Commit Graph
207 Commits
Author SHA1 Message Date
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