// Draw Graphics on the scene private void DrawPicture(Graphics gLeft, Graphics gRight, picCollection myP) { gLeft.DrawImage(myP.myImage, myP.myX, myP.myY, myP.myImage.Width * myP.myScale, myP.myImage.Height * myP.myScale); gRight.DrawImage(myP.myImage2, myP.myX - myP.myDepth, myP.myY, myP.myImage2.Width * myP.myScale, myP.myImage2.Height * myP.myScale); }
private void startPaint() { if (startTimer) tmrAnimation.Enabled = true; myAllPicCollection = new List<picCollection>(); LapCalculate(); /*xv = xc/R2 yv = yc/R2 zv = zc/R2 (4) where xc, yc, zc denotes the coordinates of the objects in camera space, R denote the distance of the object from the camera system and xv, yv, zv is the virtual coordinate system on which all the regular image processing is done for the corresponding 2D image. [1] */ setVirtualCoordinates(); // Convert left image to bmp leftBitmap = new Bitmap(picLeft3D.Width, picLeft3D.Height); Graphics gLeft = Graphics.FromImage(leftBitmap); // set depths for each region based on previously calculated depth matrix setDepthHollimanMultiRegionAlgo(leftBitmap, depthMatrixX, depthMatrixY, depthMatrixZ); // Specifies whether smoothing (antialiasing) is applied to lines and curves and the edges of filled areas gLeft.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias; // Convert right image to bmp rightBitmap = new Bitmap(picRight3D.Width, picRight3D.Height); // set depths for each region based on previously calculated depth matrix setDepthHollimanMultiRegionAlgo(rightBitmap, depthMatrixX, depthMatrixY, depthMatrixZ); Graphics gRight = Graphics.FromImage(rightBitmap); ; gRight.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias; picLeft3D.BackgroundImage = null; // set left background image if (rdoBackgroundPic.Checked) picLeft3D.BackgroundImage = Properties.Resources.left; picLeft3D.BackColor = lblBackgroundColor.BackColor; int limitY = 0; #region RUN : Scene depth to display depth double d1Temp = 0.03; // selecting objects (with 2 different pictures for left and right) for painting on the scene if (chk3dObjects.Checked) { if (pics3DLeft.Count > 0) { for (int i = 1; i <= upd3dObjects.Value; i++) { try { myPicInfo = new picCollection(); int myImageNumber = myRandom.Next(pics3DLeft.Count); myPicInfo.myImage = pics3DLeft[myImageNumber]; myPicInfo.myImage2 = pics3DRight[myImageNumber]; // Set d1 for eaach 3d image myPicInfo.d1 = d1Temp; // Increment depths(d1) of each image linearly d1Temp = d1Temp + 1; myPicInfo.myDepth = myPicInfo.setDepth(); myPicInfo.myDepth = myRandom.Next(1, trbDepth3D.Value / 2); myPicInfo.myDepth = myRandom.Next(1, trbDepth3D.Value / 2); myPicInfo.myScale = (float)(myRandom.NextDouble() * .7 + .4); myPicInfo.myX = (myRandom.Next(myPicInfo.myDepth, picLeft3D.Width - myPicInfo.myImage.Width - myPicInfo.myDepth) % picLeft3D.Width) + myPicInfo.myDepth; myPicInfo.myY = myRandom.Next(picLeft3D.Height - 100 - limitY); myAllPicCollection.Add(myPicInfo); } catch (ArgumentOutOfRangeException) { continue; } } } } if (chkSimpleObjects.Checked) { frmBackgrounds frm = new frmBackgrounds(); frm.Show(); } #endregion // drawing all objects of the collection in order by depth on the scene for (int d = 0; d < 120; d++) { foreach (picCollection myP in myAllPicCollection) { if (d == myP.myDepth) DrawPicture(gLeft, gRight, myP); } } // drawing vertical guid lines if (chkGuideLines.Checked) { for (int i = 0; i < 2; i++) { gLeft.DrawLine(new Pen(lblGuideLine.BackColor, 5), i * picLeft3D.Width - 1, 0, i * (picLeft3D.Width - 1), picLeft3D.Height); gRight.DrawLine(new Pen(lblGuideLine.BackColor, 5), i * picRight3D.Width - 1, 0, i * (picRight3D.Width - 1), picRight3D.Height); } } picLeft3D.Image = leftBitmap; picRight3D.Image = rightBitmap; }
private void startPaint() { if (startTimer) { tmrAnimation.Enabled = true; } myAllPicCollection = new List <picCollection>(); LapCalculate(); /*xv = xc/R2 * yv = yc/R2 * zv = zc/R2 (4) * where xc, yc, zc denotes the coordinates of the objects * in camera space, R denote the distance of the object from * the camera system and xv, yv, zv is the virtual coordinate * system on which all the regular image processing is done * for the corresponding 2D image. * * [1] */ setVirtualCoordinates(); // Convert left image to bmp leftBitmap = new Bitmap(picLeft3D.Width, picLeft3D.Height); Graphics gLeft = Graphics.FromImage(leftBitmap); // set depths for each region based on previously calculated depth matrix setDepthHollimanMultiRegionAlgo(leftBitmap, depthMatrixX, depthMatrixY, depthMatrixZ); // Specifies whether smoothing (antialiasing) is applied to lines and curves and the edges of filled areas gLeft.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias; // Convert right image to bmp rightBitmap = new Bitmap(picRight3D.Width, picRight3D.Height); // set depths for each region based on previously calculated depth matrix setDepthHollimanMultiRegionAlgo(rightBitmap, depthMatrixX, depthMatrixY, depthMatrixZ); Graphics gRight = Graphics.FromImage(rightBitmap);; gRight.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias; picLeft3D.BackgroundImage = null; // set left background image if (rdoBackgroundPic.Checked) { picLeft3D.BackgroundImage = Properties.Resources.left; } picLeft3D.BackColor = lblBackgroundColor.BackColor; int limitY = 0; #region RUN : Scene depth to display depth double d1Temp = 0.03; // selecting objects (with 2 different pictures for left and right) for painting on the scene if (chk3dObjects.Checked) { if (pics3DLeft.Count > 0) { for (int i = 1; i <= upd3dObjects.Value; i++) { try { myPicInfo = new picCollection(); int myImageNumber = myRandom.Next(pics3DLeft.Count); myPicInfo.myImage = pics3DLeft[myImageNumber]; myPicInfo.myImage2 = pics3DRight[myImageNumber]; // Set d1 for eaach 3d image myPicInfo.d1 = d1Temp; // Increment depths(d1) of each image linearly d1Temp = d1Temp + 1; myPicInfo.myDepth = myPicInfo.setDepth(); myPicInfo.myDepth = myRandom.Next(1, trbDepth3D.Value / 2); myPicInfo.myDepth = myRandom.Next(1, trbDepth3D.Value / 2); myPicInfo.myScale = (float)(myRandom.NextDouble() * .7 + .4); myPicInfo.myX = (myRandom.Next(myPicInfo.myDepth, picLeft3D.Width - myPicInfo.myImage.Width - myPicInfo.myDepth) % picLeft3D.Width) + myPicInfo.myDepth; myPicInfo.myY = myRandom.Next(picLeft3D.Height - 100 - limitY); myAllPicCollection.Add(myPicInfo); } catch (ArgumentOutOfRangeException) { continue; } } } } if (chkSimpleObjects.Checked) { frmBackgrounds frm = new frmBackgrounds(); frm.Show(); } #endregion // drawing all objects of the collection in order by depth on the scene for (int d = 0; d < 120; d++) { foreach (picCollection myP in myAllPicCollection) { if (d == myP.myDepth) { DrawPicture(gLeft, gRight, myP); } } } // drawing vertical guid lines if (chkGuideLines.Checked) { for (int i = 0; i < 2; i++) { gLeft.DrawLine(new Pen(lblGuideLine.BackColor, 5), i * picLeft3D.Width - 1, 0, i * (picLeft3D.Width - 1), picLeft3D.Height); gRight.DrawLine(new Pen(lblGuideLine.BackColor, 5), i * picRight3D.Width - 1, 0, i * (picRight3D.Width - 1), picRight3D.Height); } } picLeft3D.Image = leftBitmap; picRight3D.Image = rightBitmap; }
// Draw Graphics on the scene private void DrawPicture(Graphics gLeft, Graphics gRight, picCollection myP) { gLeft.DrawImage(myP.myImage, myP.myX, myP.myY, myP.myImage.Width * myP.myScale, myP.myImage.Height * myP.myScale); gRight.DrawImage(myP.myImage2, myP.myX - myP.myDepth, myP.myY, myP.myImage2.Width * myP.myScale, myP.myImage2.Height * myP.myScale); }