dwelling act 4 (live motion cap w/ kinect azure)
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#pragma kernel BakeVertexTex
uint2 PointCloudRes;
float2 SpaceScale;
uint MinDepth;
uint MaxDepth;
int BodyIndexAll;
int BodyIndex0;
int BodyIndex1;
int BodyIndex2;
int BodyIndex3;
int BodyIndex4;
StructuredBuffer<float> SpaceTable;
StructuredBuffer<uint> DepthMap;
StructuredBuffer<uint> BodyIndexMap;
RWTexture2D<float4> PointCloudVertexTex;
[numthreads(8, 8, 1)]
void BakeVertexTex(uint3 id : SV_DispatchThreadID)
{
uint i = id.x + id.y * PointCloudRes.x;
uint depth2 = DepthMap[i >> 1];
uint depth = i & 1 != 0 ? depth2 >> 16 : depth2 & 0xffff;
depth = (depth >= MinDepth && depth <= MaxDepth) * depth;
//float fDepth = (float)depth / 1000.0;
//bool mask = depth != 0;
uint bi4 = BodyIndexMap[i >> 2];
int bi = 255;
switch (i & 3)
{
case 0:
bi = bi4 & 255;
break;
case 1:
bi = (bi4 >> 8) & 255;
break;
case 2:
bi = (bi4 >> 16) & 255;
break;
case 3:
bi = (bi4 >> 24) & 255;
break;
}
bool mask = false;
if (BodyIndexAll != 0)
{
mask = (bi != 255);
}
else
{
mask = ((bi == BodyIndex0) || (bi == BodyIndex1) || (bi == BodyIndex2) || (bi == BodyIndex3) || (bi == BodyIndex4));
}
float fDepth = (float)(depth * mask) / 1000.0;
float3 pos = float3(
SpaceTable[i * 3] * fDepth * SpaceScale.x,
SpaceTable[i * 3 + 1] * fDepth * SpaceScale.y,
mask ? fDepth : 1000
);
PointCloudVertexTex[id.xy] = float4(pos, mask);
}