out vec4 misOut;
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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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void main()
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{
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vec2 v4l2st = texCoordVarying.st;
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v4l2st /= 3;
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v4l2st -= vec2(0.5);
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v4l2st *= 1.65;
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v4l2st += vec2(0.5);
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v4l2st.s -= 35;
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v4l2st.t -= 60;
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float thermo = texture2D(u_v4l2cam, v4l2st).r;
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float depth = texture(u_depth, texCoordVarying.st).x;
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vec4 ray = texture(u_world, texCoordVarying.st);
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posWorld.y = ray.y * posWorld.z;
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vec3 pos = texture(particles0, texCoordVarying.st).xyz;
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pos = posWorld.xyz;
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if(vValid == 1) {
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pos = posWorld.xyz;
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}
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vec3 vel = texture(particles1, texCoordVarying.st).xyz;
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// mouse attraction
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vec3 direction = mouse - pos.xyz;
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float distSquared = dot(direction, direction);
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float magnitude = 500.0 * (1.0 - distSquared / radiusSquared);
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vec3 force = step(distSquared, radiusSquared) * magnitude * normalize(direction);
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// gravity
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force += vec3(0.0, -0.5, 0.0);
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vec3 force = vec3(0,0,0);
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float th = 3.1415 * 4 * simplex3d_fractal(vec3(pos.xyz * 0.001));
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float phi = 3.1415 * simplex3d_fractal(pos.xyz * 0.002);
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force.x += cos(th) * cos(phi);
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force.y += sin(th) * cos(phi);
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force.z += sin(phi);
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force *= 50;
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// accelerate
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vel += elapsed * force;
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// bounce off the sides
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vel.x *= step(abs(pos.x), 512.0) * 2.0 - 1.0;
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vel.y *= step(abs(pos.y), 384.0) * 2.0 - 1.0;
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// damping
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vel *= 0.995;
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vel *= 0.95;
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// move
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pos += elapsed * vel;
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posOut = vec4(pos, 1.0);
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velOut = vec4(vel, 0.0);
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misOut = vec4(thermo, 0, 0, 0);
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}
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#ifdef GL_ES
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precision mediump float;
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#endif
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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 u_v4l2cam;
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uniform sampler2D u_gradient;
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uniform sampler2D u_particle;
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in vec2 gTexCoord;
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in float gTemperature;
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void main()
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{
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vec2 st = gTexCoord;
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st /= 3;
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st -= vec2(0.5);
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st *= 1.45;
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st += vec2(0.5);
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st.s += 0.15;
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st.t += 0.16;
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float thermo = gTemperature;//texture2D(u_v4l2cam, st).r;
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gl_FragColor = vec4(texture2D(u_gradient, vec2(thermo, 0.5)).rgb, 1);
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// gl_FragColor = texture2D(u_particle, gTexCoord);
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// gl_FragColor = vec4(1);
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}
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#ifdef GL_ES
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precision mediump float;
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#endif
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layout (points) in;
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layout (triangle_strip) out;
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layout (max_vertices = 4) out;
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// OF handled uniforms and attributes.
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uniform mat4 projectionMatrix;
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// App specific uniforms and attributes.
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uniform float uSpriteSize;
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in vec4 vPosition[];
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in vec2 vTexCoord[];
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flat in int vValid[];
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in float vTemperature[];
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out float gTemperature;
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out vec2 gTexCoord;
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void main()
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{
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if (vValid[0] == 0) return;
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gTexCoord = vTexCoord[0];
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gTemperature = vTemperature[0];
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for (int i = 0; i < gl_in.length(); ++i)
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{
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gl_Position = projectionMatrix * (vPosition[i] + vec4(1.0, -1.0, 0.0, 0.0) * uSpriteSize);
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EmitVertex();
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gl_Position = projectionMatrix * (vPosition[i] + vec4(1.0, 1.0, 0.0, 0.0) * uSpriteSize);
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EmitVertex();
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gl_Position = projectionMatrix * (vPosition[i] + vec4(-1.0, -1.0, 0.0, 0.0) * uSpriteSize);
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EmitVertex();
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gl_Position = projectionMatrix * (vPosition[i] + vec4(-1.0, 1.0, 0.0, 0.0) * uSpriteSize);
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EmitVertex();
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EndPrimitive();
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}
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}
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#ifdef GL_ES
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precision mediump float;
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#endif
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// OF built-in attributes.
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uniform mat4 modelViewMatrix;
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// Custom attributes.
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uniform sampler2D uDepthTex; // Sampler for the depth space data
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uniform sampler2D uWorldTex; // Transformation from kinect depth/color space to kinect world space
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uniform sampler2D u_particle;
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uniform ivec2 uFrameSize;
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uniform ivec2 uDepthFrameSize;
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uniform vec2 u_resolution;
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out vec4 vPosition;
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out vec2 vTexCoord;
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flat out int vValid;
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out float vTemperature;
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void main()
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{
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vTexCoord = vec2(gl_InstanceID % uFrameSize.x, gl_InstanceID / uFrameSize.x) / uDepthFrameSize;
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vValid = 1;
|
||||
|
||||
// vValid = (depth != 0 && ray.x != 0 && ray.y != 0) ? 1 : 0;
|
||||
|
||||
vec4 posWorld = texture2D(u_particle, vTexCoord);
|
||||
|
||||
vTemperature = posWorld.w;
|
||||
|
||||
posWorld.w = 1;
|
||||
|
||||
// posWorld.xyz *= 65535;
|
||||
// // 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.
|
||||
// posWorld.x *= -1;
|
||||
|
||||
vPosition = modelViewMatrix * posWorld;
|
||||
}
|
|
@ -18,16 +18,6 @@ void ofApp::setupKinect()
|
|||
kinectSettings.updateVbo = false;
|
||||
kinectDevice.startCameras(kinectSettings);
|
||||
}
|
||||
|
||||
// Load shader.
|
||||
shader.load("shaders/render.vert", "shaders/render.frag", "shaders/render.geom");
|
||||
|
||||
// Setup vbo.
|
||||
std::vector<glm::vec3> verts(1);
|
||||
vbo.setVertexData(verts.data(), verts.size(), GL_STATIC_DRAW);
|
||||
|
||||
pointSize = 2.0f;
|
||||
useColorSpace = false;
|
||||
}
|
||||
|
||||
void ofApp::setupThermal()
|
||||
|
@ -62,9 +52,6 @@ void ofApp::setup()
|
|||
setupKinect();
|
||||
setupThermal();
|
||||
|
||||
particleShader.allocate(512, 512);
|
||||
particleShader.load("shaders/particle.frag");
|
||||
|
||||
boundShader.allocate(ofGetWidth(), ofGetHeight());
|
||||
boundShader.load("shaders/bound.frag");
|
||||
|
||||
|
@ -77,7 +64,7 @@ void ofApp::setup()
|
|||
unsigned w = 512;
|
||||
unsigned h = 512;
|
||||
|
||||
particles.init(w, h);
|
||||
particles.init(w, h, OF_PRIMITIVE_POINTS, false, 3);
|
||||
|
||||
particles.loadShaders("shaders/particles/update", "shaders/particles/draw");
|
||||
|
||||
|
@ -98,6 +85,7 @@ void ofApp::setup()
|
|||
|
||||
// initial velocities
|
||||
particles.zeroDataTexture(ofxGpuParticles::VELOCITY);
|
||||
particles.zeroDataTexture(ofxGpuParticles::MISC);
|
||||
|
||||
particles.whateverImages.insert({"u_depth", kinectDevice.getDepthTex()});
|
||||
particles.whateverImages.insert({"u_world", kinectDevice.getDepthToWorldTex()});
|
||||
|
@ -149,39 +137,6 @@ void ofApp::onParticlesDraw(ofxShader &shader)
|
|||
{
|
||||
}
|
||||
|
||||
void ofApp::drawKinect()
|
||||
{
|
||||
ofClear(0);
|
||||
cam.begin();
|
||||
ofEnableDepthTest();
|
||||
|
||||
// ofDrawAxis(100.0f);
|
||||
|
||||
ofPushMatrix();
|
||||
ofRotateXDeg(180);
|
||||
|
||||
shader.begin();
|
||||
shader.setUniform1f("uSpriteSize", pointSize);
|
||||
|
||||
int numPoints;
|
||||
|
||||
shader.setUniformTexture("uDepthTex", kinectDevice.getDepthTex(), 1);
|
||||
shader.setUniformTexture("uWorldTex", kinectDevice.getDepthToWorldTex(), 2);
|
||||
shader.setUniformTexture("uColorTex", kinectDevice.getColorInDepthTex(), 3);
|
||||
shader.setUniformTexture("u_v4l2cam", v4l2Tex, 4);
|
||||
shader.setUniformTexture("u_gradient", gradient, 5);
|
||||
shader.setUniformTexture("u_particle", particleShader, 6);
|
||||
shader.setUniform2i("uFrameSize", kinectDevice.getDepthTex().getWidth(), kinectDevice.getDepthTex().getHeight());
|
||||
shader.setUniform2i("uDepthFrameSize", kinectDevice.getDepthTex().getWidth(), kinectDevice.getDepthTex().getHeight());
|
||||
|
||||
numPoints = kinectDevice.getDepthTex().getWidth() * kinectDevice.getDepthTex().getHeight();
|
||||
|
||||
vbo.drawInstanced(GL_POINTS, 0, 1, numPoints);
|
||||
shader.end();
|
||||
ofPopMatrix();
|
||||
cam.end();
|
||||
}
|
||||
|
||||
void ofApp::drawMain()
|
||||
{
|
||||
ofDisableDepthTest();
|
||||
|
@ -207,38 +162,8 @@ void ofApp::drawDebug()
|
|||
void ofApp::draw()
|
||||
{
|
||||
ofBackground(0);
|
||||
// int i = 3;
|
||||
// auto dtex = kinectDevice.getDepthTex();
|
||||
// auto wtex = kinectDevice.getDepthToWorldTex();
|
||||
// particles.getUpdateShaderRef().setUniformTexture("u_depth", dtex, i++);
|
||||
// particles.getUpdateShaderRef().setUniformTexture("u_world", wtex, i++);
|
||||
// particles.getUpdateShaderRef().setUniformTexture("u_v4l2cam", v4l2Tex, i++);
|
||||
// particles.getUpdateShaderRef().setUniform2i("uFrameSize", kinectDevice.getDepthTex().getWidth(), kinectDevice.getDepthTex().getHeight());
|
||||
// particles.getUpdateShaderRef().setUniform2i("uDepthFrameSize", kinectDevice.getDepthTex().getWidth(), kinectDevice.getDepthTex().getHeight());
|
||||
|
||||
// i = 3;
|
||||
// particles.getDrawShaderRef().setUniformTexture("u_depth", dtex, i++);
|
||||
// particles.getDrawShaderRef().setUniformTexture("u_world", wtex, i++);
|
||||
// particles.getDrawShaderRef().setUniformTexture("u_v4l2cam", v4l2Tex, i++);
|
||||
// particles.getDrawShaderRef().setUniform2i("uFrameSize", kinectDevice.getDepthTex().getWidth(), kinectDevice.getDepthTex().getHeight());
|
||||
// particles.getDrawShaderRef().setUniform2i("uDepthFrameSize", kinectDevice.getDepthTex().getWidth(), kinectDevice.getDepthTex().getHeight());
|
||||
if (kinectDevice.isStreaming())
|
||||
{
|
||||
// auto dtex = kinectDevice.getDepthTex();
|
||||
// auto wtex = kinectDevice.getDepthToWorldTex();
|
||||
// particleShader.setUniformTexture("u_depth", dtex);
|
||||
// particleShader.setUniformTexture("u_world", wtex);
|
||||
// particleShader.setUniformTexture("u_v4l2cam", v4l2Tex);
|
||||
// particleShader.setUniform2i("uFrameSize", kinectDevice.getDepthTex().getWidth(), kinectDevice.getDepthTex().getHeight());
|
||||
// particleShader.setUniform2i("uDepthFrameSize", kinectDevice.getDepthTex().getWidth(), kinectDevice.getDepthTex().getHeight());
|
||||
// particleShader.render();
|
||||
|
||||
// fbos.at("ofcam").begin();
|
||||
// drawKinect();
|
||||
// fbos.at("ofcam").end();
|
||||
|
||||
// drawMain();
|
||||
// boundShader.draw(0, 0);
|
||||
particles.whateverImages.at("u_depth") = kinectDevice.getDepthTex();
|
||||
particles.whateverImages.at("u_world") = kinectDevice.getDepthToWorldTex();
|
||||
particles.whateverImages.at("u_v4l2cam") = v4l2Tex;
|
||||
|
@ -253,18 +178,6 @@ void ofApp::draw()
|
|||
|
||||
void ofApp::keyPressed(int key)
|
||||
{
|
||||
if (key == 'w')
|
||||
{
|
||||
pointSize *= 2;
|
||||
}
|
||||
else if (key == 's')
|
||||
{
|
||||
pointSize /= 2;
|
||||
}
|
||||
else if (key == ' ')
|
||||
{
|
||||
useColorSpace ^= 1;
|
||||
}
|
||||
}
|
||||
|
||||
void ofApp::keyReleased(int key)
|
||||
|
|
|
@ -21,7 +21,6 @@ public:
|
|||
|
||||
void updateThermal();
|
||||
void update();
|
||||
void drawKinect();
|
||||
void drawMain();
|
||||
void drawDebug();
|
||||
void draw();
|
||||
|
@ -43,15 +42,10 @@ public:
|
|||
private:
|
||||
ofxAzureKinect::Device kinectDevice;
|
||||
ofEasyCam cam;
|
||||
ofVbo vbo;
|
||||
ofxShader shader;
|
||||
ofxShaderFilter particleShader;
|
||||
ofxShaderFilter boundShader;
|
||||
|
||||
std::map<string, ofFbo> fbos;
|
||||
|
||||
float pointSize;
|
||||
bool useColorSpace;
|
||||
ofxV4L2 v4l2Cam;
|
||||
ofTexture v4l2Tex;
|
||||
|
||||
|
|
Loading…
Reference in a new issue