Пример #1
0
void PointCloudApp::update()
{
	mFrameRate = getAverageFps();
	
	if ( mFullScreen != isFullScreen() ) {
		setFullScreen( mFullScreen );
		mFullScreen = isFullScreen();
	}

	if ( !mSurfaceDepthToCameraTable ) {
		mSurfaceDepthToCameraTable = mDevice->mapDepthToCameraTable();
	}

	if ( ( mTimeStamp != mTimeStampPrev ) && mSurfaceColor && mChannelDepth ) {
		mTimeStampPrev = mTimeStamp;

		mSurfaceDepthToColorTable	= Surface32f::create( mChannelDepth->getWidth(), mChannelDepth->getHeight(), false, SurfaceChannelOrder::RGB );
		vector<ivec2> positions		= mDevice->mapDepthToColor( mChannelDepth );

		vec2 sz( Kinect2::ColorFrame().getSize() );

		Surface32f::Iter iter		= mSurfaceDepthToColorTable->getIter();
		vector<ivec2>::iterator v	= positions.begin();
		while ( iter.line() ) {
			while ( iter.pixel() ) {
				iter.r() = (float)v->x / sz.x;
				iter.g() = 1.0f - (float)v->y / sz.y;
				iter.b() = 0.0f;
				++v;
			}
		}
	}
}
Пример #2
0
void CatalogApp::setFboPositions( gl::Fbo &fbo )
{
	int numBrightStars = mBrightStars.size();

	int index = 0;
	
	Surface32f posSurface( fbo.getTexture() );
	Surface32f::Iter it = posSurface.getIter();
	while( it.line() ){
		while( it.pixel() ){
			Vec3f pos = Vec3f( 1000000.0f, 0.0f, 0.0f );
			float col = 0.4f;
			float rad = 0.0f;
			if( index < numBrightStars ){
				pos = mBrightStars[index]->mPos;
				col = mBrightStars[index]->mColor;
				rad = floor( constrain( ( ( 6.0f - ( mBrightStars[index]->mAbsoluteMag ) )/6.0f ), 0.3f, 1.0f ) * 3.0f * 1000 );
			}
			it.r() = pos.x;
			it.g() = pos.y;
			it.b() = pos.z;
			it.a() = rad + col;

			index ++;
		}
	}

	gl::Texture posTexture( posSurface );
	fbo.bindFramebuffer();
	gl::setMatricesWindow( fbo.getSize(), false );
	gl::setViewport( fbo.getBounds() );
	gl::clear( ColorA( 0, 0, 0, 0 ), true );
	gl::draw( posTexture );
	fbo.unbindFramebuffer();
}
Пример #3
0
void RepulsionApp::setFboVelocities( gl::Fbo &fbo )
{
	Surface32f vel( fbo.getTexture() );
	Surface32f::Iter it = vel.getIter();
	while( it.line() ){
		while( it.pixel() ){
			Vec3f r = Rand::randVec3f() * 0.1f;
			it.r() = 0.0f;//r.x;
			it.g() = 0.0f;//r.y;
			it.b() = 0.0f;//r.z;
			it.a() = 0.0f;
		}
	}
	
	gl::Texture velTexture( vel );
	velTexture.bind();
	
	gl::setMatricesWindow( mFboSize, false );
	gl::setViewport( mFboBounds );
	
	fbo.bindFramebuffer();
	mVelInitShader.bind();
	mVelInitShader.uniform( "initTex", 0 );
	gl::drawSolidRect( mFboBounds );
	mVelInitShader.unbind();
	fbo.unbindFramebuffer();
}
void ImageHFApp::updateData( ImageHFApp::ColorSwitch whichColor )
{
	Surface32f::Iter pixelIter = mImage.getIter();
	auto vertPosIter = mVboMesh->mapAttrib3f( geom::POSITION );
	auto vertColorIter = mVboMesh->mapAttrib3f( geom::COLOR );

	while( pixelIter.line() ) {
		while( pixelIter.pixel() ) {
			Color color( pixelIter.r(), pixelIter.g(), pixelIter.b() );
			float height;
			const float muteColor = 0.2f;

			// calculate the height based on a weighted average of the RGB, and emphasize either the red green or blue color in each of those modes
			switch( whichColor ) {
				case kColor:
					height = color.dot( Color( 0.3333f, 0.3333f, 0.3333f ) );
				break;
				case kRed:
					height = color.dot( Color( 1, 0, 0 ) );
					color *= Color( 1, muteColor, muteColor );
				break;
				case kGreen:
					height = color.dot( Color( 0, 1, 0 ) );
					color *= Color( muteColor, 1, muteColor );
				break;
				case kBlue:
					height = color.dot( Color( 0, 0, 1 ) );
					color *= Color( muteColor, muteColor, 1 );					
				break;            
			}

			// the x and the z coordinates correspond to the pixel's x & y
			float x = pixelIter.x() - mWidth / 2.0f;
			float z = pixelIter.y() - mHeight / 2.0f;

			*vertPosIter++ = vec3( x, height * 30.0f, z );
			*vertColorIter++ = vec3( color.r, color.g, color.b );
		}
	}

	vertPosIter.unmap();
	vertColorIter.unmap();
}
Пример #5
0
Surface32f mapDepthFrameToBody( const ci::Channel16u& depth, ICoordinateMapper* mapper )
{
    size_t numPoints = depth.getWidth() * depth.getHeight();
    Surface32f surface( depth.getWidth(), depth.getHeight(), false /* no alpha */, SurfaceChannelOrder::RGB );
    vector<CameraSpacePoint> cameraSpacePoints( numPoints );
    long hr = mapper->MapDepthFrameToCameraSpace( (UINT)numPoints, depth.getData(), numPoints, &cameraSpacePoints[0] );
    if ( SUCCEEDED( hr ) ) {
        Surface32f::Iter iter = surface.getIter();
        while ( iter.line() ) {
            while ( iter.pixel() ) {
                size_t i = iter.getPos().y * iter.getWidth() + iter.getPos().x;
                CameraSpacePoint &p = cameraSpacePoints[i];
                iter.r() = p.X;
                iter.g() = p.Y;
                iter.b() = p.Z;
            }
        }
    }
    return surface;
}
Пример #6
0
void BasicApp::updateData( BasicApp::ColorSwitch whichColor )
{
	Surface32f::Iter pixelIter = mImage.getIter();
	dx::VboMesh::VertexIter vertexIter( mVboMesh );

	while( pixelIter.line() ) {
		while( pixelIter.pixel() ) {
			Color color( pixelIter.r(), pixelIter.g(), pixelIter.b() );
			float height;
			const float muteColor = 0.2f;

			// calculate the height based on a weighted average of the RGB, and emphasize either the red green or blue color in each of those modes
			switch( whichColor ) {
				case kColor:
					height = color.dot( Color( 0.3333f, 0.3333f, 0.3333f ) );
				break;
				case kRed:
					height = color.dot( Color( 1, 0, 0 ) );
					color *= Color( 1, muteColor, muteColor );
				break;
				case kGreen:
					height = color.dot( Color( 0, 1, 0 ) );
					color *= Color( muteColor, 1, muteColor );
				break;
				case kBlue:
					height = color.dot( Color( 0, 0, 1 ) );
					color *= Color( muteColor, muteColor, 1 );					
				break;            
			}

			// the x and the z coordinates correspond to the pixel's x & y
			float x = pixelIter.x() - mWidth / 2.0f;
			float z = pixelIter.y() - mHeight / 2.0f;

            vertexIter.setPosition( x, height * 60.0f, z );
			vertexIter.setColorRGB( color );
			++vertexIter;
		}
	}
}
Пример #7
0
void triMeshApp::updateData()
{
	Surface32f::Iter pixelIter = m_hfImage.getIter();
	gl::VboMesh::VertexIter vertexIter( mVBOHeightfield );
	
	while( pixelIter.line() ) {
		while( pixelIter.pixel() ) {
			Color color( pixelIter.r(), pixelIter.g(), pixelIter.b() );
			float height;

			height = color.dot( Color( 0.3333f, 0.3333f, 0.3333f ) );
         

			// the x and the z coordinates correspond to the pixel's x & y
			float x = (pixelIter.x() - m_hfImage.getWidth() / 2.0f);
			float z = (pixelIter.y() - m_hfImage.getHeight() / 2.0f);
			
            vertexIter.setPosition( x * HF_SCALE, height * HF_SCALEY, z * HF_SCALE);
			vertexIter.setColorRGB( color );
			++vertexIter;
		}
	}
}
Пример #8
0
void RepulsionApp::setFboPositions( gl::Fbo &fbo )
{
	Surface32f pos( fbo.getTexture() );
	Surface32f::Iter it = pos.getIter();
	while( it.line() ){
		while( it.pixel() ){
			Vec3f r = mRoom.getRandRoomPos();
			float mass = Rand::randFloat( 20.0f, 30.0f );
			if( Rand::randFloat() < 0.05f ) 
				mass = Rand::randFloat( 50.0f, 60.0f );
			
			if( it.y() < 5  && it.x() < 50 )
				mass = Rand::randFloat( 300.0f, 5000.0f );
			else
				mass = Rand::randFloat( 50.0f, 300.0f );
			
			it.r() = r.x;
			it.g() = r.y;
			it.b() = r.z;
			it.a() = 100.0f;
		}
	}
	
	gl::Texture posTexture( pos );
	posTexture.bind();
	
	gl::setMatricesWindow( mFboSize, false );
	gl::setViewport( mFboBounds );
	
	fbo.bindFramebuffer();
	mPosInitShader.bind();
	mPosInitShader.uniform( "initTex", 0 );
	gl::drawSolidRect( mFboBounds );
	mPosInitShader.unbind();
	fbo.unbindFramebuffer();
}