Commit Graph
85 Commits
Author SHA1 Message Date
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