ProjectsOld/Kinect/Demo1/Demo1/DepthFrameConverter.cs
2017-09-26 20:21:42 +02:00

138 lines
6.1 KiB
C#

using Microsoft.Kinect;
using System.Drawing;
namespace KinectWorkshop
{
/*public class DepthFrameConverter
{
const int RED_IDX = 2;
const int GREEN_IDX = 1;
const int BLUE_IDX = 0;
byte[] depthFrame32 = new byte[320 * 240 * 4];
// Converts a 16-bit grayscale depth frame which includes player indexes into a 32-bit frame
// that displays different players in different colors
public byte[] ConvertDepthFrameWithUser(DepthImagePixel[] depthFrame, int width, int height)
{
Color c = Color.Empty;
byte[] ret = new byte[width * height * 4];
for (int x = 1; x < width; x++)
{
for (int y = 0; y < height; y++)
{
int i = ((y * width) + x) * 4;
short depth = (depthFrame[x + y * width]).Depth;
c = Color.Empty;
if(depth > 0 && depth <= 4000)
{
int depthdist = (int)((depth / 4090f) * 255f);
c = System.Drawing.Color.FromArgb((int)(depthdist / 2f), depthdist, (int)(depthdist * 0.7f));
}
ret[i] = c.B;
ret[i] = c.G;
ret[i] = c.R;
ret[i] = 255;
}
}
/* for (int i16 = 0, i32 = 0; i16 < depthFrame16.Length && i32 < depthFrame32.Length; i16 += 2, i32 += 4)
{
int player = depthFrame16[i16] & 0x07;
//if ((y - 1) * 320 + x * 4 == i16)
//{
// player = 8;
//}
int realDepth = (depthFrame16[i16 + 1] << 5) | (depthFrame16[i16] >> 3);
// transform 13-bit depth information into an 8-bit intensity appropriate
// for display (we disregard information in most significant bit)
byte intensity = (byte)(255 - (255 * realDepth / 0x0fff));
depthFrame32[i32 + RED_IDX] = 0;
depthFrame32[i32 + GREEN_IDX] = 0;
depthFrame32[i32 + BLUE_IDX] = 0;
// choose different display colors based on player
switch (player)
{
case 0:
depthFrame32[i32 + RED_IDX] = (byte)(intensity / 2);
depthFrame32[i32 + GREEN_IDX] = (byte)(intensity / 2);
depthFrame32[i32 + BLUE_IDX] = (byte)(intensity / 2);
break;
case 1:
depthFrame32[i32 + RED_IDX] = intensity;
break;
case 2:
depthFrame32[i32 + GREEN_IDX] = intensity;
break;
case 3:
depthFrame32[i32 + RED_IDX] = (byte)(intensity / 4);
depthFrame32[i32 + GREEN_IDX] = (byte)(intensity);
depthFrame32[i32 + BLUE_IDX] = (byte)(intensity);
break;
case 4:
depthFrame32[i32 + RED_IDX] = (byte)(intensity);
depthFrame32[i32 + GREEN_IDX] = (byte)(intensity);
depthFrame32[i32 + BLUE_IDX] = (byte)(intensity / 4);
break;
case 5:
depthFrame32[i32 + RED_IDX] = (byte)(intensity);
depthFrame32[i32 + GREEN_IDX] = (byte)(intensity / 4);
depthFrame32[i32 + BLUE_IDX] = (byte)(intensity);
break;
case 6:
depthFrame32[i32 + RED_IDX] = (byte)(intensity / 2);
depthFrame32[i32 + GREEN_IDX] = (byte)(intensity / 2);
depthFrame32[i32 + BLUE_IDX] = (byte)(intensity);
break;
case 7:
depthFrame32[i32 + RED_IDX] = (byte)(255 - intensity);
depthFrame32[i32 + GREEN_IDX] = (byte)(255 - intensity);
depthFrame32[i32 + BLUE_IDX] = (byte)(255 - intensity);
break;
case 8:
depthFrame32[i32 + RED_IDX] = 255;
depthFrame32[i32 + GREEN_IDX] = 0;
depthFrame32[i32 + BLUE_IDX] = 0;
break;
}
}
return depthFrame32;*
return ret;
}
internal byte[] ConvertDepthFrame(byte[] depthFrame16)
{
for (int i16 = 0, i32 = 0; i16 < depthFrame16.Length && i32 < depthFrame32.Length; i16 += 2, i32 += 4)
{
int realDepth = (depthFrame16[i16+1] << 8)|(depthFrame16[i16]);
//byte r = (byte)(realDepth >> 8);
//byte b = (byte)realDepth;
byte intensity = (byte)(255 - (255 * realDepth / 0x0fff));
depthFrame32[i32 + RED_IDX] = (byte)((intensity * -1) + 255);// (byte)(intensity / 2);
depthFrame32[i32 + GREEN_IDX] = (byte)((intensity * -1) + 255);// (byte)(intensity / 2);
depthFrame32[i32 + BLUE_IDX] = (byte)((intensity * -1) + 255);// (byte)(intensity / 2);
}
return depthFrame32;
}
internal byte[] ConvertDepthFrameHiddenPlayer(byte[] depthFrame16)
{
for (int i16 = 0, i32 = 0; i16 < depthFrame16.Length && i32 < depthFrame32.Length; i16 += 2, i32 += 4)
{
int realDepth = (depthFrame16[i16 + 1] << 5) | (depthFrame16[i16] >> 3);
//byte r = (byte)(realDepth >> 8);
//byte b = (byte)realDepth;
byte intensity = (byte)(255 - (255 * realDepth / 0x0fff));
depthFrame32[i32 + RED_IDX] = (byte)((intensity * -1) + 255);// (byte)(intensity / 2);
depthFrame32[i32 + GREEN_IDX] = (byte)((intensity * -1) + 255);// (byte)(intensity / 2);
depthFrame32[i32 + BLUE_IDX] = (byte)((intensity * -1) + 255);// (byte)(intensity / 2);
}
return depthFrame32;
}
}*/
}