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GLSL for reconstructing depth from HSL image
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//Convert an RGB vec3 to an HSL vec3. We use the HUE value to encode depth, while SATURATION and BRIGHTNESS are always maxed out | |
vec3 rgb2hsl( vec3 _input ){ | |
float h = 0.0; | |
float s = 0.0; | |
float l = 0.0; | |
float r = _input.r; | |
float g = _input.g; | |
float b = _input.b; | |
float cMin = min( r, min( g, b ) ); | |
float cMax = max( r, max( g, b ) ); | |
l = ( cMax + cMin ) / 2.0; | |
if ( cMax > cMin ) { | |
float cDelta = cMax - cMin; | |
s = l < .05 ? cDelta / ( cMax + cMin ) : cDelta / ( 2.0 - ( cMax + cMin ) ); | |
// hue | |
if ( r == cMax ) { | |
h = ( g - b ) / cDelta; | |
} else if ( g == cMax ) { | |
h = 2.0 + ( b - r ) / cDelta; | |
} else { | |
h = 4.0 + ( r - g ) / cDelta; | |
} | |
if ( h < 0.0) { | |
h += 6.0; | |
} | |
h = h / 6.0; | |
} | |
return vec3( h, s, l ); | |
} | |
//sample the texture at depth position, get the Hue value (R component after conversion) and then map it between min & max | |
float depthValueFromSample( vec2 depthPos){ | |
vec2 halfvec = vec2(.5,.5); | |
float depth = rgb2hsl( texture2DRect(texture, floor(depthPos) + halfvec ).xyz ).r; | |
return depth * ( maxDepth - minDepth ) + minDepth; | |
} | |
vec2 samplePos = gl_Vertex.xy; | |
vec2 depthPos = samplePos + depthRect.xy; | |
float depth = depthValueFromSample( depthPos ); | |
// Reconstruct the 3D point position | |
vec4 pos = vec4((samplePos.x - depthPP.x) * depth / depthFOV.x, | |
(samplePos.y - depthPP.y) * depth / depthFOV.y, | |
depth, 1.0); | |
The XML that we export looks like this: | |
<depth> | |
<fovx>570.342224121</fovx> | |
<fovy>570.342224121</fovy> | |
<ppx>320.000000000</ppx> | |
<ppy>240.000000000</ppy> | |
<width>640.000000000</width> | |
<height>480.000000000</height> | |
<minDepth>0.000000000</minDepth> | |
<maxDepth>5999.999511719</maxDepth> | |
</depth> | |
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