Added better test image; improved parameter
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img/foregrounds/original-reference/0.jpg
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After Width: | Height: | Size: 820 KiB |
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img/foregrounds/original-reference/0.tiff
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Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 16 KiB |
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Before Width: | Height: | Size: 96 KiB After Width: | Height: | Size: 96 KiB |
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Before Width: | Height: | Size: 31 KiB After Width: | Height: | Size: 31 KiB |
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img/results/original-reference/alpha.PNG
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After Width: | Height: | Size: 100 KiB |
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img/results/original-reference/done.PNG
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After Width: | Height: | Size: 3.2 MiB |
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img/results/original-reference/trimap.PNG
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After Width: | Height: | Size: 31 KiB |
@@ -93,12 +93,12 @@ int main(int argc, char* args[]) {
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
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// load foreground and background textures
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int lenTexFG = 10;
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int lenTexFG = 1;
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GLint texFGs[lenTexFG];
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char buffer[50];
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texBG = LoadTexture("../img/backgrounds/sky.jpg",&textw2,&texth2);
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for (int i=0; i<lenTexFG; i++) {
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snprintf(buffer, sizeof(buffer), "../img/foregrounds/surfing/%d.jpg", i);
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snprintf(buffer, sizeof(buffer), "../img/foregrounds/original-reference/%d.jpg", i);
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texFGs[i] = LoadTexture(buffer,&textw,&texth);
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}
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@@ -21,9 +21,9 @@ int IS_FOREGROUND = 2;
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int UNSET = -1;
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float M_PI= 3.14159;
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int suchbreich=20; //die anzahl der Pixel, die maximal in eine Richtung gegangen wird um einen Sicheren Pixel zu finden
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vec4 SicheresPixel[20]; //Speichert die das nachste Sichere Pixel, Array grosse=anzahl der Richtungen
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int anzahl_richtungen=20; //Speichert anzahl der Richtungen muss gleich der Array grosse von SicheresPixel sein
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int suchbreich=10; //die anzahl der Pixel, die maximal in eine Richtung gegangen wird um einen Sicheren Pixel zu finden
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vec4 SicheresPixel[50]; //Speichert die das nachste Sichere Pixel, Array grosse=anzahl der Richtungen
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int anzahl_richtungen=50; //Speichert anzahl der Richtungen muss gleich der Array grosse von SicheresPixel sein
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vec3 getTriColor(vec2 uvCoord) {
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return texture(trimap, uvCoord).rgb;
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@@ -58,8 +58,10 @@ vec4 suche_Pixel_nach_winkel (vec2 uv, float winkel){
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int status = getState(color_sichers_Pixel);
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if (status==IS_FOREGROUND) {
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return vec4(getForeColor(pix), i);
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//return vec4(1f, 1f, 1f, i);
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} else if (status==IS_BACKGROUND) {
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return vec4(getBackColor(pix), i);
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//return vec4(0f, 0f, 0f, i);
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}else{
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i++;
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}
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@@ -137,11 +139,15 @@ void main(){
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if (status==IS_FOREGROUND) {
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color = getForeColor(UV).rgb;
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//color = vec3(1.0f, 0.0f, 0.0f);
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//color = vec3(1.0f);
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} else if (status==IS_BACKGROUND) {
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color = getBackColor(UV).rgb;
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//color = vec3(0.0f, 1.0f, 0.0f);
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//color = vec3(0.0f);
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} else {
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vec3 h=Pruefe_Pixel_in_Umgebung(UV);
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//h=vec3(1.0f, 0.0f,0f);
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color = h;
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color = Pruefe_Pixel_in_Umgebung(UV);
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//color = vec3(0.0f, 0.0f, 1.0f);
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//color = Pruefe_Pixel_in_Umgebung(UV);
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}
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}
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@@ -21,9 +21,9 @@ int IS_UNDEFINED = 1;
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int IS_FOREGROUND = 2;
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int UNSET = -1;
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vec3 greenValue = vec3(0.0f, 1.0f, 0.0f);
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vec3 greenValue = vec3(73.0f/255.0f, 129.0f/255.0f, 24.0f/255.0f);
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vec3 difference = vec3(40.0f/255.0f);
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int radius = 3;
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int radius = 2;
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vec3 getColor(vec2 uvCoord) {
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