Commit 530c8dc0 authored by Maxim Kostin's avatar Maxim Kostin

Fixing 'doc' buildbot job: removing trailing whitespaces and tab indents

Signed-off-by: 's avatarMaxim Kostin <v-maxkos@microsoft.com>
parent 22a30af3
......@@ -7,7 +7,7 @@ if defined VS120COMNTOOLS (
set VSTOOLS="%VS120COMNTOOLS%"
set VC_VER=120
set FOUND_VC=1
)
)
set VSTOOLS=%VSTOOLS:"=%
set "VSTOOLS=%VSTOOLS:\=/%"
......@@ -29,45 +29,45 @@ echo.
call %VSVARS%
if %FOUND_VC%==1 (
call:DoMSBuild ..\..\bin\WP\8.1\x86\OpenCV.sln Debug
call:DoMSBuild ..\..\bin\WP\8.1\x86\INSTALL.vcxproj Debug
call:DoMSBuild ..\..\bin\WP\8.1\x86\OpenCV.sln Release
call:DoMSBuild ..\..\bin\WP\8.1\x86\INSTALL.vcxproj Release
call:DoMSBuild ..\..\bin\WP\8.1\ARM\OpenCV.sln Debug
call:DoMSBuild ..\..\bin\WP\8.1\ARM\INSTALL.vcxproj Debug
call:DoMSBuild ..\..\bin\WP\8.1\ARM\OpenCV.sln Release
call:DoMSBuild ..\..\bin\WP\8.1\ARM\INSTALL.vcxproj Release
call:DoMSBuild ..\..\bin\WS\8.1\x86\OpenCV.sln Debug
call:DoMSBuild ..\..\bin\WS\8.1\x86\INSTALL.vcxproj Debug
call:DoMSBuild ..\..\bin\WS\8.1\x86\OpenCV.sln Release
call:DoMSBuild ..\..\bin\WS\8.1\x86\INSTALL.vcxproj Release
call:DoMSBuild ..\..\bin\WS\8.1\ARM\OpenCV.sln Debug
call:DoMSBuild ..\..\bin\WS\8.1\ARM\INSTALL.vcxproj Debug
call:DoMSBuild ..\..\bin\WS\8.1\ARM\OpenCV.sln Release
call:DoMSBuild ..\..\bin\WS\8.1\ARM\INSTALL.vcxproj Release
call:DoMSBuild ..\..\bin\WP\8.0\x86\OpenCV.sln Debug
call:DoMSBuild ..\..\bin\WP\8.0\x86\INSTALL.vcxproj Debug
call:DoMSBuild ..\..\bin\WP\8.0\x86\OpenCV.sln Release
call:DoMSBuild ..\..\bin\WP\8.0\x86\INSTALL.vcxproj Release
call:DoMSBuild ..\..\bin\WP\8.0\ARM\OpenCV.sln Debug
call:DoMSBuild ..\..\bin\WP\8.0\ARM\INSTALL.vcxproj Debug
call:DoMSBuild ..\..\bin\WP\8.0\ARM\OpenCV.sln Release
call:DoMSBuild ..\..\bin\WP\8.0\ARM\INSTALL.vcxproj Release
call:DoMSBuild ..\..\bin\WS\8.0\x86\OpenCV.sln Debug
call:DoMSBuild ..\..\bin\WS\8.0\x86\INSTALL.vcxproj Debug
call:DoMSBuild ..\..\bin\WS\8.0\x86\OpenCV.sln Release
call:DoMSBuild ..\..\bin\WS\8.0\x86\INSTALL.vcxproj Release
call:DoMSBuild ..\..\bin\WS\8.0\ARM\OpenCV.sln Debug
call:DoMSBuild ..\..\bin\WS\8.0\ARM\INSTALL.vcxproj Debug
call:DoMSBuild ..\..\bin\WS\8.0\ARM\OpenCV.sln Release
call:DoMSBuild ..\..\bin\WS\8.0\ARM\INSTALL.vcxproj Release
call:DoMSBuild ..\..\bin\WP\8.1\x86\OpenCV.sln Debug
call:DoMSBuild ..\..\bin\WP\8.1\x86\INSTALL.vcxproj Debug
call:DoMSBuild ..\..\bin\WP\8.1\x86\OpenCV.sln Release
call:DoMSBuild ..\..\bin\WP\8.1\x86\INSTALL.vcxproj Release
call:DoMSBuild ..\..\bin\WP\8.1\ARM\OpenCV.sln Debug
call:DoMSBuild ..\..\bin\WP\8.1\ARM\INSTALL.vcxproj Debug
call:DoMSBuild ..\..\bin\WP\8.1\ARM\OpenCV.sln Release
call:DoMSBuild ..\..\bin\WP\8.1\ARM\INSTALL.vcxproj Release
call:DoMSBuild ..\..\bin\WS\8.1\x86\OpenCV.sln Debug
call:DoMSBuild ..\..\bin\WS\8.1\x86\INSTALL.vcxproj Debug
call:DoMSBuild ..\..\bin\WS\8.1\x86\OpenCV.sln Release
call:DoMSBuild ..\..\bin\WS\8.1\x86\INSTALL.vcxproj Release
call:DoMSBuild ..\..\bin\WS\8.1\ARM\OpenCV.sln Debug
call:DoMSBuild ..\..\bin\WS\8.1\ARM\INSTALL.vcxproj Debug
call:DoMSBuild ..\..\bin\WS\8.1\ARM\OpenCV.sln Release
call:DoMSBuild ..\..\bin\WS\8.1\ARM\INSTALL.vcxproj Release
call:DoMSBuild ..\..\bin\WP\8.0\x86\OpenCV.sln Debug
call:DoMSBuild ..\..\bin\WP\8.0\x86\INSTALL.vcxproj Debug
call:DoMSBuild ..\..\bin\WP\8.0\x86\OpenCV.sln Release
call:DoMSBuild ..\..\bin\WP\8.0\x86\INSTALL.vcxproj Release
call:DoMSBuild ..\..\bin\WP\8.0\ARM\OpenCV.sln Debug
call:DoMSBuild ..\..\bin\WP\8.0\ARM\INSTALL.vcxproj Debug
call:DoMSBuild ..\..\bin\WP\8.0\ARM\OpenCV.sln Release
call:DoMSBuild ..\..\bin\WP\8.0\ARM\INSTALL.vcxproj Release
call:DoMSBuild ..\..\bin\WS\8.0\x86\OpenCV.sln Debug
call:DoMSBuild ..\..\bin\WS\8.0\x86\INSTALL.vcxproj Debug
call:DoMSBuild ..\..\bin\WS\8.0\x86\OpenCV.sln Release
call:DoMSBuild ..\..\bin\WS\8.0\x86\INSTALL.vcxproj Release
call:DoMSBuild ..\..\bin\WS\8.0\ARM\OpenCV.sln Debug
call:DoMSBuild ..\..\bin\WS\8.0\ARM\INSTALL.vcxproj Debug
call:DoMSBuild ..\..\bin\WS\8.0\ARM\OpenCV.sln Release
call:DoMSBuild ..\..\bin\WS\8.0\ARM\INSTALL.vcxproj Release
)
echo.&goto:EOF
......
......@@ -5,15 +5,15 @@ Requirements
============
CMake 3.1.0 or higher
Windows Phone/Store 8.1 Visual Studio 2013
Windows Phone/Store 8.0 Visual Studio 2012
Windows Phone/Store 8.0 Visual Studio 2012
For example, to be able to build all Windows Phone and Windows Store projects install the following:
Install Visual Studio 2013 Community Edition
http://go.microsoft.com/?linkid=9863608
http://go.microsoft.com/?linkid=9863608
Install Visual Studio Express 2012 for Windows Desktop
http://www.microsoft.com/en-us/download/details.aspx?id=34673
Install Visual Studio Express 2012 for Windows Desktop
http://www.microsoft.com/en-us/download/details.aspx?id=34673
......@@ -24,11 +24,11 @@ setup_winrt.bat "WP,WS" "8.0,8.1" "x86,ARM"
If everything's fine, a few minutes later you will get the following output in the opencv/bin directory:
bin
WP
8.0
bin
WP
8.0
ARM
x86
x86
8.1
ARM
x86
......@@ -38,7 +38,7 @@ bin
x86
8.1
ARM
x86
x86
Build the OpenCV.sln for the particular platform you are targeting. Due to the current limitations of CMake, separate x86/x64/ARM projects must be generated for each platform.
......@@ -48,8 +48,8 @@ You can also target a single specific configuration
Or a subset of configurations
setup_winrt.bat "WP,WS" "8.1" "x86"
To display the command line options for setup_winrt.bat
setup_winrt.bat -h
To display the command line options for setup_winrt.bat
setup_winrt.bat -h
Note that x64 CMake generation support is as follows:
------------------------------
......@@ -93,11 +93,10 @@ Windows Store 8.0 ARM
cmake -G "Visual Studio 12 2013 ARM" -DCMAKE_SYSTEM_NAME=WindowsStore -DCMAKE_SYSTEM_VERSION=8.0 <path-to-source>
Example
=======
======================================================
To generate Windows Phone 8.1 x86 project files in the opencv/bin dir
mkdir bin
cd bin
cmake -G "Visual Studio 12 2013" -DCMAKE_SYSTEM_NAME=WindowsPhone -DCMAKE_SYSTEM_VERSION=8.1 ../
cmake -G "Visual Studio 12 2013" -DCMAKE_SYSTEM_NAME=WindowsPhone -DCMAKE_SYSTEM_VERSION=8.1 ../
\ No newline at end of file
<#
Copyright Microsoft Open Technologies, Inc.
All Rights Reserved
All Rights Reserved
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND,
......@@ -110,11 +110,11 @@ function Call-MSBuild($path, $config)
L "Executing: $($command)"
msbuild $path /p:Configuration="$config" /m
if(-Not $?) {
if(-Not $?) {
Throw "Failure executing command: $($command)"
}
}
return $true
return $true
}
Function Execute() {
......@@ -122,10 +122,10 @@ Function Execute() {
ShowHelp
}
# Validating arguments.
# Validating arguments.
# This type of validation (rather than using ValidateSet()) is required to make .bat wrapper work
D "Input Platforms: $PLATFORMS_IN"
D "Input Platforms: $PLATFORMS_IN"
$platforms = New-Object System.Collections.ArrayList
$PLATFORMS_IN.Split("," ,[System.StringSplitOptions]::RemoveEmptyEntries) | ForEach {
$_ = $_.Trim()
......@@ -133,7 +133,7 @@ Function Execute() {
[void]$platforms.Add($_)
D "$_ is valid"
} else {
Throw "$($_) is not valid! Please use WP, WS"
Throw "$($_) is not valid! Please use WP, WS"
}
}
D "Processed Platforms: $platforms"
......@@ -144,9 +144,9 @@ Function Execute() {
$_ = $_.Trim()
if ("8.0","8.1" -Contains $_) {
[void]$versions.Add($_)
D "$_ is valid"
D "$_ is valid"
} else {
Throw "$($_) is not valid! Please use 8.0, 8.1"
Throw "$($_) is not valid! Please use 8.0, 8.1"
}
}
D "Processed Versions: $versions"
......@@ -159,7 +159,7 @@ Function Execute() {
$architectures.Add($_) > $null
D "$_ is valid"
} else {
Throw "$($_) is not valid! Please use x86, x64, ARM"
Throw "$($_) is not valid! Please use x86, x64, ARM"
}
}
D "Processed Architectures: $architectures"
......@@ -231,7 +231,7 @@ Function Execute() {
Push-Location -Path $path
L "Generating project:"
L "cmake -G $genName -DCMAKE_SYSTEM_NAME:String=$platName -DCMAKE_SYSTEM_VERSION:String=$vers -DCMAKE_VS_EFFECTIVE_PLATFORMS:String=$arch -DCMAKE_INSTALL_PREFIX:PATH=$installPath $SRC"
L "cmake -G $genName -DCMAKE_SYSTEM_NAME:String=$platName -DCMAKE_SYSTEM_VERSION:String=$vers -DCMAKE_VS_EFFECTIVE_PLATFORMS:String=$arch -DCMAKE_INSTALL_PREFIX:PATH=$installPath $SRC"
cmake -G $genName -DCMAKE_SYSTEM_NAME:String=$platName -DCMAKE_SYSTEM_VERSION:String=$vers -DCMAKE_VS_EFFECTIVE_PLATFORMS:String=$arch -DCMAKE_INSTALL_PREFIX:PATH=$installPath $SRC
L "-----------------------------------------------"
......@@ -273,8 +273,8 @@ Function Execute() {
Function ShowHelp() {
Write-Host "Configures OpenCV and generates projects for specified verion of Visual Studio/platforms/architectures."
Write-Host "Must be executed from the sources folder containing main CMakeLists configuration."
Write-Host "Parameter keys can be shortened down to a signle symbol (e.g. '-a') and are not case sensitive."
Write-Host "Proper parameter sequensing is required when omitting keys."
Write-Host "Parameter keys can be shortened down to a single symbol (e.g. '-a') and are not case sensitive."
Write-Host "Proper parameter sequencing is required when omitting keys."
Write-Host "Generates the following folder structure, depending on the supplied parameters: "
Write-Host " bin/ "
Write-Host " | "
......@@ -286,7 +286,7 @@ Function ShowHelp() {
Write-Host " | | |-x86 "
Write-Host " | | |-x64 "
Write-Host " | | |-ARM "
Write-Host " "
Write-Host " "
Write-Host " USAGE: "
Write-Host " Calling:"
Write-Host " PS> setup_winrt.ps1 [params]"
......@@ -310,7 +310,7 @@ Function ShowHelp() {
Write-Host " version - Array of platform versions. "
Write-Host " Default: 8.1 "
Write-Host " Example: '8.0,8.1' "
Write-Host " Options: 8.0, 8.1. Available options may be limited depending on your local setup (e.g. SDK availability). "
Write-Host " Options: 8.0, 8.1. Available options may be limited depending on your local setup (e.g. SDK availability). "
Write-Host " Note that you'll need to use quotes to specify more than one version. "
Write-Host " architecture - Array of target architectures to build for. "
Write-Host " Default: x86 "
......
/* this ALWAYS GENERATED file contains the definitions for the interfaces */
/* File created by MIDL compiler version 8.00.0603 */
/* at Tue Jan 20 15:16:38 2015
*/
/* Compiler settings for C:\Users\MAXIM~1.KOS\AppData\Local\Temp\OcvImageManipulations.idl-a5dae736:
Oicf, W1, Zp8, env=Win32 (32b run), target_arch=X86 8.00.0603
protocol : dce , ms_ext, c_ext, robust
error checks: allocation ref bounds_check enum stub_data
VC __declspec() decoration level:
__declspec(uuid()), __declspec(selectany), __declspec(novtable)
DECLSPEC_UUID(), MIDL_INTERFACE()
*/
/* @@MIDL_FILE_HEADING( ) */
#pragma warning( disable: 4049 ) /* more than 64k source lines */
/* verify that the <rpcndr.h> version is high enough to compile this file*/
#ifndef __REQUIRED_RPCNDR_H_VERSION__
#define __REQUIRED_RPCNDR_H_VERSION__ 475
#endif
#include "rpc.h"
#include "rpcndr.h"
#ifndef __RPCNDR_H_VERSION__
#error this stub requires an updated version of <rpcndr.h>
#endif // __RPCNDR_H_VERSION__
#ifndef __OcvImageManipulations_h__
#define __OcvImageManipulations_h__
#if defined(_MSC_VER) && (_MSC_VER >= 1020)
#pragma once
#endif
#if defined(__cplusplus)
#if defined(__MIDL_USE_C_ENUM)
#define MIDL_ENUM enum
#else
#define MIDL_ENUM enum class
#endif
#endif
/* Forward Declarations */
/* header files for imported files */
#include "Windows.Media.h"
#ifdef __cplusplus
extern "C"{
#endif
/* interface __MIDL_itf_OcvImageManipulations_0000_0000 */
/* [local] */
#pragma warning(push)
#pragma warning(disable:4001)
#pragma once
#pragma warning(pop)
#ifndef RUNTIMECLASS_OcvTransform_OcvImageManipulations_DEFINED
#define RUNTIMECLASS_OcvTransform_OcvImageManipulations_DEFINED
extern const __declspec(selectany) _Null_terminated_ WCHAR RuntimeClass_OcvTransform_OcvImageManipulations[] = L"OcvTransform.OcvImageManipulations";
#endif
/* interface __MIDL_itf_OcvImageManipulations_0000_0000 */
/* [local] */
extern RPC_IF_HANDLE __MIDL_itf_OcvImageManipulations_0000_0000_v0_0_c_ifspec;
extern RPC_IF_HANDLE __MIDL_itf_OcvImageManipulations_0000_0000_v0_0_s_ifspec;
/* Additional Prototypes for ALL interfaces */
/* end of Additional Prototypes */
#ifdef __cplusplus
}
#endif
#endif
......@@ -131,7 +131,7 @@ cv::Mat OcvImageProcessing::MainPage::ApplyFindFeaturesFilter(const cv::Mat& ima
{
cv::Mat result;
cv::Mat intermediateMat;
cv::Ptr<cv::FastFeatureDetector> detector = cv::FastFeatureDetector::create(50);
cv::Ptr<cv::FastFeatureDetector> detector = cv::FastFeatureDetector::create(50);
std::vector<cv::KeyPoint> features;
image.copyTo(result);
......
Building OpenCV WinRT Samples
=============================
Samples are created to run against x86 architecture OpenCV binaries.
Samples are created to run against x86 architecture OpenCV binaries.
Please follow the instructions in "platforms/winrt/readme.txt" to generate and build OpenCV for WinRT.
\ No newline at end of file
......@@ -31,8 +31,8 @@ using namespace Windows::UI::Xaml::Navigation;
/// </summary>
App::App()
{
InitializeComponent();
Suspending += ref new SuspendingEventHandler(this, &App::OnSuspending);
InitializeComponent();
Suspending += ref new SuspendingEventHandler(this, &App::OnSuspending);
}
/// <summary>
......@@ -44,61 +44,61 @@ App::App()
void App::OnLaunched(LaunchActivatedEventArgs^ e)
{
#if _DEBUG
if (IsDebuggerPresent())
{
DebugSettings->EnableFrameRateCounter = true;
}
if (IsDebuggerPresent())
{
DebugSettings->EnableFrameRateCounter = true;
}
#endif
auto rootFrame = dynamic_cast<Frame^>(Window::Current->Content);
// Do not repeat app initialization when the Window already has content,
// just ensure that the window is active.
if (rootFrame == nullptr)
{
// Create a Frame to act as the navigation context and associate it with
// a SuspensionManager key
rootFrame = ref new Frame();
// TODO: Change this value to a cache size that is appropriate for your application.
rootFrame->CacheSize = 1;
if (e->PreviousExecutionState == ApplicationExecutionState::Terminated)
{
// TODO: Restore the saved session state only when appropriate, scheduling the
// final launch steps after the restore is complete.
}
// Place the frame in the current Window
Window::Current->Content = rootFrame;
}
if (rootFrame->Content == nullptr)
{
// Removes the turnstile navigation for startup.
if (rootFrame->ContentTransitions != nullptr)
{
_transitions = ref new TransitionCollection();
for (auto transition : rootFrame->ContentTransitions)
{
_transitions->Append(transition);
}
}
rootFrame->ContentTransitions = nullptr;
_firstNavigatedToken = rootFrame->Navigated += ref new NavigatedEventHandler(this, &App::RootFrame_FirstNavigated);
// When the navigation stack isn't restored navigate to the first page,
// configuring the new page by passing required information as a navigation
// parameter.
if (!rootFrame->Navigate(MainPage::typeid, e->Arguments))
{
throw ref new FailureException("Failed to create initial page");
}
}
// Ensure the current window is active
Window::Current->Activate();
auto rootFrame = dynamic_cast<Frame^>(Window::Current->Content);
// Do not repeat app initialization when the Window already has content,
// just ensure that the window is active.
if (rootFrame == nullptr)
{
// Create a Frame to act as the navigation context and associate it with
// a SuspensionManager key
rootFrame = ref new Frame();
// TODO: Change this value to a cache size that is appropriate for your application.
rootFrame->CacheSize = 1;
if (e->PreviousExecutionState == ApplicationExecutionState::Terminated)
{
// TODO: Restore the saved session state only when appropriate, scheduling the
// final launch steps after the restore is complete.
}
// Place the frame in the current Window
Window::Current->Content = rootFrame;
}
if (rootFrame->Content == nullptr)
{
// Removes the turnstile navigation for startup.
if (rootFrame->ContentTransitions != nullptr)
{
_transitions = ref new TransitionCollection();
for (auto transition : rootFrame->ContentTransitions)
{
_transitions->Append(transition);
}
}
rootFrame->ContentTransitions = nullptr;
_firstNavigatedToken = rootFrame->Navigated += ref new NavigatedEventHandler(this, &App::RootFrame_FirstNavigated);
// When the navigation stack isn't restored navigate to the first page,
// configuring the new page by passing required information as a navigation
// parameter.
if (!rootFrame->Navigate(MainPage::typeid, e->Arguments))
{
throw ref new FailureException("Failed to create initial page");
}
}
// Ensure the current window is active
Window::Current->Activate();
}
/// <summary>
......@@ -106,21 +106,21 @@ void App::OnLaunched(LaunchActivatedEventArgs^ e)
/// </summary>
void App::RootFrame_FirstNavigated(Object^ sender, NavigationEventArgs^ e)
{
auto rootFrame = safe_cast<Frame^>(sender);
TransitionCollection^ newTransitions;
if (_transitions == nullptr)
{
newTransitions = ref new TransitionCollection();
newTransitions->Append(ref new NavigationThemeTransition());
}
else
{
newTransitions = _transitions;
}
rootFrame->ContentTransitions = newTransitions;
rootFrame->Navigated -= _firstNavigatedToken;
auto rootFrame = safe_cast<Frame^>(sender);
TransitionCollection^ newTransitions;
if (_transitions == nullptr)
{
newTransitions = ref new TransitionCollection();
newTransitions->Append(ref new NavigationThemeTransition());
}
else
{
newTransitions = _transitions;
}
rootFrame->ContentTransitions = newTransitions;
rootFrame->Navigated -= _firstNavigatedToken;
}
/// <summary>
......@@ -130,8 +130,8 @@ void App::RootFrame_FirstNavigated(Object^ sender, NavigationEventArgs^ e)
/// </summary>
void App::OnSuspending(Object^ sender, SuspendingEventArgs^ e)
{
(void) sender; // Unused parameter
(void) e; // Unused parameter
(void) sender; // Unused parameter
(void) e; // Unused parameter
// TODO: Save application state and stop any background activity
// TODO: Save application state and stop any background activity
}
\ No newline at end of file
......@@ -9,21 +9,21 @@
namespace PhoneTutorial
{
/// <summary>
/// Provides application-specific behavior to supplement the default Application class.
/// </summary>
ref class App sealed
{
public:
App();
/// <summary>
/// Provides application-specific behavior to supplement the default Application class.
/// </summary>
ref class App sealed
{
public:
App();
virtual void OnLaunched(Windows::ApplicationModel::Activation::LaunchActivatedEventArgs^ e) override;
virtual void OnLaunched(Windows::ApplicationModel::Activation::LaunchActivatedEventArgs^ e) override;
private:
Windows::UI::Xaml::Media::Animation::TransitionCollection^ _transitions;
Windows::Foundation::EventRegistrationToken _firstNavigatedToken;
private:
Windows::UI::Xaml::Media::Animation::TransitionCollection^ _transitions;
Windows::Foundation::EventRegistrationToken _firstNavigatedToken;
void OnSuspending(Platform::Object^ sender, Windows::ApplicationModel::SuspendingEventArgs^ e);
void RootFrame_FirstNavigated(Platform::Object^ sender, Windows::UI::Xaml::Navigation::NavigationEventArgs^ e);
};
void OnSuspending(Platform::Object^ sender, Windows::ApplicationModel::SuspendingEventArgs^ e);
void RootFrame_FirstNavigated(Platform::Object^ sender, Windows::UI::Xaml::Navigation::NavigationEventArgs^ e);
};
}
......@@ -9,16 +9,16 @@
namespace PhoneTutorial
{
/// <summary>
/// An empty page that can be used on its own or navigated to within a Frame.
/// </summary>
public ref class MainPage sealed
{
public:
MainPage();
/// <summary>
/// An empty page that can be used on its own or navigated to within a Frame.
/// </summary>
public ref class MainPage sealed
{
public:
MainPage();
protected:
virtual void OnNavigatedTo(Windows::UI::Xaml::Navigation::NavigationEventArgs^ e) override;
protected:
virtual void OnNavigatedTo(Windows::UI::Xaml::Navigation::NavigationEventArgs^ e) override;
private:
Windows::UI::Xaml::Media::Imaging::WriteableBitmap^ m_bitmap;
......
......@@ -26,6 +26,6 @@
<!--Add required OpenCV libs here-->
<AdditionalDependencies>opencv_core300$(DebugSuffix).lib;opencv_imgproc300$(DebugSuffix).lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(OpenCV_Lib);%(AdditionalLibraryDirectories);</AdditionalLibraryDirectories>
</Link>
</Link>
</ItemDefinitionGroup>
</Project>
\ No newline at end of file
Building OpenCV WinRT Universal Samples
=======================================
Samples are created to run against x86 architecture OpenCV binaries.
Samples are created to run against x86 architecture OpenCV binaries.
Please follow the instructions in "platforms/winrt/readme.txt" to generate and build OpenCV for WinRT.
\ No newline at end of file
<phone:PhoneApplicationPage
x:Class="PhoneXamlDirect3DApp1.MainPage"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:phone="clr-namespace:Microsoft.Phone.Controls;assembly=Microsoft.Phone"
xmlns:shell="clr-namespace:Microsoft.Phone.Shell;assembly=Microsoft.Phone"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
mc:Ignorable="d"
FontFamily="{StaticResource PhoneFontFamilyNormal}"
FontSize="{StaticResource PhoneFontSizeNormal}"
Foreground="{StaticResource PhoneForegroundBrush}"
SupportedOrientations="Portrait" Orientation="Portrait"
shell:SystemTray.IsVisible="True">
<phone:PhoneApplicationPage x:Class="PhoneXamlDirect3DApp1.MainPage"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:phone="clr-namespace:Microsoft.Phone.Controls;assembly=Microsoft.Phone"
xmlns:shell="clr-namespace:Microsoft.Phone.Shell;assembly=Microsoft.Phone"
FontFamily="{StaticResource PhoneFontFamilyNormal}"
FontSize="{StaticResource PhoneFontSizeNormal}"
Foreground="{StaticResource PhoneForegroundBrush}"
Orientation="Portrait"
SupportedOrientations="Portrait"
shell:SystemTray.IsVisible="True"
mc:Ignorable="d">
<!--LayoutRoot is the root grid where all page content is placed-->
<!-- LayoutRoot is the root grid where all page content is placed -->
<Grid x:Name="LayoutRoot" Background="Transparent">
<DrawingSurface x:Name="DrawingSurface" Loaded="DrawingSurface_Loaded" />
<StackPanel Margin="40">
<RadioButton x:Name="Normal" Content="Normal" GroupName="Group1"
Checked="RadioButton_Checked" IsChecked="True"/>
<RadioButton x:Name="Gray" Content="Gray" GroupName="Group1"
Checked="RadioButton_Checked"/>
<RadioButton x:Name="Canny" Content="Canny" GroupName="Group1"
Checked="RadioButton_Checked"/>
<RadioButton x:Name="Sepia" Content="Sepia" GroupName="Group1"
Checked="RadioButton_Checked"/>
<RadioButton x:Name="Features" Content="Features" GroupName="Group1"
Checked="RadioButton_Checked"/>
<RadioButton x:Name="Normal"
Checked="RadioButton_Checked"
Content="Normal"
GroupName="Group1"
IsChecked="True" />
<RadioButton x:Name="Gray"
Checked="RadioButton_Checked"
Content="Gray"
GroupName="Group1" />
<RadioButton x:Name="Canny"
Checked="RadioButton_Checked"
Content="Canny"
GroupName="Group1" />
<RadioButton x:Name="Sepia"
Checked="RadioButton_Checked"
Content="Sepia"
GroupName="Group1" />
<RadioButton x:Name="Features"
Checked="RadioButton_Checked"
Content="Features"
GroupName="Group1" />
<StackPanel Orientation="Horizontal" Margin="20,0,0,0">
<TextBlock Text="Memory: "/>
<TextBlock x:Name="MemoryTextBlock"/>
<TextBlock Text=" MB"/>
<StackPanel Margin="20,0,0,0" Orientation="Horizontal">
<TextBlock Text="Memory: " />
<TextBlock x:Name="MemoryTextBlock" />
<TextBlock Text=" MB" />
</StackPanel>
<StackPanel Orientation="Horizontal" Margin="20,0,0,0">
<TextBlock Text="Peak Memory: "/>
<TextBlock x:Name="PeakMemoryTextBlock"/>
<TextBlock Text=" MB"/>
<StackPanel Margin="20,0,0,0" Orientation="Horizontal">
<TextBlock Text="Peak Memory: " />
<TextBlock x:Name="PeakMemoryTextBlock" />
<TextBlock Text=" MB" />
</StackPanel>
</StackPanel>
......
......@@ -88,7 +88,7 @@ namespace PhoneXamlDirect3DApp1
{
try
{
// These are TextBlock controls that are created in the page’s XAML file.
// These are TextBlock controls that are created in the page’s XAML file.
float value = DeviceStatus.ApplicationCurrentMemoryUsage / (1024.0f * 1024.0f) ;
MemoryTextBlock.Text = value.ToString();
value = DeviceStatus.ApplicationPeakMemoryUsage / (1024.0f * 1024.0f);
......@@ -99,5 +99,5 @@ namespace PhoneXamlDirect3DApp1
MemoryTextBlock.Text = ex.Message;
}
}
}
}
}
\ No newline at end of file
......@@ -3,7 +3,7 @@ using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Resources;
// General Information about an assembly is controlled through the following
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("PhoneXamlDirect3DApp1")]
......@@ -15,8 +15,8 @@ using System.Resources;
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
......@@ -26,11 +26,11 @@ using System.Resources;
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Revision and Build Numbers
// You can specify all the values or you can default the Revision and Build Numbers
// by using the '*' as shown below:
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]
......
......@@ -6,71 +6,71 @@
ref class BasicTimer sealed
{
public:
// Initializes internal timer values.
BasicTimer()
{
if (!QueryPerformanceFrequency(&m_frequency))
{
throw ref new Platform::FailureException();
}
Reset();
}
// Reset the timer to initial values.
void Reset()
{
Update();
m_startTime = m_currentTime;
m_total = 0.0f;
m_delta = 1.0f / 60.0f;
}
// Update the timer's internal values.
void Update()
{
if (!QueryPerformanceCounter(&m_currentTime))
{
throw ref new Platform::FailureException();
}
m_total = static_cast<float>(
static_cast<double>(m_currentTime.QuadPart - m_startTime.QuadPart) /
static_cast<double>(m_frequency.QuadPart)
);
if (m_lastTime.QuadPart == m_startTime.QuadPart)
{
// If the timer was just reset, report a time delta equivalent to 60Hz frame time.
m_delta = 1.0f / 60.0f;
}
else
{
m_delta = static_cast<float>(
static_cast<double>(m_currentTime.QuadPart - m_lastTime.QuadPart) /
static_cast<double>(m_frequency.QuadPart)
);
}
m_lastTime = m_currentTime;
}
// Duration in seconds between the last call to Reset() and the last call to Update().
property float Total
{
float get() { return m_total; }
}
// Duration in seconds between the previous two calls to Update().
property float Delta
{
float get() { return m_delta; }
}
// Initializes internal timer values.
BasicTimer()
{
if (!QueryPerformanceFrequency(&m_frequency))
{
throw ref new Platform::FailureException();
}
Reset();
}
// Reset the timer to initial values.
void Reset()
{
Update();
m_startTime = m_currentTime;
m_total = 0.0f;
m_delta = 1.0f / 60.0f;
}
// Update the timer's internal values.
void Update()
{
if (!QueryPerformanceCounter(&m_currentTime))
{
throw ref new Platform::FailureException();
}
m_total = static_cast<float>(
static_cast<double>(m_currentTime.QuadPart - m_startTime.QuadPart) /
static_cast<double>(m_frequency.QuadPart)
);
if (m_lastTime.QuadPart == m_startTime.QuadPart)
{
// If the timer was just reset, report a time delta equivalent to 60Hz frame time.
m_delta = 1.0f / 60.0f;
}
else
{
m_delta = static_cast<float>(
static_cast<double>(m_currentTime.QuadPart - m_lastTime.QuadPart) /
static_cast<double>(m_frequency.QuadPart)
);
}
m_lastTime = m_currentTime;
}
// Duration in seconds between the last call to Reset() and the last call to Update().
property float Total
{
float get() { return m_total; }
}
// Duration in seconds between the previous two calls to Update().
property float Delta
{
float get() { return m_delta; }
}
private:
LARGE_INTEGER m_frequency;
LARGE_INTEGER m_currentTime;
LARGE_INTEGER m_startTime;
LARGE_INTEGER m_lastTime;
float m_total;
float m_delta;
LARGE_INTEGER m_frequency;
LARGE_INTEGER m_currentTime;
LARGE_INTEGER m_startTime;
LARGE_INTEGER m_lastTime;
float m_total;
float m_delta;
};
......@@ -15,148 +15,148 @@ Direct3DBase::Direct3DBase()
// Initialize the Direct3D resources required to run.
void Direct3DBase::Initialize()
{
CreateDeviceResources();
CreateDeviceResources();
}
// These are the resources that depend on the device.
void Direct3DBase::CreateDeviceResources()
{
// This flag adds support for surfaces with a different color channel ordering
// than the API default. It is required for compatibility with Direct2D.
UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
// This flag adds support for surfaces with a different color channel ordering
// than the API default. It is required for compatibility with Direct2D.
UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
#if defined(_DEBUG)
// If the project is in a debug build, enable debugging via SDK Layers with this flag.
creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
// If the project is in a debug build, enable debugging via SDK Layers with this flag.
creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
// This array defines the set of DirectX hardware feature levels this app will support.
// Note the ordering should be preserved.
// Don't forget to declare your application's minimum required feature level in its
// description. All applications are assumed to support 9.1 unless otherwise stated.
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3
};
// Create the Direct3D 11 API device object and a corresponding context.
ComPtr<ID3D11Device> device;
ComPtr<ID3D11DeviceContext> context;
DX::ThrowIfFailed(
D3D11CreateDevice(
nullptr, // Specify nullptr to use the default adapter.
D3D_DRIVER_TYPE_HARDWARE,
nullptr,
creationFlags, // Set set debug and Direct2D compatibility flags.
featureLevels, // List of feature levels this app can support.
ARRAYSIZE(featureLevels),
D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION.
&device, // Returns the Direct3D device created.
&m_featureLevel, // Returns feature level of device created.
&context // Returns the device immediate context.
)
);
// Get the Direct3D 11.1 API device and context interfaces.
DX::ThrowIfFailed(
device.As(&m_d3dDevice)
);
DX::ThrowIfFailed(
context.As(&m_d3dContext)
);
// This array defines the set of DirectX hardware feature levels this app will support.
// Note the ordering should be preserved.
// Don't forget to declare your application's minimum required feature level in its
// description. All applications are assumed to support 9.1 unless otherwise stated.
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3
};
// Create the Direct3D 11 API device object and a corresponding context.
ComPtr<ID3D11Device> device;
ComPtr<ID3D11DeviceContext> context;
DX::ThrowIfFailed(
D3D11CreateDevice(
nullptr, // Specify nullptr to use the default adapter.
D3D_DRIVER_TYPE_HARDWARE,
nullptr,
creationFlags, // Set set debug and Direct2D compatibility flags.
featureLevels, // List of feature levels this app can support.
ARRAYSIZE(featureLevels),
D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION.
&device, // Returns the Direct3D device created.
&m_featureLevel, // Returns feature level of device created.
&context // Returns the device immediate context.
)
);
// Get the Direct3D 11.1 API device and context interfaces.
DX::ThrowIfFailed(
device.As(&m_d3dDevice)
);
DX::ThrowIfFailed(
context.As(&m_d3dContext)
);
}
// Allocate all memory resources that depend on the window size.
void Direct3DBase::CreateWindowSizeDependentResources()
{
// Create a descriptor for the render target buffer.
CD3D11_TEXTURE2D_DESC renderTargetDesc(
DXGI_FORMAT_B8G8R8A8_UNORM,
static_cast<UINT>(m_renderTargetSize.Width),
static_cast<UINT>(m_renderTargetSize.Height),
1,
1,
D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE
);
renderTargetDesc.MiscFlags = D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX | D3D11_RESOURCE_MISC_SHARED_NTHANDLE;
// Allocate a 2-D surface as the render target buffer.
DX::ThrowIfFailed(
m_d3dDevice->CreateTexture2D(
&renderTargetDesc,
nullptr,
&m_renderTarget
)
);
DX::ThrowIfFailed(
m_d3dDevice->CreateRenderTargetView(
m_renderTarget.Get(),
nullptr,
&m_renderTargetView
)
);
// Create a depth stencil view.
CD3D11_TEXTURE2D_DESC depthStencilDesc(
DXGI_FORMAT_D24_UNORM_S8_UINT,
static_cast<UINT>(m_renderTargetSize.Width),
static_cast<UINT>(m_renderTargetSize.Height),
1,
1,
D3D11_BIND_DEPTH_STENCIL
);
ComPtr<ID3D11Texture2D> depthStencil;
DX::ThrowIfFailed(
m_d3dDevice->CreateTexture2D(
&depthStencilDesc,
nullptr,
&depthStencil
)
);
CD3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc(D3D11_DSV_DIMENSION_TEXTURE2D);
DX::ThrowIfFailed(
m_d3dDevice->CreateDepthStencilView(
depthStencil.Get(),
&depthStencilViewDesc,
&m_depthStencilView
)
);
// Set the rendering viewport to target the entire window.
CD3D11_VIEWPORT viewport(
0.0f,
0.0f,
m_renderTargetSize.Width,
m_renderTargetSize.Height
);
m_d3dContext->RSSetViewports(1, &viewport);
// Create a descriptor for the render target buffer.
CD3D11_TEXTURE2D_DESC renderTargetDesc(
DXGI_FORMAT_B8G8R8A8_UNORM,
static_cast<UINT>(m_renderTargetSize.Width),
static_cast<UINT>(m_renderTargetSize.Height),
1,
1,
D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE
);
renderTargetDesc.MiscFlags = D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX | D3D11_RESOURCE_MISC_SHARED_NTHANDLE;
// Allocate a 2-D surface as the render target buffer.
DX::ThrowIfFailed(
m_d3dDevice->CreateTexture2D(
&renderTargetDesc,
nullptr,
&m_renderTarget
)
);
DX::ThrowIfFailed(
m_d3dDevice->CreateRenderTargetView(
m_renderTarget.Get(),
nullptr,
&m_renderTargetView
)
);
// Create a depth stencil view.
CD3D11_TEXTURE2D_DESC depthStencilDesc(
DXGI_FORMAT_D24_UNORM_S8_UINT,
static_cast<UINT>(m_renderTargetSize.Width),
static_cast<UINT>(m_renderTargetSize.Height),
1,
1,
D3D11_BIND_DEPTH_STENCIL
);
ComPtr<ID3D11Texture2D> depthStencil;
DX::ThrowIfFailed(
m_d3dDevice->CreateTexture2D(
&depthStencilDesc,
nullptr,
&depthStencil
)
);
CD3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc(D3D11_DSV_DIMENSION_TEXTURE2D);
DX::ThrowIfFailed(
m_d3dDevice->CreateDepthStencilView(
depthStencil.Get(),
&depthStencilViewDesc,
&m_depthStencilView
)
);
// Set the rendering viewport to target the entire window.
CD3D11_VIEWPORT viewport(
0.0f,
0.0f,
m_renderTargetSize.Width,
m_renderTargetSize.Height
);
m_d3dContext->RSSetViewports(1, &viewport);
}
void Direct3DBase::UpdateForRenderResolutionChange(float width, float height)
{
m_renderTargetSize.Width = width;
m_renderTargetSize.Height = height;
ID3D11RenderTargetView* nullViews[] = {nullptr};
m_d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr);
m_renderTarget = nullptr;
m_renderTargetView = nullptr;
m_depthStencilView = nullptr;
m_d3dContext->Flush();
CreateWindowSizeDependentResources();
m_renderTargetSize.Width = width;
m_renderTargetSize.Height = height;
ID3D11RenderTargetView* nullViews[] = {nullptr};
m_d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr);
m_renderTarget = nullptr;
m_renderTargetView = nullptr;
m_depthStencilView = nullptr;
m_d3dContext->Flush();
CreateWindowSizeDependentResources();
}
void Direct3DBase::UpdateForWindowSizeChange(float width, float height)
{
m_windowBounds.Width = width;
m_windowBounds.Height = height;
m_windowBounds.Width = width;
m_windowBounds.Height = height;
}
......@@ -6,32 +6,32 @@
ref class Direct3DBase abstract
{
internal:
Direct3DBase();
Direct3DBase();
public:
virtual void Initialize();
virtual void CreateDeviceResources();
virtual void CreateWindowSizeDependentResources();
virtual void UpdateForRenderResolutionChange(float width, float height);
virtual void UpdateForWindowSizeChange(float width, float height);
virtual void Render() = 0;
virtual void Initialize();
virtual void CreateDeviceResources();
virtual void CreateWindowSizeDependentResources();
virtual void UpdateForRenderResolutionChange(float width, float height);
virtual void UpdateForWindowSizeChange(float width, float height);
virtual void Render() = 0;
internal:
virtual ID3D11Texture2D* GetTexture()
{
return m_renderTarget.Get();
}
virtual ID3D11Texture2D* GetTexture()
{
return m_renderTarget.Get();
}
protected private:
// Direct3D Objects.
Microsoft::WRL::ComPtr<ID3D11Device1> m_d3dDevice;
Microsoft::WRL::ComPtr<ID3D11DeviceContext1> m_d3dContext;
Microsoft::WRL::ComPtr<ID3D11Texture2D> m_renderTarget;
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> m_renderTargetView;
Microsoft::WRL::ComPtr<ID3D11DepthStencilView> m_depthStencilView;
// Direct3D Objects.
Microsoft::WRL::ComPtr<ID3D11Device1> m_d3dDevice;
Microsoft::WRL::ComPtr<ID3D11DeviceContext1> m_d3dContext;
Microsoft::WRL::ComPtr<ID3D11Texture2D> m_renderTarget;
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> m_renderTargetView;
Microsoft::WRL::ComPtr<ID3D11DepthStencilView> m_depthStencilView;
// Cached renderer properties.
D3D_FEATURE_LEVEL m_featureLevel;
Windows::Foundation::Size m_renderTargetSize;
Windows::Foundation::Rect m_windowBounds;
// Cached renderer properties.
D3D_FEATURE_LEVEL m_featureLevel;
Windows::Foundation::Size m_renderTargetSize;
Windows::Foundation::Rect m_windowBounds;
};
\ No newline at end of file
......@@ -4,74 +4,74 @@
using namespace PhoneXamlDirect3DApp1Comp;
Direct3DContentProvider::Direct3DContentProvider(Direct3DInterop^ controller) :
m_controller(controller)
m_controller(controller)
{
m_controller->RequestAdditionalFrame += ref new RequestAdditionalFrameHandler([=] ()
{
if (m_host)
{
m_host->RequestAdditionalFrame();
}
});
m_controller->RecreateSynchronizedTexture += ref new RecreateSynchronizedTextureHandler([=] ()
{
if (m_host)
{
m_host->CreateSynchronizedTexture(m_controller->GetTexture(), &m_synchronizedTexture);
}
});
m_controller->RequestAdditionalFrame += ref new RequestAdditionalFrameHandler([=] ()
{
if (m_host)
{
m_host->RequestAdditionalFrame();
}
});
m_controller->RecreateSynchronizedTexture += ref new RecreateSynchronizedTextureHandler([=] ()
{
if (m_host)
{
m_host->CreateSynchronizedTexture(m_controller->GetTexture(), &m_synchronizedTexture);
}
});
}
// IDrawingSurfaceContentProviderNative interface
HRESULT Direct3DContentProvider::Connect(_In_ IDrawingSurfaceRuntimeHostNative* host)
{
m_host = host;
m_host = host;
return m_controller->Connect(host);
return m_controller->Connect(host);
}
void Direct3DContentProvider::Disconnect()
{
m_controller->Disconnect();
m_host = nullptr;
m_synchronizedTexture = nullptr;
m_controller->Disconnect();
m_host = nullptr;
m_synchronizedTexture = nullptr;
}
HRESULT Direct3DContentProvider::PrepareResources(_In_ const LARGE_INTEGER* presentTargetTime, _Out_ BOOL* contentDirty)
{
return m_controller->PrepareResources(presentTargetTime, contentDirty);
return m_controller->PrepareResources(presentTargetTime, contentDirty);
}
HRESULT Direct3DContentProvider::GetTexture(_In_ const DrawingSurfaceSizeF* size, _Out_ IDrawingSurfaceSynchronizedTextureNative** synchronizedTexture, _Out_ DrawingSurfaceRectF* textureSubRectangle)
{
HRESULT hr = S_OK;
HRESULT hr = S_OK;
if (!m_synchronizedTexture)
{
hr = m_host->CreateSynchronizedTexture(m_controller->GetTexture(), &m_synchronizedTexture);
}
if (!m_synchronizedTexture)
{
hr = m_host->CreateSynchronizedTexture(m_controller->GetTexture(), &m_synchronizedTexture);
}
// Set output parameters.
textureSubRectangle->left = 0.0f;
textureSubRectangle->top = 0.0f;
textureSubRectangle->right = static_cast<FLOAT>(size->width);
textureSubRectangle->bottom = static_cast<FLOAT>(size->height);
// Set output parameters.
textureSubRectangle->left = 0.0f;
textureSubRectangle->top = 0.0f;
textureSubRectangle->right = static_cast<FLOAT>(size->width);
textureSubRectangle->bottom = static_cast<FLOAT>(size->height);
m_synchronizedTexture.CopyTo(synchronizedTexture);
m_synchronizedTexture.CopyTo(synchronizedTexture);
// Draw to the texture.
if (SUCCEEDED(hr))
{
hr = m_synchronizedTexture->BeginDraw();
// Draw to the texture.
if (SUCCEEDED(hr))
{
hr = m_synchronizedTexture->BeginDraw();
if (SUCCEEDED(hr))
{
hr = m_controller->GetTexture(size, synchronizedTexture, textureSubRectangle);
}
if (SUCCEEDED(hr))
{
hr = m_controller->GetTexture(size, synchronizedTexture, textureSubRectangle);
}
m_synchronizedTexture->EndDraw();
}
m_synchronizedTexture->EndDraw();
}
return hr;
return hr;
}
\ No newline at end of file
......@@ -8,26 +8,26 @@
#include "Direct3DInterop.h"
class Direct3DContentProvider : public Microsoft::WRL::RuntimeClass<
Microsoft::WRL::RuntimeClassFlags<Microsoft::WRL::WinRtClassicComMix>,
ABI::Windows::Phone::Graphics::Interop::IDrawingSurfaceContentProvider,
IDrawingSurfaceContentProviderNative>
Microsoft::WRL::RuntimeClassFlags<Microsoft::WRL::WinRtClassicComMix>,
ABI::Windows::Phone::Graphics::Interop::IDrawingSurfaceContentProvider,
IDrawingSurfaceContentProviderNative>
{
public:
Direct3DContentProvider(PhoneXamlDirect3DApp1Comp::Direct3DInterop^ controller);
Direct3DContentProvider(PhoneXamlDirect3DApp1Comp::Direct3DInterop^ controller);
void ReleaseD3DResources();
void ReleaseD3DResources();
// IDrawingSurfaceContentProviderNative
HRESULT STDMETHODCALLTYPE Connect(_In_ IDrawingSurfaceRuntimeHostNative* host);
void STDMETHODCALLTYPE Disconnect();
// IDrawingSurfaceContentProviderNative
HRESULT STDMETHODCALLTYPE Connect(_In_ IDrawingSurfaceRuntimeHostNative* host);
void STDMETHODCALLTYPE Disconnect();
HRESULT STDMETHODCALLTYPE PrepareResources(_In_ const LARGE_INTEGER* presentTargetTime, _Out_ BOOL* contentDirty);
HRESULT STDMETHODCALLTYPE GetTexture(_In_ const DrawingSurfaceSizeF* size, _Out_ IDrawingSurfaceSynchronizedTextureNative** synchronizedTexture, _Out_ DrawingSurfaceRectF* textureSubRectangle);
HRESULT STDMETHODCALLTYPE PrepareResources(_In_ const LARGE_INTEGER* presentTargetTime, _Out_ BOOL* contentDirty);
HRESULT STDMETHODCALLTYPE GetTexture(_In_ const DrawingSurfaceSizeF* size, _Out_ IDrawingSurfaceSynchronizedTextureNative** synchronizedTexture, _Out_ DrawingSurfaceRectF* textureSubRectangle);
private:
HRESULT InitializeTexture(_In_ const DrawingSurfaceSizeF* size);
HRESULT InitializeTexture(_In_ const DrawingSurfaceSizeF* size);
PhoneXamlDirect3DApp1Comp::Direct3DInterop^ m_controller;
Microsoft::WRL::ComPtr<IDrawingSurfaceRuntimeHostNative> m_host;
Microsoft::WRL::ComPtr<IDrawingSurfaceSynchronizedTextureNative> m_synchronizedTexture;
PhoneXamlDirect3DApp1Comp::Direct3DInterop^ m_controller;
Microsoft::WRL::ComPtr<IDrawingSurfaceRuntimeHostNative> m_host;
Microsoft::WRL::ComPtr<IDrawingSurfaceSynchronizedTextureNative> m_synchronizedTexture;
};
\ No newline at end of file
......@@ -15,16 +15,16 @@
namespace PhoneXamlDirect3DApp1Comp
{
public enum class OCVFilterType
{
ePreview,
eGray,
eCanny,
eBlur,
eFindFeatures,
eSepia,
eNumOCVFilterTypes
ePreview,
eGray,
eCanny,
eBlur,
eFindFeatures,
eSepia,
eNumOCVFilterTypes
};
class CameraCapturePreviewSink;
......@@ -37,71 +37,71 @@ public delegate void RecreateSynchronizedTextureHandler();
public ref class Direct3DInterop sealed : public Windows::Phone::Input::Interop::IDrawingSurfaceManipulationHandler
{
public:
Direct3DInterop();
Direct3DInterop();
Windows::Phone::Graphics::Interop::IDrawingSurfaceContentProvider^ CreateContentProvider();
Windows::Phone::Graphics::Interop::IDrawingSurfaceContentProvider^ CreateContentProvider();
// IDrawingSurfaceManipulationHandler
virtual void SetManipulationHost(Windows::Phone::Input::Interop::DrawingSurfaceManipulationHost^ manipulationHost);
// IDrawingSurfaceManipulationHandler
virtual void SetManipulationHost(Windows::Phone::Input::Interop::DrawingSurfaceManipulationHost^ manipulationHost);
event RequestAdditionalFrameHandler^ RequestAdditionalFrame;
event RecreateSynchronizedTextureHandler^ RecreateSynchronizedTexture;
event RequestAdditionalFrameHandler^ RequestAdditionalFrame;
event RecreateSynchronizedTextureHandler^ RecreateSynchronizedTexture;
property Windows::Foundation::Size WindowBounds;
property Windows::Foundation::Size NativeResolution;
property Windows::Foundation::Size RenderResolution
{
Windows::Foundation::Size get(){ return m_renderResolution; }
void set(Windows::Foundation::Size renderResolution);
}
property Windows::Foundation::Size WindowBounds;
property Windows::Foundation::Size NativeResolution;
property Windows::Foundation::Size RenderResolution
{
Windows::Foundation::Size get(){ return m_renderResolution; }
void set(Windows::Foundation::Size renderResolution);
}
void SetAlgorithm(OCVFilterType type) { m_algorithm = type; };
void UpdateFrame(byte* buffer, int width, int height);
protected:
// Event Handlers
void OnPointerPressed(Windows::Phone::Input::Interop::DrawingSurfaceManipulationHost^ sender, Windows::UI::Core::PointerEventArgs^ args);
void OnPointerMoved(Windows::Phone::Input::Interop::DrawingSurfaceManipulationHost^ sender, Windows::UI::Core::PointerEventArgs^ args);
void OnPointerReleased(Windows::Phone::Input::Interop::DrawingSurfaceManipulationHost^ sender, Windows::UI::Core::PointerEventArgs^ args);
// Event Handlers
void OnPointerPressed(Windows::Phone::Input::Interop::DrawingSurfaceManipulationHost^ sender, Windows::UI::Core::PointerEventArgs^ args);
void OnPointerMoved(Windows::Phone::Input::Interop::DrawingSurfaceManipulationHost^ sender, Windows::UI::Core::PointerEventArgs^ args);
void OnPointerReleased(Windows::Phone::Input::Interop::DrawingSurfaceManipulationHost^ sender, Windows::UI::Core::PointerEventArgs^ args);
internal:
HRESULT STDMETHODCALLTYPE Connect(_In_ IDrawingSurfaceRuntimeHostNative* host);
void STDMETHODCALLTYPE Disconnect();
HRESULT STDMETHODCALLTYPE PrepareResources(_In_ const LARGE_INTEGER* presentTargetTime, _Out_ BOOL* contentDirty);
HRESULT STDMETHODCALLTYPE GetTexture(_In_ const DrawingSurfaceSizeF* size, _Out_ IDrawingSurfaceSynchronizedTextureNative** synchronizedTexture, _Out_ DrawingSurfaceRectF* textureSubRectangle);
ID3D11Texture2D* GetTexture();
HRESULT STDMETHODCALLTYPE Connect(_In_ IDrawingSurfaceRuntimeHostNative* host);
void STDMETHODCALLTYPE Disconnect();
HRESULT STDMETHODCALLTYPE PrepareResources(_In_ const LARGE_INTEGER* presentTargetTime, _Out_ BOOL* contentDirty);
HRESULT STDMETHODCALLTYPE GetTexture(_In_ const DrawingSurfaceSizeF* size, _Out_ IDrawingSurfaceSynchronizedTextureNative** synchronizedTexture, _Out_ DrawingSurfaceRectF* textureSubRectangle);
ID3D11Texture2D* GetTexture();
private:
void StartCamera();
void ProcessFrame();
bool SwapFrames();
QuadRenderer^ m_renderer;
Windows::Foundation::Size m_renderResolution;
QuadRenderer^ m_renderer;
Windows::Foundation::Size m_renderResolution;
OCVFilterType m_algorithm;
bool m_contentDirty;
std::shared_ptr<cv::Mat> m_backFrame;
std::shared_ptr<cv::Mat> m_frontFrame;
std::mutex m_mutex;
Windows::Phone::Media::Capture::AudioVideoCaptureDevice ^pAudioVideoCaptureDevice;
ICameraCaptureDeviceNative* pCameraCaptureDeviceNative;
IAudioVideoCaptureDeviceNative* pAudioVideoCaptureDeviceNative;
CameraCapturePreviewSink* pCameraCapturePreviewSink;
CameraCaptureSampleSink* pCameraCaptureSampleSink;
//void ApplyPreviewFilter(const cv::Mat& image);
void ApplyGrayFilter(cv::Mat* mat);
void ApplyCannyFilter(cv::Mat* mat);
void ApplyBlurFilter(cv::Mat* mat);
void ApplyFindFeaturesFilter(cv::Mat* mat);
void ApplySepiaFilter(cv::Mat* mat);
Windows::Phone::Media::Capture::AudioVideoCaptureDevice ^pAudioVideoCaptureDevice;
ICameraCaptureDeviceNative* pCameraCaptureDeviceNative;
IAudioVideoCaptureDeviceNative* pAudioVideoCaptureDeviceNative;
CameraCapturePreviewSink* pCameraCapturePreviewSink;
CameraCaptureSampleSink* pCameraCaptureSampleSink;
//void ApplyPreviewFilter(const cv::Mat& image);
void ApplyGrayFilter(cv::Mat* mat);
void ApplyCannyFilter(cv::Mat* mat);
void ApplyBlurFilter(cv::Mat* mat);
void ApplyFindFeaturesFilter(cv::Mat* mat);
void ApplySepiaFilter(cv::Mat* mat);
};
class CameraCapturePreviewSink :
public Microsoft::WRL::RuntimeClass<
Microsoft::WRL::RuntimeClassFlags<Microsoft::WRL::RuntimeClassType::ClassicCom>,
ICameraCapturePreviewSink>
public Microsoft::WRL::RuntimeClass<
Microsoft::WRL::RuntimeClassFlags<Microsoft::WRL::RuntimeClassType::ClassicCom>,
ICameraCapturePreviewSink>
{
public:
void SetDelegate(Direct3DInterop^ delegate)
......@@ -109,20 +109,20 @@ public:
m_Direct3dInterop = delegate;
}
IFACEMETHODIMP_(void) OnFrameAvailable(
DXGI_FORMAT format,
UINT width,
UINT height,
BYTE* pixels);
IFACEMETHODIMP_(void) OnFrameAvailable(
DXGI_FORMAT format,
UINT width,
UINT height,
BYTE* pixels);
private:
Direct3DInterop^ m_Direct3dInterop;
};
class CameraCaptureSampleSink :
public Microsoft::WRL::RuntimeClass<
Microsoft::WRL::RuntimeClassFlags<Microsoft::WRL::RuntimeClassType::ClassicCom>,
ICameraCaptureSampleSink>
public Microsoft::WRL::RuntimeClass<
Microsoft::WRL::RuntimeClassFlags<Microsoft::WRL::RuntimeClassType::ClassicCom>,
ICameraCaptureSampleSink>
{
public:
void SetDelegate(Direct3DInterop^ delegate)
......@@ -131,10 +131,10 @@ public:
}
IFACEMETHODIMP_(void) OnSampleAvailable(
ULONGLONG hnsPresentationTime,
ULONGLONG hnsSampleDuration,
DWORD cbSample,
BYTE* pSample);
ULONGLONG hnsPresentationTime,
ULONGLONG hnsSampleDuration,
DWORD cbSample,
BYTE* pSample);
private:
Direct3DInterop^ m_Direct3dInterop;
......
......@@ -6,36 +6,36 @@
namespace DX
{
inline void ThrowIfFailed(HRESULT hr)
{
if (FAILED(hr))
{
// Set a breakpoint on this line to catch Win32 API errors.
throw Platform::Exception::CreateException(hr);
}
}
inline void ThrowIfFailed(HRESULT hr)
{
if (FAILED(hr))
{
// Set a breakpoint on this line to catch Win32 API errors.
throw Platform::Exception::CreateException(hr);
}
}
// Function that reads from a binary file asynchronously.
inline Concurrency::task<Platform::Array<byte>^> ReadDataAsync(Platform::String^ filename)
{
using namespace Windows::Storage;
using namespace Concurrency;
auto folder = Windows::ApplicationModel::Package::Current->InstalledLocation;
return create_task(folder->GetFileAsync(filename)).then([] (StorageFile^ file)
{
return file->OpenReadAsync();
}).then([] (Streams::IRandomAccessStreamWithContentType^ stream)
{
unsigned int bufferSize = static_cast<unsigned int>(stream->Size);
auto fileBuffer = ref new Streams::Buffer(bufferSize);
return stream->ReadAsync(fileBuffer, bufferSize, Streams::InputStreamOptions::None);
}).then([] (Streams::IBuffer^ fileBuffer) -> Platform::Array<byte>^
{
auto fileData = ref new Platform::Array<byte>(fileBuffer->Length);
Streams::DataReader::FromBuffer(fileBuffer)->ReadBytes(fileData);
return fileData;
});
}
// Function that reads from a binary file asynchronously.
inline Concurrency::task<Platform::Array<byte>^> ReadDataAsync(Platform::String^ filename)
{
using namespace Windows::Storage;
using namespace Concurrency;
auto folder = Windows::ApplicationModel::Package::Current->InstalledLocation;
return create_task(folder->GetFileAsync(filename)).then([] (StorageFile^ file)
{
return file->OpenReadAsync();
}).then([] (Streams::IRandomAccessStreamWithContentType^ stream)
{
unsigned int bufferSize = static_cast<unsigned int>(stream->Size);
auto fileBuffer = ref new Streams::Buffer(bufferSize);
return stream->ReadAsync(fileBuffer, bufferSize, Streams::InputStreamOptions::None);
}).then([] (Streams::IBuffer^ fileBuffer) -> Platform::Array<byte>^
{
auto fileData = ref new Platform::Array<byte>(fileBuffer->Length);
Streams::DataReader::FromBuffer(fileBuffer)->ReadBytes(fileData);
return fileData;
});
}
}
\ No newline at end of file
......@@ -6,51 +6,51 @@
struct ModelViewProjectionConstantBuffer
{
DirectX::XMFLOAT4X4 model;
DirectX::XMFLOAT4X4 view;
DirectX::XMFLOAT4X4 projection;
DirectX::XMFLOAT4X4 model;
DirectX::XMFLOAT4X4 view;
DirectX::XMFLOAT4X4 projection;
};
struct Vertex //Overloaded Vertex Structure
{
Vertex(){}
Vertex(float x, float y, float z,
float u, float v)
: pos(x,y,z), texCoord(u, v){}
Vertex(){}
Vertex(float x, float y, float z,
float u, float v)
: pos(x,y,z), texCoord(u, v){}
DirectX::XMFLOAT3 pos;
DirectX::XMFLOAT2 texCoord;
DirectX::XMFLOAT3 pos;
DirectX::XMFLOAT2 texCoord;
};
// This class renders a simple quad.
ref class QuadRenderer sealed : public Direct3DBase
{
public:
QuadRenderer();
QuadRenderer();
void Update(float timeTotal = 0.0f, float timeDelta = 0.0f);
void Update(float timeTotal = 0.0f, float timeDelta = 0.0f);
void CreateTextureFromByte(byte * buffer,int width,int height);
// Direct3DBase methods.
virtual void CreateDeviceResources() override;
virtual void CreateWindowSizeDependentResources() override;
// Direct3DBase methods.
virtual void CreateDeviceResources() override;
virtual void CreateWindowSizeDependentResources() override;
virtual void Render() override;
private:
void Render(Microsoft::WRL::ComPtr<ID3D11RenderTargetView> renderTargetView, Microsoft::WRL::ComPtr<ID3D11DepthStencilView> depthStencilView);
bool m_loadingComplete;
uint32 m_indexCount;
ModelViewProjectionConstantBuffer m_constantBufferData;
Microsoft::WRL::ComPtr<ID3D11InputLayout> m_inputLayout;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_vertexBuffer;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_indexBuffer;
Microsoft::WRL::ComPtr<ID3D11VertexShader> m_vertexShader;
Microsoft::WRL::ComPtr<ID3D11PixelShader> m_pixelShader;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_constantBuffer;
Microsoft::WRL::ComPtr<ID3D11Texture2D> m_Texture;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_SRV;
Microsoft::WRL::ComPtr<ID3D11SamplerState> m_QuadsTexSamplerState;
Microsoft::WRL::ComPtr<ID3D11BlendState> m_Transparency;
Microsoft::WRL::ComPtr<ID3D11RasterizerState> CCWcullMode;
Microsoft::WRL::ComPtr<ID3D11RasterizerState> CWcullMode;
bool m_loadingComplete;
uint32 m_indexCount;
ModelViewProjectionConstantBuffer m_constantBufferData;
Microsoft::WRL::ComPtr<ID3D11InputLayout> m_inputLayout;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_vertexBuffer;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_indexBuffer;
Microsoft::WRL::ComPtr<ID3D11VertexShader> m_vertexShader;
Microsoft::WRL::ComPtr<ID3D11PixelShader> m_pixelShader;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_constantBuffer;
Microsoft::WRL::ComPtr<ID3D11Texture2D> m_Texture;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_SRV;
Microsoft::WRL::ComPtr<ID3D11SamplerState> m_QuadsTexSamplerState;
Microsoft::WRL::ComPtr<ID3D11BlendState> m_Transparency;
Microsoft::WRL::ComPtr<ID3D11RasterizerState> CCWcullMode;
Microsoft::WRL::ComPtr<ID3D11RasterizerState> CWcullMode;
};
cbuffer ModelViewProjectionConstantBuffer : register(b0)
{
matrix model;
matrix view;
matrix projection;
matrix model;
matrix view;
matrix projection;
};
struct VertexInputType
......@@ -34,6 +34,6 @@ PixelInputType main(VertexInputType input)
output.position = mul(output.position, projection);
// Store the texture coordinates for the pixel shader.
output.tex = input.tex;
return output;
}
<phone:PhoneApplicationPage
x:Class="PhoneXamlDirect3DApp1.MainPage"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:phone="clr-namespace:Microsoft.Phone.Controls;assembly=Microsoft.Phone"
xmlns:shell="clr-namespace:Microsoft.Phone.Shell;assembly=Microsoft.Phone"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
mc:Ignorable="d"
FontFamily="{StaticResource PhoneFontFamilyNormal}"
FontSize="{StaticResource PhoneFontSizeNormal}"
Foreground="{StaticResource PhoneForegroundBrush}"
SupportedOrientations="Portrait" Orientation="Portrait"
shell:SystemTray.IsVisible="True">
<phone:PhoneApplicationPage x:Class="PhoneXamlDirect3DApp1.MainPage"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:phone="clr-namespace:Microsoft.Phone.Controls;assembly=Microsoft.Phone"
xmlns:shell="clr-namespace:Microsoft.Phone.Shell;assembly=Microsoft.Phone"
FontFamily="{StaticResource PhoneFontFamilyNormal}"
FontSize="{StaticResource PhoneFontSizeNormal}"
Foreground="{StaticResource PhoneForegroundBrush}"
Orientation="Portrait"
SupportedOrientations="Portrait"
shell:SystemTray.IsVisible="True"
mc:Ignorable="d">
<!--LayoutRoot is the root grid where all page content is placed-->
<!-- LayoutRoot is the root grid where all page content is placed -->
<Grid x:Name="LayoutRoot" Background="Transparent">
<DrawingSurface x:Name="DrawingSurface" Loaded="DrawingSurface_Loaded" />
<StackPanel Margin="40">
<RadioButton x:Name="Normal" Content="Normal" GroupName="Group1"
Checked="RadioButton_Checked" IsChecked="True"/>
<RadioButton x:Name="Gray" Content="Gray" GroupName="Group1"
Checked="RadioButton_Checked"/>
<RadioButton x:Name="Canny" Content="Canny" GroupName="Group1"
Checked="RadioButton_Checked"/>
<RadioButton x:Name="Sepia" Content="Sepia" GroupName="Group1"
Checked="RadioButton_Checked"/>
<RadioButton x:Name="Normal"
Checked="RadioButton_Checked"
Content="Normal"
GroupName="Group1"
IsChecked="True" />
<RadioButton x:Name="Gray"
Checked="RadioButton_Checked"
Content="Gray"
GroupName="Group1" />
<RadioButton x:Name="Canny"
Checked="RadioButton_Checked"
Content="Canny"
GroupName="Group1" />
<RadioButton x:Name="Sepia"
Checked="RadioButton_Checked"
Content="Sepia"
GroupName="Group1" />
</StackPanel>
</Grid>
......
......@@ -91,5 +91,5 @@ namespace PhoneXamlDirect3DApp1
break;
}
}
}
}
}
\ No newline at end of file
......@@ -3,7 +3,7 @@ using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Resources;
// General Information about an assembly is controlled through the following
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("PhoneXamlDirect3DApp1")]
......@@ -15,8 +15,8 @@ using System.Resources;
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
......@@ -26,11 +26,11 @@ using System.Resources;
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Revision and Build Numbers
// You can specify all the values or you can default the Revision and Build Numbers
// by using the '*' as shown below:
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]
......
......@@ -6,71 +6,71 @@
ref class BasicTimer sealed
{
public:
// Initializes internal timer values.
BasicTimer()
{
if (!QueryPerformanceFrequency(&m_frequency))
{
throw ref new Platform::FailureException();
}
Reset();
}
// Reset the timer to initial values.
void Reset()
{
Update();
m_startTime = m_currentTime;
m_total = 0.0f;
m_delta = 1.0f / 60.0f;
}
// Update the timer's internal values.
void Update()
{
if (!QueryPerformanceCounter(&m_currentTime))
{
throw ref new Platform::FailureException();
}
m_total = static_cast<float>(
static_cast<double>(m_currentTime.QuadPart - m_startTime.QuadPart) /
static_cast<double>(m_frequency.QuadPart)
);
if (m_lastTime.QuadPart == m_startTime.QuadPart)
{
// If the timer was just reset, report a time delta equivalent to 60Hz frame time.
m_delta = 1.0f / 60.0f;
}
else
{
m_delta = static_cast<float>(
static_cast<double>(m_currentTime.QuadPart - m_lastTime.QuadPart) /
static_cast<double>(m_frequency.QuadPart)
);
}
m_lastTime = m_currentTime;
}
// Duration in seconds between the last call to Reset() and the last call to Update().
property float Total
{
float get() { return m_total; }
}
// Duration in seconds between the previous two calls to Update().
property float Delta
{
float get() { return m_delta; }
}
// Initializes internal timer values.
BasicTimer()
{
if (!QueryPerformanceFrequency(&m_frequency))
{
throw ref new Platform::FailureException();
}
Reset();
}
// Reset the timer to initial values.
void Reset()
{
Update();
m_startTime = m_currentTime;
m_total = 0.0f;
m_delta = 1.0f / 60.0f;
}
// Update the timer's internal values.
void Update()
{
if (!QueryPerformanceCounter(&m_currentTime))
{
throw ref new Platform::FailureException();
}
m_total = static_cast<float>(
static_cast<double>(m_currentTime.QuadPart - m_startTime.QuadPart) /
static_cast<double>(m_frequency.QuadPart)
);
if (m_lastTime.QuadPart == m_startTime.QuadPart)
{
// If the timer was just reset, report a time delta equivalent to 60Hz frame time.
m_delta = 1.0f / 60.0f;
}
else
{
m_delta = static_cast<float>(
static_cast<double>(m_currentTime.QuadPart - m_lastTime.QuadPart) /
static_cast<double>(m_frequency.QuadPart)
);
}
m_lastTime = m_currentTime;
}
// Duration in seconds between the last call to Reset() and the last call to Update().
property float Total
{
float get() { return m_total; }
}
// Duration in seconds between the previous two calls to Update().
property float Delta
{
float get() { return m_delta; }
}
private:
LARGE_INTEGER m_frequency;
LARGE_INTEGER m_currentTime;
LARGE_INTEGER m_startTime;
LARGE_INTEGER m_lastTime;
float m_total;
float m_delta;
LARGE_INTEGER m_frequency;
LARGE_INTEGER m_currentTime;
LARGE_INTEGER m_startTime;
LARGE_INTEGER m_lastTime;
float m_total;
float m_delta;
};
......@@ -7,55 +7,55 @@
struct ModelViewProjectionConstantBuffer
{
DirectX::XMFLOAT4X4 model;
DirectX::XMFLOAT4X4 view;
DirectX::XMFLOAT4X4 projection;
DirectX::XMFLOAT4X4 model;
DirectX::XMFLOAT4X4 view;
DirectX::XMFLOAT4X4 projection;
};
struct Vertex //Overloaded Vertex Structure
{
Vertex(){}
Vertex(float x, float y, float z,
float u, float v)
: pos(x,y,z), texCoord(u, v){}
Vertex(){}
Vertex(float x, float y, float z,
float u, float v)
: pos(x,y,z), texCoord(u, v){}
DirectX::XMFLOAT3 pos;
DirectX::XMFLOAT2 texCoord;
DirectX::XMFLOAT3 pos;
DirectX::XMFLOAT2 texCoord;
};
// This class renders a simple spinning cube.
ref class CubeRenderer sealed : public Direct3DBase
{
public:
CubeRenderer();
CubeRenderer();
// Direct3DBase methods.
virtual void CreateDeviceResources() override;
virtual void CreateWindowSizeDependentResources() override;
// Direct3DBase methods.
virtual void CreateDeviceResources() override;
virtual void CreateWindowSizeDependentResources() override;
virtual void Render() override;
// Method for updating time-dependent objects.
void Update(float timeTotal, float timeDelta);
// Method for updating time-dependent objects.
void Update(float timeTotal, float timeDelta);
void CreateTextureFromByte(byte * buffer,int width,int height);
private:
void Render(Microsoft::WRL::ComPtr<ID3D11RenderTargetView> renderTargetView, Microsoft::WRL::ComPtr<ID3D11DepthStencilView> depthStencilView);
bool m_loadingComplete;
Microsoft::WRL::ComPtr<ID3D11InputLayout> m_inputLayout;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_vertexBuffer;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_indexBuffer;
Microsoft::WRL::ComPtr<ID3D11VertexShader> m_vertexShader;
Microsoft::WRL::ComPtr<ID3D11PixelShader> m_pixelShader;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_constantBuffer;
Microsoft::WRL::ComPtr<ID3D11Texture2D> m_texture;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_SRV;
Microsoft::WRL::ComPtr<ID3D11SamplerState> m_cubesTexSamplerState;
uint32 m_indexCount;
ModelViewProjectionConstantBuffer m_constantBufferData;
bool m_loadingComplete;
Microsoft::WRL::ComPtr<ID3D11InputLayout> m_inputLayout;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_vertexBuffer;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_indexBuffer;
Microsoft::WRL::ComPtr<ID3D11VertexShader> m_vertexShader;
Microsoft::WRL::ComPtr<ID3D11PixelShader> m_pixelShader;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_constantBuffer;
Microsoft::WRL::ComPtr<ID3D11Texture2D> m_texture;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_SRV;
Microsoft::WRL::ComPtr<ID3D11SamplerState> m_cubesTexSamplerState;
uint32 m_indexCount;
ModelViewProjectionConstantBuffer m_constantBufferData;
std::mutex m_mutex;
Microsoft::WRL::ComPtr<ID3D11BlendState> m_transparency;
Microsoft::WRL::ComPtr<ID3D11RasterizerState> m_CCWcullMode;
Microsoft::WRL::ComPtr<ID3D11RasterizerState> m_CWcullMode;
Microsoft::WRL::ComPtr<ID3D11BlendState> m_transparency;
Microsoft::WRL::ComPtr<ID3D11RasterizerState> m_CCWcullMode;
Microsoft::WRL::ComPtr<ID3D11RasterizerState> m_CWcullMode;
};
......@@ -15,148 +15,148 @@ Direct3DBase::Direct3DBase()
// Initialize the Direct3D resources required to run.
void Direct3DBase::Initialize()
{
CreateDeviceResources();
CreateDeviceResources();
}
// These are the resources that depend on the device.
void Direct3DBase::CreateDeviceResources()
{
// This flag adds support for surfaces with a different color channel ordering
// than the API default. It is required for compatibility with Direct2D.
UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
// This flag adds support for surfaces with a different color channel ordering
// than the API default. It is required for compatibility with Direct2D.
UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
#if defined(_DEBUG)
// If the project is in a debug build, enable debugging via SDK Layers with this flag.
creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
// If the project is in a debug build, enable debugging via SDK Layers with this flag.
creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
// This array defines the set of DirectX hardware feature levels this app will support.
// Note the ordering should be preserved.
// Don't forget to declare your application's minimum required feature level in its
// description. All applications are assumed to support 9.1 unless otherwise stated.
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3
};
// Create the Direct3D 11 API device object and a corresponding context.
ComPtr<ID3D11Device> device;
ComPtr<ID3D11DeviceContext> context;
DX::ThrowIfFailed(
D3D11CreateDevice(
nullptr, // Specify nullptr to use the default adapter.
D3D_DRIVER_TYPE_HARDWARE,
nullptr,
creationFlags, // Set set debug and Direct2D compatibility flags.
featureLevels, // List of feature levels this app can support.
ARRAYSIZE(featureLevels),
D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION.
&device, // Returns the Direct3D device created.
&m_featureLevel, // Returns feature level of device created.
&context // Returns the device immediate context.
)
);
// Get the Direct3D 11.1 API device and context interfaces.
DX::ThrowIfFailed(
device.As(&m_d3dDevice)
);
DX::ThrowIfFailed(
context.As(&m_d3dContext)
);
// This array defines the set of DirectX hardware feature levels this app will support.
// Note the ordering should be preserved.
// Don't forget to declare your application's minimum required feature level in its
// description. All applications are assumed to support 9.1 unless otherwise stated.
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3
};
// Create the Direct3D 11 API device object and a corresponding context.
ComPtr<ID3D11Device> device;
ComPtr<ID3D11DeviceContext> context;
DX::ThrowIfFailed(
D3D11CreateDevice(
nullptr, // Specify nullptr to use the default adapter.
D3D_DRIVER_TYPE_HARDWARE,
nullptr,
creationFlags, // Set set debug and Direct2D compatibility flags.
featureLevels, // List of feature levels this app can support.
ARRAYSIZE(featureLevels),
D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION.
&device, // Returns the Direct3D device created.
&m_featureLevel, // Returns feature level of device created.
&context // Returns the device immediate context.
)
);
// Get the Direct3D 11.1 API device and context interfaces.
DX::ThrowIfFailed(
device.As(&m_d3dDevice)
);
DX::ThrowIfFailed(
context.As(&m_d3dContext)
);
}
// Allocate all memory resources that depend on the window size.
void Direct3DBase::CreateWindowSizeDependentResources()
{
// Create a descriptor for the render target buffer.
CD3D11_TEXTURE2D_DESC renderTargetDesc(
DXGI_FORMAT_B8G8R8A8_UNORM,
static_cast<UINT>(m_renderTargetSize.Width),
static_cast<UINT>(m_renderTargetSize.Height),
1,
1,
D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE
);
renderTargetDesc.MiscFlags = D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX | D3D11_RESOURCE_MISC_SHARED_NTHANDLE;
// Allocate a 2-D surface as the render target buffer.
DX::ThrowIfFailed(
m_d3dDevice->CreateTexture2D(
&renderTargetDesc,
nullptr,
&m_renderTarget
)
);
DX::ThrowIfFailed(
m_d3dDevice->CreateRenderTargetView(
m_renderTarget.Get(),
nullptr,
&m_renderTargetView
)
);
// Create a depth stencil view.
CD3D11_TEXTURE2D_DESC depthStencilDesc(
DXGI_FORMAT_D24_UNORM_S8_UINT,
static_cast<UINT>(m_renderTargetSize.Width),
static_cast<UINT>(m_renderTargetSize.Height),
1,
1,
D3D11_BIND_DEPTH_STENCIL
);
ComPtr<ID3D11Texture2D> depthStencil;
DX::ThrowIfFailed(
m_d3dDevice->CreateTexture2D(
&depthStencilDesc,
nullptr,
&depthStencil
)
);
CD3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc(D3D11_DSV_DIMENSION_TEXTURE2D);
DX::ThrowIfFailed(
m_d3dDevice->CreateDepthStencilView(
depthStencil.Get(),
&depthStencilViewDesc,
&m_depthStencilView
)
);
// Set the rendering viewport to target the entire window.
CD3D11_VIEWPORT viewport(
0.0f,
0.0f,
m_renderTargetSize.Width,
m_renderTargetSize.Height
);
m_d3dContext->RSSetViewports(1, &viewport);
// Create a descriptor for the render target buffer.
CD3D11_TEXTURE2D_DESC renderTargetDesc(
DXGI_FORMAT_B8G8R8A8_UNORM,
static_cast<UINT>(m_renderTargetSize.Width),
static_cast<UINT>(m_renderTargetSize.Height),
1,
1,
D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE
);
renderTargetDesc.MiscFlags = D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX | D3D11_RESOURCE_MISC_SHARED_NTHANDLE;
// Allocate a 2-D surface as the render target buffer.
DX::ThrowIfFailed(
m_d3dDevice->CreateTexture2D(
&renderTargetDesc,
nullptr,
&m_renderTarget
)
);
DX::ThrowIfFailed(
m_d3dDevice->CreateRenderTargetView(
m_renderTarget.Get(),
nullptr,
&m_renderTargetView
)
);
// Create a depth stencil view.
CD3D11_TEXTURE2D_DESC depthStencilDesc(
DXGI_FORMAT_D24_UNORM_S8_UINT,
static_cast<UINT>(m_renderTargetSize.Width),
static_cast<UINT>(m_renderTargetSize.Height),
1,
1,
D3D11_BIND_DEPTH_STENCIL
);
ComPtr<ID3D11Texture2D> depthStencil;
DX::ThrowIfFailed(
m_d3dDevice->CreateTexture2D(
&depthStencilDesc,
nullptr,
&depthStencil
)
);
CD3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc(D3D11_DSV_DIMENSION_TEXTURE2D);
DX::ThrowIfFailed(
m_d3dDevice->CreateDepthStencilView(
depthStencil.Get(),
&depthStencilViewDesc,
&m_depthStencilView
)
);
// Set the rendering viewport to target the entire window.
CD3D11_VIEWPORT viewport(
0.0f,
0.0f,
m_renderTargetSize.Width,
m_renderTargetSize.Height
);
m_d3dContext->RSSetViewports(1, &viewport);
}
void Direct3DBase::UpdateForRenderResolutionChange(float width, float height)
{
m_renderTargetSize.Width = width;
m_renderTargetSize.Height = height;
ID3D11RenderTargetView* nullViews[] = {nullptr};
m_d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr);
m_renderTarget = nullptr;
m_renderTargetView = nullptr;
m_depthStencilView = nullptr;
m_d3dContext->Flush();
CreateWindowSizeDependentResources();
m_renderTargetSize.Width = width;
m_renderTargetSize.Height = height;
ID3D11RenderTargetView* nullViews[] = {nullptr};
m_d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr);
m_renderTarget = nullptr;
m_renderTargetView = nullptr;
m_depthStencilView = nullptr;
m_d3dContext->Flush();
CreateWindowSizeDependentResources();
}
void Direct3DBase::UpdateForWindowSizeChange(float width, float height)
{
m_windowBounds.Width = width;
m_windowBounds.Height = height;
m_windowBounds.Width = width;
m_windowBounds.Height = height;
}
......@@ -6,32 +6,32 @@
ref class Direct3DBase abstract
{
internal:
Direct3DBase();
Direct3DBase();
public:
virtual void Initialize();
virtual void CreateDeviceResources();
virtual void CreateWindowSizeDependentResources();
virtual void UpdateForRenderResolutionChange(float width, float height);
virtual void UpdateForWindowSizeChange(float width, float height);
virtual void Render() = 0;
virtual void Initialize();
virtual void CreateDeviceResources();
virtual void CreateWindowSizeDependentResources();
virtual void UpdateForRenderResolutionChange(float width, float height);
virtual void UpdateForWindowSizeChange(float width, float height);
virtual void Render() = 0;
internal:
virtual ID3D11Texture2D* GetTexture()
{
return m_renderTarget.Get();
}
virtual ID3D11Texture2D* GetTexture()
{
return m_renderTarget.Get();
}
protected private:
// Direct3D Objects.
Microsoft::WRL::ComPtr<ID3D11Device1> m_d3dDevice;
Microsoft::WRL::ComPtr<ID3D11DeviceContext1> m_d3dContext;
Microsoft::WRL::ComPtr<ID3D11Texture2D> m_renderTarget;
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> m_renderTargetView;
Microsoft::WRL::ComPtr<ID3D11DepthStencilView> m_depthStencilView;
// Direct3D Objects.
Microsoft::WRL::ComPtr<ID3D11Device1> m_d3dDevice;
Microsoft::WRL::ComPtr<ID3D11DeviceContext1> m_d3dContext;
Microsoft::WRL::ComPtr<ID3D11Texture2D> m_renderTarget;
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> m_renderTargetView;
Microsoft::WRL::ComPtr<ID3D11DepthStencilView> m_depthStencilView;
// Cached renderer properties.
D3D_FEATURE_LEVEL m_featureLevel;
Windows::Foundation::Size m_renderTargetSize;
Windows::Foundation::Rect m_windowBounds;
// Cached renderer properties.
D3D_FEATURE_LEVEL m_featureLevel;
Windows::Foundation::Size m_renderTargetSize;
Windows::Foundation::Rect m_windowBounds;
};
\ No newline at end of file
......@@ -4,74 +4,74 @@
using namespace PhoneXamlDirect3DApp1Comp;
Direct3DContentProvider::Direct3DContentProvider(Direct3DInterop^ controller) :
m_controller(controller)
m_controller(controller)
{
m_controller->RequestAdditionalFrame += ref new RequestAdditionalFrameHandler([=] ()
{
if (m_host)
{
m_host->RequestAdditionalFrame();
}
});
m_controller->RecreateSynchronizedTexture += ref new RecreateSynchronizedTextureHandler([=] ()
{
if (m_host)
{
m_host->CreateSynchronizedTexture(m_controller->GetTexture(), &m_synchronizedTexture);
}
});
m_controller->RequestAdditionalFrame += ref new RequestAdditionalFrameHandler([=] ()
{
if (m_host)
{
m_host->RequestAdditionalFrame();
}
});
m_controller->RecreateSynchronizedTexture += ref new RecreateSynchronizedTextureHandler([=] ()
{
if (m_host)
{
m_host->CreateSynchronizedTexture(m_controller->GetTexture(), &m_synchronizedTexture);
}
});
}
// IDrawingSurfaceContentProviderNative interface
HRESULT Direct3DContentProvider::Connect(_In_ IDrawingSurfaceRuntimeHostNative* host)
{
m_host = host;
m_host = host;
return m_controller->Connect(host);
return m_controller->Connect(host);
}
void Direct3DContentProvider::Disconnect()
{
m_controller->Disconnect();
m_host = nullptr;
m_synchronizedTexture = nullptr;
m_controller->Disconnect();
m_host = nullptr;
m_synchronizedTexture = nullptr;
}
HRESULT Direct3DContentProvider::PrepareResources(_In_ const LARGE_INTEGER* presentTargetTime, _Out_ BOOL* contentDirty)
{
return m_controller->PrepareResources(presentTargetTime, contentDirty);
return m_controller->PrepareResources(presentTargetTime, contentDirty);
}
HRESULT Direct3DContentProvider::GetTexture(_In_ const DrawingSurfaceSizeF* size, _Out_ IDrawingSurfaceSynchronizedTextureNative** synchronizedTexture, _Out_ DrawingSurfaceRectF* textureSubRectangle)
{
HRESULT hr = S_OK;
HRESULT hr = S_OK;
if (!m_synchronizedTexture)
{
hr = m_host->CreateSynchronizedTexture(m_controller->GetTexture(), &m_synchronizedTexture);
}
if (!m_synchronizedTexture)
{
hr = m_host->CreateSynchronizedTexture(m_controller->GetTexture(), &m_synchronizedTexture);
}
// Set output parameters.
textureSubRectangle->left = 0.0f;
textureSubRectangle->top = 0.0f;
textureSubRectangle->right = static_cast<FLOAT>(size->width);
textureSubRectangle->bottom = static_cast<FLOAT>(size->height);
// Set output parameters.
textureSubRectangle->left = 0.0f;
textureSubRectangle->top = 0.0f;
textureSubRectangle->right = static_cast<FLOAT>(size->width);
textureSubRectangle->bottom = static_cast<FLOAT>(size->height);
m_synchronizedTexture.CopyTo(synchronizedTexture);
m_synchronizedTexture.CopyTo(synchronizedTexture);
// Draw to the texture.
if (SUCCEEDED(hr))
{
hr = m_synchronizedTexture->BeginDraw();
// Draw to the texture.
if (SUCCEEDED(hr))
{
hr = m_synchronizedTexture->BeginDraw();
if (SUCCEEDED(hr))
{
hr = m_controller->GetTexture(size, synchronizedTexture, textureSubRectangle);
}
if (SUCCEEDED(hr))
{
hr = m_controller->GetTexture(size, synchronizedTexture, textureSubRectangle);
}
m_synchronizedTexture->EndDraw();
}
m_synchronizedTexture->EndDraw();
}
return hr;
return hr;
}
\ No newline at end of file
......@@ -8,26 +8,26 @@
#include "Direct3DInterop.h"
class Direct3DContentProvider : public Microsoft::WRL::RuntimeClass<
Microsoft::WRL::RuntimeClassFlags<Microsoft::WRL::WinRtClassicComMix>,
ABI::Windows::Phone::Graphics::Interop::IDrawingSurfaceContentProvider,
IDrawingSurfaceContentProviderNative>
Microsoft::WRL::RuntimeClassFlags<Microsoft::WRL::WinRtClassicComMix>,
ABI::Windows::Phone::Graphics::Interop::IDrawingSurfaceContentProvider,
IDrawingSurfaceContentProviderNative>
{
public:
Direct3DContentProvider(PhoneXamlDirect3DApp1Comp::Direct3DInterop^ controller);
Direct3DContentProvider(PhoneXamlDirect3DApp1Comp::Direct3DInterop^ controller);
void ReleaseD3DResources();
void ReleaseD3DResources();
// IDrawingSurfaceContentProviderNative
HRESULT STDMETHODCALLTYPE Connect(_In_ IDrawingSurfaceRuntimeHostNative* host);
void STDMETHODCALLTYPE Disconnect();
// IDrawingSurfaceContentProviderNative
HRESULT STDMETHODCALLTYPE Connect(_In_ IDrawingSurfaceRuntimeHostNative* host);
void STDMETHODCALLTYPE Disconnect();
HRESULT STDMETHODCALLTYPE PrepareResources(_In_ const LARGE_INTEGER* presentTargetTime, _Out_ BOOL* contentDirty);
HRESULT STDMETHODCALLTYPE GetTexture(_In_ const DrawingSurfaceSizeF* size, _Out_ IDrawingSurfaceSynchronizedTextureNative** synchronizedTexture, _Out_ DrawingSurfaceRectF* textureSubRectangle);
HRESULT STDMETHODCALLTYPE PrepareResources(_In_ const LARGE_INTEGER* presentTargetTime, _Out_ BOOL* contentDirty);
HRESULT STDMETHODCALLTYPE GetTexture(_In_ const DrawingSurfaceSizeF* size, _Out_ IDrawingSurfaceSynchronizedTextureNative** synchronizedTexture, _Out_ DrawingSurfaceRectF* textureSubRectangle);
private:
HRESULT InitializeTexture(_In_ const DrawingSurfaceSizeF* size);
HRESULT InitializeTexture(_In_ const DrawingSurfaceSizeF* size);
PhoneXamlDirect3DApp1Comp::Direct3DInterop^ m_controller;
Microsoft::WRL::ComPtr<IDrawingSurfaceRuntimeHostNative> m_host;
Microsoft::WRL::ComPtr<IDrawingSurfaceSynchronizedTextureNative> m_synchronizedTexture;
PhoneXamlDirect3DApp1Comp::Direct3DInterop^ m_controller;
Microsoft::WRL::ComPtr<IDrawingSurfaceRuntimeHostNative> m_host;
Microsoft::WRL::ComPtr<IDrawingSurfaceSynchronizedTextureNative> m_synchronizedTexture;
};
\ No newline at end of file
......@@ -16,33 +16,33 @@ using namespace Windows::Phone::Input::Interop;
namespace PhoneXamlDirect3DApp1Comp
{
void Direct3DInterop::ApplyGrayFilter(const cv::Mat& image)
{
cv::Mat intermediateMat;
cv::cvtColor(image, intermediateMat, CV_RGBA2GRAY);
cv::cvtColor(intermediateMat, image, CV_GRAY2BGRA);
}
void Direct3DInterop::ApplyCannyFilter(const cv::Mat& image)
{
cv::Mat intermediateMat;
cv::Canny(image, intermediateMat, 80, 90);
cv::cvtColor(intermediateMat, image, CV_GRAY2BGRA);
}
void Direct3DInterop::ApplySepiaFilter(const cv::Mat& image)
{
const float SepiaKernelData[16] =
{
/* B */0.131f, 0.534f, 0.272f, 0.f,
/* G */0.168f, 0.686f, 0.349f, 0.f,
/* R */0.189f, 0.769f, 0.393f, 0.f,
/* A */0.000f, 0.000f, 0.000f, 1.f
};
const cv::Mat SepiaKernel(4, 4, CV_32FC1, (void*)SepiaKernelData);
cv::transform(image, image, SepiaKernel);
}
void Direct3DInterop::ApplyGrayFilter(const cv::Mat& image)
{
cv::Mat intermediateMat;
cv::cvtColor(image, intermediateMat, CV_RGBA2GRAY);
cv::cvtColor(intermediateMat, image, CV_GRAY2BGRA);
}
void Direct3DInterop::ApplyCannyFilter(const cv::Mat& image)
{
cv::Mat intermediateMat;
cv::Canny(image, intermediateMat, 80, 90);
cv::cvtColor(intermediateMat, image, CV_GRAY2BGRA);
}
void Direct3DInterop::ApplySepiaFilter(const cv::Mat& image)
{
const float SepiaKernelData[16] =
{
/* B */0.131f, 0.534f, 0.272f, 0.f,
/* G */0.168f, 0.686f, 0.349f, 0.f,
/* R */0.189f, 0.769f, 0.393f, 0.f,
/* A */0.000f, 0.000f, 0.000f, 1.f
};
const cv::Mat SepiaKernel(4, 4, CV_32FC1, (void*)SepiaKernelData);
cv::transform(image, image, SepiaKernel);
}
Direct3DInterop::Direct3DInterop() :
m_timer(ref new BasicTimer())
......@@ -144,31 +144,31 @@ namespace PhoneXamlDirect3DApp1Comp
void Direct3DInterop::CreateTexture(const Platform::Array<int>^ buffer,int width,int height, OCVFilterType filter)
{
if (m_renderer)
{
cv::Mat Lena = cv::Mat(height, width, CV_8UC4);
memcpy(Lena.data, buffer->Data, 4 * height*width);
if (m_renderer)
{
cv::Mat Lena = cv::Mat(height, width, CV_8UC4);
memcpy(Lena.data, buffer->Data, 4 * height*width);
switch (filter)
{
case OCVFilterType::ePreview:
break;
switch (filter)
{
case OCVFilterType::ePreview:
break;
case OCVFilterType::eGray:
ApplyGrayFilter(Lena);
break;
case OCVFilterType::eGray:
ApplyGrayFilter(Lena);
break;
case OCVFilterType::eCanny:
ApplyCannyFilter(Lena);
break;
case OCVFilterType::eCanny:
ApplyCannyFilter(Lena);
break;
case OCVFilterType::eSepia:
ApplySepiaFilter(Lena);
break;
}
case OCVFilterType::eSepia:
ApplySepiaFilter(Lena);
break;
}
m_renderer->CreateTextureFromByte(Lena.data, width, height);
}
m_renderer->CreateTextureFromByte(Lena.data, width, height);
}
}
byte* GetPointerToPixelData( Windows::Storage::Streams::IBuffer ^ pixelBuffer)
......
......@@ -15,11 +15,11 @@ namespace PhoneXamlDirect3DApp1Comp
public enum class OCVFilterType
{
ePreview,
eGray,
eCanny,
eSepia,
eNumOCVFilterTypes
ePreview,
eGray,
eCanny,
eSepia,
eNumOCVFilterTypes
};
public delegate void RequestAdditionalFrameHandler();
......@@ -29,52 +29,52 @@ public delegate void RecreateSynchronizedTextureHandler();
public ref class Direct3DInterop sealed : public Windows::Phone::Input::Interop::IDrawingSurfaceManipulationHandler
{
public:
Direct3DInterop();
Direct3DInterop();
Windows::Phone::Graphics::Interop::IDrawingSurfaceContentProvider^ CreateContentProvider();
Windows::Phone::Graphics::Interop::IDrawingSurfaceContentProvider^ CreateContentProvider();
// IDrawingSurfaceManipulationHandler
virtual void SetManipulationHost(Windows::Phone::Input::Interop::DrawingSurfaceManipulationHost^ manipulationHost);
// IDrawingSurfaceManipulationHandler
virtual void SetManipulationHost(Windows::Phone::Input::Interop::DrawingSurfaceManipulationHost^ manipulationHost);
event RequestAdditionalFrameHandler^ RequestAdditionalFrame;
event RecreateSynchronizedTextureHandler^ RecreateSynchronizedTexture;
event RequestAdditionalFrameHandler^ RequestAdditionalFrame;
event RecreateSynchronizedTextureHandler^ RecreateSynchronizedTexture;
property Windows::Foundation::Size WindowBounds;
property Windows::Foundation::Size NativeResolution;
property Windows::Foundation::Size RenderResolution
{
Windows::Foundation::Size get(){ return m_renderResolution; }
void set(Windows::Foundation::Size renderResolution);
}
void CreateTexture(const Platform::Array<int>^ buffer, int with, int height, OCVFilterType filter);
property Windows::Foundation::Size WindowBounds;
property Windows::Foundation::Size NativeResolution;
property Windows::Foundation::Size RenderResolution
{
Windows::Foundation::Size get(){ return m_renderResolution; }
void set(Windows::Foundation::Size renderResolution);
}
void CreateTexture(const Platform::Array<int>^ buffer, int with, int height, OCVFilterType filter);
protected:
// Event Handlers
void OnPointerPressed(Windows::Phone::Input::Interop::DrawingSurfaceManipulationHost^ sender, Windows::UI::Core::PointerEventArgs^ args);
void OnPointerMoved(Windows::Phone::Input::Interop::DrawingSurfaceManipulationHost^ sender, Windows::UI::Core::PointerEventArgs^ args);
void OnPointerReleased(Windows::Phone::Input::Interop::DrawingSurfaceManipulationHost^ sender, Windows::UI::Core::PointerEventArgs^ args);
// Event Handlers
void OnPointerPressed(Windows::Phone::Input::Interop::DrawingSurfaceManipulationHost^ sender, Windows::UI::Core::PointerEventArgs^ args);
void OnPointerMoved(Windows::Phone::Input::Interop::DrawingSurfaceManipulationHost^ sender, Windows::UI::Core::PointerEventArgs^ args);
void OnPointerReleased(Windows::Phone::Input::Interop::DrawingSurfaceManipulationHost^ sender, Windows::UI::Core::PointerEventArgs^ args);
internal:
HRESULT STDMETHODCALLTYPE Connect(_In_ IDrawingSurfaceRuntimeHostNative* host);
void STDMETHODCALLTYPE Disconnect();
HRESULT STDMETHODCALLTYPE PrepareResources(_In_ const LARGE_INTEGER* presentTargetTime, _Out_ BOOL* contentDirty);
HRESULT STDMETHODCALLTYPE GetTexture(_In_ const DrawingSurfaceSizeF* size, _Out_ IDrawingSurfaceSynchronizedTextureNative** synchronizedTexture, _Out_ DrawingSurfaceRectF* textureSubRectangle);
ID3D11Texture2D* GetTexture();
HRESULT STDMETHODCALLTYPE Connect(_In_ IDrawingSurfaceRuntimeHostNative* host);
void STDMETHODCALLTYPE Disconnect();
HRESULT STDMETHODCALLTYPE PrepareResources(_In_ const LARGE_INTEGER* presentTargetTime, _Out_ BOOL* contentDirty);
HRESULT STDMETHODCALLTYPE GetTexture(_In_ const DrawingSurfaceSizeF* size, _Out_ IDrawingSurfaceSynchronizedTextureNative** synchronizedTexture, _Out_ DrawingSurfaceRectF* textureSubRectangle);
ID3D11Texture2D* GetTexture();
private:
CubeRenderer^ m_renderer;
BasicTimer^ m_timer;
Windows::Foundation::Size m_renderResolution;
CubeRenderer^ m_renderer;
BasicTimer^ m_timer;
Windows::Foundation::Size m_renderResolution;
void ApplyGrayFilter(const cv::Mat& image);
void ApplyCannyFilter(const cv::Mat& image);
void ApplySepiaFilter(const cv::Mat& image);
void ApplyGrayFilter(const cv::Mat& image);
void ApplyCannyFilter(const cv::Mat& image);
void ApplySepiaFilter(const cv::Mat& image);
void UpdateImage(const cv::Mat& image);
void UpdateImage(const cv::Mat& image);
cv::Mat Lena;
unsigned int frameWidth, frameHeight;
cv::Mat Lena;
unsigned int frameWidth, frameHeight;
};
}
......@@ -6,36 +6,36 @@
namespace DX
{
inline void ThrowIfFailed(HRESULT hr)
{
if (FAILED(hr))
{
// Set a breakpoint on this line to catch Win32 API errors.
throw Platform::Exception::CreateException(hr);
}
}
inline void ThrowIfFailed(HRESULT hr)
{
if (FAILED(hr))
{
// Set a breakpoint on this line to catch Win32 API errors.
throw Platform::Exception::CreateException(hr);
}
}
// Function that reads from a binary file asynchronously.
inline Concurrency::task<Platform::Array<byte>^> ReadDataAsync(Platform::String^ filename)
{
using namespace Windows::Storage;
using namespace Concurrency;
auto folder = Windows::ApplicationModel::Package::Current->InstalledLocation;
return create_task(folder->GetFileAsync(filename)).then([] (StorageFile^ file)
{
return file->OpenReadAsync();
}).then([] (Streams::IRandomAccessStreamWithContentType^ stream)
{
unsigned int bufferSize = static_cast<unsigned int>(stream->Size);
auto fileBuffer = ref new Streams::Buffer(bufferSize);
return stream->ReadAsync(fileBuffer, bufferSize, Streams::InputStreamOptions::None);
}).then([] (Streams::IBuffer^ fileBuffer) -> Platform::Array<byte>^
{
auto fileData = ref new Platform::Array<byte>(fileBuffer->Length);
Streams::DataReader::FromBuffer(fileBuffer)->ReadBytes(fileData);
return fileData;
});
}
// Function that reads from a binary file asynchronously.
inline Concurrency::task<Platform::Array<byte>^> ReadDataAsync(Platform::String^ filename)
{
using namespace Windows::Storage;
using namespace Concurrency;
auto folder = Windows::ApplicationModel::Package::Current->InstalledLocation;
return create_task(folder->GetFileAsync(filename)).then([] (StorageFile^ file)
{
return file->OpenReadAsync();
}).then([] (Streams::IRandomAccessStreamWithContentType^ stream)
{
unsigned int bufferSize = static_cast<unsigned int>(stream->Size);
auto fileBuffer = ref new Streams::Buffer(bufferSize);
return stream->ReadAsync(fileBuffer, bufferSize, Streams::InputStreamOptions::None);
}).then([] (Streams::IBuffer^ fileBuffer) -> Platform::Array<byte>^
{
auto fileData = ref new Platform::Array<byte>(fileBuffer->Length);
Streams::DataReader::FromBuffer(fileBuffer)->ReadBytes(fileData);
return fileData;
});
}
}
\ No newline at end of file
cbuffer ModelViewProjectionConstantBuffer : register(b0)
{
matrix model;
matrix view;
matrix projection;
matrix model;
matrix view;
matrix projection;
};
struct VertexInputType
......@@ -34,6 +34,6 @@ PixelInputType main(VertexInputType input)
output.position = mul(output.position, projection);
// Store the texture coordinates for the pixel shader.
output.tex = input.tex;
return output;
}
......@@ -64,6 +64,4 @@ void CopyMatrixToVector(const cv::Mat& mat, std::vector<int>& vector, int size)
vector.push_back(data[i]);
}
}
}
\ No newline at end of file
......@@ -31,7 +31,7 @@ namespace OpenCVXaml
if (Preview.Source != null)
{
ProcessButton.IsEnabled = false;
// Get WriteableBitmap. ImageToModify is defined in MainPage.xaml
WriteableBitmap bitmap = new WriteableBitmap(Preview.Source as BitmapSource);
......
......@@ -3,7 +3,7 @@ using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Resources;
// General Information about an assembly is controlled through the following
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("OpenCVXaml")]
......@@ -15,8 +15,8 @@ using System.Resources;
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
......@@ -26,11 +26,11 @@ using System.Resources;
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Revision and Build Numbers
// You can specify all the values or you can default the Revision and Build Numbers
// by using the '*' as shown below:
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]
......
Building OpenCV Windows Phone Samples
=====================================
Samples are created to run against x86 architecture OpenCV binaries.
Samples are created to run against x86 architecture OpenCV binaries.
Please follow the instructions in "platforms/winrt/readme.txt" to generate and build OpenCV for Windows Phone 8.0/8.1
\ No newline at end of file
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