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optical flow test with a fragment shader in openframeworks
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#include "testApp.h" | |
using namespace ofxCv; | |
using namespace cv; | |
//-------------------------------------------------------------- | |
void testApp::setup(){ | |
ofSetVerticalSync(true); | |
ofBackground(0); | |
loadShader(); | |
curFlow = &farneback; | |
cam.initGrabber(320, 240); | |
dampenedflow=ofVec2f(0,0); | |
prev=ofVec2f(ofGetWidth()/2,ofGetHeight()/2); | |
ofHideCursor(); | |
} | |
//-------------------------------------------------------------- | |
void testApp::update(){ | |
cam.update(); | |
if(cam.isFrameNew()) { | |
curFlow->calcOpticalFlow(cam); | |
flow=farneback.getAverageFlow()*20; | |
flow=ofVec2f(-flow.y,flow.x); | |
dampenedflow+=(flow-dampenedflow)*.05; | |
prev+=dampenedflow; | |
ofVec2f middle=ofVec2f(ofGetWidth()/2,ofGetHeight()/2); | |
ofVec2f getBack = middle-prev; | |
ofVec2f norm =getBack; | |
norm.normalize(); | |
if(prev.distance(middle)>3){ | |
prev+=norm; | |
} | |
} | |
} | |
//-------------------------------------------------------------- | |
void testApp::draw(){ | |
shader.begin(); | |
shader.setUniform1f("time", ofGetElapsedTimef()); | |
shader.setUniform2f("resolution", ofGetWidth()/2, ofGetHeight()/2); | |
int i =ofClamp(prev.x,30,ofGetWidth()-30); | |
int j =ofClamp(prev.y,30,ofGetHeight()-30); | |
shader.setUniform2f("mouse", 1+ofMap(i- ofGetWidth()/2,-ofGetWidth()/2,ofGetWidth()/2,-1.,1.,true ), 1+ofMap(ofGetHeight()/2-j,-ofGetHeight()/2,ofGetHeight()/2,-1.,1.,true )); | |
ofFill(); | |
ofRect(0,0,ofGetWidth(),ofGetHeight()); | |
shader.end(); | |
cam.draw(1440, 0,-320,240); | |
curFlow->draw(1440, 0,-320,240); | |
} | |
void testApp::loadShader(){ | |
shader.load("shaders/testGLES"); | |
} | |
//-------------------------------------------------------------- | |
void testApp::keyPressed(int key){ | |
if (key == 'r'){ | |
loadShader(); | |
prev=ofVec2f(ofGetWidth()/2,ofGetHeight()/2); | |
} | |
} |
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#pragma once | |
#include "ofMain.h" | |
#include "ofxCv.h" | |
class testApp : public ofBaseApp{ | |
public: | |
void setup(); | |
void update(); | |
void draw(); | |
void keyPressed (int key); | |
void loadShader(); | |
ofShader shader; | |
ofxCv::FlowFarneback farneback; | |
ofxCv::Flow* curFlow; | |
ofVideoGrabber cam; | |
ofVec2f flow; | |
ofVec2f dampenedflow; | |
ofVec2f prev; | |
}; |
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uniform float time; | |
uniform vec2 mouse; | |
uniform vec2 resolution; | |
vec2 last_mouse; | |
float rand(vec2 co){ | |
return fract(tan(dot(co.xy ,vec2(12.9898,78.233))) * 758.5453); | |
} | |
void main( void ) | |
{ | |
float scale = (last_mouse.x - mouse.x)* (last_mouse.y - mouse.y) * 1000.; | |
last_mouse = mouse; | |
float sum = 0.0; | |
float size = resolution.x / 1.5; | |
float g = .95; | |
int num = 350; | |
for (int i = 0; i < 50; ++i) { | |
vec2 position = mouse * resolution; | |
position.x += sin(time / 3.0 + 1.0 * float(i)) * 0.25 * scale; | |
position.y += cos(time / 3.0 + 1.0 * float(i)) * 0.25 * scale; | |
float dist = length(gl_FragCoord.xy - position); | |
sum += size / pow(dist, g); | |
} | |
vec4 color = vec4(0,0,0,1); | |
float val = sum / float(num); | |
color = vec4(val*0.5, val*0.8, val, 1); | |
gl_FragColor = vec4(color); | |
} |
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void main() { | |
gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex; | |
verpos=gl_Position; | |
} |
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