Draw the RGB data from kinect C++ via opengl
In order to improve my English writing skills,I am going to write the blogs in English form now!
-------------------------------------------------------------------------------------------Luxuriant line-----------------------------------------------------------------------
Today,we will learn how to initialize the kinect and get RGB data form it,then convert the data to a texture,which will be drawn to the windows.
We have two real pieces of kinect-specific code. I will go over these in some detail, and give a fairly hight level overview of the display code
include the header files:
#include <Windows.h>
#include <Ole2.h> #include <gl/GL.h>
#include <gl/GLU.h>
#include <gl/glut.h> #include <NuiApi.h>
#include <NuiImageCamera.h>
#include <NuiSensor.h>
Constants and global variables:
#define width 640
#define height 480 // OpenGL Variables
GLuint textureId; // ID of the texture to contain Kinect RGB Data
GLubyte data[width*height*4]; // BGRA array containing the texture data // Kinect variables
HANDLE rgbStream; // The identifier of the Kinect's RGB Camera
INuiSensor* sensor; // The kinect sensor
Kinect Initialization:
bool initKinect() {
// Get a working kinect sensor
int numSensors;
if (NuiGetSensorCount(&numSensors) < 0 || numSensors < 1) return false;
if (NuiCreateSensorByIndex(0, &sensor) < 0) return false;
// Initialize sensor
sensor->NuiInitialize(NUI_INITIALIZE_FLAG_USES_DEPTH | NUI_INITIALIZE_FLAG_USES_COLOR);
sensor->NuiImageStreamOpen(
NUI_IMAGE_TYPE_COLOR, // Depth camera or rgb camera?
NUI_IMAGE_RESOLUTION_640x480, // Image resolution
0, // Image stream flags, e.g. near mode
2, // Number of frames to buffer
NULL, // Event handle
&rgbStream);
return sensor;
}
get an RGB frame from the Kinect:
void getKinectData(GLubyte* dest) {
NUI_IMAGE_FRAME imageFrame;
NUI_LOCKED_RECT LockedRect;
if (sensor->NuiImageStreamGetNextFrame(rgbStream, 0, &imageFrame) < 0) return;
INuiFrameTexture* texture = imageFrame.pFrameTexture;
texture->LockRect(0, &LockedRect, NULL, 0);
if (LockedRect.Pitch != 0)
{
const BYTE* curr = (const BYTE*) LockedRect.pBits;
const BYTE* dataEnd = curr + (width*height)*4; while (curr < dataEnd) {
*dest++ = *curr++;
}
}
texture->UnlockRect(0);
sensor->NuiImageStreamReleaseFrame(rgbStream, &imageFrame);
}
Something about the window:
void draw() {
drawKinectData();
glutSwapBuffers();
}
void execute() {
glutMainLoop();
}
bool init(int argc, char* argv[]) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowSize(width,height);
glutCreateWindow("Kinect SDK Tutorial");
glutDisplayFunc(draw);
glutIdleFunc(draw);
return true;
}
Display via OpenGL:
// Initialize textures
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height,
0, GL_BGRA, GL_UNSIGNED_BYTE, (GLvoid*) data);
glBindTexture(GL_TEXTURE_2D, 0); // OpenGL setup
glClearColor(0,0,0,0);
glClearDepth(1.0f);
glEnable(GL_TEXTURE_2D); // Camera setup
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, width, height, 0, 1, -1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
int main(int argc, char* argv[]) {
if (!init(argc, argv)) return 1;
if (!initKinect()) return 1;
/* ...OpenGL texture and camera initialization... */
// Main loop
execute();
return 0;
}
Draw a frame to the screen:
void drawKinectData() {
glBindTexture(GL_TEXTURE_2D, textureId);
getKinectData(data);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_BGRA, GL_UNSIGNED_BYTE, (GLvoid*)data);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(0, 0, 0);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(width, 0, 0);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(width, height, 0.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(0, height, 0.0f);
glEnd();
}
The End! Build and run,making sure that your Kinect is plugged in.You should see a window containing a viseo stream of what your Kinect sees.
Draw the RGB data from kinect C++ via opengl的更多相关文章
- Kinect SDK C++ - 2. Kinect Depth Data
Today we will learn how to get depth data from a kinect and what the format of the data is kinect co ...
- Sensor信号输出YUV、RGB、RAW DATA、JPEG【转】
本文转载自:http://blog.csdn.net/southcamel/article/details/8305873 简单来说,YUV: luma (Y) + chroma (UV) 格式, 一 ...
- Sensor信号输出YUV、RGB、RAW DATA、JPEG 4种方式区别
简单来说,YUV: luma (Y) + chroma (UV) 格式, 一般情况下sensor支持YUV422格式,即数据格式是按Y-U-Y-V次序输出的RGB: 传统的红绿蓝格式,比如RGB565 ...
- 嵌入式开发之davinci--- 8148/8168/8127 中的图像采集格式Sensor信号输出YUV、RGB、RAW DATA、JPEG 4种方式区别
简单来说,YUV: luma (Y) + chroma (UV) 格式, 一般情况下sensor支持YUV422格式,即数据格式是按Y-U-Y-V次序输出的RGB: 传统的红绿蓝格式,比如RGB565 ...
- IPC网络高清摄像机基础知识4(Sensor信号输出YUV、RGB、RAW DATA、JPEG 4种方式区别) 【转】
转自:http://blog.csdn.net/times_poem/article/details/51682785 [-] 一 概念介绍 二 两个疑问 三 RAW和JPEG的区别 1 概念说明 3 ...
- 最简单的视音频播放示例5:OpenGL播放RGB/YUV
本文记录OpenGL播放视频的技术.OpenGL是一个和Direct3D同一层面的技术.相比于Direct3D,OpenGL具有跨平台的优势.尽管在游戏领域,DirectX的影响力已渐渐超越OpenG ...
- 最简单的视音频播放示例2:GDI播放YUV, RGB
前一篇文章对“Simplest Media Play”工程作了概括性介绍.后续几篇文章打算详细介绍每个子工程中的几种技术.在记录Direct3D,OpenGL这两种相对复杂的技术之前,打算先记录一种和 ...
- 最简单的视音频播放演示样例5:OpenGL播放RGB/YUV
===================================================== 最简单的视音频播放演示样例系列文章列表: 最简单的视音频播放演示样例1:总述 最简单的视音频 ...
- kinect 深度图与彩色图对齐程序
//#include "duiqi.hpp" #include "kinect.h" #include <iostream> #include &q ...
随机推荐
- exsi中的虚拟机添加磁盘后虚拟机中磁盘不出现
exsi中的虚拟机添加磁盘后虚拟机中磁盘不出现解决: 计算机---> 管理: 这里可以选择磁盘,格式,分区, 改盘符等操作
- swift中高阶函数map、flatMap、filter、reduce
Swift相比于Objective-C又一个重要的优点,它对函数式编程提供了很好的支持,Swift提供了map.filter.reduce这三个高阶函数作为对容器的支持. 1 map:可以对数组中的每 ...
- JS自定义全局Error
<script> ///自定义错误 onerror=handleErr; function handleErr(msg,url,l) { var txt=""; txt ...
- Manacher笔记
(其实还是回文自动机好用,毛子真是牛逼) Manacher #include<iostream> #include<cstring> #include<cstdio> ...
- mysql 1067终极解决办法 亲测好使
进入mysql data 目录 删除 ib_logfile0 ib_logfile1 ibdata1 这三个文件 重启mysql
- SSH的理解
SSH的利用,通俗的讲就是一个网络传输数据的加密协议,目前有一些基于SSH的构建了服务器-客户端的软件工具,在Windows上装一个客户端,Linux上则为服务端,这样就可以把Windows上写的内容 ...
- Maven配置Spring+SpringMVC+MyBatis(3.2.2)Pom 以及 IntelliJ IDEA 怎样打开依赖视图
Maven配置Spring+SpringMVC+MyBatis(3.2.2)Pom 配置原则: 利用依赖,将所需的jar包加载到project中. 先依赖主要jar包 Spring + Spring ...
- USACO Ski Course Design解析和C语言实现
题目大意: John农场有N(1=<N<=1000)小丘陵(山),它们高度的范围从0 到 100 但仅仅有当最大的高度差不大于17时.才干够避税.John对它们进行改造,从高的丘陵上取土放 ...
- Cms WebSite 编译非常慢
第一次编译非常慢 如果遇到错误,中途中断的话. 下一次编译的时候,上一次已经编译过的文件,会非常快的略过.很快就会到上一次遇到错误的地方,继续往下进行编译.
- lightoj--1155-- Power Transmission (最大流拆点)
Power Transmission Time Limit: 2000MS Memory Limit: 32768KB 64bit IO Format: %lld & %llu Sub ...