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
- Unknown column 't_user.id' in 'where clause'(通过字段名删除不了数据)
创建员工信息表t_user CREATE TABLE t_user( id INT PRIMARY KEY AUTO_INCREMENT, username VARCHAR(20) , passwor ...
- LAMP 建立 Wordpress 站点 Linux Apache MariaDB PHP
使用LAMP建立Wordpress, 要求如下: 准备工作: VMware 14 CentOS 7.4 最小化 安装镜像 Wordpress 安装包, 下载 预热: 使用VMware新建4台虚拟机, ...
- [洛谷P1750]KC喝咖啡
题目大意:给你n个物品,每个物品有一个价值$v_i$和一个时间$t_i$,要你取m个物品,使得他们的美味度($\frac{\sum v_i}{\sum t_i}$)最大,求这个美味度. 解题思路:由于 ...
- HDU 3415 Max Sum of Max-K-sub-sequence 单调队列题解
本题又是一题单调队列题解. 技巧就是须要计算好前n项和Sn = a1 + a2 + ... an 这样方便处理. 记录一条单调队列,其意义是: q(head), q(head+1), ...q(tai ...
- 新手做2D手游该用哪些工具?
全球手游行业规模将突破250亿美元,越来越多的开发者开始进入手游研发领域,而作为一名菜鸟,很多时候,如果没有其他开发者的建议,会走很多弯路.一开始进入游戏研发领域的时候,你很难知道该选择什么工具.什么 ...
- Android使用ShowcaseView加入半透明操作提示图片的方法
http://beeder.me/2014/11/11/how-to-add-a-semi-transparent-demo-screen-using-showcaseview/ 这篇文章具体介绍了如 ...
- UVa 10069 Distinct Subsequences(大数 DP)
题意 求母串中子串出现的次数(长度不超过1后面100个0 显然要用大数了) 令a为子串 b为母串 d[i][j]表示子串前i个字母在母串前j个字母中出现的次数 当a[i]==b[j]&am ...
- 转--配置linux下dircolors,ls命令和mac下iTerm2的颜色,让终端(iTerm2或Terminal)也色彩缤纷
http://blog.bbkanba.com/%E9%85%8D%E7%BD%AElinux%E4%B8%8Bdircolorsls%E5%91%BD%E4%BB%A4%E5%92%8Cmac%E4 ...
- C++友元(Friend)简介
相对Java而言,友元是C++中特有的一种元素,再加上<C++ Primer>也并没有太具体的样例,所以刚接触这个概念的时候懵了非常久,即是自己总结一下,也希望能帮到大家,以下来讲讲友元的 ...
- 【LeetCode-面试算法经典-Java实现】【064-Minimum Path Sum(最小路径和)】
[064-Minimum Path Sum(最小路径和)] [LeetCode-面试算法经典-Java实现][全部题目文件夹索引] 原题 Given a m x n grid filled with ...