Example #1
0
        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();
        }
Example #2
0
        static void Main()
        {
            Application.EnableVisualStyles();
            Application.SetCompatibleTextRenderingDefault(false);

            RenderForm form = new RenderForm("Kinect Camera Joint sample");

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

            DX11DepthStencil depthStencil = new DX11DepthStencil(device, swapChain.Width, swapChain.Height, eDepthFormat.d24s8);


            //VertexShader vertexShader = ShaderCompiler.CompileFromFile<VertexShader>(device, "ColorJointView.fx", "VS");
            SharpDX.D3DCompiler.ShaderSignature signature;
            VertexShader vertexShader = ShaderCompiler.CompileFromFile(device, "CameraJointView.fx", "VS_Color", out signature);
            PixelShader  pixelShader  = ShaderCompiler.CompileFromFile <PixelShader>(device, "CameraJointView.fx", "PS_Color");

            VertexShader vertexShaderLine = ShaderCompiler.CompileFromFile <VertexShader>(device, "CameraJointView.fx", "VS");
            PixelShader  pixelShaderLine  = ShaderCompiler.CompileFromFile <PixelShader>(device, "CameraJointView.fx", "PS_White");

            JointTableIndexBuffer indexBuffer = new JointTableIndexBuffer(device, 6);

            DX11IndexedGeometry cube = device.Primitives.Box(new Box()
            {
                Size = new Vector3(0.05f)
            });
            DX11InstancedIndexedDrawer drawer = new DX11InstancedIndexedDrawer();

            cube.AssignDrawer(drawer);

            InputLayout layout;
            var         bc = new ShaderBytecode(signature);

            cube.ValidateLayout(bc, out layout);

            KinectSensor sensor = KinectSensor.GetDefault();

            sensor.Open();

            Color4[] statusColor = new Color4[]
            {
                Color.Red,
                Color.Yellow,
                Color.Green
            };

            cbCamera camera = new cbCamera();

            camera.Projection = Matrix.PerspectiveFovLH(1.57f, 1.3f, 0.1f, 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);

            DX11StructuredBuffer colorTableBuffer = DX11StructuredBuffer.CreateImmutable <Color4>(device, statusColor);

            bool doQuit   = false;
            bool doUpload = false;


            int bodyCount = 0;

            KinectBody[]             bodyFrame      = null;
            BodyCameraPositionBuffer positionBuffer = new BodyCameraPositionBuffer(device);
            BodyJointStatusBuffer    statusBuffer   = new BodyJointStatusBuffer(device);

            KinectSensorBodyFrameProvider provider = new KinectSensorBodyFrameProvider(sensor);

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

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


            context.Context.OutputMerger.DepthStencilState = device.DepthStencilStates.LessReadWrite;
            context.Context.Rasterizer.State = device.RasterizerStates.BackCullSolid;

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

                if (doUpload)
                {
                    var tracked = bodyFrame.TrackedOnly();
                    bodyCount   = tracked.Count();

                    positionBuffer.Copy(context, tracked);
                    statusBuffer.Copy(context, tracked);
                    drawer.InstanceCount = tracked.Count() * Microsoft.Kinect.Body.JointCount;
                }

                context.RenderTargetStack.Push(depthStencil, false, swapChain);
                context.Context.ClearRenderTargetView(swapChain.RenderView, SharpDX.Color.Black);
                depthStencil.Clear(context);

                /*Position buffer and cbuffers are the same data and in same slot,
                 * so we bind them only once*/
                context.Context.VertexShader.SetShaderResource(0, positionBuffer.ShaderView);
                context.Context.VertexShader.SetConstantBuffer(0, cameraBuffer.Buffer);

                //Draw lines
                context.Context.PixelShader.Set(pixelShaderLine);
                context.Context.VertexShader.Set(vertexShaderLine);

                //Attach index buffer, null topology since we fetch
                indexBuffer.AttachWithLayout(context);
                indexBuffer.Draw(context, bodyCount);

                //Draw cubes
                cube.Bind(context, layout);
                context.Context.VertexShader.Set(vertexShader);
                context.Context.PixelShader.Set(pixelShader);

                context.Context.VertexShader.SetShaderResource(1, statusBuffer.ShaderView);
                context.Context.VertexShader.SetShaderResource(2, colorTableBuffer.ShaderView);


                cube.Draw(context);

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

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

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

            cameraBuffer.Dispose();

            provider.Dispose();
            cube.Dispose();
            layout.Dispose();

            pixelShader.Dispose();
            vertexShader.Dispose();

            pixelShaderLine.Dispose();
            vertexShaderLine.Dispose();
            indexBuffer.Dispose();

            sensor.Close();
        }
Example #3
0
        static void Main()
        {
            Application.EnableVisualStyles();
            Application.SetCompatibleTextRenderingDefault(false);

            RenderForm form = new RenderForm("Kinect RGB Joint sample");

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

            //VertexShader vertexShader = ShaderCompiler.CompileFromFile<VertexShader>(device, "ColorJointView.fx", "VS");
            SharpDX.D3DCompiler.ShaderSignature signature;
            VertexShader vertexShader = ShaderCompiler.CompileFromFile(device, "ColorJointView.fx", "VS_Color", out signature);
            PixelShader  pixelShader  = ShaderCompiler.CompileFromFile <PixelShader>(device, "ColorJointView.fx", "PS_Color");

            DX11IndexedGeometry circle = device.Primitives.Segment(new Segment()
            {
                Resolution = 32
            });
            DX11InstancedIndexedDrawer drawer = new DX11InstancedIndexedDrawer();

            circle.AssignDrawer(drawer);

            InputLayout layout;
            var         bc = new ShaderBytecode(signature);

            circle.ValidateLayout(bc, out layout);

            KinectSensor sensor = KinectSensor.GetDefault();

            sensor.Open();

            Color4[] statusColor = new Color4[]
            {
                Color.Red,
                Color.Yellow,
                Color.Green
            };

            //Note cbuffer should have a minimum size of 16 bytes, so we create verctor4 instead of vector2
            SharpDX.Vector4 jointSize = new SharpDX.Vector4(0.04f, 0.07f, 0.0f, 1.0f);
            ConstantBuffer <SharpDX.Vector4> cbSize = new ConstantBuffer <SharpDX.Vector4>(device);

            cbSize.Update(context, ref jointSize);

            DX11StructuredBuffer colorTableBuffer = DX11StructuredBuffer.CreateImmutable <Color4>(device, statusColor);

            bool doQuit      = false;
            bool doUpload    = false;
            bool uploadImage = false;


            KinectBody[]            bodyFrame      = null;
            BodyColorPositionBuffer positionBuffer = new BodyColorPositionBuffer(device);
            BodyJointStatusBuffer   statusBuffer   = new BodyJointStatusBuffer(device);

            KinectSensorBodyFrameProvider provider = new KinectSensorBodyFrameProvider(sensor);

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

            ColorRGBAFrameData                 rgbFrame      = null;
            DynamicColorRGBATexture            colorTexture  = new DynamicColorRGBATexture(device);
            KinectSensorColorRGBAFrameProvider colorProvider = new KinectSensorColorRGBAFrameProvider(sensor);

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


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

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

                if (doUpload)
                {
                    var tracked    = bodyFrame.TrackedOnly();
                    var colorSpace = tracked.Select(kb => new ColorSpaceKinectJoints(kb, sensor.CoordinateMapper));

                    positionBuffer.Copy(context, colorSpace);
                    statusBuffer.Copy(context, tracked);
                    drawer.InstanceCount = colorSpace.Count() * Microsoft.Kinect.Body.JointCount;
                }

                if (uploadImage)
                {
                    colorTexture.Copy(context, rgbFrame);
                }

                context.RenderTargetStack.Push(swapChain);
                context.Context.ClearRenderTargetView(swapChain.RenderView, SharpDX.Color.Black);

                device.Primitives.ApplyFullTri(context, colorTexture.ShaderView);
                device.Primitives.FullScreenTriangle.Draw(context);

                circle.Bind(context, layout);

                context.Context.PixelShader.Set(pixelShader);
                context.Context.VertexShader.Set(vertexShader);
                context.Context.VertexShader.SetShaderResource(0, positionBuffer.ShaderView);
                context.Context.VertexShader.SetShaderResource(1, statusBuffer.ShaderView);
                context.Context.VertexShader.SetShaderResource(2, colorTableBuffer.ShaderView);
                context.Context.VertexShader.SetConstantBuffer(0, cbSize.Buffer);

                circle.Draw(context);

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

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

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

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

            cbSize.Dispose();

            provider.Dispose();
            circle.Dispose();
            layout.Dispose();



            pixelShader.Dispose();
            vertexShader.Dispose();


            sensor.Close();
        }