//------------------------------------------------------------------------------ // // Copyright (c) Microsoft Corporation. All rights reserved. // //------------------------------------------------------------------------------ #include "stdafx.h" #include "ImageRenderer.h" /// /// Constructor /// ImageRenderer::ImageRenderer() : m_hWnd(0), m_sourceWidth(0), m_sourceHeight(0), m_sourceStride(0), m_pD2DFactory(NULL), m_pRenderTarget(NULL), m_pBitmap(0) { } /// /// Destructor /// ImageRenderer::~ImageRenderer() { DiscardResources(); SafeRelease(m_pD2DFactory); } /// /// Ensure necessary Direct2d resources are created /// /// indicates success or failure HRESULT ImageRenderer::EnsureResources() { HRESULT hr = S_OK; if (NULL == m_pRenderTarget) { D2D1_SIZE_U size = D2D1::SizeU(m_sourceWidth, m_sourceHeight); D2D1_RENDER_TARGET_PROPERTIES rtProps = D2D1::RenderTargetProperties(); rtProps.pixelFormat = D2D1::PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_IGNORE); rtProps.usage = D2D1_RENDER_TARGET_USAGE_GDI_COMPATIBLE; // Create a hWnd render target, in order to render to the window set in initialize hr = m_pD2DFactory->CreateHwndRenderTarget( rtProps, D2D1::HwndRenderTargetProperties(m_hWnd, size), &m_pRenderTarget ); if (FAILED(hr)) { return hr; } m_pRenderTarget->CreateSolidColorBrush(D2D1::ColorF(0.27f, 0.75f, 0.27f), &m_pBrushJointTracked); m_pRenderTarget->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Yellow, 1.0f), &m_pBrushJointInferred); m_pRenderTarget->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Green, 1.0f), &m_pBrushBoneTracked); m_pRenderTarget->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Gray, 1.0f), &m_pBrushBoneInferred); m_pRenderTarget->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Red, 0.5f), &m_pBrushHandClosed); m_pRenderTarget->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Green, 0.5f), &m_pBrushHandOpen); m_pRenderTarget->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Blue, 0.5f), &m_pBrushHandLasso); // Create a bitmap that we can copy image data into and then render to the target hr = m_pRenderTarget->CreateBitmap( size, D2D1::BitmapProperties(D2D1::PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_IGNORE)), &m_pBitmap ); if (FAILED(hr)) { SafeRelease(m_pRenderTarget); return hr; } } return hr; } /// /// Dispose of Direct2d resources /// void ImageRenderer::DiscardResources() { SafeRelease(m_pRenderTarget); SafeRelease(m_pBitmap); } /// /// Set the window to draw to as well as the video format /// Implied bits per pixel is 32 /// /// window to draw to /// already created D2D factory object /// width (in pixels) of image data to be drawn /// height (in pixels) of image data to be drawn /// length (in bytes) of a single scanline /// indicates success or failure HRESULT ImageRenderer::Initialize(HWND hWnd, ID2D1Factory* pD2DFactory, int sourceWidth, int sourceHeight, int sourceStride) { if (NULL == pD2DFactory) { return E_INVALIDARG; } m_hWnd = hWnd; // One factory for the entire application so save a pointer here m_pD2DFactory = pD2DFactory; m_pD2DFactory->AddRef(); // Get the frame size m_sourceWidth = sourceWidth; m_sourceHeight = sourceHeight; m_sourceStride = sourceStride; return S_OK; } /// /// Draws a 32 bit per pixel image of previously specified width, height, and stride to the associated hwnd /// /// image data in RGBX format /// size of image data in bytes /// vector of bodies to draw /// indicates success or failure HRESULT ImageRenderer::Draw(BYTE* pImage, unsigned long cbImage, std::vector &vBodies) { // incorrectly sized image data passed in if (cbImage < ((m_sourceHeight - 1) * m_sourceStride) + (m_sourceWidth * 4)) { return E_INVALIDARG; } // create the resources for this draw device // they will be recreated if previously lost HRESULT hr = EnsureResources(); if (FAILED(hr)) { return hr; } // Copy the image that was passed in into the direct2d bitmap hr = m_pBitmap->CopyFromMemory(NULL, pImage, m_sourceStride); if (FAILED(hr)) { return hr; } m_pRenderTarget->BeginDraw(); // Draw the bitmap stretched to the size of the window m_pRenderTarget->DrawBitmap(m_pBitmap); for (unsigned int i = 0; i < vBodies.size(); i++) { if (vBodies[i].bTracked) { //DrawBody(vBodies[i]); } } hr = m_pRenderTarget->EndDraw(); // Device lost, need to recreate the render target // We'll dispose it now and retry drawing if (hr == D2DERR_RECREATE_TARGET) { hr = S_OK; DiscardResources(); } return hr; } /// /// Draws all the body to the associated hwnd, assumes that BeginDraw has been called /// /// body to be drawn //void ImageRenderer::DrawBody(Body &body) //{ // // Draw the bones // // // Torso // DrawBone(body, JointType_Head, JointType_Neck); // DrawBone(body, JointType_Neck, JointType_SpineShoulder); // DrawBone(body, JointType_SpineShoulder, JointType_SpineMid); // DrawBone(body, JointType_SpineMid, JointType_SpineBase); // DrawBone(body, JointType_SpineShoulder, JointType_ShoulderRight); // DrawBone(body, JointType_SpineShoulder, JointType_ShoulderLeft); // DrawBone(body, JointType_SpineBase, JointType_HipRight); // DrawBone(body, JointType_SpineBase, JointType_HipLeft); // // // Right Arm // DrawBone(body, JointType_ShoulderRight, JointType_ElbowRight); // DrawBone(body, JointType_ElbowRight, JointType_WristRight); // DrawBone(body, JointType_WristRight, JointType_HandRight); // DrawBone(body, JointType_HandRight, JointType_HandTipRight); // DrawBone(body, JointType_WristRight, JointType_ThumbRight); // // // Left Arm // DrawBone(body, JointType_ShoulderLeft, JointType_ElbowLeft); // DrawBone(body, JointType_ElbowLeft, JointType_WristLeft); // DrawBone(body, JointType_WristLeft, JointType_HandLeft); // DrawBone(body, JointType_HandLeft, JointType_HandTipLeft); // DrawBone(body, JointType_WristLeft, JointType_ThumbLeft); // // // Right Leg // DrawBone(body, JointType_HipRight, JointType_KneeRight); // DrawBone(body, JointType_KneeRight, JointType_AnkleRight); // DrawBone(body, JointType_AnkleRight, JointType_FootRight); // // // Left Leg // DrawBone(body, JointType_HipLeft, JointType_KneeLeft); // DrawBone(body, JointType_KneeLeft, JointType_AnkleLeft); // DrawBone(body, JointType_AnkleLeft, JointType_FootLeft); // // for (unsigned int i = 0; i < body.vJoints.size(); i++) // { // D2D1_POINT_2F tempPoint; // tempPoint.x = body.vJointsInColorSpace[i].X; // tempPoint.y = body.vJointsInColorSpace[i].Y; // // D2D1_ELLIPSE ellipse = D2D1::Ellipse(tempPoint, 6.0f, 6.0f); // // if (body.vJoints[i].TrackingState == TrackingState_Inferred) // { // m_pRenderTarget->FillEllipse(ellipse, m_pBrushJointInferred); // } // else if (body.vJoints[i].TrackingState == TrackingState_Tracked) // { // m_pRenderTarget->FillEllipse(ellipse, m_pBrushJointTracked); // } // } //} /// /// Draws one bone of a body (joint to joint) /// /// body to be drawn /// one joint of the bone to draw /// other joint of the bone to draw //void ImageRenderer::DrawBone(Body &body, JointType joint0, JointType joint1) //{ // TrackingState joint0State = body.vJoints[joint0].TrackingState; // TrackingState joint1State = body.vJoints[joint1].TrackingState; // // // If we can't find either of these joints, exit // if ((joint0State == TrackingState_NotTracked) || (joint1State == TrackingState_NotTracked)) // { // return; // } // // // Don't draw if both points are inferred // if ((joint0State == TrackingState_Inferred) && (joint1State == TrackingState_Inferred)) // { // return; // } // // D2D1_POINT_2F joint0Point, joint1Point; // joint0Point.x = body.vJointsInColorSpace[joint0].X; // joint0Point.y = body.vJointsInColorSpace[joint0].Y; // joint1Point.x = body.vJointsInColorSpace[joint1].X; // joint1Point.y = body.vJointsInColorSpace[joint1].Y; // // We assume all drawn bones are inferred unless BOTH joints are tracked // if ((joint0State == TrackingState_Tracked) && (joint1State == TrackingState_Tracked)) // { // m_pRenderTarget->DrawLine(joint0Point, joint1Point, m_pBrushBoneTracked, 10.0f); // } // else // { // m_pRenderTarget->DrawLine(joint0Point, joint1Point, m_pBrushBoneInferred, 3); // } //}