void SceneDrawer::updateScene(const xn::DepthMetaData &dmd, const xn::SceneMetaData &smd) { if (!initialized) init(dmd.XRes(), dmd.YRes(), dmd.ZRes()); unsigned int val = 0, numOfPoints = 0; unsigned int xRes = dmd.XRes(), yRes = dmd.YRes(); unsigned char* pDestImage = pDepthTexBuf; const XnDepthPixel* pDepth = dmd.Data(); const XnLabel* pLabels = smd.Data(); // calculate the accumulative depth histogram memset(pDepthHist, 0, zRes*sizeof(float)); int numOfIterations = xRes * yRes; for (int i = 0; i < numOfIterations; ++i, ++pDepth){ val = *pDepth; if (val != 0){ pDepthHist[val]++; numOfPoints++; } } for (int i = 1; i < zRes; ++i) pDepthHist[i] += pDepthHist[i-1]; if (numOfPoints > 0){ for (int i = 0; i < zRes; ++i) pDepthHist[i] = floor(256.0f*(1.0f-pDepthHist[i]/(float)numOfPoints)); } // turn depth map to a colored texture image pDepth = dmd.Data(); XnUInt32 ci; XnLabel label; unsigned int histVal; for (int i = 0; i < numOfIterations; ++i, ++pDepth, ++pLabels, pDestImage += 3){ val = *pDepth; label = *pLabels; if (label != 0) ci = label % nColors; else ci = nColors; if (val != 0){ histVal = pDepthHist[val]; pDestImage[0] = histVal * colors[ci][0]; pDestImage[1] = histVal * colors[ci][1]; pDestImage[2] = histVal * colors[ci][2]; } else pDestImage[0] = pDestImage[1] = pDestImage[2] = 0; } glBindTexture(GL_TEXTURE_2D, depthTexID); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texWidth, texHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, pDepthTexBuf); }
bool OpenNIVideo::update(osg::NodeVisitor* nv) { //this is the main function of your video plugin //you can either retrieve images from your video stream/camera/file //or communicate with a thread to synchronize and get the data out //the most important is to synchronize your data //and copy the result to the VideoImageSteam used in this plugin // //0. you can collect some stats, for that you can use a timer osg::Timer t; { //1. mutex lock access to the image video stream OpenThreads::ScopedLock<OpenThreads::Mutex> _lock(this->getMutex()); osg::notify(osg::DEBUG_INFO)<<"osgART::OpenNIVideo::update() get new image.."<<std::endl; XnStatus nRetVal = XN_STATUS_OK; nRetVal=context.WaitAndUpdateAll(); CHECK_RC(nRetVal, "Update Data"); xnFPSMarkFrame(&xnFPS); depth_generator.GetMetaData(depthMD); const XnDepthPixel* pDepthMap = depthMD.Data(); //depth pixel floating point depth map. image_generator.GetMetaData(imageMD); const XnUInt8* pImageMap = imageMD.Data(); // Hybrid mode isn't supported in this sample if (imageMD.FullXRes() != depthMD.FullXRes() || imageMD.FullYRes() != depthMD.FullYRes()) { std::cerr<<"The device depth and image resolution must be equal!"<<std::endl; exit(1); } // RGB is the only image format supported. if (imageMD.PixelFormat() != XN_PIXEL_FORMAT_RGB24) { std::cerr<<"The device image format must be RGB24"<<std::endl; exit(1); } const XnDepthPixel* pDepth=pDepthMap; const XnUInt8* pImage=pImageMap; XnDepthPixel zMax = depthMD.ZRes(); //convert float buffer to unsigned short for ( unsigned int i=0; i<(depthMD.XRes() * depthMD.YRes()); ++i ) { *(_depthBufferByte + i) = 255 * (float(*(pDepth + i)) / float(zMax)); } memcpy(_videoStreamList[0]->data(),pImage, _videoStreamList[0]->getImageSizeInBytes()); memcpy(_videoStreamList[1]->data(),_depthBufferByte, _videoStreamList[1]->getImageSizeInBytes()); //3. don't forget to call this to notify the rest of the application //that you have a new video image _videoStreamList[0]->dirty(); _videoStreamList[1]->dirty(); } //4. hopefully report some interesting data if (nv) { const osg::FrameStamp *framestamp = nv->getFrameStamp(); if (framestamp && _stats.valid()) { _stats->setAttribute(framestamp->getFrameNumber(), "Capture time taken", t.time_m()); } } // Increase modified count every X ms to ensure tracker updates if (updateTimer.time_m() > 50) { _videoStreamList[0]->dirty(); _videoStreamList[1]->dirty(); updateTimer.setStartTick(); } return true; }
void DrawDepthMap(const xn::DepthMetaData& dmd, const xn::SceneMetaData& smd) { static bool bInitialized = false; static GLuint depthTexID; static unsigned char* pDepthTexBuf; static int texWidth, texHeight; float topLeftX; float topLeftY; float bottomRightY; float bottomRightX; float texXpos; float texYpos; if(!bInitialized) { texWidth = getClosestPowerOfTwo(dmd.XRes()); texHeight = getClosestPowerOfTwo(dmd.YRes()); // printf("Initializing depth texture: width = %d, height = %d\n", texWidth, texHeight); depthTexID = initTexture((void**)&pDepthTexBuf,texWidth, texHeight) ; // printf("Initialized depth texture: width = %d, height = %d\n", texWidth, texHeight); bInitialized = true; topLeftX = dmd.XRes(); topLeftY = 0; bottomRightY = dmd.YRes(); bottomRightX = 0; texXpos =(float)dmd.XRes()/texWidth; texYpos =(float)dmd.YRes()/texHeight; memset(texcoords, 0, 8*sizeof(float)); texcoords[0] = texXpos, texcoords[1] = texYpos, texcoords[2] = texXpos, texcoords[7] = texYpos; } unsigned int nValue = 0; unsigned int nHistValue = 0; unsigned int nIndex = 0; unsigned int nX = 0; unsigned int nY = 0; unsigned int nNumberOfPoints = 0; XnUInt16 g_nXRes = dmd.XRes(); XnUInt16 g_nYRes = dmd.YRes(); unsigned char* pDestImage = pDepthTexBuf; const XnDepthPixel* pDepth = dmd.Data(); const XnLabel* pLabels = smd.Data(); static unsigned int nZRes = dmd.ZRes(); static float* pDepthHist = (float*)malloc(nZRes* sizeof(float)); // Calculate the accumulative histogram memset(pDepthHist, 0, nZRes*sizeof(float)); for (nY=0; nY<g_nYRes; nY++) { for (nX=0; nX<g_nXRes; nX++) { nValue = *pDepth; if (nValue != 0) { pDepthHist[nValue]++; nNumberOfPoints++; } pDepth++; } } for (nIndex=1; nIndex<nZRes; nIndex++) { pDepthHist[nIndex] += pDepthHist[nIndex-1]; } if (nNumberOfPoints) { for (nIndex=1; nIndex<nZRes; nIndex++) { pDepthHist[nIndex] = (unsigned int)(256 * (1.0f - (pDepthHist[nIndex] / nNumberOfPoints))); } } pDepth = dmd.Data(); if (g_bDrawPixels) { XnUInt32 nIndex = 0; // Prepare the texture map for (nY=0; nY<g_nYRes; nY++) { for (nX=0; nX < g_nXRes; nX++, nIndex++) { pDestImage[0] = 0; pDestImage[1] = 0; pDestImage[2] = 0; if (g_bDrawBackground || *pLabels != 0) { nValue = *pDepth; XnLabel label = *pLabels; XnUInt32 nColorID = label % nColors; if (label == 0) { nColorID = nColors; } if (nValue != 0) { nHistValue = pDepthHist[nValue]; pDestImage[0] = nHistValue * Colors[nColorID][0]; pDestImage[1] = nHistValue * Colors[nColorID][1]; pDestImage[2] = nHistValue * Colors[nColorID][2]; } } pDepth++; pLabels++; pDestImage+=3; } pDestImage += (texWidth - g_nXRes) *3; } } else { xnOSMemSet(pDepthTexBuf, 0, 3*2*g_nXRes*g_nYRes); } glBindTexture(GL_TEXTURE_2D, depthTexID); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texWidth, texHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, pDepthTexBuf); // Display the OpenGL texture map glColor4f(0.75,0.75,0.75,1); glEnable(GL_TEXTURE_2D); DrawTexture(dmd.XRes(),dmd.YRes(),0,0); glDisable(GL_TEXTURE_2D); char strLabel[50] = ""; XnUserID aUsers[15]; XnUInt16 nUsers = 15; g_UserGenerator.GetUsers(aUsers, nUsers); for (int i = 0; i < nUsers; ++i) { #ifndef USE_GLES if (g_bPrintID) { XnPoint3D com; g_UserGenerator.GetCoM(aUsers[i], com); g_DepthGenerator.ConvertRealWorldToProjective(1, &com, &com); XnUInt32 nDummy = 0; xnOSMemSet(strLabel, 0, sizeof(strLabel)); if (!g_bPrintState) { // Tracking xnOSStrFormat(strLabel, sizeof(strLabel), &nDummy, "%d", aUsers[i]); } else if (g_UserGenerator.GetSkeletonCap().IsTracking(aUsers[i])) { // Tracking xnOSStrFormat(strLabel, sizeof(strLabel), &nDummy, "%d - Tracking", aUsers[i]); } else if (g_UserGenerator.GetSkeletonCap().IsCalibrating(aUsers[i])) { // Calibrating xnOSStrFormat(strLabel, sizeof(strLabel), &nDummy, "%d - Calibrating [%s]", aUsers[i], GetCalibrationErrorString(m_Errors[aUsers[i]].first)); } else { // Nothing xnOSStrFormat(strLabel, sizeof(strLabel), &nDummy, "%d - Looking for pose [%s]", aUsers[i], GetPoseErrorString(m_Errors[aUsers[i]].second)); } glColor4f(1-Colors[i%nColors][0], 1-Colors[i%nColors][1], 1-Colors[i%nColors][2], 1); glRasterPos2i(com.X, com.Y); glPrintString(GLUT_BITMAP_HELVETICA_18, strLabel); } #endif if (g_bDrawSkeleton && g_UserGenerator.GetSkeletonCap().IsTracking(aUsers[i])) { glColor4f(1-Colors[aUsers[i]%nColors][0], 1-Colors[aUsers[i]%nColors][1], 1-Colors[aUsers[i]%nColors][2], 1); // Draw Joints if (g_bMarkJoints) { // Try to draw all joints DrawJoint(aUsers[i], XN_SKEL_HEAD); DrawJoint(aUsers[i], XN_SKEL_NECK); DrawJoint(aUsers[i], XN_SKEL_TORSO); DrawJoint(aUsers[i], XN_SKEL_WAIST); DrawJoint(aUsers[i], XN_SKEL_LEFT_COLLAR); DrawJoint(aUsers[i], XN_SKEL_LEFT_SHOULDER); DrawJoint(aUsers[i], XN_SKEL_LEFT_ELBOW); DrawJoint(aUsers[i], XN_SKEL_LEFT_WRIST); DrawJoint(aUsers[i], XN_SKEL_LEFT_HAND); DrawJoint(aUsers[i], XN_SKEL_LEFT_FINGERTIP); DrawJoint(aUsers[i], XN_SKEL_RIGHT_COLLAR); DrawJoint(aUsers[i], XN_SKEL_RIGHT_SHOULDER); DrawJoint(aUsers[i], XN_SKEL_RIGHT_ELBOW); DrawJoint(aUsers[i], XN_SKEL_RIGHT_WRIST); DrawJoint(aUsers[i], XN_SKEL_RIGHT_HAND); DrawJoint(aUsers[i], XN_SKEL_RIGHT_FINGERTIP); DrawJoint(aUsers[i], XN_SKEL_LEFT_HIP); DrawJoint(aUsers[i], XN_SKEL_LEFT_KNEE); DrawJoint(aUsers[i], XN_SKEL_LEFT_ANKLE); DrawJoint(aUsers[i], XN_SKEL_LEFT_FOOT); DrawJoint(aUsers[i], XN_SKEL_RIGHT_HIP); DrawJoint(aUsers[i], XN_SKEL_RIGHT_KNEE); DrawJoint(aUsers[i], XN_SKEL_RIGHT_ANKLE); DrawJoint(aUsers[i], XN_SKEL_RIGHT_FOOT); } #ifndef USE_GLES glBegin(GL_LINES); #endif // Draw Limbs DrawLimb(aUsers[i], XN_SKEL_HEAD, XN_SKEL_NECK); DrawLimb(aUsers[i], XN_SKEL_NECK, XN_SKEL_LEFT_SHOULDER); DrawLimb(aUsers[i], XN_SKEL_LEFT_SHOULDER, XN_SKEL_LEFT_ELBOW); if (!DrawLimb(aUsers[i], XN_SKEL_LEFT_ELBOW, XN_SKEL_LEFT_WRIST)) { DrawLimb(aUsers[i], XN_SKEL_LEFT_ELBOW, XN_SKEL_LEFT_HAND); } else { DrawLimb(aUsers[i], XN_SKEL_LEFT_WRIST, XN_SKEL_LEFT_HAND); DrawLimb(aUsers[i], XN_SKEL_LEFT_HAND, XN_SKEL_LEFT_FINGERTIP); } DrawLimb(aUsers[i], XN_SKEL_NECK, XN_SKEL_RIGHT_SHOULDER); DrawLimb(aUsers[i], XN_SKEL_RIGHT_SHOULDER, XN_SKEL_RIGHT_ELBOW); if (!DrawLimb(aUsers[i], XN_SKEL_RIGHT_ELBOW, XN_SKEL_RIGHT_WRIST)) { DrawLimb(aUsers[i], XN_SKEL_RIGHT_ELBOW, XN_SKEL_RIGHT_HAND); } else { DrawLimb(aUsers[i], XN_SKEL_RIGHT_WRIST, XN_SKEL_RIGHT_HAND); DrawLimb(aUsers[i], XN_SKEL_RIGHT_HAND, XN_SKEL_RIGHT_FINGERTIP); } DrawLimb(aUsers[i], XN_SKEL_LEFT_SHOULDER, XN_SKEL_TORSO); DrawLimb(aUsers[i], XN_SKEL_RIGHT_SHOULDER, XN_SKEL_TORSO); DrawLimb(aUsers[i], XN_SKEL_TORSO, XN_SKEL_LEFT_HIP); DrawLimb(aUsers[i], XN_SKEL_LEFT_HIP, XN_SKEL_LEFT_KNEE); DrawLimb(aUsers[i], XN_SKEL_LEFT_KNEE, XN_SKEL_LEFT_FOOT); DrawLimb(aUsers[i], XN_SKEL_TORSO, XN_SKEL_RIGHT_HIP); DrawLimb(aUsers[i], XN_SKEL_RIGHT_HIP, XN_SKEL_RIGHT_KNEE); DrawLimb(aUsers[i], XN_SKEL_RIGHT_KNEE, XN_SKEL_RIGHT_FOOT); DrawLimb(aUsers[i], XN_SKEL_LEFT_HIP, XN_SKEL_RIGHT_HIP); #ifndef USE_GLES glEnd(); #endif } } if (g_bPrintFrameID) { static XnChar strFrameID[80]; xnOSMemSet(strFrameID, 0, 80); XnUInt32 nDummy = 0; xnOSStrFormat(strFrameID, sizeof(strFrameID), &nDummy, "%d", dmd.FrameID()); glColor4f(1, 0, 0, 1); glRasterPos2i(10, 10); glPrintString(GLUT_BITMAP_HELVETICA_18, strFrameID); } }
void SceneDrawer::depthMapCreating(unsigned char *pDestImage, const xn::DepthMetaData &dmd, const xn::SceneMetaData &smd) { unsigned int nNumberOfPoints = 0; XnUInt16 g_nXRes = dmd.XRes(); XnUInt16 g_nYRes = dmd.YRes(); const XnDepthPixel* pDepth = dmd.Data(); const XnLabel* pLabels = smd.Data(); unsigned int nValue = 0; static unsigned int nZRes = dmd.ZRes(); static float* pDepthHist = (float*)malloc(nZRes* sizeof(float)); // Calculate the accumulative histogram memset(pDepthHist, 0, nZRes*sizeof(float)); for (int nY=0; nY<g_nYRes; nY++) for (int nX=0; nX<g_nXRes; nX++) { nValue = *pDepth; if (nValue != 0) { pDepthHist[nValue]++; nNumberOfPoints++; } pDepth++; } for (int i=1; i<nZRes; i++) pDepthHist[i] += pDepthHist[i-1]; if (nNumberOfPoints) for (int i=1; i<nZRes; i++) pDepthHist[i] = (unsigned int)(256 * (1.0f - (pDepthHist[i] / nNumberOfPoints))); pDepth = dmd.Data(); // Prepare the texture map for (int nY=0; nY<g_nYRes; nY++) { for (int nX=0; nX < g_nXRes; nX++) { pDestImage[0] = 0; pDestImage[1] = 0; pDestImage[2] = 0; if (drawBackground || *pLabels != 0) { nValue = *pDepth; XnLabel label = *pLabels; XnUInt32 nColorID = label % nColors; if (label == 0) nColorID = nColors; if (nValue != 0) { pDestImage[0] = pDepthHist[nValue] * Colors[nColorID][0]; pDestImage[1] = pDepthHist[nValue] * Colors[nColorID][1]; pDestImage[2] = pDepthHist[nValue] * Colors[nColorID][2]; } } pDepth++; pLabels++; pDestImage+=3; } pDestImage += (Width - g_nXRes) *3; } }