这一节的内容就是把深度图转换为彩色图,然后不再使用硬解码,而是继续采用sdk里面封装好的功能来减少测量的误差,以及避免转换为灰度图时,出现绿巨人时候的掉针的bug.
下面直接贴代码吧。
private byte[]convertDepthFrameToColorFrame2(short[] depthFrame,DepthImageStream depthSteam)
{
byte[] depthFrame32 = new byte[depthSteam.FrameWidth * depthSteam.FrameHeight * Bgr32BytesPerPixel]; //通过常量获得有效视距,不用硬解码(就是自己定义距离)
int tooNearDepth = depthSteam.TooNearDepth;
int tooFarDepth = depthSteam.TooFarDepth;
int unknownDepth = depthSteam.UnknownDepth;
for(int i16=0,i32=0;i16<depthFrame.Length&&i32<depthFrame32.Length;i16++,i32+=4)
{
int player = depthFrame[i16] & DepthImageFrame.PlayerIndexBitmask;
int realDepth = depthFrame[i16] >> DepthImageFrame.PlayerIndexBitmaskWidth;
//通过位运算,将13位的深度图,裁剪为8位,对于显示足够了。
byte intensity = (byte)(~(realDepth >> 4)); if(player==0&&realDepth==0)
{
//白色
depthFrame32[i32 + RedIndex] = 255;
depthFrame32[i32 + GreenIndex] = 255;
depthFrame32[i32 + BlueIndex] = 255;
}
else if(player==0&&realDepth==tooFarDepth)
{
//深紫色
depthFrame32[i32 + RedIndex] = 66;
depthFrame32[i32 + GreenIndex] = 0;
depthFrame32[i32 + BlueIndex] = 66;
}
else if (player == 0 && realDepth == unknownDepth)
{
//深棕色
depthFrame32[i32 + RedIndex] = 66;
depthFrame32[i32 + GreenIndex] = 66;
depthFrame32[i32 + BlueIndex] = 33;
}
else
{
depthFrame32[i32 + RedIndex] = (byte)(intensity >> IntensityShiftByPlayerR[player]);
depthFrame32[i32 + GreenIndex] = (byte)(intensity >> IntensityShiftByPlayerG[player]);
depthFrame32[i32 + BlueIndex] = (byte)(intensity >> IntensityShiftByPlayerB[player]);
}
} return depthFrame32; }
void _kinect_DepthFrameReady(object sender, DepthImageFrameReadyEventArgs e)
{
using(DepthImageFrame depthFrame = e.OpenDepthImageFrame())
{
if(depthFrame!=null)
{
short[] depthPixelData = new short[depthFrame.PixelDataLength];
depthFrame.CopyPixelDataTo(depthPixelData);
byte[] pixels = this.convertDepthFrameToColorFrame2(depthPixelData, ((KinectSensor)sender).DepthStream); int stride = depthFrame.Width * 4; imageDepth.Source = BitmapSource.Create(depthFrame.Width, depthFrame.Height, 96, 96, PixelFormats.Bgr32, null, pixels, stride); }
}
}
再附上效果图