mirror of
https://github.com/lubosz/overte.git
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Working on support for a textured face mode that doesn't rely on the video
stream.
This commit is contained in:
parent
e5de67152e
commit
720ae561df
9 changed files with 390 additions and 184 deletions
interface
resources/shaders
src
82
interface/resources/shaders/face_textured.frag
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82
interface/resources/shaders/face_textured.frag
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@ -0,0 +1,82 @@
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#version 120
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//
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// face_textured.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 8/6/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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// the texture coordinate vector from left to right
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uniform vec2 texCoordRight;
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// the texture coordinate vector from bottom to the top
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uniform vec2 texCoordUp;
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// the permutation/normal texture
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uniform sampler2D permutationNormalTexture;
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// the depth texture
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uniform sampler2D depthTexture;
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// the position in model space
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varying vec3 position;
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// returns the gradient at a single corner of our sampling cube
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vec3 grad(vec3 location) {
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float p1 = texture2D(permutationNormalTexture, vec2(location.x / 256.0, 0.25)).r;
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float p2 = texture2D(permutationNormalTexture, vec2(p1 + location.y / 256.0, 0.25)).r;
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return texture2D(permutationNormalTexture, vec2(p2 + location.z / 256.0, 0.75)).xyz * 2.0 - vec3(1.0, 1.0, 1.0);
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}
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// returns the perlin noise value for the specified location
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float perlin(vec3 location) {
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vec3 floors = floor(location);
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vec3 ceils = ceil(location);
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vec3 fff = grad(floors);
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vec3 ffc = grad(vec3(floors.x, floors.y, ceils.z));
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vec3 fcf = grad(vec3(floors.x, ceils.y, floors.z));
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vec3 fcc = grad(vec3(floors.x, ceils.y, ceils.z));
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vec3 cff = grad(vec3(ceils.x, floors.y, floors.z));
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vec3 cfc = grad(vec3(ceils.x, floors.y, ceils.z));
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vec3 ccf = grad(vec3(ceils.x, ceils.y, floors.z));
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vec3 ccc = grad(ceils);
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vec3 ffracts = fract(location);
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vec3 cfracts = ffracts - vec3(1.0, 1.0, 1.0);
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vec3 params = ffracts*ffracts*(3.0 - 2.0*ffracts);
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float fffv = dot(fff, ffracts);
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float ffcv = dot(ffc, vec3(ffracts.x, ffracts.y, cfracts.z));
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float fcfv = dot(fcf, vec3(ffracts.x, cfracts.y, ffracts.z));
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float fccv = dot(fcc, vec3(ffracts.x, cfracts.y, cfracts.z));
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float cffv = dot(cff, vec3(cfracts.x, ffracts.y, ffracts.z));
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float cfcv = dot(cfc, vec3(cfracts.x, ffracts.y, cfracts.z));
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float ccfv = dot(ccf, vec3(cfracts.x, cfracts.y, ffracts.z));
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float cccv = dot(ccc, cfracts);
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return mix(
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mix(mix(fffv, cffv, params.x), mix(fcfv, ccfv, params.x), params.y),
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mix(mix(ffcv, cfcv, params.x), mix(fccv, cccv, params.x), params.y),
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params.z);
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}
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void main(void) {
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// compute normal from adjacent depth values
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float left = texture2D(depthTexture, gl_TexCoord[0].st - texCoordRight * 0.01).r;
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float right = texture2D(depthTexture, gl_TexCoord[0].st + texCoordRight * 0.01).r;
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float bottom = texture2D(depthTexture, gl_TexCoord[0].st - texCoordUp * 0.01).r;
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float top = texture2D(depthTexture, gl_TexCoord[0].st + texCoordUp * 0.01).r;
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vec3 normal = normalize(gl_NormalMatrix * vec3(left - right, top - bottom, -0.05));
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// compute the specular component (sans exponent) based on the normal OpenGL lighting model
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float specular = max(0.0, dot(normalize(gl_LightSource[0].position.xyz + vec3(0.0, 0.0, 1.0)), normal));
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vec3 color = mix(vec3(1.0, 1.0, 1.0), vec3(0.75, 0.75, 0.75),
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sin(dot(position, vec3(25.0, 25.0, 25.0)) + 2.0 * perlin(position * 10.0)));
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// standard lighting
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gl_FragColor = vec4(color * ( gl_LightModel.ambient.rgb + /* gl_LightSource[0].ambient.rgb + */
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gl_LightSource[0].diffuse.rgb * max(0.0, dot(normal, gl_LightSource[0].position.xyz))) +
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pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular.rgb, gl_Color.a);
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}
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38
interface/resources/shaders/face_textured.vert
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38
interface/resources/shaders/face_textured.vert
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@ -0,0 +1,38 @@
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#version 120
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//
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// face_textured.vert
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// vertex shader
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//
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// Created by Andrzej Kapolka on 8/6/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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// the lower left texture coordinate
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uniform vec2 texCoordCorner;
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// the texture coordinate vector from left to right
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uniform vec2 texCoordRight;
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// the texture coordinate vector from bottom to the top
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uniform vec2 texCoordUp;
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// the depth texture
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uniform sampler2D depthTexture;
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// the position in model space
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varying vec3 position;
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void main(void) {
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gl_TexCoord[0] = vec4(texCoordCorner + gl_Vertex.x * texCoordRight + gl_Vertex.y * texCoordUp, 0.0, 1.0);
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float depth = texture2D(depthTexture, gl_TexCoord[0].st).r;
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// store the model space vertex
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position = gl_Vertex.xyz;
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// set alpha to zero for invalid depth values
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const float MIN_VISIBLE_DEPTH = 1.0 / 255.0;
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const float MAX_VISIBLE_DEPTH = 254.0 / 255.0;
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gl_FrontColor = vec4(1.0, 1.0, 1.0, step(MIN_VISIBLE_DEPTH, depth) * (1.0 - step(MAX_VISIBLE_DEPTH, depth)));
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gl_Position = gl_ModelViewProjectionMatrix * vec4(0.5 - gl_Vertex.x, gl_Vertex.y - 0.5, depth - 0.5, 1.0);
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}
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@ -31,7 +31,6 @@
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#include "Environment.h"
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#include "PacketHeaders.h"
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#include "ParticleSystem.h"
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#include "renderer/GeometryCache.h"
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#include "SerialInterface.h"
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#include "Stars.h"
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#include "Swatch.h"
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@ -42,6 +41,8 @@
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#include "PieMenu.h"
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#include "avatar/Avatar.h"
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#include "avatar/HandControl.h"
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#include "renderer/GeometryCache.h"
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#include "renderer/TextureCache.h"
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#include "ui/BandwidthDialog.h"
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#include "ui/ChatEntry.h"
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#include "ui/VoxelStatsDialog.h"
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@ -105,6 +106,7 @@ public:
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QNetworkAccessManager* getNetworkAccessManager() { return _networkAccessManager; }
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GeometryCache* getGeometryCache() { return &_geometryCache; }
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TextureCache* getTextureCache() { return &_textureCache; }
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void resetSongMixMenuItem();
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@ -419,6 +421,7 @@ private:
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int _hmdWarpParamLocation;
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GeometryCache _geometryCache;
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TextureCache _textureCache;
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ParticleSystem _particleSystem;
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@ -17,8 +17,6 @@
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#include <fstream> // to load voxels from file
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#include <pthread.h>
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#include <glm/gtc/random.hpp>
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#include <OctalCode.h>
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#include <PacketHeaders.h>
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#include <PerfStat.h>
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@ -493,7 +491,6 @@ glm::vec3 VoxelSystem::computeVoxelVertex(const glm::vec3& startVertex, float vo
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}
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ProgramObject* VoxelSystem::_perlinModulateProgram = 0;
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GLuint VoxelSystem::_permutationNormalTextureID = 0;
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void VoxelSystem::init() {
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@ -585,29 +582,9 @@ void VoxelSystem::init() {
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_perlinModulateProgram->addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/perlin_modulate.frag");
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_perlinModulateProgram->link();
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_perlinModulateProgram->bind();
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_perlinModulateProgram->setUniformValue("permutationNormalTexture", 0);
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// create the permutation/normal texture
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glGenTextures(1, &_permutationNormalTextureID);
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glBindTexture(GL_TEXTURE_2D, _permutationNormalTextureID);
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// the first line consists of random permutation offsets
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unsigned char data[256 * 2 * 3];
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for (int i = 0; i < 256 * 3; i++) {
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data[i] = rand() % 256;
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}
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// the next, random unit normals
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for (int i = 256 * 3; i < 256 * 3 * 2; i += 3) {
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glm::vec3 randvec = glm::sphericalRand(1.0f);
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data[i] = ((randvec.x + 1.0f) / 2.0f) * 255.0f;
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data[i + 1] = ((randvec.y + 1.0f) / 2.0f) * 255.0f;
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data[i + 2] = ((randvec.z + 1.0f) / 2.0f) * 255.0f;
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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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_perlinModulateProgram->release();
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}
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void VoxelSystem::updateFullVBOs() {
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if (texture) {
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_perlinModulateProgram->bind();
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glBindTexture(GL_TEXTURE_2D, _permutationNormalTextureID);
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glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPermutationNormalTextureID());
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}
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}
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@ -193,7 +193,6 @@ private:
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bool _voxelsDirty;
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static ProgramObject* _perlinModulateProgram;
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static GLuint _permutationNormalTextureID;
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int _hookID;
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std::vector<glBufferIndex> _freeIndexes;
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@ -22,10 +22,10 @@
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using namespace cv;
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ProgramObject* Face::_program = 0;
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int Face::_texCoordCornerLocation;
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int Face::_texCoordRightLocation;
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int Face::_texCoordUpLocation;
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ProgramObject* Face::_videoProgram = 0;
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Face::Locations Face::_videoProgramLocations;
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ProgramObject* Face::_texturedProgram = 0;
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Face::Locations Face::_texturedProgramLocations;
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GLuint Face::_vboID;
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GLuint Face::_iboID;
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void Face::clearFrame() {
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_colorTextureID = 0;
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_depthTextureID = 0;
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}
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int Face::processVideoMessage(unsigned char* packetData, size_t dataBytes) {
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@ -119,120 +120,130 @@ int Face::processVideoMessage(unsigned char* packetData, size_t dataBytes) {
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_lastFullFrame = fullFrame;
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}
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if (_colorCodec.name == 0) {
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// initialize decoder context
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vpx_codec_dec_init(&_colorCodec, vpx_codec_vp8_dx(), 0, 0);
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// read the color data, if non-empty
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Mat color;
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const uint8_t* colorData = (const uint8_t*)(_arrivingFrame.constData() + sizeof(float) + sizeof(size_t));
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size_t colorSize = *(const size_t*)(_arrivingFrame.constData() + sizeof(float));
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if (colorSize > 0) {
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if (_colorCodec.name == 0) {
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// initialize decoder context
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vpx_codec_dec_init(&_colorCodec, vpx_codec_vp8_dx(), 0, 0);
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}
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vpx_codec_decode(&_colorCodec, colorData, colorSize, 0, 0);
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vpx_codec_iter_t iterator = 0;
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vpx_image_t* image;
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while ((image = vpx_codec_get_frame(&_colorCodec, &iterator)) != 0) {
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// convert from YV12 to RGB: see http://www.fourcc.org/yuv.php and
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// http://docs.opencv.org/modules/imgproc/doc/miscellaneous_transformations.html#cvtcolor
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color.create(image->d_h, image->d_w, CV_8UC3);
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uchar* yline = image->planes[0];
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uchar* vline = image->planes[1];
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uchar* uline = image->planes[2];
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const int RED_V_WEIGHT = (int)(1.403 * 256);
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const int GREEN_V_WEIGHT = (int)(0.714 * 256);
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const int GREEN_U_WEIGHT = (int)(0.344 * 256);
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const int BLUE_U_WEIGHT = (int)(1.773 * 256);
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for (int i = 0; i < image->d_h; i += 2) {
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uchar* ysrc = yline;
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uchar* vsrc = vline;
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uchar* usrc = uline;
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for (int j = 0; j < image->d_w; j += 2) {
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uchar* tl = color.ptr(i, j);
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uchar* tr = color.ptr(i, j + 1);
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uchar* bl = color.ptr(i + 1, j);
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uchar* br = color.ptr(i + 1, j + 1);
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int v = *vsrc++ - 128;
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int u = *usrc++ - 128;
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int redOffset = (RED_V_WEIGHT * v) >> 8;
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int greenOffset = (GREEN_V_WEIGHT * v + GREEN_U_WEIGHT * u) >> 8;
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int blueOffset = (BLUE_U_WEIGHT * u) >> 8;
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int ytl = ysrc[0];
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int ytr = ysrc[1];
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int ybl = ysrc[image->w];
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int ybr = ysrc[image->w + 1];
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ysrc += 2;
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tl[0] = saturate_cast<uchar>(ytl + redOffset);
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tl[1] = saturate_cast<uchar>(ytl - greenOffset);
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tl[2] = saturate_cast<uchar>(ytl + blueOffset);
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tr[0] = saturate_cast<uchar>(ytr + redOffset);
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tr[1] = saturate_cast<uchar>(ytr - greenOffset);
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tr[2] = saturate_cast<uchar>(ytr + blueOffset);
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bl[0] = saturate_cast<uchar>(ybl + redOffset);
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bl[1] = saturate_cast<uchar>(ybl - greenOffset);
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bl[2] = saturate_cast<uchar>(ybl + blueOffset);
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br[0] = saturate_cast<uchar>(ybr + redOffset);
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br[1] = saturate_cast<uchar>(ybr - greenOffset);
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br[2] = saturate_cast<uchar>(ybr + blueOffset);
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}
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yline += image->stride[0] * 2;
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vline += image->stride[1];
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uline += image->stride[2];
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}
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}
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} else if (_colorCodec.name != 0) {
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vpx_codec_destroy(&_colorCodec);
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_colorCodec.name = 0;
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}
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size_t colorSize = *(const size_t*)(_arrivingFrame.constData() + sizeof(float));
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const uint8_t* colorData = (const uint8_t*)(_arrivingFrame.constData() + sizeof(float) + sizeof(size_t));
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vpx_codec_decode(&_colorCodec, colorData, colorSize, 0, 0);
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vpx_codec_iter_t iterator = 0;
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vpx_image_t* image;
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while ((image = vpx_codec_get_frame(&_colorCodec, &iterator)) != 0) {
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// convert from YV12 to RGB: see http://www.fourcc.org/yuv.php and
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// http://docs.opencv.org/modules/imgproc/doc/miscellaneous_transformations.html#cvtcolor
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Mat color(image->d_h, image->d_w, CV_8UC3);
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uchar* yline = image->planes[0];
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uchar* vline = image->planes[1];
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uchar* uline = image->planes[2];
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const int RED_V_WEIGHT = (int)(1.403 * 256);
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const int GREEN_V_WEIGHT = (int)(0.714 * 256);
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const int GREEN_U_WEIGHT = (int)(0.344 * 256);
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const int BLUE_U_WEIGHT = (int)(1.773 * 256);
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for (int i = 0; i < image->d_h; i += 2) {
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uchar* ysrc = yline;
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uchar* vsrc = vline;
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uchar* usrc = uline;
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for (int j = 0; j < image->d_w; j += 2) {
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uchar* tl = color.ptr(i, j);
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uchar* tr = color.ptr(i, j + 1);
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uchar* bl = color.ptr(i + 1, j);
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uchar* br = color.ptr(i + 1, j + 1);
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int v = *vsrc++ - 128;
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int u = *usrc++ - 128;
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int redOffset = (RED_V_WEIGHT * v) >> 8;
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int greenOffset = (GREEN_V_WEIGHT * v + GREEN_U_WEIGHT * u) >> 8;
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int blueOffset = (BLUE_U_WEIGHT * u) >> 8;
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int ytl = ysrc[0];
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int ytr = ysrc[1];
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int ybl = ysrc[image->w];
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int ybr = ysrc[image->w + 1];
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ysrc += 2;
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tl[0] = saturate_cast<uchar>(ytl + redOffset);
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tl[1] = saturate_cast<uchar>(ytl - greenOffset);
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tl[2] = saturate_cast<uchar>(ytl + blueOffset);
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tr[0] = saturate_cast<uchar>(ytr + redOffset);
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tr[1] = saturate_cast<uchar>(ytr - greenOffset);
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tr[2] = saturate_cast<uchar>(ytr + blueOffset);
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bl[0] = saturate_cast<uchar>(ybl + redOffset);
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bl[1] = saturate_cast<uchar>(ybl - greenOffset);
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bl[2] = saturate_cast<uchar>(ybl + blueOffset);
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br[0] = saturate_cast<uchar>(ybr + redOffset);
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br[1] = saturate_cast<uchar>(ybr - greenOffset);
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br[2] = saturate_cast<uchar>(ybr + blueOffset);
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}
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yline += image->stride[0] * 2;
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vline += image->stride[1];
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uline += image->stride[2];
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// read the depth data, if non-empty
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Mat depth;
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const uint8_t* depthData = colorData + colorSize;
|
||||
int depthSize = _arrivingFrame.size() - ((const char*)depthData - _arrivingFrame.constData());
|
||||
if (depthSize > 0) {
|
||||
if (_depthCodec.name == 0) {
|
||||
// initialize decoder context
|
||||
vpx_codec_dec_init(&_depthCodec, vpx_codec_vp8_dx(), 0, 0);
|
||||
}
|
||||
Mat depth;
|
||||
|
||||
const uint8_t* depthData = colorData + colorSize;
|
||||
int depthSize = _arrivingFrame.size() - ((const char*)depthData - _arrivingFrame.constData());
|
||||
if (depthSize > 0) {
|
||||
if (_depthCodec.name == 0) {
|
||||
// initialize decoder context
|
||||
vpx_codec_dec_init(&_depthCodec, vpx_codec_vp8_dx(), 0, 0);
|
||||
}
|
||||
vpx_codec_decode(&_depthCodec, depthData, depthSize, 0, 0);
|
||||
vpx_codec_iter_t iterator = 0;
|
||||
vpx_image_t* image;
|
||||
while ((image = vpx_codec_get_frame(&_depthCodec, &iterator)) != 0) {
|
||||
depth.create(image->d_h, image->d_w, CV_8UC1);
|
||||
uchar* yline = image->planes[0];
|
||||
uchar* vline = image->planes[1];
|
||||
const uchar EIGHT_BIT_MAXIMUM = 255;
|
||||
const uchar MASK_THRESHOLD = 192;
|
||||
for (int i = 0; i < image->d_h; i += 2) {
|
||||
uchar* ysrc = yline;
|
||||
uchar* vsrc = vline;
|
||||
for (int j = 0; j < image->d_w; j += 2) {
|
||||
if (*vsrc++ < MASK_THRESHOLD) {
|
||||
*depth.ptr(i, j) = EIGHT_BIT_MAXIMUM;
|
||||
*depth.ptr(i, j + 1) = EIGHT_BIT_MAXIMUM;
|
||||
*depth.ptr(i + 1, j) = EIGHT_BIT_MAXIMUM;
|
||||
*depth.ptr(i + 1, j + 1) = EIGHT_BIT_MAXIMUM;
|
||||
|
||||
} else {
|
||||
*depth.ptr(i, j) = ysrc[0];
|
||||
*depth.ptr(i, j + 1) = ysrc[1];
|
||||
*depth.ptr(i + 1, j) = ysrc[image->stride[0]];
|
||||
*depth.ptr(i + 1, j + 1) = ysrc[image->stride[0] + 1];
|
||||
}
|
||||
ysrc += 2;
|
||||
vpx_codec_decode(&_depthCodec, depthData, depthSize, 0, 0);
|
||||
vpx_codec_iter_t iterator = 0;
|
||||
vpx_image_t* image;
|
||||
while ((image = vpx_codec_get_frame(&_depthCodec, &iterator)) != 0) {
|
||||
depth.create(image->d_h, image->d_w, CV_8UC1);
|
||||
uchar* yline = image->planes[0];
|
||||
uchar* vline = image->planes[1];
|
||||
const uchar EIGHT_BIT_MAXIMUM = 255;
|
||||
const uchar MASK_THRESHOLD = 192;
|
||||
for (int i = 0; i < image->d_h; i += 2) {
|
||||
uchar* ysrc = yline;
|
||||
uchar* vsrc = vline;
|
||||
for (int j = 0; j < image->d_w; j += 2) {
|
||||
if (*vsrc++ < MASK_THRESHOLD) {
|
||||
*depth.ptr(i, j) = EIGHT_BIT_MAXIMUM;
|
||||
*depth.ptr(i, j + 1) = EIGHT_BIT_MAXIMUM;
|
||||
*depth.ptr(i + 1, j) = EIGHT_BIT_MAXIMUM;
|
||||
*depth.ptr(i + 1, j + 1) = EIGHT_BIT_MAXIMUM;
|
||||
|
||||
} else {
|
||||
*depth.ptr(i, j) = ysrc[0];
|
||||
*depth.ptr(i, j + 1) = ysrc[1];
|
||||
*depth.ptr(i + 1, j) = ysrc[image->stride[0]];
|
||||
*depth.ptr(i + 1, j + 1) = ysrc[image->stride[0] + 1];
|
||||
}
|
||||
yline += image->stride[0] * 2;
|
||||
vline += image->stride[1];
|
||||
ysrc += 2;
|
||||
}
|
||||
yline += image->stride[0] * 2;
|
||||
vline += image->stride[1];
|
||||
}
|
||||
}
|
||||
QMetaObject::invokeMethod(this, "setFrame", Q_ARG(cv::Mat, color),
|
||||
Q_ARG(cv::Mat, depth), Q_ARG(float, aspectRatio));
|
||||
} else if (_depthCodec.name != 0) {
|
||||
vpx_codec_destroy(&_depthCodec);
|
||||
_depthCodec.name = 0;
|
||||
}
|
||||
QMetaObject::invokeMethod(this, "setFrame", Q_ARG(cv::Mat, color),
|
||||
Q_ARG(cv::Mat, depth), Q_ARG(float, aspectRatio));
|
||||
|
||||
return dataBytes;
|
||||
}
|
||||
|
||||
bool Face::render(float alpha) {
|
||||
if (_colorTextureID == 0 || _textureRect.size.area() == 0) {
|
||||
if (!isActive()) {
|
||||
return false;
|
||||
}
|
||||
glPushMatrix();
|
||||
|
@ -275,20 +286,9 @@ bool Face::render(float alpha) {
|
|||
const int INDICES_PER_TRIANGLE = 3;
|
||||
const int INDEX_COUNT = QUAD_COUNT * TRIANGLES_PER_QUAD * INDICES_PER_TRIANGLE;
|
||||
|
||||
if (_program == 0) {
|
||||
_program = new ProgramObject();
|
||||
_program->addShaderFromSourceFile(QGLShader::Vertex, "resources/shaders/face.vert");
|
||||
_program->addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/face.frag");
|
||||
_program->link();
|
||||
|
||||
_program->bind();
|
||||
_program->setUniformValue("depthTexture", 0);
|
||||
_program->setUniformValue("colorTexture", 1);
|
||||
_program->release();
|
||||
|
||||
_texCoordCornerLocation = _program->uniformLocation("texCoordCorner");
|
||||
_texCoordRightLocation = _program->uniformLocation("texCoordRight");
|
||||
_texCoordUpLocation = _program->uniformLocation("texCoordUp");
|
||||
if (_videoProgram == 0) {
|
||||
_videoProgram = loadProgram(QString(), "colorTexture", _videoProgramLocations);
|
||||
_texturedProgram = loadProgram("_textured", "permutationNormalTexture", _texturedProgramLocations);
|
||||
|
||||
glGenBuffers(1, &_vboID);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vboID);
|
||||
|
@ -328,14 +328,23 @@ bool Face::render(float alpha) {
|
|||
glBindTexture(GL_TEXTURE_2D, _depthTextureID);
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, _colorTextureID);
|
||||
|
||||
_program->bind();
|
||||
_program->setUniformValue(_texCoordCornerLocation,
|
||||
ProgramObject* program = _videoProgram;
|
||||
Locations* locations = &_videoProgramLocations;
|
||||
if (false && _colorTextureID != 0) {
|
||||
glBindTexture(GL_TEXTURE_2D, _colorTextureID);
|
||||
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPermutationNormalTextureID());
|
||||
program = _texturedProgram;
|
||||
locations = &_texturedProgramLocations;
|
||||
}
|
||||
program->bind();
|
||||
program->setUniformValue(locations->texCoordCorner,
|
||||
points[0].x / _textureSize.width, points[0].y / _textureSize.height);
|
||||
_program->setUniformValue(_texCoordRightLocation,
|
||||
program->setUniformValue(locations->texCoordRight,
|
||||
(points[3].x - points[0].x) / _textureSize.width, (points[3].y - points[0].y) / _textureSize.height);
|
||||
_program->setUniformValue(_texCoordUpLocation,
|
||||
program->setUniformValue(locations->texCoordUp,
|
||||
(points[1].x - points[0].x) / _textureSize.width, (points[1].y - points[0].y) / _textureSize.height);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glVertexPointer(2, GL_FLOAT, 0, 0);
|
||||
|
@ -357,7 +366,7 @@ bool Face::render(float alpha) {
|
|||
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
_program->release();
|
||||
program->release();
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
@ -392,32 +401,24 @@ void Face::cycleRenderMode() {
|
|||
}
|
||||
|
||||
void Face::setFrame(const cv::Mat& color, const cv::Mat& depth, float aspectRatio) {
|
||||
if (color.empty()) {
|
||||
// release our textures, if any; there's no more video
|
||||
if (_colorTextureID != 0) {
|
||||
glDeleteTextures(1, &_colorTextureID);
|
||||
_colorTextureID = 0;
|
||||
Size2f textureSize;
|
||||
if (!color.empty()) {
|
||||
if (_colorTextureID == 0) {
|
||||
glGenTextures(1, &_colorTextureID);
|
||||
}
|
||||
if (_depthTextureID != 0) {
|
||||
glDeleteTextures(1, &_depthTextureID);
|
||||
_depthTextureID = 0;
|
||||
glBindTexture(GL_TEXTURE_2D, _colorTextureID);
|
||||
if (_textureSize.width != color.cols || _textureSize.height != color.rows) {
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, color.cols, color.rows, 0, GL_RGB, GL_UNSIGNED_BYTE, color.ptr());
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
textureSize = color.size();
|
||||
_textureRect = RotatedRect(Point2f(color.cols * 0.5f, color.rows * 0.5f), textureSize, 0.0f);
|
||||
|
||||
} else {
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, color.cols, color.rows, GL_RGB, GL_UNSIGNED_BYTE, color.ptr());
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (_colorTextureID == 0) {
|
||||
glGenTextures(1, &_colorTextureID);
|
||||
}
|
||||
glBindTexture(GL_TEXTURE_2D, _colorTextureID);
|
||||
bool recreateTextures = (_textureSize.width != color.cols || _textureSize.height != color.rows);
|
||||
if (recreateTextures) {
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, color.cols, color.rows, 0, GL_RGB, GL_UNSIGNED_BYTE, color.ptr());
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
_textureSize = color.size();
|
||||
_textureRect = RotatedRect(Point2f(color.cols * 0.5f, color.rows * 0.5f), _textureSize, 0.0f);
|
||||
|
||||
} else {
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, color.cols, color.rows, GL_RGB, GL_UNSIGNED_BYTE, color.ptr());
|
||||
} else if (_colorTextureID != 0) {
|
||||
glDeleteTextures(1, &_colorTextureID);
|
||||
_colorTextureID = 0;
|
||||
}
|
||||
|
||||
if (!depth.empty()) {
|
||||
|
@ -425,20 +426,25 @@ void Face::setFrame(const cv::Mat& color, const cv::Mat& depth, float aspectRati
|
|||
glGenTextures(1, &_depthTextureID);
|
||||
}
|
||||
glBindTexture(GL_TEXTURE_2D, _depthTextureID);
|
||||
if (recreateTextures) {
|
||||
if (_textureSize.width != depth.cols || _textureSize.height != depth.rows) {
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, depth.cols, depth.rows, 0,
|
||||
GL_LUMINANCE, GL_UNSIGNED_BYTE, depth.ptr());
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
textureSize = depth.size();
|
||||
_textureRect = RotatedRect(Point2f(depth.cols * 0.5f, depth.rows * 0.5f), textureSize, 0.0f);
|
||||
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, _depthTextureID);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, depth.cols, depth.rows, GL_LUMINANCE, GL_UNSIGNED_BYTE, depth.ptr());
|
||||
}
|
||||
} else if (_depthTextureID != 0) {
|
||||
glDeleteTextures(1, &_depthTextureID);
|
||||
_depthTextureID = 0;
|
||||
}
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
_aspectRatio = aspectRatio;
|
||||
_textureSize = textureSize;
|
||||
}
|
||||
|
||||
void Face::destroyCodecs() {
|
||||
|
@ -451,3 +457,21 @@ void Face::destroyCodecs() {
|
|||
_depthCodec.name = 0;
|
||||
}
|
||||
}
|
||||
|
||||
ProgramObject* Face::loadProgram(const QString& suffix, const char* secondTextureUniform, Locations& locations) {
|
||||
ProgramObject* program = new ProgramObject();
|
||||
program->addShaderFromSourceFile(QGLShader::Vertex, "resources/shaders/face" + suffix + ".vert");
|
||||
program->addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/face" + suffix + ".frag");
|
||||
program->link();
|
||||
|
||||
program->bind();
|
||||
program->setUniformValue("depthTexture", 0);
|
||||
program->setUniformValue(secondTextureUniform, 1);
|
||||
program->release();
|
||||
|
||||
locations.texCoordCorner = program->uniformLocation("texCoordCorner");
|
||||
locations.texCoordRight = program->uniformLocation("texCoordRight");
|
||||
locations.texCoordUp = program->uniformLocation("texCoordUp");
|
||||
|
||||
return program;
|
||||
}
|
||||
|
|
|
@ -30,7 +30,8 @@ public:
|
|||
Face(Head* owningHead);
|
||||
~Face();
|
||||
|
||||
bool isFullFrame() const { return _colorTextureID != 0 && _aspectRatio == FULL_FRAME_ASPECT; }
|
||||
bool isActive() const { return _colorTextureID != 0 || _depthTextureID != 0; }
|
||||
bool isFullFrame() const { return isActive() && _aspectRatio == FULL_FRAME_ASPECT; }
|
||||
|
||||
void setFrameFromWebcam();
|
||||
void clearFrame();
|
||||
|
@ -69,10 +70,20 @@ private:
|
|||
int _frameCount;
|
||||
int _frameBytesRemaining;
|
||||
|
||||
static ProgramObject* _program;
|
||||
static int _texCoordCornerLocation;
|
||||
static int _texCoordRightLocation;
|
||||
static int _texCoordUpLocation;
|
||||
struct Locations {
|
||||
int texCoordCorner;
|
||||
int texCoordRight;
|
||||
int texCoordUp;
|
||||
};
|
||||
|
||||
static ProgramObject* loadProgram(const QString& suffix, const char* secondTextureUniform, Locations& locations);
|
||||
|
||||
static ProgramObject* _videoProgram;
|
||||
static Locations _videoProgramLocations;
|
||||
|
||||
static ProgramObject* _texturedProgram;
|
||||
static Locations _texturedProgramLocations;
|
||||
|
||||
static GLuint _vboID;
|
||||
static GLuint _iboID;
|
||||
};
|
||||
|
|
45
interface/src/renderer/TextureCache.cpp
Normal file
45
interface/src/renderer/TextureCache.cpp
Normal file
|
@ -0,0 +1,45 @@
|
|||
//
|
||||
// TextureCache.cpp
|
||||
// interface
|
||||
//
|
||||
// Created by Andrzej Kapolka on 8/6/13.
|
||||
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
|
||||
|
||||
#include <glm/gtc/random.hpp>
|
||||
|
||||
#include "TextureCache.h"
|
||||
|
||||
TextureCache::TextureCache() : _permutationNormalTextureID(0) {
|
||||
}
|
||||
|
||||
TextureCache::~TextureCache() {
|
||||
if (_permutationNormalTextureID != 0) {
|
||||
glDeleteTextures(1, &_permutationNormalTextureID);
|
||||
}
|
||||
}
|
||||
|
||||
GLuint TextureCache::getPermutationNormalTextureID() {
|
||||
if (_permutationNormalTextureID == 0) {
|
||||
glGenTextures(1, &_permutationNormalTextureID);
|
||||
glBindTexture(GL_TEXTURE_2D, _permutationNormalTextureID);
|
||||
|
||||
// the first line consists of random permutation offsets
|
||||
unsigned char data[256 * 2 * 3];
|
||||
for (int i = 0; i < 256 * 3; i++) {
|
||||
data[i] = rand() % 256;
|
||||
}
|
||||
// the next, random unit normals
|
||||
for (int i = 256 * 3; i < 256 * 3 * 2; i += 3) {
|
||||
glm::vec3 randvec = glm::sphericalRand(1.0f);
|
||||
data[i] = ((randvec.x + 1.0f) / 2.0f) * 255.0f;
|
||||
data[i + 1] = ((randvec.y + 1.0f) / 2.0f) * 255.0f;
|
||||
data[i + 2] = ((randvec.z + 1.0f) / 2.0f) * 255.0f;
|
||||
}
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
return _permutationNormalTextureID;
|
||||
}
|
27
interface/src/renderer/TextureCache.h
Normal file
27
interface/src/renderer/TextureCache.h
Normal file
|
@ -0,0 +1,27 @@
|
|||
//
|
||||
// TextureCache.h
|
||||
// interface
|
||||
//
|
||||
// Created by Andrzej Kapolka on 8/6/13.
|
||||
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
|
||||
//
|
||||
|
||||
#ifndef __interface__TextureCache__
|
||||
#define __interface__TextureCache__
|
||||
|
||||
#include "InterfaceConfig.h"
|
||||
|
||||
class TextureCache {
|
||||
public:
|
||||
|
||||
TextureCache();
|
||||
~TextureCache();
|
||||
|
||||
GLuint getPermutationNormalTextureID();
|
||||
|
||||
private:
|
||||
|
||||
GLuint _permutationNormalTextureID;
|
||||
};
|
||||
|
||||
#endif /* defined(__interface__TextureCache__) */
|
Loading…
Reference in a new issue