public ProjectionMappingSample(string[] args)
        {
            // load ensemble.xml
            string path      = args[0];
            string directory = Path.GetDirectoryName(path);

            ensemble = RoomAliveToolkit.ProjectorCameraEnsemble.FromFile(path);

            // create d3d device
            var factory = new Factory1();
            var adapter = factory.Adapters[0];

            // When using DeviceCreationFlags.Debug on Windows 10, ensure that "Graphics Tools" are installed via Settings/System/Apps & features/Manage optional features.
            // Also, when debugging in VS, "Enable native code debugging" must be selected on the project.
            device = new SharpDX.Direct3D11.Device(adapter, DeviceCreationFlags.None);

            // shaders
            depthAndColorShader       = new DepthAndColorShader(device);
            projectiveTexturingShader = new ProjectiveTexturingShader(device);
            fromUIntPS      = new FromUIntPS(device, Kinect2Calibration.depthImageWidth, Kinect2Calibration.depthImageHeight);
            bilateralFilter = new BilateralFilter(device, Kinect2Calibration.depthImageWidth, Kinect2Calibration.depthImageHeight);

            // create device objects for each camera
            foreach (var camera in ensemble.cameras)
            {
                cameraDeviceResources[camera] = new CameraDeviceResource(device, camera, renderLock, directory);
            }

            // user view depth buffer
            var userViewDpethBufferDesc = new Texture2DDescription()
            {
                Width             = userViewTextureWidth,
                Height            = userViewTextureHeight,
                MipLevels         = 1,
                ArraySize         = 1,
                Format            = Format.D32_Float, // necessary?
                SampleDescription = new SampleDescription(1, 0),
                Usage             = ResourceUsage.Default,
                BindFlags         = BindFlags.DepthStencil,
                CpuAccessFlags    = CpuAccessFlags.None
            };
            var userViewDepthStencil = new Texture2D(device, userViewDpethBufferDesc);

            userViewDepthStencilView = new DepthStencilView(device, userViewDepthStencil);

            // create a form for each projector
            foreach (var projector in ensemble.projectors)
            {
                var form = new ProjectorForm(factory, device, renderLock, projector);
                if (fullScreenEnabled)
                {
                    form.FullScreen = fullScreenEnabled; // TODO: fix this so can be called after Show
                }
                form.Show();
                projectorForms.Add(form);
            }

            clock.Start();

            if (liveDepthEnabled)
            {
                foreach (var cameraDeviceResource in cameraDeviceResources.Values)
                {
                    cameraDeviceResource.StartLive();
                }
            }

            new System.Threading.Thread(RenderLoop).Start();
        }
Ejemplo n.º 2
0
        public ProjectionMappingSample(string[] args)
        {
            // load ensemble.xml
            string path      = args[0];
            string directory = Path.GetDirectoryName(path);

            ensemble = RoomAliveToolkit.ProjectorCameraEnsemble.FromFile(path);

            // create d3d device
            var factory = new Factory1();
            var adapter = factory.Adapters[0];

            // When using DeviceCreationFlags.Debug on Windows 10, ensure that "Graphics Tools" are installed via Settings/System/Apps & features/Manage optional features.
            // Also, when debugging in VS, "Enable native code debugging" must be selected on the project.
            device = new SharpDX.Direct3D11.Device(adapter, DeviceCreationFlags.None);

            // shaders
            depthAndColorShader       = new DepthAndColorShader(device);
            projectiveTexturingShader = new ProjectiveTexturingShader(device);
            passThroughShader         = new PassThrough(device, userViewTextureWidth, userViewTextureHeight);
            radialWobbleShader        = new RadialWobble(device, userViewTextureWidth, userViewTextureHeight);
            meshShader      = new MeshShader(device);
            fromUIntPS      = new FromUIntPS(device, Kinect2Calibration.depthImageWidth, Kinect2Calibration.depthImageHeight);
            bilateralFilter = new BilateralFilter(device, Kinect2Calibration.depthImageWidth, Kinect2Calibration.depthImageHeight);

            // create device objects for each camera
            foreach (var camera in ensemble.cameras)
            {
                cameraDeviceResources[camera] = new CameraDeviceResource(device, camera, renderLock, directory);
            }

            // one user view
            // user view render target, depth buffer, viewport for user view
            var userViewTextureDesc = new Texture2DDescription()
            {
                Width             = userViewTextureWidth,
                Height            = userViewTextureHeight,
                MipLevels         = 1, // revisit this; we may benefit from mipmapping?
                ArraySize         = 1,
                Format            = SharpDX.DXGI.Format.B8G8R8A8_UNorm,
                SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0),
                Usage             = ResourceUsage.Default,
                BindFlags         = BindFlags.RenderTarget | BindFlags.ShaderResource,
                CpuAccessFlags    = CpuAccessFlags.None,
            };
            var userViewRenderTarget = new Texture2D(device, userViewTextureDesc);

            userViewRenderTargetView = new RenderTargetView(device, userViewRenderTarget);
            userViewSRV = new ShaderResourceView(device, userViewRenderTarget);

            var filteredUserViewRenderTarget = new Texture2D(device, userViewTextureDesc);

            filteredUserViewRenderTargetView = new RenderTargetView(device, filteredUserViewRenderTarget);
            filteredUserViewSRV = new ShaderResourceView(device, filteredUserViewRenderTarget);

            // user view depth buffer
            var userViewDpethBufferDesc = new Texture2DDescription()
            {
                Width             = userViewTextureWidth,
                Height            = userViewTextureHeight,
                MipLevels         = 1,
                ArraySize         = 1,
                Format            = Format.D32_Float, // necessary?
                SampleDescription = new SampleDescription(1, 0),
                Usage             = ResourceUsage.Default,
                BindFlags         = BindFlags.DepthStencil,
                CpuAccessFlags    = CpuAccessFlags.None
            };
            var userViewDepthStencil = new Texture2D(device, userViewDpethBufferDesc);

            userViewDepthStencilView = new DepthStencilView(device, userViewDepthStencil);

            // user view viewport
            userViewViewport = new Viewport(0, 0, userViewTextureWidth, userViewTextureHeight, 0f, 1f);

            // create a form for each projector
            foreach (var projector in ensemble.projectors)
            {
                var form = new ProjectorForm(factory, device, renderLock, projector);
                if (fullScreenEnabled)
                {
                    form.FullScreen = fullScreenEnabled; // TODO: fix this so can be called after Show
                }
                form.Show();
                projectorForms.Add(form);
            }

            // example 3d object
            var mesh = Mesh.FromOBJFile("Content/FloorPlan.obj");

            meshDeviceResources = new MeshDeviceResources(device, imagingFactory, mesh);

            // desktop duplication
            var output = new Output1(factory.Adapters[0].Outputs[0].NativePointer); // TODO: change adapter and output number

            outputDuplication = output.DuplicateOutput(device);


            userViewForm      = new Form1(factory, device, renderLock);
            userViewForm.Text = "User View";
            userViewForm.Show();


            userViewForm.videoPanel1.MouseClick += videoPanel1_MouseClick;

            // connect to local camera to acquire head position
            if (localHeadTrackingEnabled)
            {
                localKinectSensor = KinectSensor.GetDefault();
                bodyFrameReader   = localKinectSensor.BodyFrameSource.OpenReader();
                localKinectSensor.Open();
                Console.WriteLine("connected to local camera");
                new System.Threading.Thread(LocalBodyLoop).Start();
            }


            if (liveDepthEnabled)
            {
                foreach (var cameraDeviceResource in cameraDeviceResources.Values)
                {
                    cameraDeviceResource.StartLive();
                }
            }


            new System.Threading.Thread(RenderLoop).Start();
        }
        public ProjectionMappingSample(string[] args)
        {
            // load ensemble.xml
            string path = args[0];
            string directory = Path.GetDirectoryName(path);
            ensemble = RoomAliveToolkit.ProjectorCameraEnsemble.FromFile(path);

            // create d3d device
            var factory = new Factory1();
            var adapter = factory.Adapters[0];

            // When using DeviceCreationFlags.Debug on Windows 10, ensure that "Graphics Tools" are installed via Settings/System/Apps & features/Manage optional features.
            // Also, when debugging in VS, "Enable native code debugging" must be selected on the project.
            device = new SharpDX.Direct3D11.Device(adapter, DeviceCreationFlags.None);

            // shaders
            depthAndColorShader = new DepthAndColorShader(device);
            projectiveTexturingShader = new ProjectiveTexturingShader(device);
            fromUIntPS = new FromUIntPS(device, Kinect2Calibration.depthImageWidth, Kinect2Calibration.depthImageHeight);
            bilateralFilter = new BilateralFilter(device, Kinect2Calibration.depthImageWidth, Kinect2Calibration.depthImageHeight);

            // create device objects for each camera
            foreach (var camera in ensemble.cameras)
                cameraDeviceResources[camera] = new CameraDeviceResource(device, camera, renderLock, directory);

            // user view depth buffer
            var userViewDpethBufferDesc = new Texture2DDescription()
            {
                Width = userViewTextureWidth,
                Height = userViewTextureHeight,
                MipLevels = 1,
                ArraySize = 1,
                Format = Format.D32_Float, // necessary?
                SampleDescription = new SampleDescription(1, 0),
                Usage = ResourceUsage.Default,
                BindFlags = BindFlags.DepthStencil,
                CpuAccessFlags = CpuAccessFlags.None
            };
            var userViewDepthStencil = new Texture2D(device, userViewDpethBufferDesc);
            userViewDepthStencilView = new DepthStencilView(device, userViewDepthStencil);

            // create a form for each projector
            foreach (var projector in ensemble.projectors)
            {
                var form = new ProjectorForm(factory, device, renderLock, projector);
                if (fullScreenEnabled)
                    form.FullScreen = fullScreenEnabled; // TODO: fix this so can be called after Show
                form.Show();
                projectorForms.Add(form);
            }

            clock.Start();

            if (liveDepthEnabled)
            {
                foreach (var cameraDeviceResource in cameraDeviceResources.Values)
                    cameraDeviceResource.StartLive();
            }

            new System.Threading.Thread(RenderLoop).Start();
        }