Good day, I am trying to display a real-time stereo video using nvidia 3DVision and two IP cameras. I am totally new to DirectX, but have tried to work through some tutorials and other questions on this and other sites. For now, I am displaying two static bitmaps for left and right eyes. These will be replaced by bitmaps from my cameras once I have got this part of my program working. This question NV_STEREO_IMAGE_SIGNATURE and DirectX 10/11 (nVidia 3D Vision) has helped me quite a bit, but I am still struggling to get my program working as it should. What I am finding is that my shutter glasses start working as they should, but only the image for the right eye gets displayed, while the left eye remains blank (except for the mouse cursor).
Here is my code for generating the stereo images:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Windows.Forms;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using SlimDX;
using SlimDX.Direct3D11;
using SlimDX.Windows;
using SlimDX.DXGI;
using Device = SlimDX.Direct3D11.Device; // Make sure we use DX11
using Resource = SlimDX.Direct3D11.Resource;
namespace SlimDxTest2
{
static class Program
{
private static Device device; // DirectX11 Device
private static int Count; // Just to make sure things are being updated
// The NVSTEREO header.
static byte[] stereo_data = new byte[] {0x4e, 0x56, 0x33, 0x44, //NVSTEREO_IMAGE_SIGNATURE = 0x4433564e;
0x00, 0x0F, 0x00, 0x00, //Screen width * 2 = 1920*2 = 3840 = 0x00000F00;
0x38, 0x04, 0x00, 0x00, //Screen height = 1080 = 0x00000438;
0x20, 0x00, 0x00, 0x00, //dwBPP = 32 = 0x00000020;
0x02, 0x00, 0x00, 0x00}; //dwFlags = SIH_SCALE_TO_FIT = 0x00000002
[STAThread]
static void Main()
{
Bitmap left_im = new Bitmap("Blue.png"); // Read in Bitmaps
Bitmap right_im = new Bitmap("Red.png");
// Device creation
var form = new RenderForm("Stereo test") { ClientSize = new Size(1920, 1080) };
var desc = new SwapChainDescription()
{
BufferCount = 1,
ModeDescription = new ModeDescription(1920, 1080, new Rational(120, 1), Format.R8G8B8A8_UNorm),
IsWindowed = false, //true,
OutputHandle = form.Handle,
SampleDescription = new SampleDescription(1, 0),
SwapEffect = SwapEffect.Discard,
Usage = Usage.RenderTargetOutput
};
SwapChain swapChain;
Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.Debug, desc, out device, out swapChain);
RenderTargetView renderTarget; // create a view of our render target, which is the backbuffer of the swap chain we just created
using (var resource = Resource.FromSwapChain<Texture2D>(swapChain, 0))
renderTarget = new RenderTargetView(device, resource);
var context = device.ImmediateContext; // set up a viewport
var viewport = new Viewport(0.0f, 0.0f, form.ClientSize.Width, form.ClientSize.Height);
context.OutputMerger.SetTargets(renderTarget);
context.Rasterizer.SetViewports(viewport);
// prevent DXGI handling of alt+enter, which doesn't work properly with Winforms
using (var factory = swapChain.GetParent<Factory>())
factory.SetWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAll);
form.KeyDown += (o, e) => // handle alt+enter ourselves
{
if (e.Alt && e.KeyCode == Keys.Enter)
swapChain.IsFullScreen = !swapChain.IsFullScreen;
};
form.KeyDown += (o, e) => // Alt + X -> Exit Program
{
if (e.Alt && e.KeyCode == Keys.X)
{
form.Close();
}
};
context.ClearRenderTargetView(renderTarget, Color.Green); // Fill Screen with specified colour
Texture2DDescription stereoDesc = new Texture2DDescription()
{
ArraySize = 1,
Width = 3840,
Height = 1081,
BindFlags = BindFlags.None,
CpuAccessFlags = CpuAccessFlags.Write,
Format = SlimDX.DXGI.Format.R8G8B8A8_UNorm,
OptionFlags = ResourceOptionFlags.None,
Usage = ResourceUsage.Staging,
MipLevels = 1,
SampleDescription = new SampleDescription(1, 0)
};
// Main Loop
MessagePump.Run(form, () =>
{
Texture2D texture_stereo = Make3D(left_im, right_im); // Create Texture from two bitmaps in memory
ResourceRegion stereoSrcBox = new ResourceRegion { Front = 0, Back = 1, Top = 0, Bottom = 1080, Left = 0, Right = 1920 };
context.CopySubresourceRegion(texture_stereo, 0, stereoSrcBox, renderTarget.Resource, 0, 0, 0, 0);
texture_stereo.Dispose();
swapChain.Present(0, PresentFlags.None);
});
// Dispose resources
swapChain.IsFullScreen = false; // Required before swapchain dispose
device.Dispose();
swapChain.Dispose();
renderTarget.Dispose();
}
static Texture2D Make3D(Bitmap leftBmp, Bitmap rightBmp)
{
var context = device.ImmediateContext;
Bitmap left2 = leftBmp.Clone(new RectangleF(0, 0, leftBmp.Width, leftBmp.Height), PixelFormat.Format32bppArgb); // Change bmp to 32bit ARGB
Bitmap right2 = rightBmp.Clone(new RectangleF(0, 0, rightBmp.Width, rightBmp.Height), PixelFormat.Format32bppArgb);
// Show FrameCount on screen: (To test)
Graphics left_graph = Graphics.FromImage(left2);
left_graph.DrawString("Frame: " + Count.ToString(), new System.Drawing.Font("Arial", 16), Brushes.Black, new PointF(100, 100));
left_graph.Dispose();
Graphics right_graph = Graphics.FromImage(right2);
right_graph.DrawString("Frame: " + Count.ToString(), new System.Drawing.Font("Arial", 16), Brushes.Black, new PointF(200, 200));
right_graph.Dispose();
Count++;
Texture2DDescription desc2d = new Texture2DDescription()
{
ArraySize = 1,
Width = 1920,
Height = 1080,
BindFlags = BindFlags.None,
CpuAccessFlags = CpuAccessFlags.Write,
Format = SlimDX.DXGI.Format.R8G8B8A8_UNorm,
OptionFlags = ResourceOptionFlags.None,
Usage = ResourceUsage.Staging,
MipLevels = 1,
SampleDescription = new SampleDescription(1, 0)
};
Texture2D leftText2 = new Texture2D(device, desc2d); // Texture2D for each bmp
Texture2D rightText2 = new Texture2D(device, desc2d);
Rectangle rect = new Rectangle(0, 0, left2.Width, left2.Height);
BitmapData leftData = left2.LockBits(rect, ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
IntPtr left_ptr = leftData.Scan0;
int left_num_bytes = Math.Abs(leftData.Stride) * leftData.Height;
byte[] left_bytes = new byte[left_num_bytes];
byte[] left_bytes2 = new byte[left_num_bytes];
System.Runtime.InteropServices.Marshal.Copy(left_ptr, left_bytes, 0, left_num_bytes); // Get Byte array from bitmap
left2.UnlockBits(leftData);
DataBox box1 = context.MapSubresource(leftText2, 0, MapMode.Write, SlimDX.Direct3D11.MapFlags.None);
box1.Data.Write(left_bytes, 0, left_bytes.Length);
context.UnmapSubresource(leftText2, 0);
BitmapData rightData = right2.LockBits(rect, ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
IntPtr right_ptr = rightData.Scan0;
int right_num_bytes = Math.Abs(rightData.Stride) * rightData.Height;
byte[] right_bytes = new byte[right_num_bytes];
System.Runtime.InteropServices.Marshal.Copy(right_ptr, right_bytes, 0, right_num_bytes); // Get Byte array from bitmap
right2.UnlockBits(rightData);
DataBox box2 = context.MapSubresource(rightText2, 0, MapMode.Write, SlimDX.Direct3D11.MapFlags.None);
box2.Data.Write(right_bytes, 0, right_bytes.Length);
context.UnmapSubresource(rightText2, 0);
Texture2DDescription stereoDesc = new Texture2DDescription()
{
ArraySize = 1,
Width = 3840,
Height = 1081,
BindFlags = BindFlags.None,
CpuAccessFlags = CpuAccessFlags.Write,
Format = SlimDX.DXGI.Format.R8G8B8A8_UNorm,
OptionFlags = ResourceOptionFlags.None,
Usage = ResourceUsage.Staging,
MipLevels = 1,
SampleDescription = new SampleDescription(1, 0)
};
Texture2D stereoTexture = new Texture2D(device, stereoDesc); // Texture2D to contain stereo images and Nvidia 3DVision Signature
// Identify the source texture region to copy (all of it)
ResourceRegion stereoSrcBox = new ResourceRegion { Front = 0, Back = 1, Top = 0, Bottom = 1080, Left = 0, Right = 1920 };
// Copy it to the stereo texture
context.CopySubresourceRegion(leftText2, 0, stereoSrcBox, stereoTexture, 0, 0, 0, 0);
context.CopySubresourceRegion(rightText2, 0, stereoSrcBox, stereoTexture, 0, 1920, 0, 0); // Offset by 1920 pixels
// Open the staging texture for reading and go to last row
DataBox box = context.MapSubresource(stereoTexture, 0, MapMode.Write, SlimDX.Direct3D11.MapFlags.None);
box.Data.Seek(stereoTexture.Description.Width * (stereoTexture.Description.Height - 1) * 4, System.IO.SeekOrigin.Begin);
box.Data.Write(stereo_data, 0, stereo_data.Length); // Write the NVSTEREO header
context.UnmapSubresource(stereoTexture, 0);
left2.Dispose();
leftText2.Dispose();
right2.Dispose();
rightText2.Dispose();
return stereoTexture;
}
}
}
I have tried various methods of copying the Texture2D of the stereo image including signature (3840x1081) to the backbuffer, but none of the methods I have tried display both images... Any help or comments will be much appreciated, Ryan
If using DirectX11.1 is an option, there is a much easier way to enable stereoscopic features, without having to rely on nVidia's byte wizardry. Basically, you create a SwapChan1
instead of a regular SwapChain
, then it is as simple as setting Stereo
to True.
Have a look at this post I made, it shows you how to create a Stereo swapChain. The code is a porting to C# of MS's own stereo sample. Then you'll have two render targets and it is much more simple. Before rendering you have to:
void RenderEye(bool rightEye, ITarget target)
{
RenderTargetView currentTarget = rightEye ? target.RenderTargetViewRight : target.RenderTargetView;
context.OutputMerger.SetTargets(target.DepthStencilView, currentTarget);
[clean color/depth]
[render scene]
[repeat for each eye]
}
where ITarget is an interface for a class providing access to the backbuffer, rendertargets, etc. That's it, DirectX will take care of everything. Hope this helps.
Try creating the backbufer with width = 1920 and not 3840. stretch each image to half the size in width and put them side by side.
I remember seeing this exact same question while searching a couple of days ago on the Nvidia Developer forums. Unfortunately the forums are down due to a recent hacker attack. I remember that the OP on that thread was able to get it working with DX11 and Slimdx using the signature hack. You do not use the stretchRectangle method its was something like createResuroseRegion() or but not that exactly I can't remember. It might be these methods CopyResource() or CopySubresourceRegion() found in this similar thread on stack over flow. Copy Texture to Texture
Also are you rendering the image continuously or at least a few times? I was doing the same thing in DX9 and had to tell DX to render 3 frames before the driver recognized it as 3D vision. Did your glasses kick on? Is your backbuffer = (width*2), (Height+1) and are you writing the backbuffer like so:
_________________________
| | |
| img1 | img2 |
| | |
--------------------------
|_______signature________| where this last row = 1 pix tall
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