public void Update(DX11RenderContext context)
        {
            if (this.FOutGeom.SliceCount == 0)
            {
                return;
            }

            if (this.dispatchBuffer == null)
            {
                this.dispatchBuffer = new DispatchIndirectBuffer(context);
            }

            if (!this.FOutGeom[0].Contains(context))
            {
                this.indirectDispatch = new DX11NullIndirectDispatcher();
                this.indirectDispatch.IndirectArgs = this.dispatchBuffer;

                DX11NullGeometry nullgeom = new DX11NullGeometry(context);
                nullgeom.AssignDrawer(this.indirectDispatch);

                this.FOutGeom[0][context] = nullgeom;
            }

            var countuav = this.FInArgBuffer[0][context];

            var argBuffer = this.dispatchBuffer.Buffer;

            int            argOffset = this.FInArgOffset[0];
            ResourceRegion region    = new ResourceRegion(argOffset, 0, 0, argOffset + 12, 1, 1); //Packed xyz value here

            context.CurrentDeviceContext.CopySubresourceRegion(this.FInArgBuffer[0][context].Buffer, 0, region, argBuffer, 0, 0, 0, 0);
        }
Exemplo n.º 2
0
        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            for (int i = 0; i < this.FOutput.SliceCount; i++)
            {
                if (this.FInvalidate || !this.FOutput[i].Contains(context))
                {
                    if (this.FOutput[i].Contains(context))
                    {
                        this.FOutput[i].Dispose(context);
                    }

                    DX11NullDispatcher disp = new DX11NullDispatcher();
                    disp.X = Math.Max(this.FInTX[i], 0);
                    disp.Y = Math.Max(this.FInTY[i], 0);
                    disp.Z = Math.Max(this.FInTZ[i], 0);

                    DX11NullGeometry geom = new DX11NullGeometry(context, disp);

                    geom.Topology       = PrimitiveTopology.Undefined;
                    geom.InputLayout    = new InputElement[i];
                    geom.HasBoundingBox = false;

                    this.FOutput[i][context] = geom;
                }
            }
        }
        public void Update(DX11RenderContext context)
        {
            for (int i = 0; i < this.FOutput.SliceCount; i++)
            {
                if (this.FInvalidate || !this.FOutput[i].Contains(context))
                {
                    if (this.FOutput[i].Contains(context))
                    {
                        this.FOutput[i].Dispose(context);
                    }

                    DX11NullDispatcher disp = new DX11NullDispatcher();
                    int gx  = FInGX[i];
                    int tx1 = gx - 1;

                    int gy  = FInGY[i];
                    int ty1 = gy - 1;

                    disp.X = Math.Max((this.FInTX[i] + tx1) / gx, 0);
                    disp.Y = Math.Max((this.FInTY[i] + ty1) / gy, 0);
                    disp.Z = 1;
                    DX11NullGeometry geom = new DX11NullGeometry(context, disp);

                    geom.Topology       = PrimitiveTopology.Undefined;
                    geom.InputLayout    = new InputElement[i];
                    geom.HasBoundingBox = false;

                    this.FOutput[i][context] = geom;
                }
            }
        }
Exemplo n.º 4
0
        private static IDX11Geometry CreateNullGeometry(DX11RenderContext context)
        {
            DX11NullGeometry geom = new DX11NullGeometry(context);

            geom.Topology       = SlimDX.Direct3D11.PrimitiveTopology.Undefined;
            geom.InputLayout    = new SlimDX.Direct3D11.InputElement[0];
            geom.HasBoundingBox = false;

            return(geom);
        }
Exemplo n.º 5
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        public PrimitivesManager(RenderDevice device)
        {
            this.device           = device;
            this.quad             = this.QuadTextured();
            this.fulltri          = new DX11NullGeometry(device, 3);
            this.fulltri.Topology = PrimitiveTopology.TriangleList;
            this.LinearSampler    = device.SamplerStates.LinearClamp;
            this.cbLuma           = new ConstantBuffer <float>(device, true);

            this.InitializeDelegates();
            this.PrepareBasicShaders();
        }
Exemplo n.º 6
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        public void Update(DX11RenderContext context)
        {
            if (this.dispatcher == null)
            {
                this.dispatcher = new DX11BufferDispatcher();
                this.geometry   = new DX11NullGeometry(context, this.dispatcher);
            }

            if (!this.FOutLayer[0].Contains(context))
            {
                this.FOutLayer[0][context]        = new DX11Layer();
                this.FOutLayer[0][context].Render = this.Render;
            }
        }
Exemplo n.º 7
0
        public DX11NullGeometry Dispatcher(Dispatcher settings)
        {
            DX11NullDispatcher disp = new DX11NullDispatcher();

            disp.X = Math.Max(settings.ThreadCountX, 0);
            disp.Y = Math.Max(settings.ThreadCountY, 0);
            disp.Z = Math.Max(settings.ThreadCountZ, 0);

            DX11NullGeometry geom = new DX11NullGeometry(this.device, disp);

            geom.Topology       = PrimitiveTopology.Undefined;
            geom.InputLayout    = new InputElement[0];
            geom.HasBoundingBox = false;
            return(geom);
        }
Exemplo n.º 8
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        public DX11NullGeometry NullDrawer(NullGeometry settings)
        {
            DX11NullInstancedDrawer drawer = new DX11NullInstancedDrawer();

            drawer.VertexCount   = Math.Max(settings.VertexCount, 1);
            drawer.InstanceCount = Math.Max(settings.InstanceCount, 1);

            DX11NullGeometry geom = new DX11NullGeometry(this.device, drawer);

            geom.Topology       = settings.Topology;
            geom.InputLayout    = new InputElement[0];
            geom.HasBoundingBox = false;

            return(geom);
        }
        public void Update(DX11RenderContext context)
        {
            if (this.FOutGeom.SliceCount == 0)
            {
                return;
            }

            if (this.generateShader == null)
            {
                this.generateShader = ShaderUtils.GetShader(context, "GenerateDispatch1D");
                this.dispatchBuffer = new DispatchIndirectBuffer(context);
                this.countBuffer    = new DX11RawBuffer(context.Device, 16);
            }

            if (!this.FOutGeom[0].Contains(context))
            {
                this.indirectDispatch = new DX11NullIndirectDispatcher();
                this.indirectDispatch.IndirectArgs = this.dispatchBuffer;

                DX11NullGeometry nullgeom = new DX11NullGeometry(context);
                nullgeom.AssignDrawer(this.indirectDispatch);

                this.FOutGeom[0][context]    = nullgeom;
                this.FOutCounter[0][context] = this.dispatchBuffer.RWBuffer;
            }

            var countuav = this.FInArgBuffer[0][context];

            context.CurrentDeviceContext.CopyStructureCount(countuav.UAV, this.countBuffer.Buffer, 0);

            this.generateShader.SetBySemantic("WARPSIZE", this.FInWarpX[0]);
            this.generateShader.SetBySemantic("COUNTERBUFFER", this.countBuffer.SRV);
            this.generateShader.SetBySemantic("RWDISPATCHBUFFER", this.dispatchBuffer.UAV);

            this.generateShader.ApplyPass(0);

            context.CurrentDeviceContext.Dispatch(1, 1, 1);
            this.generateShader.CleanUp();

            this.dispatchBuffer.UpdateBuffer();
        }
Exemplo n.º 10
0
        public void Update(DX11RenderContext context)
        {
            if (this.dispatchBuffer == null)
            {
                this.dispatchBuffer = new DispatchIndirectBuffer(context);
            }
            if (!indirectGeom.Contains(context))
            {
                indirectDispatch = new DX11NullIndirectDispatcher();
                indirectDispatch.IndirectArgs = dispatchBuffer;

                DX11NullGeometry nullgeom = new DX11NullGeometry(context);
                nullgeom.AssignDrawer(this.indirectDispatch);
                indirectGeom[context] = nullgeom;
            }
            if (!this.FOutLayer[0].Contains(context))
            {
                this.FOutLayer[0][context]        = new DX11Layer();
                this.FOutLayer[0][context].Render = this.Render;
            }
        }
Exemplo n.º 11
0
        public void Update(DX11RenderContext context)
        {
            for (int i = 0; i < this.FOutput.SliceCount; i++)
            {
                if (this.FInvalidate || !this.FOutput[i].Contains(context))
                {
                    if (this.FOutput[i].Contains(context))
                    {
                        this.FOutput[i].Dispose(context);
                    }

                    DX11NullInstancedDrawer drawer = new DX11NullInstancedDrawer();
                    drawer.VertexCount   = Math.Max(this.FInVertexCount[i], 1);
                    drawer.InstanceCount = Math.Max(this.FInInstanceCount[i], 1);

                    DX11NullGeometry geom = new DX11NullGeometry(context, drawer);
                    geom.Topology       = this.FInTopology[i];
                    geom.InputLayout    = new InputElement[0];
                    geom.HasBoundingBox = false;

                    this.FOutput[i][context] = geom;
                }
            }
        }
Exemplo n.º 12
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();
        }
Exemplo n.º 13
0
        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            if (this.CalculateSpreadMax() == 0)
            {
                return;
            }

            Device        device = context.Device;
            DeviceContext ctx    = context.CurrentDeviceContext;

            if (!this.deviceshaderdata.ContainsKey(context))
            {
                this.deviceshaderdata.Add(context, new DX11ShaderData(context));
                this.deviceshaderdata[context].SetEffect(this.FShader);
            }

            DX11ShaderData shaderdata = this.deviceshaderdata[context];

            if (this.shaderupdated)
            {
                shaderdata.SetEffect(this.FShader);
                shaderdata.Update(this.FInTechnique[0].Index, 0, this.FIn);
                this.shaderupdated = false;
            }

            if (this.FInEnabled[0] && this.FIn.PluginIO.IsConnected)
            {
                //Clear shader stages (important here)
                shaderdata.ResetShaderStages(ctx);


                if (this.FIn.IsChanged || this.FInTechnique.IsChanged || shaderdata.LayoutValid.Count == 0)
                {
                    shaderdata.Update(this.FInTechnique[0].Index, 0, this.FIn);
                }

                if (shaderdata.IsLayoutValid(0) && this.varmanager.SetGlobalSettings(shaderdata.ShaderInstance, this.settings))
                {
                    this.OnBeginQuery(context);

                    this.settings                = new DX11RenderSettings();
                    this.settings.RenderWidth    = 1;
                    this.settings.RenderHeight   = 1;
                    this.settings.View           = this.FInView[0];
                    this.settings.Projection     = this.FInProjection[0];
                    this.settings.ViewProjection = this.settings.View * this.settings.Projection;
                    this.settings.RenderDepth    = 1;
                    this.settings.BackBuffer     = null;

                    if (this.FInSemantics.PluginIO.IsConnected)
                    {
                        this.settings.CustomSemantics.AddRange(this.FInSemantics.ToArray());
                    }
                    if (this.FInResSemantics.PluginIO.IsConnected)
                    {
                        this.settings.ResourceSemantics.AddRange(this.FInResSemantics.ToArray());
                    }

                    this.varmanager.ApplyGlobal(shaderdata.ShaderInstance);

                    if (this.clone == null || this.FIn.IsChanged || this.FInAsAuto.IsChanged || this.FInMaxElements.IsChanged || this.FInLayout.IsChanged || this.FInAutoLayout.IsChanged)
                    {
                        if (this.buffer != null)
                        {
                            this.buffer.Dispose();
                        }

                        bool           customlayout = this.FInLayout.PluginIO.IsConnected || this.FInAutoLayout[0];
                        InputElement[] elems        = null;
                        int            size         = 0;

                        if (this.FInAutoLayout[0])
                        {
                            elems = this.FShader.DefaultEffect.GetTechniqueByIndex(tid).GetPassByIndex(0).GetStreamOutputLayout(out size);
                        }
                        else
                        {
                            if (customlayout)
                            {
                                elems = this.BindInputLayout(out size);
                            }
                        }

                        #region Vertex Geom
                        if (this.FIn[0][context] is DX11VertexGeometry)
                        {
                            if (!this.FInAsAuto[0])
                            {
                                DX11VertexGeometry vg = (DX11VertexGeometry)this.FIn[0][context].ShallowCopy();

                                int    vsize = customlayout ? size : vg.VertexSize;
                                Buffer vbo   = BufferHelper.CreateStreamOutBuffer(context, vsize, vg.VerticesCount);
                                if (customlayout)
                                {
                                    vg.VertexSize = vsize;
                                }
                                vg.VertexBuffer = vbo;

                                this.clone  = vg;
                                this.buffer = vbo;
                            }
                            else
                            {
                                DX11VertexGeometry vg = (DX11VertexGeometry)this.FIn[0][context].ShallowCopy();

                                int maxv = vg.VerticesCount;
                                if (this.FInMaxElements[0] > 0)
                                {
                                    maxv = this.FInMaxElements[0];
                                }

                                int    vsize = customlayout ? size : vg.VertexSize;
                                Buffer vbo   = BufferHelper.CreateStreamOutBuffer(context, vsize, maxv);
                                vg.VertexBuffer = vbo;
                                vg.AssignDrawer(new DX11VertexAutoDrawer());
                                if (customlayout)
                                {
                                    vg.VertexSize = vsize;
                                }

                                this.clone  = vg;
                                this.buffer = vbo;
                            }
                        }
                        #endregion

                        #region Inxexed geom
                        if (this.FIn[0][context] is DX11IndexedGeometry)
                        {
                            if (!this.FInAsAuto[0])
                            {
                                DX11IndexedGeometry ig = (DX11IndexedGeometry)this.FIn[0][context].ShallowCopy();

                                int    vsize = customlayout ? size : ig.VertexSize;
                                Buffer vbo   = BufferHelper.CreateStreamOutBuffer(context, vsize, ig.VerticesCount);
                                ig.VertexBuffer = vbo;
                                if (customlayout)
                                {
                                    ig.VertexSize = vsize;
                                }
                                this.clone  = ig;
                                this.buffer = vbo;
                            }
                            else
                            {
                                //Need to rebind indexed geom as vertex
                                DX11IndexedGeometry ig = (DX11IndexedGeometry)this.FIn[0][context];

                                int maxv = ig.VerticesCount;
                                if (this.FInMaxElements[0] > 0)
                                {
                                    maxv = this.FInMaxElements[0];
                                }

                                int    vsize = customlayout ? size : ig.VertexSize;
                                Buffer vbo   = BufferHelper.CreateStreamOutBuffer(context, vsize, maxv);

                                //Copy a new Vertex buffer with stream out
                                DX11VertexGeometry vg = new DX11VertexGeometry(context);
                                vg.AssignDrawer(new DX11VertexAutoDrawer());
                                vg.BoundingBox    = ig.BoundingBox;
                                vg.HasBoundingBox = ig.HasBoundingBox;
                                vg.InputLayout    = ig.InputLayout;
                                vg.Topology       = ig.Topology;
                                vg.VertexBuffer   = vbo;
                                vg.VertexSize     = ig.VertexSize;
                                vg.VerticesCount  = ig.VerticesCount;

                                if (customlayout)
                                {
                                    vg.VertexSize = vsize;
                                }

                                this.clone  = vg;
                                this.buffer = vbo;
                            }
                        }
                        #endregion

                        #region Null geom
                        if (this.FIn[0][context] is DX11NullGeometry)
                        {
                            DX11NullGeometry ng = (DX11NullGeometry)this.FIn[0][context];

                            Buffer vbo = BufferHelper.CreateStreamOutBuffer(context, size, this.FInMaxElements[0]);

                            //Copy a new Vertex buffer with stream out
                            DX11VertexGeometry vg = new DX11VertexGeometry(context);
                            vg.AssignDrawer(new DX11VertexAutoDrawer());
                            vg.BoundingBox    = ng.BoundingBox;
                            vg.HasBoundingBox = ng.HasBoundingBox;
                            vg.InputLayout    = ng.InputLayout;
                            vg.Topology       = ng.Topology;
                            vg.VertexBuffer   = vbo;
                            vg.VertexSize     = size;
                            vg.VerticesCount  = this.FInMaxElements[0];

                            this.clone  = vg;
                            this.buffer = vbo;
                        }
                        #endregion


                        #region Index Only geom
                        if (this.FIn[0][context] is DX11IndexOnlyGeometry)
                        {
                            DX11IndexOnlyGeometry ng = (DX11IndexOnlyGeometry)this.FIn[0][context];

                            Buffer vbo = BufferHelper.CreateStreamOutBuffer(context, size, this.FInMaxElements[0]);

                            //Copy a new Vertex buffer with stream out
                            DX11VertexGeometry vg = new DX11VertexGeometry(context);
                            vg.AssignDrawer(new DX11VertexAutoDrawer());
                            vg.BoundingBox    = ng.BoundingBox;
                            vg.HasBoundingBox = ng.HasBoundingBox;
                            vg.InputLayout    = ng.InputLayout;
                            vg.Topology       = ng.Topology;
                            vg.VertexBuffer   = vbo;
                            vg.VertexSize     = size;
                            vg.VerticesCount  = this.FInMaxElements[0];

                            this.clone  = vg;
                            this.buffer = vbo;
                        }
                        #endregion

                        if (customlayout)
                        {
                            this.clone.InputLayout = elems;
                        }

                        if (this.FOutBuffer[0][context] != null)
                        {
                            this.FOutBuffer[0][context].SRV.Dispose();
                        }

                        if (context.ComputeShaderSupport)
                        {
                            this.FOutBuffer[0][context] = new DX11RawBuffer(context, this.buffer);
                        }
                        else
                        {
                            this.FOutBuffer[0][context] = null;
                        }
                    }

                    ctx.StreamOutput.SetTargets(new StreamOutputBufferBinding(this.buffer, 0));
                    shaderdata.SetInputAssembler(ctx, this.FIn[0][context], 0);

                    DX11ObjectRenderSettings ors = new DX11ObjectRenderSettings();
                    ors.DrawCallIndex  = 0;
                    ors.Geometry       = this.FIn[0][context];
                    ors.WorldTransform = Matrix.Identity;

                    this.varmanager.ApplyPerObject(context, shaderdata.ShaderInstance, ors, 0);


                    shaderdata.ApplyPass(ctx);

                    this.FIn[0][context].Draw();

                    ctx.StreamOutput.SetTargets(null);

                    this.FOut[0][context] = this.clone;

                    this.OnEndQuery(context);
                }
                else
                {
                    this.FOut[0][context] = this.FIn[0][context];
                }
            }
            else
            {
                this.FOut[0][context] = this.FIn[0][context];
            }
        }
Exemplo n.º 14
0
        static void Main()
        {
            Application.EnableVisualStyles();
            Application.SetCompatibleTextRenderingDefault(false);

            RenderForm form = new RenderForm("Kinect Simple 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);

            VertexShader vertexShader = ShaderCompiler.CompileFromFile <VertexShader>(device, "ColoredPointCloudView.fx", "VS");
            PixelShader  pixelShader  = ShaderCompiler.CompileFromFile <PixelShader>(device, "ColoredPointCloudView.fx", "PS");

            DX11NullInstancedDrawer nulldrawer = new DX11NullInstancedDrawer();

            nulldrawer.VertexCount   = Consts.DepthWidth;
            nulldrawer.InstanceCount = Consts.DepthHeight;
            DX11NullGeometry nullGeom = new DX11NullGeometry(device, nulldrawer);

            nullGeom.Topology = SharpDX.Direct3D.PrimitiveTopology.PointList;


            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 uploadRgb    = false;


            CameraRGBFrameData      cameraFrame   = new CameraRGBFrameData();
            DynamicCameraRGBTexture cameraTexture = new DynamicCameraRGBTexture(device);

            DepthToColorFrameData      depthToColorFrame   = new DepthToColorFrameData();
            DynamicDepthToColorTexture depthToColorTexture = new DynamicDepthToColorTexture(device);

            KinectSensorDepthFrameProvider provider = new KinectSensorDepthFrameProvider(sensor);

            provider.FrameReceived += (sender, args) => { cameraFrame.Update(sensor.CoordinateMapper, args.DepthData); depthToColorFrame.Update(sensor.CoordinateMapper, args.DepthData); uploadCamera = true; };

            //Get coordinate map + rgb
            ColorRGBAFrameData                 colorFrame    = new ColorRGBAFrameData();
            DynamicColorRGBATexture            colorTexture  = new DynamicColorRGBATexture(device);
            KinectSensorColorRGBAFrameProvider colorProvider = new KinectSensorColorRGBAFrameProvider(sensor);

            colorProvider.FrameReceived += (sender, args) => { colorFrame = args.FrameData; uploadRgb = 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, cameraFrame);
                    depthToColorTexture.Copy(context.Context, depthToColorFrame);
                    uploadCamera = false;
                }

                if (uploadRgb)
                {
                    colorTexture.Copy(context.Context, colorFrame);
                    uploadRgb = false;
                }

                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, cameraTexture.ShaderView);
                context.Context.VertexShader.SetShaderResource(1, colorTexture.ShaderView);
                context.Context.VertexShader.SetShaderResource(2, depthToColorTexture.ShaderView);

                context.Context.VertexShader.SetSampler(0, device.SamplerStates.LinearClamp);

                context.Context.VertexShader.SetConstantBuffer(0, cameraBuffer.Buffer);

                nullGeom.Bind(context, null);
                nullGeom.Draw(context);

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

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

            cameraBuffer.Dispose();
            cameraTexture.Dispose();

            provider.Dispose();

            pixelShader.Dispose();
            vertexShader.Dispose();
            sensor.Close();

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

            depthToColorFrame.Dispose();
            depthToColorTexture.Dispose();
        }