facebook360_dep
Facebook360 Depth Estimation Pipeline
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#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< Subframe > | createFrame (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< Subframe > | subframes |
std::vector< Subframe > | backgroundSubframes |
std::vector< GLuint > | directionTextures |
std::vector< bool > | culled |
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explicit |
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explicit |
fb360_dep::RigScene::RigScene | ( | const std::string & | rigPath, |
const std::string & | imageDir, | ||
const std::string & | depthDir, | ||
const bool | useMesh = true |
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) |
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 | ||
) |
fb360_dep::RigScene::~RigScene | ( | ) |
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 | ||
) |
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 | ||
) |
GLint fb360_dep::RigScene::clearAccumulation | ( | ) |
void fb360_dep::RigScene::clearSubframe | ( | ) | const |
GLuint fb360_dep::RigScene::createDirection | ( | const Camera & | camera | ) |
std::vector< RigScene::Subframe > fb360_dep::RigScene::createFrame | ( | const std::string & | imageDir, |
const std::string & | depthDir | ||
) | const |
void fb360_dep::RigScene::createFramebuffers | ( | const int | w, |
const int | h | ||
) |
void fb360_dep::RigScene::createPrograms | ( | ) |
RigScene::Subframe fb360_dep::RigScene::createSubframe | ( | const Camera & | camera, |
const GLuint | buffer, | ||
const uint64_t | offset, | ||
const folly::dynamic & | layout | ||
) | const |
RigScene::Subframe fb360_dep::RigScene::createSubframe | ( | const std::string & | id, |
const std::string & | imageDir, | ||
const std::string & | depthDir | ||
) | const |
void fb360_dep::RigScene::destroyFrame | ( | std::vector< Subframe > & | subframes | ) | const |
void fb360_dep::RigScene::destroyFramebuffers | ( | ) |
void fb360_dep::RigScene::destroyPrograms | ( | ) |
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static |
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inlinestatic |
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inlinestatic |
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inlinestatic |
GLuint fb360_dep::RigScene::getProgram | ( | ) | const |
void fb360_dep::RigScene::render | ( | const Eigen::Matrix4f & | projview, |
const float | displacementMeters = 0 , |
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const bool | doCulling = true , |
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const bool | wireframe = false |
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) |
void fb360_dep::RigScene::resolveAccumulation | ( | GLint | fbo, |
float | fade = 1.0f |
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) | const |
void fb360_dep::RigScene::updateAccumulation | ( | ) | const |
void fb360_dep::RigScene::updateTransform | ( | const Eigen::Matrix4f & | transform | ) | const |
GLuint fb360_dep::RigScene::accumulateFBO |
GLuint fb360_dep::RigScene::accumulateTexture |
std::vector<Subframe> fb360_dep::RigScene::backgroundSubframes |
GLuint fb360_dep::RigScene::cameraDepth |
GLuint fb360_dep::RigScene::cameraFBO |
GLuint fb360_dep::RigScene::cameraMeshProgram |
GLuint fb360_dep::RigScene::cameraProgram |
GLuint fb360_dep::RigScene::cameraTexture |
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mutable |
GLint fb360_dep::RigScene::debug = 0 |
std::vector<GLuint> fb360_dep::RigScene::directionTextures |
float fb360_dep::RigScene::effect = 0 |
GLuint fb360_dep::RigScene::effectMeshProgram |
bool fb360_dep::RigScene::forceMono = false |
bool fb360_dep::RigScene::isDepth |
bool fb360_dep::RigScene::renderBackground = true |
GLuint fb360_dep::RigScene::resolveProgram |
Camera::Rig fb360_dep::RigScene::rig |
std::vector<Subframe> fb360_dep::RigScene::subframes |
GLuint fb360_dep::RigScene::updateProgram |
const bool fb360_dep::RigScene::useMesh |