void SampleViewer::displayFrame(const openni::VideoFrameRef& frame) { if (!frame.isValid()) return; const openni::DepthPixel* pDepthRow = (const openni::DepthPixel*)frame.getData(); openni::RGB888Pixel* pTexRow = m_pTexMap + frame.getCropOriginY() * m_nTexMapX; int rowSize = frame.getStrideInBytes() / sizeof(openni::DepthPixel); for (int y = 0; y < frame.getHeight(); ++y) { const openni::DepthPixel* pDepth = pDepthRow; openni::RGB888Pixel* pTex = pTexRow + frame.getCropOriginX(); for (int x = 0; x < frame.getWidth(); ++x, ++pDepth, ++pTex) { if (*pDepth != 0) { int nHistValue = m_pDepthHist[*pDepth]; pTex->r = nHistValue; pTex->g = nHistValue; pTex->b = nHistValue; } } pDepthRow += rowSize; pTexRow += m_nTexMapX; } }
void SampleViewer::display() { int changedIndex; openni::Status rc = openni::OpenNI::waitForAnyStream(m_streams, 2, &changedIndex); if (rc != openni::STATUS_OK) { printf("Wait failed\n"); return; } switch (changedIndex) { case 0: m_depthStream.readFrame(&m_depthFrame); break; case 1: m_colorStream.readFrame(&m_colorFrame); break; default: printf("Error in wait\n"); } glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, GL_WIN_SIZE_X, GL_WIN_SIZE_Y, 0, -1.0, 1.0); if (m_depthFrame.isValid()) { calculateHistogram(m_pDepthHist, MAX_DEPTH, m_depthFrame); } memset(m_pTexMap, 0, m_nTexMapX*m_nTexMapY*sizeof(openni::RGB888Pixel)); // check if we need to draw image frame to texture if ((m_eViewState == DISPLAY_MODE_OVERLAY || m_eViewState == DISPLAY_MODE_IMAGE) && m_colorFrame.isValid()) { const openni::RGB888Pixel* pImageRow = (const openni::RGB888Pixel*)m_colorFrame.getData(); openni::RGB888Pixel* pTexRow = m_pTexMap + m_colorFrame.getCropOriginY() * m_nTexMapX; int rowSize = m_colorFrame.getStrideInBytes() / sizeof(openni::RGB888Pixel); for (int y = 0; y < m_colorFrame.getHeight(); ++y) { const openni::RGB888Pixel* pImage = pImageRow; openni::RGB888Pixel* pTex = pTexRow + m_colorFrame.getCropOriginX(); for (int x = 0; x < m_colorFrame.getWidth(); ++x, ++pImage, ++pTex) { *pTex = *pImage; } pImageRow += rowSize; pTexRow += m_nTexMapX; } } // check if we need to draw depth frame to texture if ((m_eViewState == DISPLAY_MODE_OVERLAY || m_eViewState == DISPLAY_MODE_DEPTH) && m_depthFrame.isValid()) { const openni::DepthPixel* pDepthRow = (const openni::DepthPixel*)m_depthFrame.getData(); openni::RGB888Pixel* pTexRow = m_pTexMap + m_depthFrame.getCropOriginY() * m_nTexMapX; int rowSize = m_depthFrame.getStrideInBytes() / sizeof(openni::DepthPixel); for (int y = 0; y < m_depthFrame.getHeight(); ++y) { const openni::DepthPixel* pDepth = pDepthRow; openni::RGB888Pixel* pTex = pTexRow + m_depthFrame.getCropOriginX(); for (int x = 0; x < m_depthFrame.getWidth(); ++x, ++pDepth, ++pTex) { if (*pDepth != 0) { int nHistValue = m_pDepthHist[*pDepth]; pTex->r = nHistValue; pTex->g = nHistValue; pTex->b = 0; } } pDepthRow += rowSize; pTexRow += m_nTexMapX; } } glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_nTexMapX, m_nTexMapY, 0, GL_RGB, GL_UNSIGNED_BYTE, m_pTexMap); // Display the OpenGL texture map glColor4f(1,1,1,1); glBegin(GL_QUADS); int nXRes = m_width; int nYRes = m_height; // upper left glTexCoord2f(0, 0); glVertex2f(0, 0); // upper right glTexCoord2f((float)nXRes/(float)m_nTexMapX, 0); glVertex2f(GL_WIN_SIZE_X, 0); // bottom right glTexCoord2f((float)nXRes/(float)m_nTexMapX, (float)nYRes/(float)m_nTexMapY); glVertex2f(GL_WIN_SIZE_X, GL_WIN_SIZE_Y); // bottom left glTexCoord2f(0, (float)nYRes/(float)m_nTexMapY); glVertex2f(0, GL_WIN_SIZE_Y); glEnd(); // Swap the OpenGL display buffers glutSwapBuffers(); }
void SampleViewer::Display() { nite::Status rc = m_pHandTracker->readFrame(&handFrame); if (rc != nite::STATUS_OK) { printf("GetNextData failed\n"); return; } depthFrame = handFrame.getDepthFrame(); if (m_pTexMap == NULL) { // Texture map init m_nTexMapX = MIN_CHUNKS_SIZE(depthFrame.getVideoMode().getResolutionX(), TEXTURE_SIZE); m_nTexMapY = MIN_CHUNKS_SIZE(depthFrame.getVideoMode().getResolutionY(), TEXTURE_SIZE); m_pTexMap = new openni::RGB888Pixel[m_nTexMapX * m_nTexMapY]; } glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, GL_WIN_SIZE_X, GL_WIN_SIZE_Y, 0, -10000.0, 10000.0); if (depthFrame.isValid()) { calculateHistogram(m_pDepthHist, MAX_DEPTH, depthFrame); } memset(m_pTexMap, 0, m_nTexMapX*m_nTexMapY*sizeof(openni::RGB888Pixel)); float factor[3] = {1, 1, 1}; // check if we need to draw depth frame to texture float av_x = 0; float av_y = 0; int counter= 0; for(int i = 0; i<=7 ; i++) note_on[i] = false; if (depthFrame.isValid() && g_drawDepth) { const openni::DepthPixel* pDepthRow = (const openni::DepthPixel*)depthFrame.getData(); const openni::DepthPixel* pDepthRow1 = pDepthRow; openni::RGB888Pixel* pTexRow = m_pTexMap + depthFrame.getCropOriginY() * m_nTexMapX; int rowSize = depthFrame.getStrideInBytes() / sizeof(openni::DepthPixel); glPointSize(2); glBegin(GL_POINTS); for (int y = 0; y < depthFrame.getHeight(); ++y) { const openni::DepthPixel* pDepth = pDepthRow; openni::RGB888Pixel* pTex = pTexRow + depthFrame.getCropOriginX(); //chord_temp = 0; for (int x = 0; x < depthFrame.getWidth(); ++x, ++pDepth, ++pTex) { if (*pDepth != 0) { factor[0] = Colors[colorCount][0]; factor[1] = Colors[colorCount][1]; factor[2] = Colors[colorCount][2]; int nHistValue = m_pDepthHist[*pDepth]; pTex->r = nHistValue*factor[0]; pTex->g = nHistValue*factor[1]; pTex->b = nHistValue*factor[2]; factor[0] = factor[1] = factor[2] = 1; if(*pDepth <= 800) { //glColor3f(1,0,0); glColor3f(float(*pDepth)/2000,float(*pDepth)/2000,float(*pDepth)/2000); av_x = x + av_x; counter++; av_y = y + av_y; } else{ glColor3f(float(*pDepth)/2000,float(*pDepth)/2000,float(*pDepth)/2000); } glVertex3f(2*x,2*y,-*pDepth); } } pDepthRow += rowSize; pTexRow += m_nTexMapX; } glEnd(); ////////////////////////////////////////////////////////////////////////////////////////////////////////////////// av_x = av_x / counter; av_y = av_y / counter; float R_x=0; float R_y=0; float L_x=0; float L_y=0; int counter_R=0; int counter_L=0; ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////// for (int y = 0; y < depthFrame.getHeight(); ++y) { const openni::DepthPixel* pDepth = pDepthRow1; //chord_temp = 0; for (int x = 0; x < depthFrame.getWidth(); ++x, ++pDepth) { if (*pDepth != 0) { if(*pDepth <= 800) { if(x > av_x){ counter_R++; R_x = R_x +x; R_y = R_y +y; } if(x < av_x){ counter_L++; L_x = L_x +x; L_y = L_y +y; } } } } pDepthRow1 += rowSize; } ///////////////////////////////////////////////////////////////// R_x = R_x/counter_R; R_y = R_y/counter_R; L_x = L_x/counter_L; L_y = L_y/counter_L; glPointSize(30); glBegin(GL_POINTS); glColor3f(1,0,0); glVertex3f(R_x*2,R_y*2,800); glColor3f(1,1,0); glVertex3f(L_x*2,L_y*2,800); glEnd(); if( R_x >=75 && R_x <=175 ){ if( R_y <= 150 ) { note_on[0] = true; } else if( R_y >= 350) { note_on[1] = true; } } if( R_x >=175 && R_x <=300){ if( R_y <= 150 ) { note_on[2] = true; } else if( R_y >= 350 ) { note_on[3] = true; } } if( R_x>=300 && R_x<=425){ if( R_y <= 150 ) { note_on[4] = true; } else if( R_y >= 350 ) { note_on[5] = true; } } if( R_x>=425 && R_x<=550){ if( R_y <= 150 ) { note_on[6] = true; } else if( R_y >= 350 ) { note_on[7] = true; } } //////////////////////////////////////// if( L_x >=75 && L_x <=175 ){ if( L_y <= 150 ) { note_on[0] = true; } else if( L_y >= 350) { note_on[1] = true; } } if( L_x >=175 && L_x <=300){ if( L_y <= 150 ) { note_on[2] = true; } else if( L_y >= 350 ) { note_on[3] = true; } } if( L_x>=300 && L_x<=425){ if( L_y <= 150 ) { note_on[4] = true; } else if( L_y >= 350 ) { note_on[5] = true; } } if( L_x>=425 && L_x<=550){ if( L_y <= 150 ) { note_on[6] = true; } else if( L_y >= 350 ) { note_on[7] = true; } } } playdrum(); for(int i=0;i<=7 ;i++) last_note[i] = note_on[i]; glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, BMPwidth1,BMPheight1, 0, GL_RGB, GL_UNSIGNED_BYTE, BMPimage1); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4f(1,1,1,0.5); glEnable(GL_TEXTURE_2D); glBegin(GL_QUADS); g_nXRes = depthFrame.getVideoMode().getResolutionX(); g_nYRes = depthFrame.getVideoMode().getResolutionY(); // upper left glTexCoord2f(0,1); glVertex3f(0,0,-800); // upper right glTexCoord2f(1,1); glVertex3f(1240,0,-800); // bottom right glTexCoord2f(1,0); glVertex3f(1240,960,-800); // bottom left glTexCoord2f(0,0); glVertex3f(0,960,-800); glEnd(); glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); /////////////////////////////////////////////////////////////////////////////////chord selection glBegin(GL_LINES); glColor3f(1,0,0); glVertex3f(150,300,800); glVertex3f(1100,300,800); glVertex3f(150,700,800); glVertex3f(1100,700,800); glEnd(); glPointSize(30); glBegin(GL_POINTS); glColor3f(1,1,0); glVertex3f(150,300,800); glVertex3f(350,300,800); glVertex3f(600,300,800); glVertex3f(850,300,800); glVertex3f(1100,300,800); glVertex3f(150,700,800); glVertex3f(350,700,800); glVertex3f(600,700,800); glVertex3f(850,700,800); glVertex3f(1100,700,800); glEnd(); //////////////////////////////////////////////////////////////////////////////////////////////////////////// const nite::Array<nite::GestureData>& gestures = handFrame.getGestures(); for (int i = 0; i < gestures.getSize(); ++i) { if (gestures[i].isComplete()) { const nite::Point3f& position = gestures[i].getCurrentPosition(); printf("Gesture %d at (%f,%f,%f)\n", gestures[i].getType(), position.x, position.y, position.z); nite::HandId newId; m_pHandTracker->startHandTracking(gestures[i].getCurrentPosition(), &newId); } } const nite::Array<nite::HandData>& hands= handFrame.getHands(); for (int i = 0; i < hands.getSize(); ++i) { const nite::HandData& user = hands[i]; if (!user.isTracking()) { printf("Lost hand %d\n", user.getId()); nite::HandId id = user.getId(); HistoryBuffer<20>* pHistory = g_histories[id]; g_histories.erase(g_histories.find(id)); delete pHistory; } else { if (user.isNew()) { printf("Found hand %d\n", user.getId()); g_histories[user.getId()] = new HistoryBuffer<20>; } // Add to history HistoryBuffer<20>* pHistory = g_histories[user.getId()]; pHistory->AddPoint(user.getPosition()); // Draw history DrawHistory(m_pHandTracker, user.getId(), pHistory); } } if (g_drawFrameId) { DrawFrameId(handFrame.getFrameIndex()); } // Swap the OpenGL display buffers glutSwapBuffers(); }