public void TestCreate()
 {
     using (DynamicBodyIndexTexture texture = new DynamicBodyIndexTexture(device))
     {
         Assert.AreNotEqual(texture.NormalizedView.NativePointer, IntPtr.Zero);
         Assert.AreNotEqual(texture.RawView.NativePointer, IntPtr.Zero);
     }
 }
 public void TestCopy()
 {
     using (BodyIndexFrameData frame = new BodyIndexFrameData())
     {
         using (DynamicBodyIndexTexture texture = new DynamicBodyIndexTexture(device))
         {
             texture.Copy(device.ImmediateContext, frame);
         }
     }
 }
Beispiel #3
0
        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="bodyIndexFrameProvider">Body index frame provider</param>
        /// <param name="device">Direct3D11 device</param>
        public DynamicBodyIndexTextureProcessor(IBodyIndexFrameProvider bodyIndexFrameProvider, Device device)
        {
            if (device == null)
            {
                throw new ArgumentNullException("device");
            }
            if (bodyIndexFrameProvider == null)
            {
                throw new ArgumentNullException("bodyIndexFrameProvider");
            }

            this.bodyIndexFrameProvider = bodyIndexFrameProvider;
            this.bodyIndexFrameProvider.FrameReceived += FrameReceived;
            this.bodyIndexTexture = new DynamicBodyIndexTexture(device);
        }
Beispiel #4
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        static void Main()
        {
            Application.EnableVisualStyles();
            Application.SetCompatibleTextRenderingDefault(false);

            RenderForm form = new RenderForm("Kinect Simple filtered point cloud view sample");

            RenderDevice  device    = new RenderDevice(SharpDX.Direct3D11.DeviceCreationFlags.BgraSupport | DeviceCreationFlags.Debug);
            RenderContext context   = new RenderContext(device);
            DX11SwapChain swapChain = DX11SwapChain.FromHandle(device, form.Handle);

            ComputeShader computeShader = ShaderCompiler.CompileFromFile <ComputeShader>(device, "PointCloudFilter.fx", "CS_Filter");

            VertexShader vertexShader = ShaderCompiler.CompileFromFile <VertexShader>(device, "PointCloudJointView.fx", "VS");
            PixelShader  pixelShader  = ShaderCompiler.CompileFromFile <PixelShader>(device, "PointCloudJointView.fx", "PS");

            BodyCameraPositionBuffer positionBuffer   = new BodyCameraPositionBuffer(device);
            DX11StructuredBuffer     colorTableBuffer = DX11StructuredBuffer.CreateImmutable <Color4>(device, ColorTable);


            DX11NullGeometry nullGeom = new DX11NullGeometry(device);

            nullGeom.Topology = SharpDX.Direct3D.PrimitiveTopology.PointList;
            InstancedIndirectBuffer indirectDrawBuffer = new InstancedIndirectBuffer(device);


            KinectSensor sensor = KinectSensor.GetDefault();

            sensor.Open();

            cbCamera camera = new cbCamera();

            camera.Projection = Matrix.PerspectiveFovLH(1.57f * 0.5f, 1.3f, 0.01f, 100.0f);
            camera.View       = Matrix.Translation(0.0f, 0.0f, 2.0f);

            camera.Projection.Transpose();
            camera.View.Transpose();

            ConstantBuffer <cbCamera> cameraBuffer = new ConstantBuffer <cbCamera>(device);

            cameraBuffer.Update(context, ref camera);

            bool doQuit          = false;
            bool uploadCamera    = false;
            bool uploadBodyIndex = false;
            bool uploadBody      = false;

            CameraRGBFrameData      rgbFrame      = new CameraRGBFrameData();
            DynamicCameraRGBTexture cameraTexture = new DynamicCameraRGBTexture(device);

            KinectSensorDepthFrameProvider provider = new KinectSensorDepthFrameProvider(sensor);

            provider.FrameReceived += (sender, args) => { rgbFrame.Update(sensor.CoordinateMapper, args.DepthData); uploadCamera = true; };

            BodyIndexFrameData                 bodyIndexFrame    = null;
            DynamicBodyIndexTexture            bodyIndexTexture  = new DynamicBodyIndexTexture(device);
            KinectSensorBodyIndexFrameProvider bodyIndexProvider = new KinectSensorBodyIndexFrameProvider(sensor);

            bodyIndexProvider.FrameReceived += (sender, args) => { bodyIndexFrame = args.FrameData; uploadBodyIndex = true; };

            AppendPointCloudBuffer pointCloudBuffer = new AppendPointCloudBuffer(device);

            KinectBody[] bodyFrame = null;
            KinectSensorBodyFrameProvider bodyFrameProvider = new KinectSensorBodyFrameProvider(sensor);

            bodyFrameProvider.FrameReceived += (sender, args) => { bodyFrame = args.FrameData; uploadBody = true; };

            form.KeyDown += (sender, args) => { if (args.KeyCode == Keys.Escape)
                                                {
                                                    doQuit = true;
                                                }
            };

            RenderLoop.Run(form, () =>
            {
                if (doQuit)
                {
                    form.Dispose();
                    return;
                }

                if (uploadCamera)
                {
                    cameraTexture.Copy(context.Context, rgbFrame);
                    uploadCamera = false;
                }

                if (uploadBodyIndex)
                {
                    bodyIndexTexture.Copy(context.Context, bodyIndexFrame);
                    uploadBodyIndex = false;
                }

                if (uploadBody)
                {
                    positionBuffer.Copy(context, bodyFrame.TrackedOnly().ClosestBodies());
                    uploadBody = false;
                }

                //Prepare compute shader
                context.Context.ComputeShader.Set(computeShader);
                context.Context.ComputeShader.SetShaderResource(0, cameraTexture.ShaderView);
                context.Context.ComputeShader.SetShaderResource(1, bodyIndexTexture.RawView);               //Set raw view here, we do not sample

                context.Context.ComputeShader.SetUnorderedAccessView(0, pointCloudBuffer.UnorderedView, 0); //Don't forget to set count to 0

                context.Context.Dispatch(Consts.DepthWidth / 8, Consts.DepthHeight / 8, 1);                 //No iDivUp here, since it's not needed
                context.Context.ComputeShader.SetUnorderedAccessView(0, null);                              //Make runtime happy, and if we don't unbind we can't set as srv
                context.Context.CopyStructureCount(indirectDrawBuffer.ArgumentBuffer, 0, pointCloudBuffer.UnorderedView);

                //Draw filter buffer
                context.RenderTargetStack.Push(swapChain);
                context.Context.ClearRenderTargetView(swapChain.RenderView, SharpDX.Color.Black);

                context.Context.VertexShader.Set(vertexShader);
                context.Context.PixelShader.Set(pixelShader);

                context.Context.VertexShader.SetShaderResource(0, pointCloudBuffer.ShaderView);
                context.Context.VertexShader.SetShaderResource(1, positionBuffer.ShaderView);
                context.Context.VertexShader.SetShaderResource(2, colorTableBuffer.ShaderView);
                context.Context.VertexShader.SetConstantBuffer(0, cameraBuffer.Buffer);

                nullGeom.Bind(context, null);
                context.Context.DrawInstancedIndirect(indirectDrawBuffer.ArgumentBuffer, 0);

                context.Context.VertexShader.SetShaderResource(0, null); //Make runtime happy

                context.RenderTargetStack.Pop();
                swapChain.Present(0, SharpDX.DXGI.PresentFlags.None);
            });

            cameraBuffer.Dispose();
            cameraTexture.Dispose();
            bodyIndexTexture.Dispose();

            provider.Dispose();
            bodyIndexProvider.Dispose();

            pixelShader.Dispose();
            vertexShader.Dispose();
            sensor.Close();

            positionBuffer.Dispose();
            colorTableBuffer.Dispose();

            swapChain.Dispose();
            context.Dispose();
            device.Dispose();
        }
Beispiel #5
0
        static void Main()
        {
            Application.EnableVisualStyles();
            Application.SetCompatibleTextRenderingDefault(false);

            RenderForm form = new RenderForm("Kinect depth local stream sample");

            RenderDevice  device    = new RenderDevice(SharpDX.Direct3D11.DeviceCreationFlags.BgraSupport);
            RenderContext context   = new RenderContext(device);
            DX11SwapChain swapChain = DX11SwapChain.FromHandle(device, form.Handle);

            PixelShader pixelShaderRaw = ShaderCompiler.CompileFromFile <PixelShader>(device, "DepthToWorld.fx", "PS_Raw");

            KinectSensor sensor = KinectSensor.GetDefault();

            sensor.Open();

            KinectFrameServer frameServer = new KinectFrameServer(32000, sensor);

            KinectFrameClient frameClient = new KinectFrameClient(IPAddress.Parse("127.0.0.1"), 32000);

            RayTableTexture     rayTable     = RayTableTexture.FromCoordinateMapper(device, sensor.CoordinateMapper);
            RenderCameraTexture renderCamera = new RenderCameraTexture(device);

            frameClient.Connect();


            bool doQuit = false;


            bool uploadDepth = false;
            bool uploadBody  = false;

            int mode = 0; //0 = body index, 1 = depth, 2 = world

            DepthFrameData      depthData = null;
            DynamicDepthTexture depth     = new DynamicDepthTexture(device);

            IDepthFrameProvider networkDepth = (IDepthFrameProvider)frameClient;

            networkDepth.FrameReceived += (sender, args) => { depthData = args.DepthData; uploadDepth = true; };

            BodyIndexFrameData      bodyIndexData    = null;
            DynamicBodyIndexTexture bodyIndexTexture = new DynamicBodyIndexTexture(device);

            IBodyIndexFrameProvider networkBody = (IBodyIndexFrameProvider)frameClient;

            networkBody.FrameReceived += (sender, args) => { bodyIndexData = args.FrameData; uploadBody = true; };


            form.KeyDown += (sender, args) => { if (args.KeyCode == Keys.Escape)
                                                {
                                                    doQuit = true;
                                                }
                                                if (args.KeyCode == Keys.Space)
                                                {
                                                    mode++; if (mode > 2)
                                                    {
                                                        mode = 0;
                                                    }
                                                }
            };

            RenderLoop.Run(form, () =>
            {
                if (doQuit)
                {
                    form.Dispose();
                    return;
                }

                if (uploadDepth)
                {
                    depth.Copy(context, depthData);
                    uploadDepth = false;

                    if (mode == 2)
                    {
                        //Convert depth to world
                        context.Context.OutputMerger.SetRenderTargets(renderCamera.RenderView);
                        device.Primitives.ApplyFullTriVS(context);
                        context.Context.PixelShader.Set(pixelShaderRaw);
                        context.Context.PixelShader.SetShaderResource(0, depth.RawView);

                        context.Context.PixelShader.SetShaderResource(1, rayTable.ShaderView);

                        device.Primitives.FullScreenTriangle.Draw(context);
                        context.RenderTargetStack.Apply();
                    }
                }

                if (uploadBody)
                {
                    bodyIndexTexture.Copy(context, bodyIndexData);
                    uploadBody = false;
                }

                context.RenderTargetStack.Push(swapChain);

                if (mode == 0)
                {
                    device.Primitives.ApplyFullTri(context, bodyIndexTexture.NormalizedView);
                }
                else if (mode == 1)
                {
                    device.Primitives.ApplyFullTri(context, depth.NormalizedView);
                }
                else
                {
                    device.Primitives.ApplyFullTri(context, renderCamera.ShaderView);
                }

                device.Primitives.FullScreenTriangle.Draw(context);
                context.RenderTargetStack.Pop();
                swapChain.Present(0, SharpDX.DXGI.PresentFlags.None);
            });

            swapChain.Dispose();
            context.Dispose();
            device.Dispose();

            depth.Dispose();
            bodyIndexTexture.Dispose();
            frameClient.Stop();
            frameServer.Dispose();

            rayTable.Dispose();
            renderCamera.Dispose();

            pixelShaderRaw.Dispose();

            sensor.Close();
        }
Beispiel #6
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        static void Main()
        {
            Application.EnableVisualStyles();
            Application.SetCompatibleTextRenderingDefault(false);

            RenderForm form = new RenderForm("Kinect body index sample");

            RenderDevice  device    = new RenderDevice(SharpDX.Direct3D11.DeviceCreationFlags.BgraSupport);
            RenderContext context   = new RenderContext(device);
            DX11SwapChain swapChain = DX11SwapChain.FromHandle(device, form.Handle);

            PixelShader pixelShader = ShaderCompiler.CompileFromFile <PixelShader>(device, "BodyIndexView.fx", "PS_NormalizedView");

            KinectSensor sensor = KinectSensor.GetDefault();

            sensor.Open();



            bool doQuit   = false;
            bool doUpload = false;
            BodyIndexFrameData                 currentData = null;
            DynamicBodyIndexTexture            texture     = new DynamicBodyIndexTexture(device);
            KinectSensorBodyIndexFrameProvider provider    = new KinectSensorBodyIndexFrameProvider(sensor);

            provider.FrameReceived += (sender, args) => { currentData = args.FrameData; doUpload = true; };

            form.KeyDown += (sender, args) => { if (args.KeyCode == Keys.Escape)
                                                {
                                                    doQuit = true;
                                                }
            };

            RenderLoop.Run(form, () =>
            {
                if (doQuit)
                {
                    form.Dispose();
                    return;
                }

                if (doUpload)
                {
                    texture.Copy(context, currentData);
                    doUpload = false;
                }

                context.RenderTargetStack.Push(swapChain);

                device.Primitives.ApplyFullTriVS(context);

                context.Context.PixelShader.Set(pixelShader);
                context.Context.PixelShader.SetSampler(0, device.SamplerStates.LinearClamp);
                context.Context.PixelShader.SetShaderResource(0, texture.NormalizedView);

                device.Primitives.FullScreenTriangle.Draw(context);
                context.RenderTargetStack.Pop();
                swapChain.Present(0, SharpDX.DXGI.PresentFlags.None);
            });

            swapChain.Dispose();
            context.Dispose();
            device.Dispose();

            texture.Dispose();
            provider.Dispose();

            pixelShader.Dispose();

            sensor.Close();
        }
Beispiel #7
0
        static void Main()
        {
            Application.EnableVisualStyles();
            Application.SetCompatibleTextRenderingDefault(false);

            RenderForm form = new RenderForm("Kinect background subtraction sample");

            RenderDevice  device    = new RenderDevice(SharpDX.Direct3D11.DeviceCreationFlags.BgraSupport);
            RenderContext context   = new RenderContext(device);
            DX11SwapChain swapChain = DX11SwapChain.FromHandle(device, form.Handle);

            PixelShader depthPixelShader = ShaderCompiler.CompileFromFile <PixelShader>(device, "FilterDepthView.fx", "PS_Sample");
            PixelShader rgbPixelShader   = ShaderCompiler.CompileFromFile <PixelShader>(device, "FilterRGBView.fx", "PS_Sample");

            KinectSensor sensor = KinectSensor.GetDefault();

            sensor.Open();



            bool doQuit   = false;
            bool swapMode = false;

            bool uploadColor     = false;
            bool uploadBodyIndex = false;

            //We need color and body index for subtraction
            ColorRGBAFrameData                 colorData     = null;
            DynamicColorRGBATexture            colorTexture  = new DynamicColorRGBATexture(device);
            KinectSensorColorRGBAFrameProvider colorProvider = new KinectSensorColorRGBAFrameProvider(sensor);

            colorProvider.FrameReceived += (sender, args) => { colorData = args.FrameData; uploadColor = true; };

            BodyIndexFrameData                 bodyIndexData     = null;
            DynamicBodyIndexTexture            bodyIndexTexture  = new DynamicBodyIndexTexture(device);
            KinectSensorBodyIndexFrameProvider bodyIndexProvider = new KinectSensorBodyIndexFrameProvider(sensor);

            bodyIndexProvider.FrameReceived += (sender, args) => { bodyIndexData = args.FrameData; uploadBodyIndex = true; };


            bool uploadColorToDepth = false;
            bool uploadDepthToColor = false;
            ColorToDepthFrameData          colorToDepthData = new ColorToDepthFrameData();
            DepthToColorFrameData          depthToColorData = new DepthToColorFrameData();
            KinectSensorDepthFrameProvider depthProvider    = new KinectSensorDepthFrameProvider(sensor);

            depthProvider.FrameReceived += (sender, args) =>
            {
                if (!swapMode)
                {
                    colorToDepthData.Update(sensor.CoordinateMapper, args.DepthData);
                    uploadColorToDepth = true;
                }
                else
                {
                    depthToColorData.Update(sensor.CoordinateMapper, args.DepthData);
                    uploadDepthToColor = true;
                }
            };

            DynamicColorToDepthTexture colorToDepthTexture = new DynamicColorToDepthTexture(device);
            DynamicDepthToColorTexture depthToColorTexture = new DynamicDepthToColorTexture(device);


            form.KeyDown += (sender, args) => { if (args.KeyCode == Keys.Escape)
                                                {
                                                    doQuit = true;
                                                }
                                                if (args.KeyCode == Keys.Space)
                                                {
                                                    swapMode = !swapMode;
                                                }
            };

            RenderLoop.Run(form, () =>
            {
                if (doQuit)
                {
                    form.Dispose();
                    return;
                }

                if (uploadColor)
                {
                    colorTexture.Copy(context, colorData);
                    uploadColor = false;
                }

                if (uploadBodyIndex)
                {
                    bodyIndexTexture.Copy(context, bodyIndexData);
                    uploadBodyIndex = false;
                }

                if (uploadColorToDepth)
                {
                    colorToDepthTexture.Copy(context, colorToDepthData);
                    uploadColorToDepth = false;
                }

                if (uploadDepthToColor)
                {
                    depthToColorTexture.Copy(context, depthToColorData);
                    uploadDepthToColor = false;
                }



                ShaderResourceView view = swapMode ? depthToColorTexture.ShaderView : colorToDepthTexture.ShaderView;
                PixelShader shader      = swapMode ? depthPixelShader : rgbPixelShader;

                context.RenderTargetStack.Push(swapChain);

                device.Primitives.ApplyFullTriVS(context);

                context.Context.PixelShader.Set(shader);
                context.Context.PixelShader.SetShaderResource(0, colorTexture.ShaderView);
                //Note: make sure to use normalized view as we use untyped resource here
                context.Context.PixelShader.SetShaderResource(1, bodyIndexTexture.NormalizedView);
                context.Context.PixelShader.SetShaderResource(2, view);

                context.Context.PixelShader.SetSampler(0, device.SamplerStates.LinearClamp);


                device.Primitives.FullScreenTriangle.Draw(context);
                context.RenderTargetStack.Pop();
                swapChain.Present(0, SharpDX.DXGI.PresentFlags.None);
            });

            swapChain.Dispose();
            context.Dispose();
            device.Dispose();

            depthProvider.Dispose();
            colorToDepthData.Dispose();
            depthToColorData.Dispose();
            colorToDepthTexture.Dispose();
            depthToColorTexture.Dispose();

            colorTexture.Dispose();
            colorProvider.Dispose();

            bodyIndexData.Dispose();
            bodyIndexProvider.Dispose();

            depthPixelShader.Dispose();
            rgbPixelShader.Dispose();

            sensor.Close();
        }
 public void TestNullDevice()
 {
     using (DynamicBodyIndexTexture texture = new DynamicBodyIndexTexture(null))
     {
     }
 }