Brandon Thomas
cdbdf77f15
Lots of cleanup... following graphics4363
2020-08-18 03:19:42 -04:00
Brandon Thomas
f95b76c893
rename to disambiguate
2020-08-18 02:24:25 -04:00
Brandon Thomas
b0ecc38308
split opengl wrapper structs into their own files
2020-08-18 02:22:51 -04:00
Brandon Thomas
24b05ce2c4
lots of changes to binding orders; no progress
2020-08-18 02:11:18 -04:00
Brandon Thomas
5e03a52547
IMPROVEMENT! Now both geos shaded by one color
2020-08-18 01:35:28 -04:00
Brandon Thomas
a3a1825014
just experimenting...
2020-08-16 21:10:03 -04:00
Brandon Thomas
826d419c34
option to save frames
2020-08-16 15:39:25 -04:00
Brandon Thomas
eb1144d197
command line to turn on and off options
2020-08-16 05:11:09 -04:00
Brandon Thomas
762e839a57
No longer need to start cameras!
2020-08-16 04:47:20 -04:00
Brandon Thomas
68d3e4dc39
working intrinsics/extrinsics !
2020-08-16 04:30:24 -04:00
Brandon Thomas
8016a4d24d
wrap k4a calibration
2020-08-16 03:40:34 -04:00
Brandon Thomas
2b7bbe61aa
Fake Capture Proxy Works! + debug tools
2020-08-16 02:52:55 -04:00
Brandon Thomas
bccefd55ed
FakeDeviceCapturer, wrapper additions; new path fails, but old works
2020-08-16 02:25:31 -04:00
Brandon Thomas
9725876300
proxy fully plumbed through
2020-08-16 00:51:52 -04:00
Brandon Thomas
4c0183801a
fix bug with CaptureProxy
2020-08-16 00:31:07 -04:00
Brandon Thomas
274394c235
cleanup CaptureProxy k4a::Capture consumption
2020-08-15 23:46:51 -04:00
Brandon Thomas
d450a82a37
more internal usage
2020-08-15 23:28:06 -04:00
Brandon Thomas
87d4a19aee
more ImageProxy usage
2020-08-15 23:22:17 -04:00
Brandon Thomas
50f5689330
more internal ImageProxy usage
2020-08-15 23:13:26 -04:00
Brandon Thomas
14a480faa1
use ImageProxy more internally
2020-08-15 23:01:26 -04:00
Brandon Thomas
fb78650fbb
rename awkward CameraImageBytes to ImageProxy
2020-08-15 22:54:15 -04:00
Brandon Thomas
67c5c345c2
Further work on wrapping (may not compile, this is half of my changes)
2020-08-15 22:30:27 -04:00
Brandon Thomas
68ea871c9f
move up the stack
2020-08-15 20:35:31 -04:00
Brandon Thomas
04621392d6
completely static depth and color buffers
2020-08-15 19:54:35 -04:00
Brandon Thomas
0d3f67691d
write both color and depth images to file
2020-08-15 19:34:14 -04:00
Brandon Thomas
e33bed276a
extract point cloud compute shader; share file ops
2020-08-15 18:28:25 -04:00
Brandon Thomas
3731462d77
reduce duplication between static and from-camera color images
2020-08-15 17:58:47 -04:00
Brandon Thomas
436cb7fa8a
use static color frame data instead of from camera
2020-08-15 17:34:27 -04:00
Brandon Thomas
20f9f6535c
write color frames to disk
2020-08-15 16:56:59 -04:00
Brandon Thomas
3f3a207040
pull out link_program
2020-08-15 16:16:19 -04:00
Brandon Thomas
793178b8b6
both cameras won't render. ugh
2020-08-15 15:53:58 -04:00
Brandon Thomas
c7f87e2e3d
Read in shaders from files
2020-08-15 15:46:12 -04:00
Brandon Thomas
cf0ee7a543
location seems to be needed in shaders
2020-08-15 15:36:41 -04:00
Brandon Thomas
cad9d76da6
both cameras correctly render INDEPENDENTLY
2020-08-15 15:08:49 -04:00
Brandon Thomas
20a8be8375
much easier to see now...
2020-08-15 01:32:13 -04:00
Brandon Thomas
3319d32256
cycle between two cameras
2020-08-15 01:20:37 -04:00
Brandon Thomas
7352f3f6d2
cleanup; pink was due to missing "layout(location=10)"
2020-08-14 04:01:30 -04:00
Brandon Thomas
adb6f45fd3
the other geo is pink!?!
2020-08-13 21:20:31 -04:00
Brandon Thomas
f367fd1e74
setup before testing
2020-08-13 20:50:22 -04:00
Brandon Thomas
5fcee17554
more comments on debugging (multiple colorings still not working)
2020-08-13 15:43:37 -04:00
Brandon Thomas
5e47aece53
experimental results recorded to comment
2020-08-13 03:32:27 -04:00
Brandon Thomas
f5b8af9d07
interesting bug that textures both cameras, but only from one source
2020-08-13 03:09:25 -04:00
Brandon Thomas
491ea637bd
notes, cleanup
2020-08-13 01:35:03 -04:00
Brandon Thomas
0a70b326e7
Kind of stuck, now. Rendering red and blue point clouds
...
- Color information from second camera only gets through if first camera
is disabled.
- How do I print BOTH point clouds from uniform data?
2020-05-18 04:47:45 -04:00
Brandon Thomas
6141c453fd
two point clouds translated on the x-axis
2020-05-18 01:07:33 -04:00
Brandon Thomas
d7d52485d7
two point clouds! (gl_VertexID-interleaved rendering)
2020-05-18 01:01:15 -04:00
Brandon Thomas
983d301554
getting somewhere, but this is confusing.
...
Changing textures in the point_cloud_renderer GLSL to be either index 0
or 1 (pointCloudTexture0 or pointCloudTexture1, each corresponding to a
camera) to the opposite of the skip block in the loop on line 611 will
show a perfect shaded image from the non-skipped camera.
This suggests that both cameras are sending texture and color data.
However...
Trying to do a linear combination from non-skipped color data is WEIRD
though, and not as I'd expect.
2020-05-18 00:47:55 -04:00
Brandon Thomas
56b4271295
Something interesting going on.
...
- Both inputs are some combination of colors
- Covering one camera leads to a black image
- Covering another camera leads to a red-shaded image
One of the cameras must not be wired up correctly.
2020-05-18 00:11:09 -04:00
Brandon Thomas
cfb4f8d6dd
Handle multi-cam vertex array object buffer for color (doesn't work yet)
...
The code works to load multiple VAOs and buffers, but the camera data
isn't properly segregated yet. Need to figure out what to bind
2020-05-17 23:10:50 -04:00
Brandon Thomas
ad0ca149f8
I *think* this works now. See binding=0,1 in GLSL
...
Note: we're currently looking at pointCloudTexture1, which is a
different depth camera from the color data
2020-05-17 05:55:58 -04:00