Upgrade to OPENRNDR 0.4 snapshot

This commit is contained in:
Edwin Jakobs
2021-06-22 11:08:07 +02:00
parent 579ddf9bb5
commit 9435907ef9
339 changed files with 460 additions and 497 deletions

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package org.openrndr.extra.kinect
import org.openrndr.Extension
import org.openrndr.draw.*
import org.openrndr.resourceUrl
import java.lang.RuntimeException
/**
* Represents all the accessible kinects handled by a specific driver (V1, V2).
*
* @param <CTX> data needed to make low level kinect support calls.
*/
interface Kinects<CTX> {
fun countDevices(): Int
/**
* Starts kinect device of a given number.
*
* @param num the kinect device index (starts with 0). If no value specified,
* it will default to 0.
* @throws KinectException if device of such a number does not exist
* (better to count them first), or it was already started.
* @see countDevices
*/
fun startDevice(num: Int = 0): KinectDevice<CTX>
/**
* Executes low level Kinect commands in the kinect thread.
*/
fun <T> execute(commands: (CTX) -> T) : T
}
/**
* Represents specific device.
*
* @param CTX type of data needed to make low level kinect support calls (e.g. freenect contexts).
*/
interface KinectDevice<CTX> : Extension {
val depthCamera: KinectDepthCamera
/**
* Executes low level Kinect commands in the kinect thread in the context of this device.
*/
fun <T> execute(commands: (CTX) -> T): T
}
interface KinectCamera {
var enabled: Boolean
val width: Int
val height: Int
var mirror: Boolean
val currentFrame: ColorBuffer
/**
* Returns the latest frame, but only once. Useful for the scenarios
* where each new frame triggers extra computation. Therefore the same
* expensive operation might happen only once, especially when the refresh
* rate of the target screen is higher than kinect's 30 fps.
* <p>
* Example usage:
* <pre>
* kinect.depthCamera.getLatestFrame()?.let { frame ->
* grayscaleFilter.apply(frame, grayscaleBuffer)
* }
* </pre>
*/
fun getLatestFrame(): ColorBuffer?
}
interface KinectDepthCamera : KinectCamera {
/* no special attributes at the moment */
}
class KinectException(msg: String) : RuntimeException(msg)
/**
* Maps depth values to grayscale.
*/
class DepthToGrayscaleMapper : Filter(
filterShaderFromUrl(resourceUrl("depth-to-grayscale.frag", Kinects::class))
)
/**
* Maps depth values to color map according to natural light dispersion as described
* by Alan Zucconi in the
* <a href="https://www.alanzucconi.com/2017/07/15/improving-the-rainbow/">Improving the Rainbow</a>
* article.
*/
class DepthToColorsZucconi6Mapper : Filter(
filterShaderFromUrl(resourceUrl("depth-to-colors-zucconi6.frag", Kinects::class))
)
/**
* Maps depth values to color map according to
* <a href="https://ai.googleblog.com/2019/08/turbo-improved-rainbow-colormap-for.html">
* Turbo, An Improved Rainbow Colormap for Visualization
* </a>
* by Google.
*/
class DepthToColorsTurboMapper : Filter(
filterShaderFromUrl(resourceUrl("depth-to-colors-turbo.frag", Kinects::class))
)

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package org.openrndr.extra.kinect.org.openrndr.extra.kinect.impl
import org.openrndr.Program
import org.openrndr.draw.*
import org.openrndr.extra.kinect.KinectDepthCamera
import org.openrndr.extra.kinect.KinectDevice
import org.openrndr.extra.kinect.Kinects
import org.openrndr.math.Vector2
import org.openrndr.resourceUrl
import java.nio.ByteBuffer
import java.util.concurrent.atomic.AtomicReference
import java.util.function.Supplier
import kotlin.concurrent.thread
class DefaultKinects<CTX>(
private val program: Program,
private val manager: KinectsManager<CTX>
) : Kinects<CTX> {
private inner class Destroyer : Thread() {
override fun run() {
manager.shutdown()
}
}
init {
manager.initialize()
// as we don't have explicit shutdown mechanism in OPENRNDR
// we need to install a shutdown hook for now
Runtime.getRuntime().addShutdownHook(Destroyer())
}
override fun countDevices(): Int {
return manager.countDevices()
}
override fun startDevice(num: Int): KinectDevice<CTX> {
val device = manager.startDevice(num)
program.extend(device)
return device
}
override fun <T> execute(commands: (CTX) -> T): T {
return manager.execute(commands)
}
}
interface KinectsManager<CTX> {
fun initialize()
fun countDevices(): Int
fun startDevice(num: Int): KinectDevice<CTX>
fun <T> execute(commands: (CTX) -> T): T
fun shutdown()
}
interface KinectFeatureEnabler {
var enabled: Boolean
}
interface KinectCommandsExecutor<CTX> {
fun <T> execute(commands: (CTX) -> T): T
}
class DefaultKinectDevice<CTX>(
override val depthCamera: DefaultKinectDepthCamera,
private val commandsExecutor: KinectCommandsExecutor<CTX>
) : KinectDevice<CTX> {
override var enabled: Boolean = true
override fun beforeDraw(drawer: Drawer, program: Program) {
depthCamera.update()
}
override fun <T> execute(commands: (CTX) -> T): T {
return commandsExecutor.execute(commands)
}
}
class DefaultKinectDepthCamera(
override val width: Int,
override val height: Int,
depthScale: Double,
private val enabler: KinectFeatureEnabler,
private val bytesSupplier: Supplier<ByteBuffer?>
) :
KinectDepthCamera, UpdatableKinectCamera {
override var enabled: Boolean
get() = enabler.enabled
set(value) {
enabler.enabled = value
}
private val rawBuffer: ColorBuffer = colorBuffer(
width,
height,
format = ColorFormat.R,
type = ColorType.UINT16 // it would be perfect if we could use isampler in the shader
)
override val currentFrame: ColorBuffer = colorBuffer(
width,
height,
format = ColorFormat.R,
type = ColorType.FLOAT16 // in the future we might want to choose the precision here
)
private val depthMapper = KinectRawDataToDepthMapper()
init {
depthMapper.depthScale = depthScale
depthMapper.mirror = false
depthMapper.resolution = Vector2(width.toDouble(), height.toDouble())
}
private val newFrameRef = AtomicReference<ColorBuffer>()
override fun getLatestFrame(): ColorBuffer? {
return newFrameRef.getAndSet(null)
}
override fun update() {
if (enabled) {
bytesSupplier.get()?.let { bytes ->
rawBuffer.write(bytes)
depthMapper.apply(rawBuffer, currentFrame)
newFrameRef.set(currentFrame)
}
}
}
override var mirror: Boolean
get() = depthMapper.mirror
set(value) {
depthMapper.mirror = value
}
}
private class KinectRawDataToDepthMapper :
Filter(
filterShaderFromUrl(
resourceUrl(
"kinect-raw-to-depth.frag",
DefaultKinects::class
)
)
) {
var depthScale: Double by parameters
var mirror: Boolean by parameters
var resolution: Vector2 by parameters
}
private interface UpdatableKinectCamera {
fun update()
}

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#version 330
uniform sampler2D tex0;
out vec3 color;
float saturate(in float x) {
return max(0, min(1, x));
}
// Copyright 2019 Google LLC.
// SPDX-License-Identifier: Apache-2.0
// Polynomial approximation in GLSL for the Turbo colormap
// Original LUT: https://gist.github.com/mikhailov-work/ee72ba4191942acecc03fe6da94fc73f
// Authors:
// Colormap Design: Anton Mikhailov (mikhailov@google.com)
// GLSL Approximation: Ruofei Du (ruofei@google.com)
vec3 TurboColormap(in float x) {
const vec4 kRedVec4 = vec4(0.13572138, 4.61539260, -42.66032258, 132.13108234);
const vec4 kGreenVec4 = vec4(0.09140261, 2.19418839, 4.84296658, -14.18503333);
const vec4 kBlueVec4 = vec4(0.10667330, 12.64194608, -60.58204836, 110.36276771);
const vec2 kRedVec2 = vec2(-152.94239396, 59.28637943);
const vec2 kGreenVec2 = vec2(4.27729857, 2.82956604);
const vec2 kBlueVec2 = vec2(-89.90310912, 27.34824973);
x = saturate(x);
vec4 v4 = vec4( 1.0, x, x * x, x * x * x);
vec2 v2 = v4.zw * v4.z;
return vec3(
dot(v4, kRedVec4) + dot(v2, kRedVec2),
dot(v4, kGreenVec4) + dot(v2, kGreenVec2),
dot(v4, kBlueVec4) + dot(v2, kBlueVec2)
);
}
void main() {
float depth = texelFetch(tex0, ivec2(int(gl_FragCoord.x), int(gl_FragCoord.y)), 0).r;
color = (depth >= .999) ? vec3(0) : TurboColormap(depth);
}

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#version 330
uniform sampler2D tex0; // kinect raw
out vec3 color;
// Spectral Colour Schemes
// By Alan Zucconi
// Website: www.alanzucconi.com
// Twitter: @AlanZucconi
// Example of different spectral colour schemes
// to convert visible wavelengths of light (400-700 nm) to RGB colours.
// The function "spectral_zucconi6" provides the best approximation
// without including any branching.
// Its faster version, "spectral_zucconi", is advised for mobile applications.
// Read "Improving the Rainbow" for more information
// http://www.alanzucconi.com/?p=6703
float saturate (float x)
{
return min(1.0, max(0.0,x));
}
vec3 saturate (vec3 x)
{
return min(vec3(1.,1.,1.), max(vec3(0.,0.,0.),x));
}
// --- Spectral Zucconi --------------------------------------------
// By Alan Zucconi
// Based on GPU Gems: https://developer.nvidia.com/sites/all/modules/custom/gpugems/books/GPUGems/gpugems_ch08.html
// But with values optimised to match as close as possible the visible spectrum
// Fits this: https://commons.wikimedia.org/wiki/File:Linear_visible_spectrum.svg
// With weighter MSE (RGB weights: 0.3, 0.59, 0.11)
vec3 bump3y (vec3 x, vec3 yoffset)
{
vec3 y = vec3(1.,1.,1.) - x * x;
y = saturate(y-yoffset);
return y;
}
// --- Spectral Zucconi 6 --------------------------------------------
// Based on GPU Gems
// Optimised by Alan Zucconi
vec3 spectral_zucconi6 (float x)
{
const vec3 c1 = vec3(3.54585104, 2.93225262, 2.41593945);
const vec3 x1 = vec3(0.69549072, 0.49228336, 0.27699880);
const vec3 y1 = vec3(0.02312639, 0.15225084, 0.52607955);
const vec3 c2 = vec3(3.90307140, 3.21182957, 3.96587128);
const vec3 x2 = vec3(0.11748627, 0.86755042, 0.66077860);
const vec3 y2 = vec3(0.84897130, 0.88445281, 0.73949448);
return
bump3y(c1 * (x - x1), y1) +
bump3y(c2 * (x - x2), y2) ;
}
void main() {
float depth = texelFetch(tex0, ivec2(int(gl_FragCoord.x), int(gl_FragCoord.y)), 0).r;
color = (depth >= .999) ? vec3(0) : spectral_zucconi6(depth);
}

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#version 330
uniform sampler2D tex0;
out vec3 color;
void main() {
float depth = texelFetch(tex0, ivec2(int(gl_FragCoord.x), int(gl_FragCoord.y)), 0).r;
color = (depth >= .999) ? vec3(0) : vec3(depth);
}

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#version 330
uniform sampler2D tex0; // kinect raw
uniform vec2 resolution; // kinect resolution
uniform float depthScale; // 32 for kinect1, 64 for kinect2
uniform bool mirror;
out float depth;
void main() {
ivec2 uv = ivec2(
mirror ? int(resolution.x) - 1 - int(gl_FragCoord.x) : int(gl_FragCoord.x),
int(resolution.y) - 1 - int(gl_FragCoord.y)
);
depth = texelFetch(tex0, uv, 0).r * depthScale;
}