Output2D.cs 5.4 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using System.Text;
  5. using System.Threading.Tasks;
  6. using OpenTK;
  7. using OpenTK.Graphics.OpenGL;
  8. using System.Drawing;
  9. using System.Diagnostics;
  10. using MathNet.Numerics.LinearAlgebra.Single;
  11. using bbiwarg.Graphics.GraphicElements2D;
  12. using bbiwarg.InputProviders;
  13. using bbiwarg.Images;
  14. using bbiwarg.Helpers;
  15. namespace bbiwarg.Graphics
  16. {
  17. class Output2D: GameWindow
  18. {
  19. private IInputProvider input;
  20. private uint textureId;
  21. public Output2D(IInputProvider input): base(3 * 320, 3 * 240)
  22. {
  23. this.input = input;
  24. }
  25. protected override void OnLoad(EventArgs e)
  26. {
  27. base.OnLoad(e);
  28. Title = "OutputTest";
  29. GL.ClearColor(Color.Black);
  30. // transparency
  31. GL.Enable(EnableCap.Blend);
  32. GL.BlendEquation(BlendEquationMode.Max);
  33. //Depth Test
  34. GL.Enable(EnableCap.DepthTest);
  35. // Textures
  36. GL.Enable(EnableCap.Texture2D);
  37. GL.GenTextures(1, out textureId);
  38. GL.BindTexture(TextureTarget.Texture2D, textureId);
  39. GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
  40. GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
  41. }
  42. protected override void OnRenderFrame(FrameEventArgs e)
  43. {
  44. base.OnRenderFrame(e);
  45. GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
  46. Matrix4 modelview = Matrix4.LookAt(Vector3.Zero, -Vector3.UnitZ, Vector3.UnitY);
  47. GL.MatrixMode(MatrixMode.Modelview);
  48. GL.LoadMatrix(ref modelview);
  49. input.releaseFrame();
  50. input.updateFrame();
  51. Stopwatch sw = new Stopwatch();
  52. sw.Start();
  53. DepthImage depthImage = input.getDepthImage();
  54. depthImage.filterMedian(3);
  55. Vector palmOrigin = input.getPalmPosition2D(1);
  56. int palmX = (int) palmOrigin.x();
  57. int palmY = (int) palmOrigin.y();
  58. int palmDepth = depthImage.getDepth(palmX, palmY);
  59. int maxHandSize = 150; // mm Wieviel Pixel sind das?
  60. List<Vector> points = new List<Vector>();
  61. if (palmX != 0 && palmY != 0)
  62. {
  63. depthImage.thresholdDepth(palmDepth - 10, palmDepth + 30);
  64. depthImage.thresholdPosition(palmX - maxHandSize / 2, palmX + maxHandSize / 2, palmY - maxHandSize / 2, palmY + maxHandSize / 2);
  65. points = depthImage.getRectPoints();
  66. }
  67. short[] textureData = new short[3 * depthImage.getWidth() * depthImage.getHeight()];
  68. int index = 0;
  69. for (int y = 0; y < depthImage.getHeight(); ++y) {
  70. for (int x = 0; x < depthImage.getWidth(); ++x) {
  71. // 0 --> 0 / 2000 -> short.MaxValue
  72. int d = depthImage.getDepth(x, y);
  73. short depth = (short) (d * short.MaxValue / 2000);
  74. textureData[index] = textureData[index + 1] = textureData[index + 2] = depth;
  75. index += 3;
  76. }
  77. }
  78. // draw palm origin
  79. Point2D palmPoint = new Point2D(palmOrigin, Color.Yellow);
  80. palmPoint.draw(textureData, depthImage.getWidth());
  81. // draw rect points
  82. foreach (Vector v in points)
  83. {
  84. int x = (int)v.x() % depthImage.getWidth();
  85. int y = (int)v.y() % depthImage.getHeight();
  86. for (int i = -1; i < 2; ++i)
  87. {
  88. for (int j = -1; j < 2; ++j)
  89. {
  90. int px = Math.Min(depthImage.getWidth() - 1, Math.Max(0, x + i));
  91. int py = Math.Min(depthImage.getHeight() - 1, Math.Max(0, y + j));
  92. Vector positon = new DenseVector(new float[] { px, py });
  93. Point2D point = new Point2D(positon, Color.Blue);
  94. point.draw(textureData, depthImage.getWidth());
  95. }
  96. }
  97. }
  98. GL.BindTexture(TextureTarget.Texture2D, textureId);
  99. GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgb, depthImage.getWidth(), depthImage.getHeight(), 0,
  100. PixelFormat.Rgb, PixelType.Short, textureData);
  101. float size_2 = 0.5f / 2.0f;
  102. GL.Begin(PrimitiveType.Quads);
  103. GL.TexCoord2(0.0, 0.0); GL.Vertex3(-size_2, size_2, -0.5);
  104. GL.TexCoord2(1.0, 0.0); GL.Vertex3( size_2, size_2, -0.5);
  105. GL.TexCoord2(1.0, 1.0); GL.Vertex3( size_2, -size_2, -0.5);
  106. GL.TexCoord2(0.0, 1.0); GL.Vertex3(-size_2, -size_2, -0.5);
  107. GL.End();
  108. sw.Stop();
  109. Console.WriteLine(sw.ElapsedMilliseconds);
  110. SwapBuffers();
  111. }
  112. protected override void OnResize(EventArgs e)
  113. {
  114. base.OnResize(e);
  115. GL.Viewport(ClientRectangle.X, ClientRectangle.Y, ClientRectangle.Width, ClientRectangle.Height);
  116. Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 3, Width / (float)Height, 0.01f, 3.0f);
  117. GL.MatrixMode(MatrixMode.Projection);
  118. GL.LoadMatrix(ref projection);
  119. }
  120. }
  121. }