public void TestCopy() { using (ColorToDepthFrameData frame = new ColorToDepthFrameData()) { using (DynamicColorToDepthTexture texture = new DynamicColorToDepthTexture(device)) { texture.Copy(device.ImmediateContext, frame); } } }
static void Main() { Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(false); RenderForm form = new RenderForm("Kinect background subtraction sample"); RenderDevice device = new RenderDevice(SharpDX.Direct3D11.DeviceCreationFlags.BgraSupport); RenderContext context = new RenderContext(device); DX11SwapChain swapChain = DX11SwapChain.FromHandle(device, form.Handle); PixelShader depthPixelShader = ShaderCompiler.CompileFromFile<PixelShader>(device, "FilterDepthView.fx", "PS_Sample"); PixelShader rgbPixelShader = ShaderCompiler.CompileFromFile<PixelShader>(device, "FilterRGBView.fx", "PS_Sample"); KinectSensor sensor = KinectSensor.GetDefault(); sensor.Open(); bool doQuit = false; bool swapMode = false; bool uploadColor = false; bool uploadBodyIndex = false; //We need color and body index for subtraction ColorRGBAFrameData colorData = null; DynamicColorRGBATexture colorTexture = new DynamicColorRGBATexture(device); KinectSensorColorRGBAFrameProvider colorProvider = new KinectSensorColorRGBAFrameProvider(sensor); colorProvider.FrameReceived += (sender, args) => { colorData = args.FrameData; uploadColor = true; }; BodyIndexFrameData bodyIndexData = null; DynamicBodyIndexTexture bodyIndexTexture = new DynamicBodyIndexTexture(device); KinectSensorBodyIndexFrameProvider bodyIndexProvider = new KinectSensorBodyIndexFrameProvider(sensor); bodyIndexProvider.FrameReceived += (sender, args) => { bodyIndexData = args.FrameData; uploadBodyIndex = true; }; bool uploadColorToDepth = false; bool uploadDepthToColor = false; ColorToDepthFrameData colorToDepthData = new ColorToDepthFrameData(); DepthToColorFrameData depthToColorData = new DepthToColorFrameData(); KinectSensorDepthFrameProvider depthProvider = new KinectSensorDepthFrameProvider(sensor); depthProvider.FrameReceived += (sender, args) => { if (!swapMode) { colorToDepthData.Update(sensor.CoordinateMapper, args.DepthData); uploadColorToDepth = true; } else { depthToColorData.Update(sensor.CoordinateMapper, args.DepthData); uploadDepthToColor = true; } }; DynamicColorToDepthTexture colorToDepthTexture = new DynamicColorToDepthTexture(device); DynamicDepthToColorTexture depthToColorTexture = new DynamicDepthToColorTexture(device); form.KeyDown += (sender, args) => { if (args.KeyCode == Keys.Escape) { doQuit = true; } if (args.KeyCode == Keys.Space) { swapMode = !swapMode; } }; RenderLoop.Run(form, () => { if (doQuit) { form.Dispose(); return; } if (uploadColor) { colorTexture.Copy(context, colorData); uploadColor = false; } if (uploadBodyIndex) { bodyIndexTexture.Copy(context, bodyIndexData); uploadBodyIndex = false; } if (uploadColorToDepth) { colorToDepthTexture.Copy(context, colorToDepthData); uploadColorToDepth = false; } if (uploadDepthToColor) { depthToColorTexture.Copy(context, depthToColorData); uploadDepthToColor = false; } ShaderResourceView view = swapMode ? depthToColorTexture.ShaderView : colorToDepthTexture.ShaderView; PixelShader shader = swapMode ? depthPixelShader : rgbPixelShader; context.RenderTargetStack.Push(swapChain); device.Primitives.ApplyFullTriVS(context); context.Context.PixelShader.Set(shader); context.Context.PixelShader.SetShaderResource(0, colorTexture.ShaderView); //Note: make sure to use normalized view as we use untyped resource here context.Context.PixelShader.SetShaderResource(1, bodyIndexTexture.NormalizedView); context.Context.PixelShader.SetShaderResource(2, view); context.Context.PixelShader.SetSampler(0, device.SamplerStates.LinearClamp); device.Primitives.FullScreenTriangle.Draw(context); context.RenderTargetStack.Pop(); swapChain.Present(0, SharpDX.DXGI.PresentFlags.None); }); swapChain.Dispose(); context.Dispose(); device.Dispose(); depthProvider.Dispose(); colorToDepthData.Dispose(); depthToColorData.Dispose(); colorToDepthTexture.Dispose(); depthToColorTexture.Dispose(); colorTexture.Dispose(); colorProvider.Dispose(); bodyIndexData.Dispose(); bodyIndexProvider.Dispose(); depthPixelShader.Dispose(); rgbPixelShader.Dispose(); sensor.Close(); }