diff --git a/components/renderers/cpp/include/ftl/cuda/normals.hpp b/components/renderers/cpp/include/ftl/cuda/normals.hpp index 12d6b28ef872a4aaff4b2d264d426d865512b074..4cfaccc145f0da3d88aca5b4b0c3f015b1b1fbf3 100644 --- a/components/renderers/cpp/include/ftl/cuda/normals.hpp +++ b/components/renderers/cpp/include/ftl/cuda/normals.hpp @@ -14,7 +14,7 @@ void normals(ftl::cuda::TextureObject<float4> &output, void normal_visualise(ftl::cuda::TextureObject<float4> &norm, ftl::cuda::TextureObject<uchar4> &output, - const float3 &light, + const float3 &light, const float3 &diffuse, const float3 &ambient, cudaStream_t stream); void normal_filter(ftl::cuda::TextureObject<float4> &norm, diff --git a/components/renderers/cpp/src/normals.cu b/components/renderers/cpp/src/normals.cu index 47fc3bce291a3dc4c3d0e3aca454229dce3cba9c..08fd9794b8c9172eab403cbfc624dedc2c69554a 100644 --- a/components/renderers/cpp/src/normals.cu +++ b/components/renderers/cpp/src/normals.cu @@ -90,14 +90,14 @@ void ftl::cuda::normals(ftl::cuda::TextureObject<float4> &output, __global__ void vis_normals_kernel(ftl::cuda::TextureObject<float4> norm, ftl::cuda::TextureObject<uchar4> output, - float3 light) { + float3 direction, float3 diffuse, float3 ambient) { const unsigned int x = blockIdx.x*blockDim.x + threadIdx.x; const unsigned int y = blockIdx.y*blockDim.y + threadIdx.y; if(x >= norm.width() || y >= norm.height()) return; output(x,y) = make_uchar4(0,0,0,0); - float3 ray = light; //pose.getFloat3x3() * camera.screenToCam(x,y,1.0f); + float3 ray = direction; ray = ray / length(ray); float3 n = make_float3(norm.tex2D((int)x,(int)y)); float l = length(n); @@ -105,22 +105,21 @@ __global__ void vis_normals_kernel(ftl::cuda::TextureObject<float4> norm, n /= l; const float d = max(dot(ray, n), 0.0f); - output(x,y) = make_uchar4(200*d,200*d,200*d,255); - - //if (d > 0.2f) { - // output(x,y) = d * 7.0f; - //} + output(x,y) = make_uchar4( + min(255.0f, diffuse.x*d + ambient.x), + min(255.0f, diffuse.y*d + ambient.y), + min(255.0f, diffuse.z*d + ambient.z), 255); } void ftl::cuda::normal_visualise(ftl::cuda::TextureObject<float4> &norm, ftl::cuda::TextureObject<uchar4> &output, - const float3 &light, + const float3 &light, const float3 &diffuse, const float3 &ambient, cudaStream_t stream) { const dim3 gridSize((norm.width() + T_PER_BLOCK - 1)/T_PER_BLOCK, (norm.height() + T_PER_BLOCK - 1)/T_PER_BLOCK); const dim3 blockSize(T_PER_BLOCK, T_PER_BLOCK); - vis_normals_kernel<<<gridSize, blockSize, 0, stream>>>(norm, output, light); + vis_normals_kernel<<<gridSize, blockSize, 0, stream>>>(norm, output, light, diffuse, ambient); cudaSafeCall( cudaGetLastError() ); #ifdef _DEBUG diff --git a/components/renderers/cpp/src/splat_render.cpp b/components/renderers/cpp/src/splat_render.cpp index b43b96927cfbfe7d0238bde6d267b5fa7c530464..41d1a4217a1ef3f7f95dab7c23265cd308cdbcfa 100644 --- a/components/renderers/cpp/src/splat_render.cpp +++ b/components/renderers/cpp/src/splat_render.cpp @@ -323,7 +323,10 @@ bool Splatter::render(ftl::rgbd::VirtualSource *src, ftl::rgbd::Frame &out, cuda // Convert normal to single float value temp_.create<GpuMat>(Channel::Colour, Format<uchar4>(camera.width, camera.height)); - ftl::cuda::normal_visualise(out.getTexture<float4>(Channel::Normals), temp_.createTexture<uchar4>(Channel::Colour), make_float3(0.0f, 0.0f, 1.0f), stream); + ftl::cuda::normal_visualise(out.getTexture<float4>(Channel::Normals), temp_.createTexture<uchar4>(Channel::Colour), + make_float3(0.0f, 0.0f, 1.0f), + make_float3(220,220,220), + make_float3(30,30,30), stream); // Put in output as single float cv::cuda::swap(temp_.get<GpuMat>(Channel::Colour), out.create<GpuMat>(Channel::Normals));