using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Emgu.Util;
using Emgu.CV;
using Emgu.CV.Structure;
namespace HLSLTest
{
public delegate void Disp();
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
Capture cap = new Capture("output.avi");
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
RenderTarget2D renOutput;
Vector4[] gpuStore = new Vector4[1920 * 1080];
Effect effect;
QuadRender quad;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
quad = new QuadRender(GraphicsDevice);
renOutput = new RenderTarget2D(GraphicsDevice, 1920, 1080, false, SurfaceFormat.Vector4, DepthFormat.Depth24);
effect = Content.Load<Effect>("Shader");
base.LoadContent();
// TODO: use this.Content to load your game content here
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
// TODO: Add your update logic here
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
Image<Bgr, Byte> video = cap.QueryFrame();
using (Image<Bgra, byte>float> vid2 = video.Convert<Bgra, byte>float>())
{
Texture2D t = new Texture2D(GraphicsDevice, video.Width, video.Height, false, SurfaceFormat.ColorVector4);
t.SetData<byte>(vid2.Bytes);
GraphicsDevice.SetRenderTarget(renOutput);
effect.Parameters["Input0"].SetValue(t);
quad.RenderFullScreenQuad(effect);
for (int i = 0; i < effect.Techniques.Count; i++)
{
for (int j = 0; j < effect.Techniques[i].Passes.Count; j++)
{
effect.Techniques[i].Passes[j].Apply();
}
}
GraphicsDevice.SetRenderTarget(null);
renOutput.GetData<Vector4>(gpuStore);
}
base.Draw(gameTime);
}
}
}
One Caveat I'll note that the Emgu Image structure contains byte data in (Blue, green, red, alpha) format but Texture2d I think is (alpha, red, green, blue) Take care of this re-ordering.