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
Brandon Thomas
ed74711f80
switch between camera for point cloud renders
2020-05-17 04:10:29 -04:00
Brandon Thomas
a882e89b1c
show both converted depth xyz textures!
2020-05-17 03:59:25 -04:00
Brandon Thomas
83d7534b26
Visualizer now switches between multiple cameras (one at a time)
2020-05-17 03:37:34 -04:00
Brandon Thomas
99a9a2f966
Incremental support for multiple cameras: PointCloudVisualizer
...
Lots of internal use of Vec<T>, but still tied to 0-indexed items
Code quality --
Still compiles and runs
2020-05-17 03:06:42 -04:00
Brandon Thomas
d09aab5743
Incremental support for multiple cameras: Multiple PointCloudConverter
...
Code quality --
Suport ++
2020-05-17 02:40:57 -04:00
Brandon Thomas
9081a3da26
refactor: organize kinect and opengl modules
2020-05-04 03:28:41 -04:00
Brandon Thomas
a4d16224c2
refactor (move arcball to gui code)
2020-05-04 02:10:56 -04:00
Brandon Thomas
a06afdde38
handle zoom only within imgui window
2020-05-04 02:05:11 -04:00
Brandon Thomas
95fec69018
stupid experimentally determined camera zero :(
2020-05-01 07:13:37 -04:00
Brandon Thomas
67a10b0892
custom perspective matrix based on k4a
2020-05-01 06:07:32 -04:00
Brandon Thomas
991f1b8aaa
clear color, rgbaf32 type
2020-05-01 05:16:33 -04:00
Brandon Thomas
65f1d5b980
ran cargo fix and then CLion import optimizer
2020-05-01 04:40:21 -04:00
Brandon Thomas
790e0a9748
move old code (preserved since I'm still new to this)
2020-05-01 04:25:40 -04:00
Brandon Thomas
0ffa97f9af
new arcball abstraction to clean up code
2020-05-01 04:21:45 -04:00
Brandon Thomas
22a48dba60
arcball implementation (a bit rough around the edges)
2020-05-01 03:07:45 -04:00
Brandon Thomas
2c6e205ac5
check in akvcam configs
2020-04-30 04:53:19 -04:00
Brandon Thomas
b581e9cd36
lets me share a webcam view, but horrible and distorts texture
2020-04-29 23:34:43 -04:00
Brandon Thomas
50255bef04
small refactor, different clearcolor
2020-04-28 03:19:02 -04:00
Brandon Thomas
cc1f822f5c
add distance threshold and scaling
2020-04-28 03:08:25 -04:00
Brandon Thomas
6685e41e14
IT WORKS !! ! ! ! ! ! !! !!@!21
2020-04-27 05:10:56 -04:00
Brandon Thomas
299390f9b4
restored shaders
2020-04-27 04:47:26 -04:00
Brandon Thomas
4f8279bc9e
cleanup (note - I pared down the existing shader, so I should revert)
2020-04-27 04:40:48 -04:00
Brandon Thomas
4f3e5f0e5c
implementation of simple/color shading (perfect!)
2020-04-26 21:28:16 -04:00
Brandon Thomas
c591d0d6c1
FIXED! Ugh. RG32F, not RGB32F
2020-04-26 19:27:25 -04:00
Brandon Thomas
27c5f32e80
debugging xy depth table
2020-04-26 18:47:59 -04:00
Brandon Thomas
87fbf45ed9
cleanup
2020-04-26 17:29:40 -04:00
Brandon Thomas
73ef98251e
much closer, but still have to finish the last piece
2020-04-26 05:34:28 -04:00
Brandon Thomas
0bbbe2f9c2
point cloud colorization isn't it...
2020-04-26 04:14:45 -04:00
Brandon Thomas
2225c1c962
removing alpha from compute shader -- now the texture exists!!!
2020-04-26 04:10:49 -04:00
Brandon Thomas
242aa53b7d
now we can set xyz texture to all white in the shader
2020-04-26 04:07:25 -04:00
Brandon Thomas
ba56591226
fix issue with pixel iteration order
2020-04-26 01:19:07 -04:00
Brandon Thomas
db4585fa5c
pixel image debugging
2020-04-26 00:46:22 -04:00