facebook360_dep
Facebook360 Depth Estimation Pipeline
Classes | Public Member Functions | Static Public Member Functions | Public Attributes | List of all members
fb360_dep::RigScene Struct Reference

#include <RigScene.h>

Classes

struct  Subframe
 

Public Member Functions

 RigScene (const Camera::Rig &rig, const bool useMesh=true)
 
 RigScene (const std::string &rigPath, const bool useMesh=true)
 
 RigScene (const std::string &rigPath, const std::string &imageDir, const std::string &depthDir, const bool useMesh=true)
 
template<typename T >
 RigScene (const Camera::Rig &rig, std::vector< MatrixDepth > &depthMaps, const std::vector< std::vector< T >> &images, const std::vector< int > &imageWidths, const std::vector< int > &imageHeights)
 
 ~RigScene ()
 
void createFramebuffers (const int w, const int h)
 
void destroyFramebuffers ()
 
void createPrograms ()
 
void destroyPrograms ()
 
GLuint createDirection (const Camera &camera)
 
Subframe createSubframe (const Camera &camera, const GLuint buffer, const uint64_t offset, const folly::dynamic &layout) const
 
Subframe createSubframe (const std::string &id, const std::string &imageDir, const std::string &depthDir) const
 
std::vector< SubframecreateFrame (const std::string &imageDir, const std::string &depthDir) const
 
void destroyFrame (std::vector< Subframe > &subframes) const
 
void clearSubframe () const
 
GLuint getProgram () const
 
GLint clearAccumulation ()
 
void updateAccumulation () const
 
void resolveAccumulation (GLint fbo, float fade=1.0f) const
 
void updateTransform (const Eigen::Matrix4f &transform) const
 
void render (const Eigen::Matrix4f &projview, const float displacementMeters=0, const bool doCulling=true, const bool wireframe=false)
 
template<>
 RigScene (const Camera::Rig &rig, std::vector< MatrixDepth > &depthMaps, const std::vector< std::vector< uint8_t >> &images, const std::vector< int > &imageWidths, const std::vector< int > &imageHeights)
 
template<>
 RigScene (const Camera::Rig &rig, std::vector< MatrixDepth > &depthMaps, const std::vector< std::vector< uint16_t >> &images, const std::vector< int > &imageWidths, const std::vector< int > &imageHeights)
 

Static Public Member Functions

static void fullscreen (GLuint program, GLuint texture, GLuint target=GL_TEXTURE_2D)
 
static GLenum getInternalRGBAFormat (const uint8_t &)
 
static GLenum getInternalRGBAFormat (const uint16_t &)
 
static GLenum getInternalRGBAFormat (const float &)
 

Public Attributes

const bool useMesh
 
GLuint cameraProgram
 
GLuint cameraMeshProgram
 
GLuint effectMeshProgram
 
GLuint updateProgram
 
GLuint resolveProgram
 
GLuint cameraFBO
 
GLuint cameraTexture
 
GLuint cameraDepth
 
GLuint accumulateFBO
 
GLuint accumulateTexture
 
bool forceMono = false
 
bool renderBackground = true
 
GLint debug = 0
 
float effect = 0
 
bool isDepth
 
Camera::Rig rig
 
std::vector< Subframesubframes
 
std::vector< SubframebackgroundSubframes
 
std::vector< GLuint > directionTextures
 
std::vector< bool > culled
 

Constructor & Destructor Documentation

◆ RigScene() [1/6]

fb360_dep::RigScene::RigScene ( const Camera::Rig rig,
const bool  useMesh = true 
)
explicit

◆ RigScene() [2/6]

fb360_dep::RigScene::RigScene ( const std::string &  rigPath,
const bool  useMesh = true 
)
explicit

◆ RigScene() [3/6]

fb360_dep::RigScene::RigScene ( const std::string &  rigPath,
const std::string &  imageDir,
const std::string &  depthDir,
const bool  useMesh = true 
)

◆ RigScene() [4/6]

template<typename T >
fb360_dep::RigScene::RigScene ( const Camera::Rig rig,
std::vector< MatrixDepth > &  depthMaps,
const std::vector< std::vector< T >> &  images,
const std::vector< int > &  imageWidths,
const std::vector< int > &  imageHeights 
)

◆ ~RigScene()

fb360_dep::RigScene::~RigScene ( )

◆ RigScene() [5/6]

template<>
fb360_dep::RigScene::RigScene ( const Camera::Rig rig,
std::vector< MatrixDepth > &  depthMaps,
const std::vector< std::vector< uint8_t >> &  images,
const std::vector< int > &  imageWidths,
const std::vector< int > &  imageHeights 
)

◆ RigScene() [6/6]

template<>
fb360_dep::RigScene::RigScene ( const Camera::Rig rig,
std::vector< MatrixDepth > &  depthMaps,
const std::vector< std::vector< uint16_t >> &  images,
const std::vector< int > &  imageWidths,
const std::vector< int > &  imageHeights 
)

Member Function Documentation

◆ clearAccumulation()

GLint fb360_dep::RigScene::clearAccumulation ( )

◆ clearSubframe()

void fb360_dep::RigScene::clearSubframe ( ) const

◆ createDirection()

GLuint fb360_dep::RigScene::createDirection ( const Camera camera)

◆ createFrame()

std::vector< RigScene::Subframe > fb360_dep::RigScene::createFrame ( const std::string &  imageDir,
const std::string &  depthDir 
) const

◆ createFramebuffers()

void fb360_dep::RigScene::createFramebuffers ( const int  w,
const int  h 
)

◆ createPrograms()

void fb360_dep::RigScene::createPrograms ( )

◆ createSubframe() [1/2]

RigScene::Subframe fb360_dep::RigScene::createSubframe ( const Camera camera,
const GLuint  buffer,
const uint64_t  offset,
const folly::dynamic &  layout 
) const

◆ createSubframe() [2/2]

RigScene::Subframe fb360_dep::RigScene::createSubframe ( const std::string &  id,
const std::string &  imageDir,
const std::string &  depthDir 
) const

◆ destroyFrame()

void fb360_dep::RigScene::destroyFrame ( std::vector< Subframe > &  subframes) const

◆ destroyFramebuffers()

void fb360_dep::RigScene::destroyFramebuffers ( )

◆ destroyPrograms()

void fb360_dep::RigScene::destroyPrograms ( )

◆ fullscreen()

void fb360_dep::RigScene::fullscreen ( GLuint  program,
GLuint  texture,
GLuint  target = GL_TEXTURE_2D 
)
static

◆ getInternalRGBAFormat() [1/3]

static GLenum fb360_dep::RigScene::getInternalRGBAFormat ( const uint8_t &  )
inlinestatic

◆ getInternalRGBAFormat() [2/3]

static GLenum fb360_dep::RigScene::getInternalRGBAFormat ( const uint16_t &  )
inlinestatic

◆ getInternalRGBAFormat() [3/3]

static GLenum fb360_dep::RigScene::getInternalRGBAFormat ( const float &  )
inlinestatic

◆ getProgram()

GLuint fb360_dep::RigScene::getProgram ( ) const

◆ render()

void fb360_dep::RigScene::render ( const Eigen::Matrix4f &  projview,
const float  displacementMeters = 0,
const bool  doCulling = true,
const bool  wireframe = false 
)

◆ resolveAccumulation()

void fb360_dep::RigScene::resolveAccumulation ( GLint  fbo,
float  fade = 1.0f 
) const

◆ updateAccumulation()

void fb360_dep::RigScene::updateAccumulation ( ) const

◆ updateTransform()

void fb360_dep::RigScene::updateTransform ( const Eigen::Matrix4f &  transform) const

Member Data Documentation

◆ accumulateFBO

GLuint fb360_dep::RigScene::accumulateFBO

◆ accumulateTexture

GLuint fb360_dep::RigScene::accumulateTexture

◆ backgroundSubframes

std::vector<Subframe> fb360_dep::RigScene::backgroundSubframes

◆ cameraDepth

GLuint fb360_dep::RigScene::cameraDepth

◆ cameraFBO

GLuint fb360_dep::RigScene::cameraFBO

◆ cameraMeshProgram

GLuint fb360_dep::RigScene::cameraMeshProgram

◆ cameraProgram

GLuint fb360_dep::RigScene::cameraProgram

◆ cameraTexture

GLuint fb360_dep::RigScene::cameraTexture

◆ culled

std::vector<bool> fb360_dep::RigScene::culled
mutable

◆ debug

GLint fb360_dep::RigScene::debug = 0

◆ directionTextures

std::vector<GLuint> fb360_dep::RigScene::directionTextures

◆ effect

float fb360_dep::RigScene::effect = 0

◆ effectMeshProgram

GLuint fb360_dep::RigScene::effectMeshProgram

◆ forceMono

bool fb360_dep::RigScene::forceMono = false

◆ isDepth

bool fb360_dep::RigScene::isDepth

◆ renderBackground

bool fb360_dep::RigScene::renderBackground = true

◆ resolveProgram

GLuint fb360_dep::RigScene::resolveProgram

◆ rig

Camera::Rig fb360_dep::RigScene::rig

◆ subframes

std::vector<Subframe> fb360_dep::RigScene::subframes

◆ updateProgram

GLuint fb360_dep::RigScene::updateProgram

◆ useMesh

const bool fb360_dep::RigScene::useMesh

The documentation for this struct was generated from the following files: