thermal exchange
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81d238ad9a
commit
f06e113f3d
4 changed files with 124 additions and 28 deletions
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@ -16,5 +16,5 @@ void main()
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fragColor = vec4(1);//vec4(texture(u_world, texCoordVarying.st).rgb,1);
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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(texCoordVarying.st/100,1.0,1.0);//vec4(texture(u_world, texCoordVarying.st).rgb,1);
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// fragColor = vec4(texture(u_v4l2cam, 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,max(0, 1 - vAge));
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fragColor = vec4(texture(imageTexture, vec2(vTemperature*1024, 0.5)).xyz,max(0, 1 - pow(vAge,4)));
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}
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}
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@ -4,6 +4,7 @@
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uniform sampler2DRect particles0;
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uniform sampler2DRect particles0;
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uniform sampler2DRect particles1;
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uniform sampler2DRect particles1;
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uniform sampler2DRect particles2;
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uniform sampler2DRect particles2;
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uniform sampler2DRect particles3;
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uniform sampler2DRect u_depth;
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uniform sampler2DRect u_depth;
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uniform sampler2DRect u_world;
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uniform sampler2DRect u_world;
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@ -16,11 +17,15 @@ uniform vec3 mouse;
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uniform float radiusSquared;
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uniform float radiusSquared;
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uniform float elapsed;
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uniform float elapsed;
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uniform vec3 uHottest0;
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uniform vec3 uHottest1;
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in vec2 texCoordVarying;
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in vec2 texCoordVarying;
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layout(location = 0) out vec4 posOut;
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layout(location = 0) out vec4 posOut;
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layout(location = 1) out vec4 velOut;
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layout(location = 1) out vec4 velOut;
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layout(location = 2) out vec4 misOut;
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layout(location = 2) out vec4 misOut;
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layout(location = 3) out vec4 tarOut;
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vec3 random3(vec3 c) {
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vec3 random3(vec3 c) {
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@ -98,15 +103,28 @@ float simplex3d_fractal(vec3 m) {
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+0.0666667*simplex3d(8.0*m);
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+0.0666667*simplex3d(8.0*m);
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}
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}
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vec2 stToV4l2(vec2 v) {
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v *= 1.5;
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v.s -= 85;
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v.t -= 130;
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return v;
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}
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vec2 v4l2ToSt(vec2 v) {
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v.s += 85;
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v.t += 130;
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v /= 1.5;
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return v;
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}
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void main()
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void main()
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{
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{
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vec2 v4l2st = texCoordVarying.st;
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vec3 pos = texture(particles0, texCoordVarying.st).xyz;
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v4l2st /= 3;
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vec3 vel = texture(particles1, texCoordVarying.st).xyz;
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v4l2st -= vec2(0.5);
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vec3 misc = texture(particles2, texCoordVarying.st).xyz;
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v4l2st *= 1.65;
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vec4 target = texture(particles3, texCoordVarying.st).xyzw;
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v4l2st += vec2(0.5);
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v4l2st.s -= 35;
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vec2 v4l2st = stToV4l2(texCoordVarying.st);
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v4l2st.t -= 60;
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float thermo = texture2D(u_v4l2cam, v4l2st).r;
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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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float depth = texture(u_depth, texCoordVarying.st).x;
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@ -114,24 +132,29 @@ void main()
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float vValid = (depth != 0 && ray.x != 0 && ray.y != 0) ? 1 : 0;
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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 < 0.012) vValid = 0;
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if(depth > 0.04) vValid = 0;
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// if(depth > 0.04) vValid = 0;
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vec4 posWorld = vec4(1);
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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.z = -depth * 65535.0; // Remap to float range.
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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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vec3 pos = texture(particles0, texCoordVarying.st).xyz;
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vec3 vel = texture(particles1, texCoordVarying.st).xyz;
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vec3 misc = texture(particles2, texCoordVarying.st).xyz;
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float age = misc.y;
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float age = misc.y;
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if(age > 1) {
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target.w = 0;
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if(vValid == 1) {
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if(vValid == 1) {
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pos = posWorld.xyz;
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age = 0;
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age = 0;
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}
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}
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}
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if(vValid == 1 && target.w == 0) {
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pos = posWorld.xyz;
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age = 0;
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target.xyz = pos;
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}
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else {
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else {
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age += 0.002;
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age += 0.02;
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thermo = misc.x;
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thermo = misc.x;
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}
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}
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@ -141,17 +164,45 @@ void main()
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force.x += cos(th) * cos(phi);
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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.y += sin(th) * cos(phi);
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force.z += sin(phi);
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force.z += sin(phi);
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force *= 50;
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force *= 100;
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// accelerate
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vel += elapsed * force;
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if(age < 0.001) {
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target.w = 0;
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if(random3(pos).x > length(v4l2st - uHottest0.st)/100) {
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vec2 h = v4l2ToSt(uHottest1.st);
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vec4 hray = texture(u_world, h);
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float hdepth = -depth * 65535.0;
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if(hdepth == 0) hdepth = -0.01 * 65535.0;
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vec3 H = vec3(hray.xy * hdepth, hdepth);
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target.xyz = H;
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target.w = 1;
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}
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else if(random3(pos).x > length(v4l2st - uHottest1.st)/100) {
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vec2 h = v4l2ToSt(uHottest0.st);
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vec4 hray = texture(u_world, h);
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float hdepth = -depth * 65535.0;
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if(hdepth == 0) hdepth = -0.01 * 65535.0;
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vec3 H = vec3(hray.xy * hdepth, hdepth);
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target.xyz = H;
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target.w = 1;
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}
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}
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if(target.w > 0) {
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force += (target.xyz - pos) * 0.5;
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}
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// damping
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// damping
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vel *= 0.95;
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vel *= 0.95;
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// accelerate
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vel += elapsed * force;
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// move
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// move
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pos += elapsed * vel;
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pos += elapsed * vel;
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posOut = vec4(pos, 1.0);
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posOut = vec4(pos, 1.0);
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velOut = vec4(vel, 0.0);
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velOut = vec4(vel, 0.0);
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misOut = vec4(thermo, age, 0, 0);
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misOut = vec4(thermo, age, 0, 0);
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tarOut = vec4(target);
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}
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}
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@ -40,7 +40,9 @@ void ofApp::setupThermal()
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// we use a texture because the ofxV4L2 class has no draw method (yet)
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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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// 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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v4l2Tex.allocate(camWidth, camHeight, GL_RGB);
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v4l2Pixels.allocate(camWidth, camHeight, OF_PIXELS_RGB);
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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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@ -64,7 +66,7 @@ void ofApp::setup()
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unsigned w = 512;
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unsigned w = 512;
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unsigned h = 512;
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unsigned h = 512;
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particles.init(w, h, OF_PRIMITIVE_POINTS, false, 3);
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particles.init(w, h, OF_PRIMITIVE_POINTS, false, 4);
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particles.loadShaders("shaders/particles/update", "shaders/particles/draw");
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particles.loadShaders("shaders/particles/update", "shaders/particles/draw");
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@ -81,11 +83,24 @@ void ofApp::setup()
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}
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}
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}
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}
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particles.loadDataTexture(ofxGpuParticles::POSITION, particlePosns);
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particles.loadDataTexture(ofxGpuParticles::POSITION, particlePosns);
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delete[] particlePosns;
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// initial velocities
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// initial velocities
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particles.zeroDataTexture(ofxGpuParticles::VELOCITY);
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particles.zeroDataTexture(ofxGpuParticles::VELOCITY);
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particles.zeroDataTexture(ofxGpuParticles::MISC);
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for (unsigned y = 0; y < h; ++y)
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{
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for (unsigned x = 0; x < w; ++x)
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{
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unsigned idx = y * w + x;
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particlePosns[idx * 4] = 0; //
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particlePosns[idx * 4 + 1] = ofRandomf(); // age
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particlePosns[idx * 4 + 2] = 0.f; //
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particlePosns[idx * 4 + 3] = 0.f; //
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}
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}
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particles.loadDataTexture(ofxGpuParticles::MISC, particlePosns);
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particles.zeroDataTexture(3);
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delete[] particlePosns;
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particles.whateverImages.insert({"u_depth", kinectDevice.getDepthTex()});
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particles.whateverImages.insert({"u_depth", kinectDevice.getDepthTex()});
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particles.whateverImages.insert({"u_world", kinectDevice.getDepthToWorldTex()});
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particles.whateverImages.insert({"u_world", kinectDevice.getDepthToWorldTex()});
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@ -107,11 +122,31 @@ void ofApp::updateThermal()
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v4l2Cam.grabFrame();
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v4l2Cam.grabFrame();
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if (v4l2Cam.isNewFrame())
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if (v4l2Cam.isNewFrame())
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{
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{
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ofPixels p;
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hotspots.clear();
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p.allocate(camWidth, camHeight, OF_PIXELS_RGB);
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int count = 0;
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for (int i = 0; i < camHeight * camWidth; i++)
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for (int i = 0; i < camHeight; i++)
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p.setColor(i, v4l2Cam.getPixels()[i]);
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{
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v4l2Tex.allocate(p);
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for (int j = 0; j < camWidth; j++)
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{
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int a = v4l2Cam.getPixels()[count / 3];
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v4l2Pixels.setColor(count++, a);
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v4l2Pixels.setColor(count++, a);
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v4l2Pixels.setColor(count++, a);
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if (i % 4 == 0 && j % 4 == 0 && i > 80)
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{
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hotspots.push_back(ofVec3f(j, i, a));
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}
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}
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}
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v4l2Tex.allocate(v4l2Pixels);
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struct
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{
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bool operator()(ofVec3f a, ofVec3f b) const
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{
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return a.z > b.z;
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}
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} compareZThermal;
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std::sort(hotspots.begin(), hotspots.end(), compareZThermal);
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}
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}
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}
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}
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@ -131,6 +166,14 @@ void ofApp::onParticlesUpdate(ofxShader &shader)
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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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shader.setUniform3f("uHottest0", hotspots.at(0));
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for(int i = 1; i < hotspots.size(); i++) {
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if(hotspots.at(i).distance(hotspots.at(0)) > 100) {
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shader.setUniform3f("uHottest1", hotspots.at(i));
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break;
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}
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}
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}
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}
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void ofApp::onParticlesDraw(ofxShader &shader)
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void ofApp::onParticlesDraw(ofxShader &shader)
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particles.draw();
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particles.draw();
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cam.end();
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cam.end();
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}
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}
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drawDebug();
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drawDebug();
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}
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}
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@ -48,8 +48,11 @@ private:
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ofxV4L2 v4l2Cam;
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ofxV4L2 v4l2Cam;
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ofTexture v4l2Tex;
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ofTexture v4l2Tex;
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ofPixels v4l2Pixels;
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ofFloatImage gradient;
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ofFloatImage gradient;
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ofxGpuParticles particles;
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ofxGpuParticles particles;
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std::vector<ofVec3f> hotspots;
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};
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};
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