Merge pull request #802 from ey6es/master

Added a textured rendering mode for depth data that doesn't use video input; rather, it computes normals from the depth and uses local lighting.
This commit is contained in:
Philip Rosedale 2013-08-06 17:13:50 -07:00
commit 7583e1cd14
12 changed files with 565 additions and 315 deletions

View file

@ -0,0 +1,83 @@
#version 120
//
// face_textured.frag
// fragment shader
//
// Created by Andrzej Kapolka on 8/6/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
// the texture coordinate vector from left to right
uniform vec2 texCoordRight;
// the texture coordinate vector from bottom to the top
uniform vec2 texCoordUp;
// the permutation/normal texture
uniform sampler2D permutationNormalTexture;
// the depth texture
uniform sampler2D depthTexture;
// the position in model space
varying vec3 position;
// returns the gradient at a single corner of our sampling cube
vec3 grad(vec3 location) {
float p1 = texture2D(permutationNormalTexture, vec2(location.x / 256.0, 0.25)).r;
float p2 = texture2D(permutationNormalTexture, vec2(p1 + location.y / 256.0, 0.25)).r;
return texture2D(permutationNormalTexture, vec2(p2 + location.z / 256.0, 0.75)).xyz * 2.0 - vec3(1.0, 1.0, 1.0);
}
// returns the perlin noise value for the specified location
float perlin(vec3 location) {
vec3 floors = floor(location);
vec3 ceils = ceil(location);
vec3 fff = grad(floors);
vec3 ffc = grad(vec3(floors.x, floors.y, ceils.z));
vec3 fcf = grad(vec3(floors.x, ceils.y, floors.z));
vec3 fcc = grad(vec3(floors.x, ceils.y, ceils.z));
vec3 cff = grad(vec3(ceils.x, floors.y, floors.z));
vec3 cfc = grad(vec3(ceils.x, floors.y, ceils.z));
vec3 ccf = grad(vec3(ceils.x, ceils.y, floors.z));
vec3 ccc = grad(ceils);
vec3 ffracts = fract(location);
vec3 cfracts = ffracts - vec3(1.0, 1.0, 1.0);
vec3 params = ffracts*ffracts*(3.0 - 2.0*ffracts);
float fffv = dot(fff, ffracts);
float ffcv = dot(ffc, vec3(ffracts.x, ffracts.y, cfracts.z));
float fcfv = dot(fcf, vec3(ffracts.x, cfracts.y, ffracts.z));
float fccv = dot(fcc, vec3(ffracts.x, cfracts.y, cfracts.z));
float cffv = dot(cff, vec3(cfracts.x, ffracts.y, ffracts.z));
float cfcv = dot(cfc, vec3(cfracts.x, ffracts.y, cfracts.z));
float ccfv = dot(ccf, vec3(cfracts.x, cfracts.y, ffracts.z));
float cccv = dot(ccc, cfracts);
return mix(
mix(mix(fffv, cffv, params.x), mix(fcfv, ccfv, params.x), params.y),
mix(mix(ffcv, cfcv, params.x), mix(fccv, cccv, params.x), params.y),
params.z);
}
void main(void) {
// compute normal from adjacent depth values
float left = texture2D(depthTexture, gl_TexCoord[0].st - texCoordRight * 0.01).r;
float right = texture2D(depthTexture, gl_TexCoord[0].st + texCoordRight * 0.01).r;
float bottom = texture2D(depthTexture, gl_TexCoord[0].st - texCoordUp * 0.01).r;
float top = texture2D(depthTexture, gl_TexCoord[0].st + texCoordUp * 0.01).r;
vec3 normal = normalize(gl_NormalMatrix * vec3(left - right, top - bottom, -0.05));
// compute the specular component (sans exponent) based on the normal OpenGL lighting model
float specular = max(0.0, dot(normalize(gl_LightSource[0].position.xyz + vec3(0.0, 0.0, 1.0)), normal));
// the base color is a subtle marble texture produced by modulating the phase of a sine wave by perlin noise
vec3 color = mix(vec3(1.0, 1.0, 1.0), vec3(0.75, 0.75, 0.75),
sin(dot(position, vec3(25.0, 25.0, 25.0)) + 2.0 * perlin(position * 10.0)));
// standard lighting
gl_FragColor = vec4(color * ( gl_LightModel.ambient.rgb + /* gl_LightSource[0].ambient.rgb + */
gl_LightSource[0].diffuse.rgb * max(0.0, dot(normal, gl_LightSource[0].position.xyz))) +
pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular.rgb, gl_Color.a);
}

View file

@ -0,0 +1,38 @@
#version 120
//
// face_textured.vert
// vertex shader
//
// Created by Andrzej Kapolka on 8/6/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
// the lower left texture coordinate
uniform vec2 texCoordCorner;
// the texture coordinate vector from left to right
uniform vec2 texCoordRight;
// the texture coordinate vector from bottom to the top
uniform vec2 texCoordUp;
// the depth texture
uniform sampler2D depthTexture;
// the position in model space
varying vec3 position;
void main(void) {
gl_TexCoord[0] = vec4(texCoordCorner + gl_Vertex.x * texCoordRight + gl_Vertex.y * texCoordUp, 0.0, 1.0);
float depth = texture2D(depthTexture, gl_TexCoord[0].st).r;
// store the model space vertex
position = gl_Vertex.xyz;
// set alpha to zero for invalid depth values
const float MIN_VISIBLE_DEPTH = 1.0 / 255.0;
const float MAX_VISIBLE_DEPTH = 254.0 / 255.0;
gl_FrontColor = vec4(1.0, 1.0, 1.0, step(MIN_VISIBLE_DEPTH, depth) * (1.0 - step(MAX_VISIBLE_DEPTH, depth)));
gl_Position = gl_ModelViewProjectionMatrix * vec4(0.5 - gl_Vertex.x, gl_Vertex.y - 0.5, depth - 0.5, 1.0);
}

View file

@ -1952,10 +1952,11 @@ void Application::initMenu() {
_testPing->setChecked(true);
(_fullScreenMode = optionsMenu->addAction("Fullscreen", this, SLOT(setFullscreen(bool)), Qt::Key_F))->setCheckable(true);
optionsMenu->addAction("Webcam", &_webcam, SLOT(setEnabled(bool)))->setCheckable(true);
optionsMenu->addAction("Toggle Skeleton Tracking", &_webcam, SLOT(setSkeletonTrackingOn(bool)))->setCheckable(true);
optionsMenu->addAction("Skeleton Tracking", &_webcam, SLOT(setSkeletonTrackingOn(bool)))->setCheckable(true);
(_wantCollisionsOn = optionsMenu->addAction("Turn collisions On", this, SLOT(toggleWantCollisionsOn())))->setCheckable(true);
_wantCollisionsOn->setChecked(true);
optionsMenu->addAction("Cycle Webcam Send Mode", _webcam.getGrabber(), SLOT(cycleVideoSendMode()));
optionsMenu->addAction("Webcam Texture", _webcam.getGrabber(), SLOT(setDepthOnly(bool)))->setCheckable(true);
optionsMenu->addAction("Go Home", this, SLOT(goHome()), Qt::CTRL | Qt::Key_G);
QMenu* audioMenu = menuBar->addMenu("Audio");

View file

@ -31,7 +31,6 @@
#include "Environment.h"
#include "PacketHeaders.h"
#include "ParticleSystem.h"
#include "renderer/GeometryCache.h"
#include "SerialInterface.h"
#include "Stars.h"
#include "Swatch.h"
@ -43,6 +42,8 @@
#include "PieMenu.h"
#include "avatar/Avatar.h"
#include "avatar/HandControl.h"
#include "renderer/GeometryCache.h"
#include "renderer/TextureCache.h"
#include "ui/BandwidthDialog.h"
#include "ui/ChatEntry.h"
#include "ui/VoxelStatsDialog.h"
@ -116,6 +117,7 @@ public:
QNetworkAccessManager* getNetworkAccessManager() { return _networkAccessManager; }
GeometryCache* getGeometryCache() { return &_geometryCache; }
TextureCache* getTextureCache() { return &_textureCache; }
void resetSongMixMenuItem();
void setupWorldLight(Camera& whichCamera);
@ -438,6 +440,7 @@ private:
int _hmdWarpParamLocation;
GeometryCache _geometryCache;
TextureCache _textureCache;
ParticleSystem _particleSystem;

View file

@ -17,8 +17,6 @@
#include <fstream> // to load voxels from file
#include <pthread.h>
#include <glm/gtc/random.hpp>
#include <OctalCode.h>
#include <PacketHeaders.h>
#include <PerfStat.h>
@ -493,7 +491,6 @@ glm::vec3 VoxelSystem::computeVoxelVertex(const glm::vec3& startVertex, float vo
}
ProgramObject* VoxelSystem::_perlinModulateProgram = 0;
GLuint VoxelSystem::_permutationNormalTextureID = 0;
void VoxelSystem::init() {
@ -585,29 +582,9 @@ void VoxelSystem::init() {
_perlinModulateProgram->addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/perlin_modulate.frag");
_perlinModulateProgram->link();
_perlinModulateProgram->bind();
_perlinModulateProgram->setUniformValue("permutationNormalTexture", 0);
// create the permutation/normal texture
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);
_perlinModulateProgram->release();
}
void VoxelSystem::updateFullVBOs() {
@ -734,7 +711,7 @@ void VoxelSystem::applyScaleAndBindProgram(bool texture) {
if (texture) {
_perlinModulateProgram->bind();
glBindTexture(GL_TEXTURE_2D, _permutationNormalTextureID);
glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPermutationNormalTextureID());
}
}

View file

@ -196,7 +196,6 @@ private:
bool _voxelsDirty;
static ProgramObject* _perlinModulateProgram;
static GLuint _permutationNormalTextureID;
int _hookID;
std::vector<glBufferIndex> _freeIndexes;

View file

@ -71,16 +71,17 @@ void Webcam::reset() {
}
void Webcam::renderPreview(int screenWidth, int screenHeight) {
if (_enabled && _colorTextureID != 0) {
glBindTexture(GL_TEXTURE_2D, _colorTextureID);
if (_enabled) {
glEnable(GL_TEXTURE_2D);
glColor3f(1.0f, 1.0f, 1.0f);
glBegin(GL_QUADS);
const int PREVIEW_HEIGHT = 200;
int previewWidth = _textureSize.width * PREVIEW_HEIGHT / _textureSize.height;
int top = screenHeight - 600;
int left = screenWidth - previewWidth - 10;
if (_colorTextureID != 0) {
glBindTexture(GL_TEXTURE_2D, _colorTextureID);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2f(left, top);
glTexCoord2f(1, 0);
@ -90,6 +91,7 @@ void Webcam::renderPreview(int screenWidth, int screenHeight) {
glTexCoord2f(0, 1);
glVertex2f(left, top + PREVIEW_HEIGHT);
glEnd();
}
if (_depthTextureID != 0) {
glBindTexture(GL_TEXTURE_2D, _depthTextureID);
@ -157,6 +159,7 @@ const float METERS_PER_MM = 1.0f / 1000.0f;
void Webcam::setFrame(const Mat& color, int format, const Mat& depth, float midFaceDepth,
float aspectRatio, const RotatedRect& faceRect, bool sending, const JointVector& joints) {
if (!color.empty()) {
IplImage colorImage = color;
glPixelStorei(GL_UNPACK_ROW_LENGTH, colorImage.widthStep / 3);
if (_colorTextureID == 0) {
@ -165,13 +168,16 @@ void Webcam::setFrame(const Mat& color, int format, const Mat& depth, float midF
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, _textureSize.width = colorImage.width, _textureSize.height = colorImage.height,
0, format, GL_UNSIGNED_BYTE, colorImage.imageData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qDebug("Capturing video at %gx%g.\n", _textureSize.width, _textureSize.height);
} else {
glBindTexture(GL_TEXTURE_2D, _colorTextureID);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, _textureSize.width, _textureSize.height, format,
GL_UNSIGNED_BYTE, colorImage.imageData);
}
} else if (_colorTextureID != 0) {
glDeleteTextures(1, &_colorTextureID);
_colorTextureID = 0;
}
if (!depth.empty()) {
IplImage depthImage = depth;
@ -189,6 +195,9 @@ void Webcam::setFrame(const Mat& color, int format, const Mat& depth, float midF
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, _textureSize.width, _textureSize.height, GL_LUMINANCE,
GL_UNSIGNED_BYTE, depthImage.imageData);
}
} else if (_depthTextureID != 0) {
glDeleteTextures(1, &_depthTextureID);
_depthTextureID = 0;
}
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glBindTexture(GL_TEXTURE_2D, 0);
@ -273,8 +282,8 @@ void Webcam::setFrame(const Mat& color, int format, const Mat& depth, float midF
QTimer::singleShot(qMax((int)remaining / 1000, 0), _grabber, SLOT(grabFrame()));
}
FrameGrabber::FrameGrabber() : _initialized(false), _videoSendMode(FULL_FRAME_VIDEO), _capture(0), _searchWindow(0, 0, 0, 0),
_smoothedMidFaceDepth(UNINITIALIZED_FACE_DEPTH), _colorCodec(), _depthCodec(), _frameCount(0) {
FrameGrabber::FrameGrabber() : _initialized(false), _videoSendMode(FULL_FRAME_VIDEO), _depthOnly(false), _capture(0),
_searchWindow(0, 0, 0, 0), _smoothedMidFaceDepth(UNINITIALIZED_FACE_DEPTH), _colorCodec(), _depthCodec(), _frameCount(0) {
}
FrameGrabber::~FrameGrabber() {
@ -374,6 +383,11 @@ void FrameGrabber::cycleVideoSendMode() {
destroyCodecs();
}
void FrameGrabber::setDepthOnly(bool depthOnly) {
_depthOnly = depthOnly;
destroyCodecs();
}
void FrameGrabber::reset() {
_searchWindow = cv::Rect(0, 0, 0, 0);
@ -479,7 +493,7 @@ void FrameGrabber::grabFrame() {
encodedWidth = color.cols;
encodedHeight = color.rows;
aspectRatio = FULL_FRAME_ASPECT;
colorBitrateMultiplier = 4.0f;
colorBitrateMultiplier = depthBitrateMultiplier = 4.0f;
} else {
// if we don't have a search window (yet), try using the face cascade
@ -591,10 +605,26 @@ void FrameGrabber::grabFrame() {
depth.convertTo(_grayDepthFrame, CV_8UC1, 1.0, depthOffset);
}
// increment the frame count that identifies frames
_frameCount++;
QByteArray payload;
if (_videoSendMode != NO_VIDEO) {
// start the payload off with the aspect ratio (zero for full frame)
payload.append((const char*)&aspectRatio, sizeof(float));
// prepare the image in which we'll store the data
const int ENCODED_BITS_PER_Y = 8;
const int ENCODED_BITS_PER_VU = 2;
const int ENCODED_BITS_PER_PIXEL = ENCODED_BITS_PER_Y + 2 * ENCODED_BITS_PER_VU;
const int BITS_PER_BYTE = 8;
_encodedFace.resize(encodedWidth * encodedHeight * ENCODED_BITS_PER_PIXEL / BITS_PER_BYTE);
vpx_image_t vpxImage;
vpx_img_wrap(&vpxImage, VPX_IMG_FMT_YV12, encodedWidth, encodedHeight, 1, (unsigned char*)_encodedFace.data());
if (!_depthOnly || depth.empty()) {
if (_colorCodec.name == 0) {
// initialize encoder context(s)
// initialize encoder context
vpx_codec_enc_cfg_t codecConfig;
vpx_codec_enc_config_default(vpx_codec_vp8_cx(), &codecConfig, 0);
codecConfig.rc_target_bitrate = ENCODED_FACE_WIDTH * ENCODED_FACE_HEIGHT * colorBitrateMultiplier *
@ -602,14 +632,8 @@ void FrameGrabber::grabFrame() {
codecConfig.g_w = encodedWidth;
codecConfig.g_h = encodedHeight;
vpx_codec_enc_init(&_colorCodec, vpx_codec_vp8_cx(), &codecConfig, 0);
if (!depth.empty()) {
codecConfig.rc_target_bitrate *= depthBitrateMultiplier;
vpx_codec_enc_init(&_depthCodec, vpx_codec_vp8_cx(), &codecConfig, 0);
}
}
Mat transform;
if (_videoSendMode == FACE_VIDEO) {
// resize/rotate face into encoding rectangle
_faceColor.create(encodedHeight, encodedWidth, CV_8UC3);
@ -621,14 +645,6 @@ void FrameGrabber::grabFrame() {
// convert from RGB to YV12: see http://www.fourcc.org/yuv.php and
// http://docs.opencv.org/modules/imgproc/doc/miscellaneous_transformations.html#cvtcolor
const int ENCODED_BITS_PER_Y = 8;
const int ENCODED_BITS_PER_VU = 2;
const int ENCODED_BITS_PER_PIXEL = ENCODED_BITS_PER_Y + 2 * ENCODED_BITS_PER_VU;
const int BITS_PER_BYTE = 8;
_encodedFace.resize(encodedWidth * encodedHeight * ENCODED_BITS_PER_PIXEL / BITS_PER_BYTE);
vpx_image_t vpxImage;
vpx_img_wrap(&vpxImage, VPX_IMG_FMT_YV12, encodedWidth, encodedHeight, 1,
(unsigned char*)_encodedFace.data());
uchar* yline = vpxImage.planes[0];
uchar* vline = vpxImage.planes[1];
uchar* uline = vpxImage.planes[2];
@ -676,10 +692,7 @@ void FrameGrabber::grabFrame() {
}
// encode the frame
vpx_codec_encode(&_colorCodec, &vpxImage, ++_frameCount, 1, 0, VPX_DL_REALTIME);
// start the payload off with the aspect ratio (zero for full frame)
payload.append((const char*)&aspectRatio, sizeof(float));
vpx_codec_encode(&_colorCodec, &vpxImage, _frameCount, 1, 0, VPX_DL_REALTIME);
// extract the encoded frame
vpx_codec_iter_t iterator = 0;
@ -691,8 +704,30 @@ void FrameGrabber::grabFrame() {
payload.append((const char*)packet->data.frame.buf, packet->data.frame.sz);
}
}
} else {
// zero length indicates no color info
const size_t ZERO_SIZE = 0;
payload.append((const char*)&ZERO_SIZE, sizeof(size_t));
// we can use more bits for depth
depthBitrateMultiplier *= 2.0f;
// don't bother reporting the color
color = Mat();
}
if (!depth.empty()) {
if (_depthCodec.name == 0) {
// initialize encoder context
vpx_codec_enc_cfg_t codecConfig;
vpx_codec_enc_config_default(vpx_codec_vp8_cx(), &codecConfig, 0);
codecConfig.rc_target_bitrate = ENCODED_FACE_WIDTH * ENCODED_FACE_HEIGHT * depthBitrateMultiplier *
codecConfig.rc_target_bitrate / codecConfig.g_w / codecConfig.g_h;
codecConfig.g_w = encodedWidth;
codecConfig.g_h = encodedHeight;
vpx_codec_enc_init(&_depthCodec, vpx_codec_vp8_cx(), &codecConfig, 0);
}
// convert with mask
uchar* yline = vpxImage.planes[0];
uchar* vline = vpxImage.planes[1];

View file

@ -112,6 +112,7 @@ public:
public slots:
void cycleVideoSendMode();
void setDepthOnly(bool depthOnly);
void reset();
void shutdown();
void grabFrame();
@ -126,6 +127,7 @@ private:
bool _initialized;
VideoSendMode _videoSendMode;
bool _depthOnly;
CvCapture* _capture;
cv::CascadeClassifier _faceCascade;
cv::Mat _hsvFrame;

View file

@ -22,10 +22,10 @@
using namespace cv;
ProgramObject* Face::_program = 0;
int Face::_texCoordCornerLocation;
int Face::_texCoordRightLocation;
int Face::_texCoordUpLocation;
ProgramObject* Face::_videoProgram = 0;
Face::Locations Face::_videoProgramLocations;
ProgramObject* Face::_texturedProgram = 0;
Face::Locations Face::_texturedProgramLocations;
GLuint Face::_vboID;
GLuint Face::_iboID;
@ -71,6 +71,7 @@ void Face::setFrameFromWebcam() {
void Face::clearFrame() {
_colorTextureID = 0;
_depthTextureID = 0;
}
int Face::processVideoMessage(unsigned char* packetData, size_t dataBytes) {
@ -111,28 +112,32 @@ int Face::processVideoMessage(unsigned char* packetData, size_t dataBytes) {
return dataBytes;
}
// the switch from full frame to not (or vice versa) requires us to reinit the codecs
// the switch between full frame or depth only modes requires us to reinit the codecs
float aspectRatio = *(const float*)_arrivingFrame.constData();
size_t colorSize = *(const size_t*)(_arrivingFrame.constData() + sizeof(float));
bool fullFrame = (aspectRatio == FULL_FRAME_ASPECT);
if (fullFrame != _lastFullFrame) {
bool depthOnly = (colorSize == 0);
if (fullFrame != _lastFullFrame || depthOnly != _lastDepthOnly) {
destroyCodecs();
_lastFullFrame = fullFrame;
_lastDepthOnly = depthOnly;
}
// read the color data, if non-empty
Mat color;
const uint8_t* colorData = (const uint8_t*)(_arrivingFrame.constData() + sizeof(float) + sizeof(size_t));
if (colorSize > 0) {
if (_colorCodec.name == 0) {
// initialize decoder context
vpx_codec_dec_init(&_colorCodec, vpx_codec_vp8_dx(), 0, 0);
}
size_t colorSize = *(const size_t*)(_arrivingFrame.constData() + sizeof(float));
const uint8_t* colorData = (const uint8_t*)(_arrivingFrame.constData() + sizeof(float) + sizeof(size_t));
vpx_codec_decode(&_colorCodec, colorData, colorSize, 0, 0);
vpx_codec_iter_t iterator = 0;
vpx_image_t* image;
while ((image = vpx_codec_get_frame(&_colorCodec, &iterator)) != 0) {
// convert from YV12 to RGB: see http://www.fourcc.org/yuv.php and
// http://docs.opencv.org/modules/imgproc/doc/miscellaneous_transformations.html#cvtcolor
Mat color(image->d_h, image->d_w, CV_8UC3);
color.create(image->d_h, image->d_w, CV_8UC3);
uchar* yline = image->planes[0];
uchar* vline = image->planes[1];
uchar* uline = image->planes[2];
@ -183,8 +188,14 @@ int Face::processVideoMessage(unsigned char* packetData, size_t dataBytes) {
vline += image->stride[1];
uline += image->stride[2];
}
Mat depth;
}
} else if (_colorCodec.name != 0) {
vpx_codec_destroy(&_colorCodec);
_colorCodec.name = 0;
}
// read the depth data, if non-empty
Mat depth;
const uint8_t* depthData = colorData + colorSize;
int depthSize = _arrivingFrame.size() - ((const char*)depthData - _arrivingFrame.constData());
if (depthSize > 0) {
@ -223,16 +234,18 @@ int Face::processVideoMessage(unsigned char* packetData, size_t dataBytes) {
vline += image->stride[1];
}
}
} 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 +288,9 @@ 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 +330,23 @@ bool Face::render(float alpha) {
glBindTexture(GL_TEXTURE_2D, _depthTextureID);
glActiveTexture(GL_TEXTURE1);
ProgramObject* program = _videoProgram;
Locations* locations = &_videoProgramLocations;
if (_colorTextureID != 0) {
glBindTexture(GL_TEXTURE_2D, _colorTextureID);
_program->bind();
_program->setUniformValue(_texCoordCornerLocation,
} 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 +368,7 @@ 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);
@ -392,53 +403,52 @@ 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;
}
if (_depthTextureID != 0) {
glDeleteTextures(1, &_depthTextureID);
_depthTextureID = 0;
}
return;
}
if (_colorTextureID == 0) {
Size2f textureSize = _textureSize;
if (!color.empty()) {
bool generate = (_colorTextureID == 0);
if (generate) {
glGenTextures(1, &_colorTextureID);
}
glBindTexture(GL_TEXTURE_2D, _colorTextureID);
bool recreateTextures = (_textureSize.width != color.cols || _textureSize.height != color.rows);
if (recreateTextures) {
if (_textureSize.width != color.cols || _textureSize.height != color.rows || generate) {
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);
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()) {
if (_depthTextureID == 0) {
bool generate = (_depthTextureID == 0);
if (generate) {
glGenTextures(1, &_depthTextureID);
}
glBindTexture(GL_TEXTURE_2D, _depthTextureID);
if (recreateTextures) {
if (_textureSize.width != depth.cols || _textureSize.height != depth.rows || generate) {
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 +461,21 @@ 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;
}

View file

@ -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();
@ -64,15 +65,26 @@ private:
vpx_codec_ctx_t _colorCodec;
vpx_codec_ctx_t _depthCodec;
bool _lastFullFrame;
bool _lastDepthOnly;
QByteArray _arrivingFrame;
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;
};

View 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;
}

View 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__) */