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- using System;
- using System.Collections.Generic;
- using System.Diagnostics;
- using System.Drawing;
- using System.Linq;
- using System.Text;
- using System.Threading.Tasks;
- using OpenTK;
- using OpenTK.Graphics.OpenGL;
- namespace bbiwarg.Graphics
- {
- class OutputWindow : GameWindow
- {
- private VideoHandle videoHandle;
- private uint depthTextureID;
- private uint edgeTextureID;
- public OutputWindow(VideoHandle videoHandle): base(3 * videoHandle.getWidth(), 2 * videoHandle.getHeight())
- {
- this.videoHandle = videoHandle;
- }
- protected override void OnLoad(EventArgs e)
- {
- base.OnLoad(e);
- Title = "BBIWARG - Output";
- GL.ClearColor(Color.Black);
- // transparency
- GL.Enable(EnableCap.Blend);
- GL.BlendEquation(BlendEquationMode.Max);
- //Depth Test
- GL.Enable(EnableCap.DepthTest);
- // Textures
- GL.Enable(EnableCap.Texture2D);
- //depthTexture
- GL.GenTextures(1, out depthTextureID);
- GL.BindTexture(TextureTarget.Texture2D, depthTextureID);
- GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
- GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
- //edgetexture
- GL.GenTextures(1, out edgeTextureID);
- GL.BindTexture(TextureTarget.Texture2D, edgeTextureID);
- GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
- GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
- }
- protected override void OnResize(EventArgs e)
- {
- base.OnResize(e);
- GL.Viewport(ClientRectangle.X, ClientRectangle.Y, ClientRectangle.Width, ClientRectangle.Height);
- Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 3, Width / (float)Height, 0.01f, 3.0f);
- GL.MatrixMode(MatrixMode.Projection);
- GL.LoadMatrix(ref projection);
- }
- protected override void OnRenderFrame(FrameEventArgs e)
- {
-
- base.OnRenderFrame(e);
- GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
- Matrix4 modelview = Matrix4.LookAt(Vector3.Zero, -Vector3.UnitZ, Vector3.UnitY);
- GL.MatrixMode(MatrixMode.Modelview);
- GL.LoadMatrix(ref modelview);
-
- videoHandle.nextFrame();
- //draw textures
- DepthImage depthImage = videoHandle.getDepthImage();
- Int16 minDepth = depthImage.getMinDepth();
- Int16 maxDepth = depthImage.getMaxDepth();
- Int64 minMaxInterval = (Int16) Math.Max(maxDepth - minDepth, 1);
- Int16[] depthTextureData = new Int16[3 * depthImage.getWidth() * depthImage.getHeight()];
- Int16[] edgeTextureData = new Int16[3 * depthImage.getWidth() * depthImage.getHeight()];
- int index = 0;
- for (int y = 0; y < depthImage.getHeight(); ++y)
- {
- for (int x = 0; x < depthImage.getWidth(); ++x)
- {
- //depthTexture
- Int16 depth = Math.Min(depthImage.getDepthAt(x, y), maxDepth);
- Int16 scaledDepth = (Int16)(Int16.MaxValue - (((int)depth - minDepth) * (int)Int16.MaxValue / minMaxInterval));
- depthTextureData[index] = scaledDepth;
- depthTextureData[index + 1] = scaledDepth;
- depthTextureData[index + 2] = scaledDepth;
- //edgeTexture
- Int16 edge = depthImage.getEdgeAt(x, y);
- Int16 fingerPoint;
- if (depthImage.isFingerPoint(x, y)) fingerPoint = Int16.MaxValue;
- else fingerPoint = 0;
- edgeTextureData[index] = fingerPoint;
- edgeTextureData[index + 1] = fingerPoint;
- edgeTextureData[index + 2] = edge;
- index += 3;
- }
- }
- GL.Enable(EnableCap.Texture2D);
- GL.BindTexture(TextureTarget.Texture2D, depthTextureID);
- GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgb, videoHandle.getWidth(), videoHandle.getHeight(), 0, PixelFormat.Rgb, PixelType.Short, depthTextureData);
- float size = 0.5f;
- float size_2 = (float) (size / 2.0f);
- GL.Begin(PrimitiveType.Quads);
- GL.Color3(1.0, 1.0, 1.0);
- GL.TexCoord2(0.0, 0.0); GL.Vertex3(0, size_2, -0.5);
- GL.TexCoord2(1.0, 0.0); GL.Vertex3(size, size_2, -0.5);
- GL.TexCoord2(1.0, 1.0); GL.Vertex3(size, -size_2, -0.5);
- GL.TexCoord2(0.0, 1.0); GL.Vertex3(0, -size_2, -0.5);
- GL.End();
- GL.Enable(EnableCap.Texture2D);
- GL.BindTexture(TextureTarget.Texture2D, edgeTextureID);
- GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgb, videoHandle.getWidth(), videoHandle.getHeight(), 0, PixelFormat.Rgb, PixelType.Short, edgeTextureData);
- GL.Begin(PrimitiveType.Quads);
- GL.Color3(1.0, 1.0, 1.0);
- GL.TexCoord2(0.0, 0.0); GL.Vertex3(0, -size/2.0, -0.5);
- GL.TexCoord2(-1.0, 0.0); GL.Vertex3(-size, -size/2.0, -0.5);
- GL.TexCoord2(-1.0, -1.0); GL.Vertex3(-size, size/2.0, -0.5);
- GL.TexCoord2(0.0, -1.0); GL.Vertex3(0, size/2.0, -0.5);
- GL.End();
- SwapBuffers();
- }
- }
- }
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