美好的一天,我正在尝试使用 nvidia 3DVision 和两个 IP 摄像机显示实时立体视频。我对 DirectX 完全陌生,但尝试在此站点和其他站点上完成一些教程和其他问题。现在,我正在为左眼和右眼显示两个静态位图。一旦我的程序的这部分工作正常,这些将被我相机中的位图所取代。这个问题NV_STEREO_IMAGE_SIGNATURE 和 DirectX 10/11 (nVidia 3D Vision)对我有很大帮助,但我仍在努力让我的程序正常工作。我发现我的快门眼镜开始正常工作,但只显示右眼的图像,而左眼保持空白(鼠标光标除外)。
这是我生成立体图像的代码:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Windows.Forms;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using SlimDX;
using SlimDX.Direct3D11;
using SlimDX.Windows;
using SlimDX.DXGI;
using Device = SlimDX.Direct3D11.Device; // Make sure we use DX11
using Resource = SlimDX.Direct3D11.Resource;
namespace SlimDxTest2
{
static class Program
{
private static Device device; // DirectX11 Device
private static int Count; // Just to make sure things are being updated
// The NVSTEREO header.
static byte[] stereo_data = new byte[] {0x4e, 0x56, 0x33, 0x44, //NVSTEREO_IMAGE_SIGNATURE = 0x4433564e;
0x00, 0x0F, 0x00, 0x00, //Screen width * 2 = 1920*2 = 3840 = 0x00000F00;
0x38, 0x04, 0x00, 0x00, //Screen height = 1080 = 0x00000438;
0x20, 0x00, 0x00, 0x00, //dwBPP = 32 = 0x00000020;
0x02, 0x00, 0x00, 0x00}; //dwFlags = SIH_SCALE_TO_FIT = 0x00000002
[STAThread]
static void Main()
{
Bitmap left_im = new Bitmap("Blue.png"); // Read in Bitmaps
Bitmap right_im = new Bitmap("Red.png");
// Device creation
var form = new RenderForm("Stereo test") { ClientSize = new Size(1920, 1080) };
var desc = new SwapChainDescription()
{
BufferCount = 1,
ModeDescription = new ModeDescription(1920, 1080, new Rational(120, 1), Format.R8G8B8A8_UNorm),
IsWindowed = false, //true,
OutputHandle = form.Handle,
SampleDescription = new SampleDescription(1, 0),
SwapEffect = SwapEffect.Discard,
Usage = Usage.RenderTargetOutput
};
SwapChain swapChain;
Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.Debug, desc, out device, out swapChain);
RenderTargetView renderTarget; // create a view of our render target, which is the backbuffer of the swap chain we just created
using (var resource = Resource.FromSwapChain<Texture2D>(swapChain, 0))
renderTarget = new RenderTargetView(device, resource);
var context = device.ImmediateContext; // set up a viewport
var viewport = new Viewport(0.0f, 0.0f, form.ClientSize.Width, form.ClientSize.Height);
context.OutputMerger.SetTargets(renderTarget);
context.Rasterizer.SetViewports(viewport);
// prevent DXGI handling of alt+enter, which doesn't work properly with Winforms
using (var factory = swapChain.GetParent<Factory>())
factory.SetWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAll);
form.KeyDown += (o, e) => // handle alt+enter ourselves
{
if (e.Alt && e.KeyCode == Keys.Enter)
swapChain.IsFullScreen = !swapChain.IsFullScreen;
};
form.KeyDown += (o, e) => // Alt + X -> Exit Program
{
if (e.Alt && e.KeyCode == Keys.X)
{
form.Close();
}
};
context.ClearRenderTargetView(renderTarget, Color.Green); // Fill Screen with specified colour
Texture2DDescription stereoDesc = new Texture2DDescription()
{
ArraySize = 1,
Width = 3840,
Height = 1081,
BindFlags = BindFlags.None,
CpuAccessFlags = CpuAccessFlags.Write,
Format = SlimDX.DXGI.Format.R8G8B8A8_UNorm,
OptionFlags = ResourceOptionFlags.None,
Usage = ResourceUsage.Staging,
MipLevels = 1,
SampleDescription = new SampleDescription(1, 0)
};
// Main Loop
MessagePump.Run(form, () =>
{
Texture2D texture_stereo = Make3D(left_im, right_im); // Create Texture from two bitmaps in memory
ResourceRegion stereoSrcBox = new ResourceRegion { Front = 0, Back = 1, Top = 0, Bottom = 1080, Left = 0, Right = 1920 };
context.CopySubresourceRegion(texture_stereo, 0, stereoSrcBox, renderTarget.Resource, 0, 0, 0, 0);
texture_stereo.Dispose();
swapChain.Present(0, PresentFlags.None);
});
// Dispose resources
swapChain.IsFullScreen = false; // Required before swapchain dispose
device.Dispose();
swapChain.Dispose();
renderTarget.Dispose();
}
static Texture2D Make3D(Bitmap leftBmp, Bitmap rightBmp)
{
var context = device.ImmediateContext;
Bitmap left2 = leftBmp.Clone(new RectangleF(0, 0, leftBmp.Width, leftBmp.Height), PixelFormat.Format32bppArgb); // Change bmp to 32bit ARGB
Bitmap right2 = rightBmp.Clone(new RectangleF(0, 0, rightBmp.Width, rightBmp.Height), PixelFormat.Format32bppArgb);
// Show FrameCount on screen: (To test)
Graphics left_graph = Graphics.FromImage(left2);
left_graph.DrawString("Frame: " + Count.ToString(), new System.Drawing.Font("Arial", 16), Brushes.Black, new PointF(100, 100));
left_graph.Dispose();
Graphics right_graph = Graphics.FromImage(right2);
right_graph.DrawString("Frame: " + Count.ToString(), new System.Drawing.Font("Arial", 16), Brushes.Black, new PointF(200, 200));
right_graph.Dispose();
Count++;
Texture2DDescription desc2d = new Texture2DDescription()
{
ArraySize = 1,
Width = 1920,
Height = 1080,
BindFlags = BindFlags.None,
CpuAccessFlags = CpuAccessFlags.Write,
Format = SlimDX.DXGI.Format.R8G8B8A8_UNorm,
OptionFlags = ResourceOptionFlags.None,
Usage = ResourceUsage.Staging,
MipLevels = 1,
SampleDescription = new SampleDescription(1, 0)
};
Texture2D leftText2 = new Texture2D(device, desc2d); // Texture2D for each bmp
Texture2D rightText2 = new Texture2D(device, desc2d);
Rectangle rect = new Rectangle(0, 0, left2.Width, left2.Height);
BitmapData leftData = left2.LockBits(rect, ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
IntPtr left_ptr = leftData.Scan0;
int left_num_bytes = Math.Abs(leftData.Stride) * leftData.Height;
byte[] left_bytes = new byte[left_num_bytes];
byte[] left_bytes2 = new byte[left_num_bytes];
System.Runtime.InteropServices.Marshal.Copy(left_ptr, left_bytes, 0, left_num_bytes); // Get Byte array from bitmap
left2.UnlockBits(leftData);
DataBox box1 = context.MapSubresource(leftText2, 0, MapMode.Write, SlimDX.Direct3D11.MapFlags.None);
box1.Data.Write(left_bytes, 0, left_bytes.Length);
context.UnmapSubresource(leftText2, 0);
BitmapData rightData = right2.LockBits(rect, ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
IntPtr right_ptr = rightData.Scan0;
int right_num_bytes = Math.Abs(rightData.Stride) * rightData.Height;
byte[] right_bytes = new byte[right_num_bytes];
System.Runtime.InteropServices.Marshal.Copy(right_ptr, right_bytes, 0, right_num_bytes); // Get Byte array from bitmap
right2.UnlockBits(rightData);
DataBox box2 = context.MapSubresource(rightText2, 0, MapMode.Write, SlimDX.Direct3D11.MapFlags.None);
box2.Data.Write(right_bytes, 0, right_bytes.Length);
context.UnmapSubresource(rightText2, 0);
Texture2DDescription stereoDesc = new Texture2DDescription()
{
ArraySize = 1,
Width = 3840,
Height = 1081,
BindFlags = BindFlags.None,
CpuAccessFlags = CpuAccessFlags.Write,
Format = SlimDX.DXGI.Format.R8G8B8A8_UNorm,
OptionFlags = ResourceOptionFlags.None,
Usage = ResourceUsage.Staging,
MipLevels = 1,
SampleDescription = new SampleDescription(1, 0)
};
Texture2D stereoTexture = new Texture2D(device, stereoDesc); // Texture2D to contain stereo images and Nvidia 3DVision Signature
// Identify the source texture region to copy (all of it)
ResourceRegion stereoSrcBox = new ResourceRegion { Front = 0, Back = 1, Top = 0, Bottom = 1080, Left = 0, Right = 1920 };
// Copy it to the stereo texture
context.CopySubresourceRegion(leftText2, 0, stereoSrcBox, stereoTexture, 0, 0, 0, 0);
context.CopySubresourceRegion(rightText2, 0, stereoSrcBox, stereoTexture, 0, 1920, 0, 0); // Offset by 1920 pixels
// Open the staging texture for reading and go to last row
DataBox box = context.MapSubresource(stereoTexture, 0, MapMode.Write, SlimDX.Direct3D11.MapFlags.None);
box.Data.Seek(stereoTexture.Description.Width * (stereoTexture.Description.Height - 1) * 4, System.IO.SeekOrigin.Begin);
box.Data.Write(stereo_data, 0, stereo_data.Length); // Write the NVSTEREO header
context.UnmapSubresource(stereoTexture, 0);
left2.Dispose();
leftText2.Dispose();
right2.Dispose();
rightText2.Dispose();
return stereoTexture;
}
}
}
我尝试了各种将立体图像的 Texture2D 包括签名 (3840x1081) 复制到后台缓冲区的方法,但是我尝试过的方法都没有显示这两个图像......任何帮助或评论将不胜感激,Ryan