// Zero based device index and device params and output window
        public CameraDevice(Canvas iCanvas, int iDeviceNum, int iWidth, int iHeight, short iBPP)
        {
            DsDevice[] capDevices;
            // Get the collection of video devices
            capDevices = DsDevice.GetDevicesOfCat(FilterCategory.VideoInputDevice);

            if (iDeviceNum + 1 > capDevices.Length)
            {
                throw new Exception("No video capture devices found at that index!");
            }

            try
            {
                deviceNumber = iDeviceNum;
                InitDevice(capDevices[iDeviceNum], iWidth, iHeight);
                camTextureA = new Texture2D(iCanvas.GetDevice(), Width, Height, 1, TextureUsage.None, SurfaceFormat.Color);
                camTextureB = new Texture2D(iCanvas.GetDevice(), Width, Height, 1, TextureUsage.None, SurfaceFormat.Color);
                bgrData = new byte[Stride * Height];
            }
            catch
            {
                Dispose();
                throw;
            }
        }
Esempio n. 2
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        public void CompileFromFiles(Canvas canvas, string psName, string vsName)
        {
            this.psFileName = psName;
            this.vsFileName = vsName;
            ShaderProfile psProf = ShaderProfile.PS_1_1;

            switch (PSTarget)
            {
            case 2:
                psProf = ShaderProfile.PS_2_0;
                break;

            case 3:
                psProf = ShaderProfile.PS_3_0;
                break;
            }
            ShaderProfile vsProf = ShaderProfile.VS_1_1;

            switch (VSTarget)
            {
            case 2:
                vsProf = ShaderProfile.VS_2_0;
                break;

            case 3:
                vsProf = ShaderProfile.VS_3_0;
                break;
            }
            CompiledShader psShader = ShaderCompiler.CompileFromFile(psFileName, null, null, CompilerOptions.PackMatrixRowMajor, "main", psProf, TargetPlatform.Windows);

            Log.GetInstance().WriteLine(psShader.ErrorsAndWarnings);
            CompiledShader vsShader = ShaderCompiler.CompileFromFile(vsFileName, null, null, CompilerOptions.PackMatrixRowMajor, "main", vsProf, TargetPlatform.Windows);

            Log.GetInstance().WriteLine(vsShader.ErrorsAndWarnings);
            errorMessage = null;
            if (vsShader.ErrorsAndWarnings.Length > 1)
            {
                errorMessage = "Vertex Shader: " + vsShader.ErrorsAndWarnings;
            }
            if (psShader.ErrorsAndWarnings.Length > 1)
            {
                if (errorMessage == null)
                {
                    errorMessage = "Pixel Shader: " + psShader.ErrorsAndWarnings;
                }
                else
                {
                    errorMessage = errorMessage + "\n Pixel Shader: " + psShader.ErrorsAndWarnings;
                }
            }
            if (psShader.Success && vsShader.Success)
            {
                ps       = new PixelShader(canvas.GetDevice(), psShader.GetShaderCode());
                vs       = new VertexShader(canvas.GetDevice(), vsShader.GetShaderCode());
                compiled = true;
            }
        }
Esempio n. 3
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 public void SetupShader(Canvas canvas)
 {
     if (!compiled)
     {
         CompileFromFiles(canvas, psFileName, vsFileName);
         if (errorMessage != null)
         {
             Log.GetInstance().WriteLine(errorMessage);
         }
         return;
     }
     canvas.GetDevice().PixelShader  = ps;
     canvas.GetDevice().VertexShader = vs;
 }
Esempio n. 4
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        public void SetupTextures(Canvas canvas)
        {
            for (int i = 0; i < textures.Length; i++)
            {
                if (textures[i] == null && textureFileNames[i] != string.Empty)
                {
                    textures[i] = Texture2D.FromFile(canvas.GetDevice(), textureFileNames[i]);
                }

                if (textures[i] != null)
                {
                    canvas.GetDevice().Textures[i] = textures[i];
                }
            }
        }
Esempio n. 5
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        public static void Initialize(Canvas canvas)
        {
            GraphicsDevice device = canvas.GetDevice();

            PTDec = new VertexDeclaration(device, VertexPositionTexture.VertexElements);
            PNDec = new VertexDeclaration(device, VertexPositionNormal.VertexElements);
        }
 public void CompileFromFiles(Canvas canvas, string psName, string vsName)
 {
     this.psFileName = psName;
     this.vsFileName = vsName;
     ShaderProfile psProf = ShaderProfile.PS_1_1;
     switch (PSTarget)
     {
         case 2:
             psProf = ShaderProfile.PS_2_0;
             break;
         case 3:
             psProf = ShaderProfile.PS_3_0;
             break;
     }
     ShaderProfile vsProf = ShaderProfile.VS_1_1;
     switch (VSTarget)
     {
         case 2:
             vsProf = ShaderProfile.VS_2_0;
             break;
         case 3:
             vsProf = ShaderProfile.VS_3_0;
             break;
     }
     CompiledShader psShader = ShaderCompiler.CompileFromFile(psFileName, null, null, CompilerOptions.PackMatrixRowMajor, "main", psProf, TargetPlatform.Windows);
     Log.GetInstance().WriteLine(psShader.ErrorsAndWarnings);
     CompiledShader vsShader = ShaderCompiler.CompileFromFile(vsFileName, null, null, CompilerOptions.PackMatrixRowMajor, "main", vsProf, TargetPlatform.Windows);
     Log.GetInstance().WriteLine(vsShader.ErrorsAndWarnings);
     errorMessage = null;
     if (vsShader.ErrorsAndWarnings.Length > 1)
         errorMessage = "Vertex Shader: " + vsShader.ErrorsAndWarnings;
     if (psShader.ErrorsAndWarnings.Length > 1)
     {
         if (errorMessage == null)
             errorMessage = "Pixel Shader: " + psShader.ErrorsAndWarnings;
         else
             errorMessage = errorMessage + "\n Pixel Shader: " + psShader.ErrorsAndWarnings;
     }
     if (psShader.Success && vsShader.Success)
     {
         ps = new PixelShader(canvas.GetDevice(), psShader.GetShaderCode());
         vs = new VertexShader(canvas.GetDevice(), vsShader.GetShaderCode());
         compiled = true;
     }
 }
Esempio n. 7
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        public void Render(Canvas canvas)
        {
            GraphicsDevice device = canvas.GetDevice();

            device.VertexDeclaration = Geometry.renderElement.VertexDec;
            device.Indices           = Geometry.renderElement.IndexBuffer;
            device.Vertices[0].SetSource(Geometry.renderElement.VertexBuffer, 0, Geometry.renderElement.VertexStride);
            device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, Geometry.renderElement.StartVertex, Geometry.renderElement.VertexCount, 0, Geometry.renderElement.PrimitiveCount);
        }
        public override void OnRender(Canvas canvas)
        {
            base.OnRender(canvas);

            if (!shadersLoaded)
            {
                LoadShaders(canvas);
            }

            cubeShader.SetupShader(canvas);
            GraphicsDevice device = canvas.GetDevice();
            device.SetVertexShaderConstant(CanvasShaderConstants.VC_WORLD, transform.GetTransform());
            device.SetPixelShaderConstant(0, color);

            CanvasPrimitives.Cube.Render(canvas);
        }
        public override void OnRender(Canvas canvas)
        {
            base.OnRender(canvas);

            if (!shadersLoaded)
            {
                LoadShaders(canvas);
            }
            if (collisionPoints == null)
                return;

            glowShader.SetupShader(canvas);
            GraphicsDevice device = canvas.GetDevice();
            device.SetPixelShaderConstant(0, color);

            for (int i = 0; i < collisionPoints.Length; i++)
            {
                Matrix transform = Matrix.CreateScale(collisionPoints[i].Radius);
                transform.Translation = collisionPoints[i].Center;
                device.SetVertexShaderConstant(CanvasShaderConstants.VC_WORLD, transform);
                CanvasPrimitives.Sphere.Render(canvas);
            }
        }
Esempio n. 10
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 public void SetupShader(Canvas canvas)
 {
     if (!compiled)
     {
         CompileFromFiles(canvas, psFileName, vsFileName);
         if (errorMessage != null)
             Log.GetInstance().WriteLine(errorMessage);
         return;
     }
     canvas.GetDevice().PixelShader = ps;
     canvas.GetDevice().VertexShader = vs;
 }
Esempio n. 11
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 public RenderLayer(Canvas canvas, int width, int height)
 {
     RenderTarget = new RenderTarget2D(canvas.GetDevice(), width, height, 1, SurfaceFormat.Color);
     GlowTarget   = new RenderTarget2D(canvas.GetDevice(), width, height, 1, SurfaceFormat.Color);
 }
        public void CompositeFinalImage(Canvas canvas)
        {
            BoundingRect[] drawRects = GetCameraDrawBoxes();

            GraphicsDevice device = canvas.GetDevice();
            DepthStencilBuffer dsOld = device.DepthStencilBuffer;
            device.DepthStencilBuffer = canvas.GetDepthStencil();
            device.SetRenderTarget(0, renderTarget);

            canvas.DrawImage(cameraAImage, drawRects[0].Min, drawRects[0].Max, (int)(ImageParameters.FlipY));
            canvas.DrawImage(cameraBImage, drawRects[1].Min, drawRects[1].Max, (int)(ImageParameters.FlipY));

            device.RenderState.AlphaBlendEnable = true;
            device.RenderState.SourceBlend = Blend.SourceAlpha;
            device.RenderState.DestinationBlend = Blend.InverseSourceAlpha;

            canvas.DrawImage(renderLayerA.GetImage(), drawRects[0].Min, drawRects[0].Max);
            canvas.DrawImage(renderLayerB.GetImage(), drawRects[1].Min, drawRects[1].Max);

            device.SetRenderTarget(0, null);
            device.DepthStencilBuffer = dsOld;

            //RenderMatrixStyle(canvas);
            //RenderEdgesStyle(canvas);
            //CanvasPrimitives.Quad.SetPositions(Vector2.One * -2, Vector2.One);

            device.RenderState.DepthBufferEnable = false;
            device.RenderState.DepthBufferWriteEnable = false;
            canvas.DrawImage(renderTarget.GetTexture());
            /*
            CanvasPrimitives.Quad.SetPositions(Vector2.One * -1, Vector2.One);
            device.RenderState.DepthBufferEnable = true;
            device.RenderState.DepthBufferWriteEnable = true;
            render3D.SetupShader(canvas);
            Matrix scaleMat = Matrix.CreateScale(0.05f);
            device.SetVertexShaderConstant(CanvasShaderConstants.VC_MODELVIEW, virtualCameraA.ViewProjection);
            for (int i = 0; i < detectionPoints.Length; i++)
            {
                device.SetPixelShaderConstant(0, fingerColors[i % fingerColors.Length].ToVector4());
                scaleMat.Translation = detectionPoints[i].Center;
                device.SetVertexShaderConstant(CanvasShaderConstants.VC_WORLD, scaleMat);
                CanvasPrimitives.Quad.Render(canvas);
            }
            */
        }
        void UndistortCameraImages(Canvas canvas)
        {
            GraphicsDevice device = canvas.GetDevice();

            undistortShader.SetupShader(canvas);
            device.Textures[0] = cameraA.GetCameraImage();
            device.SetPixelShaderConstant(0, new Vector4((float)DistortParamsA[0],
                (float)DistortParamsA[1], (float)DistortParamsA[2], (float)DistortParamsA[3]));
            device.SetPixelShaderConstant(1, new Vector4((float)CameraParamsA[0],
                (float)CameraParamsA[1], (float)CameraParamsA[2], (float)CameraParamsA[3])
                / new Vector4(cameraA.Width, cameraA.Height, cameraA.Width, cameraA.Height));

            DepthStencilBuffer dsOld = device.DepthStencilBuffer;
            device.DepthStencilBuffer = canvas.GetDepthStencil();
            device.SetRenderTarget(0, renderTarget);
            CanvasPrimitives.Quad.Render(canvas);
            device.SetRenderTarget(0, null);
            device.DepthStencilBuffer = dsOld;

            cameraAImage = renderTarget.GetTexture();
        }
        void RenderMatrixStyle(Canvas canvas)
        {
            GraphicsDevice device = canvas.GetDevice();

            matrixShader.SetupShader(canvas);
            device.Textures[0] = cameraA.GetCameraImage();
            device.Textures[1] = unicodeTable;
            //device.Textures[2] = noiseTexture;
            device.SetVertexShaderConstant(CanvasShaderConstants.VC_INVTEXRES, Vector2.Zero);
            device.SetPixelShaderConstant(0, new Vector4(1.0f / (float)unicodeTable.Width, 1.0f / (float)unicodeTable.Height,
                (float)unicodeTableRows / (float)unicodeTable.Width, (float)unicodeTableColumns / (float)unicodeTable.Height));
            device.SetPixelShaderConstant(1, new Vector4(0, 1.0f, 0, 1.0f));

            DepthStencilBuffer dsOld = device.DepthStencilBuffer;
            device.DepthStencilBuffer = canvas.GetDepthStencil();
            device.SetRenderTarget(0, renderTarget);
            CanvasPrimitives.Quad.Render(canvas);
            device.SetRenderTarget(0, null);
            device.DepthStencilBuffer = dsOld;

            cameraAImage = renderTarget.GetTexture();
        }
        void RenderEdgesStyle(Canvas canvas)
        {
            GraphicsDevice device = canvas.GetDevice();
            edgeShader.SetupShader(canvas);
            device.Textures[0] = renderTarget.GetTexture();
            //device.Textures[2] = noiseTexture;
            device.SetVertexShaderConstant(CanvasShaderConstants.VC_INVTEXRES, Vector2.Zero);
            device.SetPixelShaderConstant(0, Vector2.One / new Vector2(renderTarget.Width, renderTarget.Height));

            DepthStencilBuffer dsOld = device.DepthStencilBuffer;
            device.DepthStencilBuffer = canvas.GetDepthStencil();
            device.SetRenderTarget(0, renderTarget);
            CanvasPrimitives.Quad.SetPositions(Vector2.One * -1, Vector2.One);
            CanvasPrimitives.Quad.Render(canvas);
            device.SetRenderTarget(0, null);
            device.DepthStencilBuffer = dsOld;
        }
        void InitializeShaders(Canvas canvas)
        {
            shadersInitialized = true;
            undistortShader = new Shader();
            undistortShader.CompileFromFiles(canvas, "Shaders/UndistortP.hlsl", "Shaders/Basic2DV.hlsl");
            matrixShader = new Shader();
            matrixShader.CompileFromFiles(canvas, "Shaders/MatrixP.hlsl", "Shaders/Basic2DV.hlsl");

            edgeShader = new Shader();
            edgeShader.CompileFromFiles(canvas, "Shaders/EdgesP.hlsl", "Shaders/Basic2DV.hlsl");

            downsampleMaxLumShader = new Shader();
            downsampleMaxLumShader.CompileFromFiles(canvas, "Shaders/DownsampleMaxLumP.hlsl", "Shaders/Basic2DV.hlsl");

            biasLumShader = new Shader();
            biasLumShader.CompileFromFiles(canvas, "Shaders/BiasLum.hlsl", "Shaders/Basic2DV.hlsl");

            unicodeTable = Texture2D.FromFile(canvas.GetDevice(), "Data/Textures/japaneseTable.png");
            renderTarget = new RenderTarget2D(canvas.GetDevice(), cameraA.Width*2, cameraA.Height, 1, SurfaceFormat.Color);

            BuildDSChain(canvas);
            redShader = new Shader();
            redShader.CompileFromFiles(canvas, "Shaders/RedP.hlsl", "Shaders/Basic2DV.hlsl");

            render3D = new Shader();
            render3D.CompileFromFiles(canvas, "Shaders/RedP.hlsl", "Shaders/RedV.hlsl");

            glowTarget = new RenderTarget2D[2];
            glowTarget[0] = new RenderTarget2D(canvas.GetDevice(), renderTarget.Width / 4, renderTarget.Height / 4, 1, SurfaceFormat.Color);
            glowTarget[1] = new RenderTarget2D(canvas.GetDevice(), glowTarget[0].Width, glowTarget[0].Height, 1, glowTarget[0].Format);
        }
 void InitializeCameras(Canvas canvas)
 {
     camerasInitialized = true;
     cameraA = new CameraDevice(canvas, 0, 640, 480, 24);
     cameraA.Play();
     SetupCameraParameters(cameraA);
     cameraB = new CameraDevice(canvas, 1, 640, 480, 24);
     cameraB.Play();
     SetupCameraParameters(cameraB);
     GraphicsDevice device = canvas.GetDevice();
     int width = device.PresentationParameters.BackBufferWidth/2;
     int height = device.PresentationParameters.BackBufferHeight;
     renderLayerA = new RenderLayer(canvas, width, height);
     renderLayerB = new RenderLayer(canvas, width, height);
 }
        BoundingRect[] DetectFingersFromImage(Canvas canvas, Texture2D image)
        {
            GraphicsDevice device = canvas.GetDevice();
            DepthStencilBuffer dsOld = device.DepthStencilBuffer;
            device.DepthStencilBuffer = canvas.GetDepthStencil();
            device.SetRenderTarget(0, dsChain[0]);
            canvas.DrawImage(image, Vector2.One * -1, Vector2.One, (int)ImageParameters.FlipY);
            device.SetRenderTarget(0, null);

            downsampleMaxLumShader.SetupShader(canvas);
            for(int i = 1; i < dsChain.Length; i++)
            {
                device.Textures[0] = dsChain[i-1].GetTexture();
                Vector2 invRes = Vector2.One / new Vector2(dsChain[i-1].Width, dsChain[i-1].Height);
                device.SetVertexShaderConstant(CanvasShaderConstants.VC_INVTEXRES, invRes);
                device.SetPixelShaderConstant(0, invRes);
                device.SetRenderTarget(0, dsChain[i]);
                CanvasPrimitives.Quad.Render(canvas);
                device.SetRenderTarget(0, null);
            }

            biasLumShader.SetupShader(canvas);
            int idx = dsChain.Length - 1;
            device.Textures[0] = dsChain[idx].GetTexture();
            Vector2 iRes = Vector2.One / new Vector2(dsChain[idx].Width, dsChain[idx].Height);
            device.SetVertexShaderConstant(CanvasShaderConstants.VC_INVTEXRES, iRes);
            device.SetRenderTarget(0, dsChain[idx]);
            CanvasPrimitives.Quad.Render(canvas);
            device.SetRenderTarget(0, null);

            device.DepthStencilBuffer = dsOld;

            return FloodFillBounds(dsChain[idx].GetTexture());
        }
 void BuildDSChain(Canvas canvas)
 {
     dsChain = new RenderTarget2D[4];
     int dsChainRes = Math.Min(renderTarget.Width, renderTarget.Height);
     for (int i = 0; i < dsChain.Length; i++)
     {
         dsChain[i] = new RenderTarget2D(canvas.GetDevice(), dsChainRes, dsChainRes, 1, SurfaceFormat.Color);
         dsChainRes /= 2;
     }
 }
Esempio n. 20
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 public static void Initialize(Canvas canvas)
 {
     Quad   = new ScreenAlignedQuad();
     Cube   = new RenderCube();
     Sphere = new RenderSphere(canvas.GetDevice(), 17);
 }
Esempio n. 21
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 public void Render(Canvas canvas)
 {
     canvas.GetDevice().VertexDeclaration = CanvasVertexDeclarations.PTDec;
     canvas.GetDevice().DrawUserIndexedPrimitives <VertexPositionTexture>(PrimitiveType.TriangleList, verts, 0, 4, ib, 0, 2);
 }
        public void SetupTextures(Canvas canvas)
        {
            for (int i = 0; i < textures.Length; i++)
            {
                if (textures[i] == null && textureFileNames[i] != string.Empty)
                    textures[i] = Texture2D.FromFile(canvas.GetDevice(), textureFileNames[i]);

                if (textures[i] != null)
                    canvas.GetDevice().Textures[i] = textures[i];
            }
        }
 public RenderLayer(Canvas canvas, int width, int height)
 {
     RenderTarget = new RenderTarget2D(canvas.GetDevice(), width, height, 1, SurfaceFormat.Color);
     GlowTarget = new RenderTarget2D(canvas.GetDevice(), width, height, 1, SurfaceFormat.Color);
 }
 public void Render(Canvas canvas)
 {
     canvas.GetDevice().VertexDeclaration = CanvasVertexDeclarations.PTDec;
     canvas.GetDevice().DrawUserIndexedPrimitives<VertexPositionTexture>(PrimitiveType.TriangleList, verts, 0, 8, ib, 0, 12);
 }
 public void Render(Canvas canvas)
 {
     GraphicsDevice device = canvas.GetDevice();
     device.VertexDeclaration = Geometry.renderElement.VertexDec;
     device.Indices = Geometry.renderElement.IndexBuffer;
     device.Vertices[0].SetSource(Geometry.renderElement.VertexBuffer, 0, Geometry.renderElement.VertexStride);
     device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, Geometry.renderElement.StartVertex, Geometry.renderElement.VertexCount, 0, Geometry.renderElement.PrimitiveCount);
 }
 public static void Initialize(Canvas canvas)
 {
     GraphicsDevice device = canvas.GetDevice();
     PTDec = new VertexDeclaration(device, VertexPositionTexture.VertexElements);
     PNDec = new VertexDeclaration(device, VertexPositionNormal.VertexElements);
 }
 public static void Initialize(Canvas canvas)
 {
     Quad = new ScreenAlignedQuad();
     Cube = new RenderCube();
     Sphere = new RenderSphere(canvas.GetDevice(), 17);
 }
 void LoadShaders(Canvas canvas)
 {
     shadersLoaded = true;
     cubeShader = new Shader();
     cubeShader.CompileFromFiles(canvas, "Shaders/CubeP.hlsl", "Shaders/CubeV.hlsl");
     baseTexture = Texture2D.FromFile(canvas.GetDevice(), "Data/Textures/smiley.png");
 }