Example #1
0
        static void Main(string[] args)
        {
            KinectSensor sensor = KinectSensor.GetDefault();
            sensor.Open();

            KinectFrameServer frameServer = new KinectFrameServer(32000, sensor);
            frameServer.ClientConnected += frameServer_ClientConnected;
            frameServer.ClientDisconnected += frameServer_ClientDisconnected;

            Console.ReadLine();
            frameServer.Dispose();
        }
Example #2
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();
        }