void RenderLoop() { while (true) { lock (renderLock) { var deviceContext = device.ImmediateContext; // render user view deviceContext.ClearRenderTargetView(userViewRenderTargetView, Color4.Black); deviceContext.ClearDepthStencilView(userViewDepthStencilView, DepthStencilClearFlags.Depth, 1, 0); SharpDX.Vector3 headPosition = new SharpDX.Vector3(0f, 1.1f, -1.4f); // may need to change this default if (localHeadTrackingEnabled) { float distanceSquared = 0; lock (headCameraSpacePointLock) { headPosition = new SharpDX.Vector3(headCameraSpacePoint.X, headCameraSpacePoint.Y, headCameraSpacePoint.Z); float dx = handLeftCameraSpacePoint.X - handRightCameraSpacePoint.X; float dy = handLeftCameraSpacePoint.Y - handRightCameraSpacePoint.Y; float dz = handLeftCameraSpacePoint.Z - handRightCameraSpacePoint.Z; distanceSquared = dx * dx + dy * dy + dz * dz; } var transform = SharpDX.Matrix.RotationY((float)Math.PI) * SharpDX.Matrix.Translation(-0.25f, 0.45f, 0); headPosition = SharpDX.Vector3.TransformCoordinate(headPosition, transform); if (trackingValid && (distanceSquared < 0.02f) && (alpha > 1)) { alpha = 0; } //Console.WriteLine(distanceSquared); } var userView = GraphicsTransforms.LookAt(headPosition, headPosition + SharpDX.Vector3.UnitZ, SharpDX.Vector3.UnitY); userView.Transpose(); //Console.WriteLine("headPosition = " + headPosition); float aspect = (float)userViewTextureWidth / (float)userViewTextureHeight; var userProjection = GraphicsTransforms.PerspectiveFov(55.0f / 180.0f * (float)Math.PI, aspect, 0.001f, 1000.0f); userProjection.Transpose(); // smooth depth images foreach (var camera in ensemble.cameras) { var cameraDeviceResource = cameraDeviceResources[camera]; if (cameraDeviceResource.depthImageChanged) { fromUIntPS.Render(deviceContext, cameraDeviceResource.depthImageTextureRV, cameraDeviceResource.floatDepthImageRenderTargetView); for (int i = 0; i < 1; i++) { bilateralFilter.Render(deviceContext, cameraDeviceResource.floatDepthImageRV, cameraDeviceResource.floatDepthImageRenderTargetView2); bilateralFilter.Render(deviceContext, cameraDeviceResource.floatDepthImageRV2, cameraDeviceResource.floatDepthImageRenderTargetView); } cameraDeviceResource.depthImageChanged = false; } } // wobble effect if (wobbleEffectEnabled) { foreach (var camera in ensemble.cameras) { var cameraDeviceResource = cameraDeviceResources[camera]; var world = new SharpDX.Matrix(); for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { world[i, j] = (float)camera.pose[i, j]; } } world.Transpose(); // view and projection matrix are post-multiply var userWorldViewProjection = world * userView * userProjection; depthAndColorShader.SetConstants(deviceContext, camera.calibration, userWorldViewProjection); depthAndColorShader.Render(deviceContext, cameraDeviceResource.floatDepthImageRV, cameraDeviceResource.colorImageTextureRV, cameraDeviceResource.vertexBuffer, userViewRenderTargetView, userViewDepthStencilView, userViewViewport); } } // 3d object if (threeDObjectEnabled) { var world = SharpDX.Matrix.Scaling(1.0f) * SharpDX.Matrix.RotationY(90.0f / 180.0f * (float)Math.PI) * SharpDX.Matrix.RotationX(-40.0f / 180.0f * (float)Math.PI) * SharpDX.Matrix.Translation(0, 0.7f, 0.0f); var pointLight = new PointLight(); pointLight.position = new Vector3(0, 2, 0); pointLight.Ia = new Vector3(0.1f, 0.1f, 0.1f); meshShader.SetVertexShaderConstants(deviceContext, world, userView * userProjection, pointLight.position); meshShader.Render(deviceContext, meshDeviceResources, pointLight, userViewRenderTargetView, userViewDepthStencilView, userViewViewport); } // wobble effect if (wobbleEffectEnabled) { alpha += 0.05f; if (alpha > 1) { radialWobbleShader.SetConstants(deviceContext, 0); } else { radialWobbleShader.SetConstants(deviceContext, alpha); } radialWobbleShader.Render(deviceContext, userViewSRV, filteredUserViewRenderTargetView); } // desktop duplication if (desktopDuplicationEnabled) { var outputDuplicateFrameInformation = default(OutputDuplicateFrameInformation); SharpDX.DXGI.Resource resource = null; outputDuplication.AcquireNextFrame(1000, out outputDuplicateFrameInformation, out resource); var texture = resource.QueryInterface <Texture2D>(); var rect = new RECT(); GetWindowRect(windowPtr, out rect); var sourceRegion = new ResourceRegion() { Left = rect.Left + leftNudge, Right = rect.Right + rightNudge, Top = rect.Top + topNudge, Bottom = rect.Bottom + bottomNudge, Front = 0, Back = 1, }; deviceContext.CopySubresourceRegion(texture, 0, sourceRegion, desktopTexture, 0); texture.Dispose(); } // render user view to seperate form passThroughShader.viewport = new Viewport(0, 0, userViewForm.Width, userViewForm.Height); // TODO: clean this up by simply using a pointer to the userViewSRV if (threeDObjectEnabled) { passThroughShader.Render(deviceContext, userViewSRV, userViewForm.renderTargetView); } if (wobbleEffectEnabled) { passThroughShader.Render(deviceContext, filteredUserViewSRV, userViewForm.renderTargetView); } if (desktopDuplicationEnabled) { passThroughShader.Render(deviceContext, desktopTextureSRV, userViewForm.renderTargetView); } userViewForm.swapChain.Present(0, PresentFlags.None); // projection puts x and y in [-1,1]; adjust to obtain texture coordinates [0,1] // TODO: put this in SetContants? userProjection[0, 0] /= 2; userProjection[1, 1] /= -2; // y points down userProjection[2, 0] += 0.5f; userProjection[2, 1] += 0.5f; // projection mapping for each projector foreach (var form in projectorForms) { deviceContext.ClearRenderTargetView(form.renderTargetView, Color4.Black); deviceContext.ClearDepthStencilView(form.depthStencilView, DepthStencilClearFlags.Depth, 1, 0); foreach (var camera in ensemble.cameras) { var cameraDeviceResource = cameraDeviceResources[camera]; var world = new SharpDX.Matrix(); for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { world[i, j] = (float)camera.pose[i, j]; } } world.Transpose(); var projectorWorldViewProjection = world * form.view * form.projection; var userWorldViewProjection = world * userView * userProjection; projectiveTexturingShader.SetConstants(deviceContext, userWorldViewProjection, projectorWorldViewProjection); // TODO: clean this up by simply using a pointer to the userViewSRV if (wobbleEffectEnabled) { projectiveTexturingShader.Render(deviceContext, cameraDeviceResource.floatDepthImageRV, filteredUserViewSRV, cameraDeviceResource.vertexBuffer, form.renderTargetView, form.depthStencilView, form.viewport); } if (threeDObjectEnabled) { projectiveTexturingShader.Render(deviceContext, cameraDeviceResource.floatDepthImageRV, userViewSRV, cameraDeviceResource.vertexBuffer, form.renderTargetView, form.depthStencilView, form.viewport); } if (desktopDuplicationEnabled) { projectiveTexturingShader.Render(deviceContext, cameraDeviceResource.floatDepthImageRV, desktopTextureSRV, cameraDeviceResource.vertexBuffer, form.renderTargetView, form.depthStencilView, form.viewport); } } form.swapChain.Present(1, PresentFlags.None); } if (desktopDuplicationEnabled) { outputDuplication.ReleaseFrame(); } Console.WriteLine(stopwatch.ElapsedMilliseconds); stopwatch.Restart(); } } }
void RenderLoop() { while (true) { lock (renderLock) { var deviceContext = device.ImmediateContext; // render user view deviceContext.ClearRenderTargetView(userViewRenderTargetView, Color4.Black); deviceContext.ClearDepthStencilView(userViewDepthStencilView, DepthStencilClearFlags.Depth, 1, 0); SharpDX.Vector3 headPosition = new SharpDX.Vector3(0f, 1.1f, -1.4f); // may need to change this default if (localHeadTrackingEnabled) { float distanceSquared = 0; lock (headCameraSpacePointLock) { headPosition = new SharpDX.Vector3(headCameraSpacePoint.X, headCameraSpacePoint.Y, headCameraSpacePoint.Z); float dx = handLeftCameraSpacePoint.X - handRightCameraSpacePoint.X; float dy = handLeftCameraSpacePoint.Y - handRightCameraSpacePoint.Y; float dz = handLeftCameraSpacePoint.Z - handRightCameraSpacePoint.Z; distanceSquared = dx * dx + dy * dy + dz * dz; } var transform = SharpDX.Matrix.RotationY((float)Math.PI) * SharpDX.Matrix.Translation(0, 0.45f, 0); headPosition = SharpDX.Vector3.TransformCoordinate(headPosition, transform); if (trackingValid && (distanceSquared < 0.02f) && (alpha > 1)) { alpha = 0; } //Console.WriteLine(distanceSquared); } var userView = GraphicsTransforms.LookAt(headPosition, headPosition + SharpDX.Vector3.UnitZ, SharpDX.Vector3.UnitY); userView.Transpose(); //Console.WriteLine("headPosition = " + headPosition); float aspect = (float)userViewTextureWidth / (float)userViewTextureHeight; var userProjection = GraphicsTransforms.PerspectiveFov(55.0f / 180.0f * (float)Math.PI, aspect, 0.001f, 1000.0f); userProjection.Transpose(); // smooth depth images foreach (var camera in ensemble.cameras) { var cameraDeviceResource = cameraDeviceResources[camera]; if (cameraDeviceResource.depthImageChanged) { fromUIntPS.Render(deviceContext, cameraDeviceResource.depthImageTextureRV, cameraDeviceResource.floatDepthImageRenderTargetView); for (int i = 0; i < 1; i++) { bilateralFilter.Render(deviceContext, cameraDeviceResource.floatDepthImageRV, cameraDeviceResource.floatDepthImageRenderTargetView2); bilateralFilter.Render(deviceContext, cameraDeviceResource.floatDepthImageRV2, cameraDeviceResource.floatDepthImageRenderTargetView); } cameraDeviceResource.depthImageChanged = false; } } // wobble effect if (wobbleEffectEnabled) { foreach (var camera in ensemble.cameras) { var cameraDeviceResource = cameraDeviceResources[camera]; var world = new SharpDX.Matrix(); for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { world[i, j] = (float)camera.pose[i, j]; } } world.Transpose(); // view and projection matrix are post-multiply var userWorldViewProjection = world * userView * userProjection; depthAndColorShader.SetConstants(deviceContext, camera.calibration, userWorldViewProjection); depthAndColorShader.Render(deviceContext, cameraDeviceResource.floatDepthImageRV, cameraDeviceResource.colorImageTextureRV, cameraDeviceResource.vertexBuffer, userViewRenderTargetView, userViewDepthStencilView, userViewViewport); } } // 3d object if (threeDObjectEnabled) { var world = SharpDX.Matrix.Scaling(1.0f) * SharpDX.Matrix.RotationY(90.0f / 180.0f * (float)Math.PI) * SharpDX.Matrix.RotationX(-40.0f / 180.0f * (float)Math.PI) * SharpDX.Matrix.Translation(0, 0.7f, 0.0f); var pointLight = new PointLight(); pointLight.position = new Vector3(0, 2, 0); pointLight.Ia = new Vector3(0.1f, 0.1f, 0.1f); meshShader.SetVertexShaderConstants(deviceContext, world, userView * userProjection, pointLight.position); meshShader.Render(deviceContext, meshDeviceResources, pointLight, userViewRenderTargetView, userViewDepthStencilView, userViewViewport); } // wobble effect if (wobbleEffectEnabled) { alpha += 0.05f; if (alpha > 1) { radialWobbleShader.SetConstants(deviceContext, 0); } else { radialWobbleShader.SetConstants(deviceContext, alpha); } radialWobbleShader.Render(deviceContext, userViewSRV, filteredUserViewRenderTargetView); } // desktop duplication if (desktopDuplicationEnabled) { // update the desktop texture; this will block until there is some change var outputDuplicateFrameInformation = default(OutputDuplicateFrameInformation); SharpDX.DXGI.Resource resource = null; outputDuplication.AcquireNextFrame(1000, out outputDuplicateFrameInformation, out resource); var texture = resource.QueryInterface <Texture2D>(); // pick up the window under the cursor var cursorPos = new POINT(); GetCursorPos(out cursorPos); var hwnd = WindowFromPoint(cursorPos); var rect = new RECT(); GetWindowRect(hwnd, out rect); // adjust bounds so falls within source texture if (rect.Left < 0) { rect.Left = 0; } if (rect.Top < 0) { rect.Top = 0; } if (rect.Right > texture.Description.Width - 1) { rect.Right = texture.Description.Width; } if (rect.Bottom > texture.Description.Height - 1) { rect.Bottom = texture.Description.Height; } int width = rect.Right - rect.Left; int height = rect.Bottom - rect.Top; // resize our texture if necessary if ((desktopTexture == null) || (desktopTexture.Description.Width != width) || (desktopTexture.Description.Height != height)) { if (desktopTexture != null) { desktopTextureSRV.Dispose(); desktopTexture.Dispose(); } var desktopTextureDesc = new Texture2DDescription() { Width = width, Height = height, MipLevels = 1, // revisit this; we may benefit from mipmapping? ArraySize = 1, Format = SharpDX.DXGI.Format.B8G8R8A8_UNorm, SampleDescription = new SharpDX.DXGI.SampleDescription(1, 0), Usage = ResourceUsage.Default, BindFlags = BindFlags.ShaderResource, CpuAccessFlags = CpuAccessFlags.None, }; desktopTexture = new Texture2D(device, desktopTextureDesc); desktopTextureSRV = new ShaderResourceView(device, desktopTexture); } // copy the winodw region into our texture var sourceRegion = new ResourceRegion() { Left = rect.Left, Right = rect.Right, Top = rect.Top, Bottom = rect.Bottom, Front = 0, Back = 1, }; deviceContext.CopySubresourceRegion(texture, 0, sourceRegion, desktopTexture, 0); texture.Dispose(); } // render user view to seperate form passThroughShader.viewport = new Viewport(0, 0, userViewForm.videoPanel1.Width, userViewForm.videoPanel1.Height); // TODO: clean this up by simply using a pointer to the userViewSRV if (threeDObjectEnabled) { passThroughShader.Render(deviceContext, userViewSRV, userViewForm.renderTargetView); } if (wobbleEffectEnabled) { passThroughShader.Render(deviceContext, filteredUserViewSRV, userViewForm.renderTargetView); } if (desktopDuplicationEnabled) { passThroughShader.Render(deviceContext, desktopTextureSRV, userViewForm.renderTargetView); } userViewForm.swapChain.Present(0, PresentFlags.None); // projection puts x and y in [-1,1]; adjust to obtain texture coordinates [0,1] // TODO: put this in SetContants? userProjection[0, 0] /= 2; userProjection[1, 1] /= -2; // y points down userProjection[2, 0] += 0.5f; userProjection[2, 1] += 0.5f; // projection mapping for each projector foreach (var form in projectorForms) { deviceContext.ClearRenderTargetView(form.renderTargetView, Color4.Black); deviceContext.ClearDepthStencilView(form.depthStencilView, DepthStencilClearFlags.Depth, 1, 0); foreach (var camera in ensemble.cameras) { var cameraDeviceResource = cameraDeviceResources[camera]; var world = new SharpDX.Matrix(); for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { world[i, j] = (float)camera.pose[i, j]; } } world.Transpose(); var projectorWorldViewProjection = world * form.view * form.projection; var userWorldViewProjection = world * userView * userProjection; projectiveTexturingShader.SetConstants(deviceContext, userWorldViewProjection, projectorWorldViewProjection); // TODO: clean this up by simply using a pointer to the userViewSRV if (wobbleEffectEnabled) { projectiveTexturingShader.Render(deviceContext, cameraDeviceResource.floatDepthImageRV, filteredUserViewSRV, cameraDeviceResource.vertexBuffer, form.renderTargetView, form.depthStencilView, form.viewport); } if (threeDObjectEnabled) { projectiveTexturingShader.Render(deviceContext, cameraDeviceResource.floatDepthImageRV, userViewSRV, cameraDeviceResource.vertexBuffer, form.renderTargetView, form.depthStencilView, form.viewport); } if (desktopDuplicationEnabled) { projectiveTexturingShader.Render(deviceContext, cameraDeviceResource.floatDepthImageRV, desktopTextureSRV, cameraDeviceResource.vertexBuffer, form.renderTargetView, form.depthStencilView, form.viewport); } } form.swapChain.Present(1, PresentFlags.None); } if (desktopDuplicationEnabled) { outputDuplication.ReleaseFrame(); } //Console.WriteLine(stopwatch.ElapsedMilliseconds); stopwatch.Restart(); } } }
void RenderLoop() { while (true) { lock (renderLock) { var deviceContext = device.ImmediateContext; // render user view deviceContext.ClearDepthStencilView(userViewDepthStencilView, DepthStencilClearFlags.Depth, 1, 0); SharpDX.Vector3 headPosition = new SharpDX.Vector3(0f, 1.1f, -1.4f); // may need to change this default var userView = GraphicsTransforms.LookAt(headPosition, headPosition + SharpDX.Vector3.UnitZ, SharpDX.Vector3.UnitY); userView.Transpose(); float aspect = (float)userViewTextureWidth / (float)userViewTextureHeight; var userProjection = GraphicsTransforms.PerspectiveFov(55.0f / 180.0f * (float)Math.PI, aspect, 0.001f, 1000.0f); userProjection.Transpose(); // smooth depth images foreach (var camera in ensemble.cameras) { var cameraDeviceResource = cameraDeviceResources[camera]; if (cameraDeviceResource.depthImageChanged) { fromUIntPS.Render(deviceContext, cameraDeviceResource.depthImageTextureRV, cameraDeviceResource.floatDepthImageRenderTargetView); bilateralFilter.Render(deviceContext, cameraDeviceResource.floatDepthImageRV, cameraDeviceResource.floatDepthImageRenderTargetView2); bilateralFilter.Render(deviceContext, cameraDeviceResource.floatDepthImageRV2, cameraDeviceResource.floatDepthImageRenderTargetView); cameraDeviceResource.depthImageChanged = false; } } // projection puts x and y in [-1,1]; adjust to obtain texture coordinates [0,1] // TODO: put this in SetContants? userProjection[0, 0] /= 2; userProjection[1, 1] /= -2; // y points down userProjection[2, 0] += 0.5f; userProjection[2, 1] += 0.5f; // projection mapping for each projector foreach (var form in projectorForms) { deviceContext.ClearRenderTargetView(form.renderTargetView, Color4.Black); deviceContext.ClearDepthStencilView(form.depthStencilView, DepthStencilClearFlags.Depth, 1, 0); foreach (var camera in ensemble.cameras) { var cameraDeviceResource = cameraDeviceResources[camera]; // Copy camera pose var world = new SharpDX.Matrix(); for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { world[i, j] = (float)camera.pose[i, j]; } } world.Transpose(); var projectorWorldViewProjection = world * form.view * form.projection; var userWorldViewProjection = world * userView * userProjection; projectiveTexturingShader.SetConstants(deviceContext, userWorldViewProjection, projectorWorldViewProjection, clock.Elapsed); projectiveTexturingShader.Render(deviceContext, cameraDeviceResource.floatDepthImageRV, cameraDeviceResource.vertexBuffer, form.renderTargetView, form.depthStencilView, form.viewport); } form.swapChain.Present(1, PresentFlags.None); } //Console.WriteLine(stopwatch.ElapsedMilliseconds); stopwatch.Restart(); } } }