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+using System;
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+using System.Collections.Generic;
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+using System.Linq;
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+using System.Text;
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+using System.Threading.Tasks;
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+using OpenTK;
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+using OpenTK.Graphics.OpenGL;
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+using System.Drawing;
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+using System.Diagnostics;
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+
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+using MathNet.Numerics.LinearAlgebra.Single;
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+using bbiwarg.DataSource;
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+
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+namespace bbiwarg.Graphics
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+{
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+ class OutputDepthImage: GameWindow
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+ {
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+ private IInputProvider input;
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+ private uint textureId;
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+
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+ public OutputDepthImage(IInputProvider input): base(3 * 320, 3 * 240)
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+ {
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+ this.input = input;
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+ }
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+
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+ protected override void OnLoad(EventArgs e)
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+ {
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+ base.OnLoad(e);
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+ Title = "OutputTest";
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+ GL.ClearColor(Color.Black);
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+
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+ // transparency
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+ GL.Enable(EnableCap.Blend);
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+ GL.BlendEquation(BlendEquationMode.Max);
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+
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+ //Depth Test
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+ GL.Enable(EnableCap.DepthTest);
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+
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+ // Textures
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+ GL.Enable(EnableCap.Texture2D);
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+
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+ GL.GenTextures(1, out textureId);
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+ GL.BindTexture(TextureTarget.Texture2D, textureId);
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+ GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
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+ GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
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+ }
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+
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+ protected override void OnRenderFrame(FrameEventArgs e)
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+ {
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+ base.OnRenderFrame(e);
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+ GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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+ Matrix4 modelview = Matrix4.LookAt(Vector3.Zero, -Vector3.UnitZ, Vector3.UnitY);
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+ GL.MatrixMode(MatrixMode.Modelview);
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+ GL.LoadMatrix(ref modelview);
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+
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+ input.releaseFrame();
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+ input.updateFrame();
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+
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+ Stopwatch sw = new Stopwatch();
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+ sw.Start();
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+
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+ DepthImage depthImage = input.getDepthImage();
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+ depthImage.filterMedian(3);
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+
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+ Vector palmOrigin = input.getPalmPosition2D(1);
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+ int palmX = (int) palmOrigin.x();
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+ int palmY = (int) palmOrigin.y();
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+ int palmDepth = depthImage.getDepth(palmX, palmY);
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+
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+ int maxHandSize = 150; // mm Wieviel Pixel sind das?
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+ List<Vector> points = new List<Vector>();
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+ if (palmX != 0 && palmY != 0)
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+ {
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+ depthImage.thresholdDepth(palmDepth - 10, palmDepth + 30);
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+ depthImage.thresholdPosition(palmX - maxHandSize / 2, palmX + maxHandSize / 2, palmY - maxHandSize / 2, palmY + maxHandSize / 2);
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+ points = depthImage.getRectPoints();
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+ }
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+
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+ short[] textureData = new short[3 * depthImage.getWidth() * depthImage.getHeight()];
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+ int index = 0;
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+ for (int y = 0; y < depthImage.getHeight(); ++y) {
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+ for (int x = 0; x < depthImage.getWidth(); ++x) {
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+ // 0 --> 0 / 2000 -> Int16.MaxValue
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+ int d = depthImage.getDepth(x, y);
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+ short depth = (short) (d * Int16.MaxValue / 2000);
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+ textureData[index] = textureData[index + 1] = textureData[index + 2] = depth;
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+ index += 3;
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+ }
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+ }
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+
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+ // draw palm origin
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+ index = 3 * ((int) palmOrigin.y() * depthImage.getWidth() + (int) palmOrigin.x());
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+ textureData[index + 0] = Int16.MaxValue;
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+ textureData[index + 1] = 0;
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+ textureData[index + 2] = 0;
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+
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+ // draw rect points
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+ foreach (Vector v in points)
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+ {
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+ int x = (int)v.x() % depthImage.getWidth();
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+ int y = (int)v.y() % depthImage.getHeight();
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+
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+ for (int i = -1; i < 2; ++i)
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+ {
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+ for (int j = -1; j < 2; ++j)
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+ {
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+ int px = Math.Min(depthImage.getWidth() - 1, Math.Max(0, x + i));
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+ int py = Math.Min(depthImage.getHeight() - 1, Math.Max(0, y + j));
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+ index = 3 * (py * depthImage.getWidth() + px);
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+ textureData[index + 0] = 0;
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+ textureData[index + 1] = 0;
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+ textureData[index + 2] = Int16.MaxValue;
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+
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+ }
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+ }
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+ }
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+
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+ GL.BindTexture(TextureTarget.Texture2D, textureId);
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+ GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgb, depthImage.getWidth(), depthImage.getHeight(), 0,
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+ PixelFormat.Rgb, PixelType.Short, textureData);
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+
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+ float size_2 = 0.5f / 2.0f;
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+ GL.Begin(PrimitiveType.Quads);
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+ GL.TexCoord2(0.0, 0.0); GL.Vertex3(-size_2, size_2, -0.5);
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+ GL.TexCoord2(1.0, 0.0); GL.Vertex3( size_2, size_2, -0.5);
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+ GL.TexCoord2(1.0, 1.0); GL.Vertex3( size_2, -size_2, -0.5);
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+ GL.TexCoord2(0.0, 1.0); GL.Vertex3(-size_2, -size_2, -0.5);
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+ GL.End();
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+
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+ sw.Stop();
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+ Console.WriteLine(sw.ElapsedMilliseconds);
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+
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+ SwapBuffers();
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+ }
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+
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+ protected override void OnResize(EventArgs e)
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+ {
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+ base.OnResize(e);
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+ GL.Viewport(ClientRectangle.X, ClientRectangle.Y, ClientRectangle.Width, ClientRectangle.Height);
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+ Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 3, Width / (float)Height, 0.01f, 3.0f);
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+ GL.MatrixMode(MatrixMode.Projection);
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+ GL.LoadMatrix(ref projection);
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+ }
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+ }
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+}
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