FileLabels are not visible - c#

I try to capture desktop screenshot using SharpDX. My application is able to capture screenshot but without labels in Windows Explorer.
I tryed 2 solutions but without change. I tried find in documentation any information, but without change.
Here is mi code:
public void SCR()
{
uint numAdapter = 0; // # of graphics card adapter
uint numOutput = 0; // # of output device (i.e. monitor)
// create device and factory
var device = new SharpDX.Direct3D11.Device(SharpDX.Direct3D.DriverType.Hardware);
var factory = new Factory1();
// creating CPU-accessible texture resource
var texdes = new SharpDX.Direct3D11.Texture2DDescription
{
CpuAccessFlags = SharpDX.Direct3D11.CpuAccessFlags.Read,
BindFlags = SharpDX.Direct3D11.BindFlags.None,
Format = Format.B8G8R8A8_UNorm,
Height = factory.Adapters1[numAdapter].Outputs[numOutput].Description.DesktopBounds.Height,
Width = factory.Adapters1[numAdapter].Outputs[numOutput].Description.DesktopBounds.Width,
OptionFlags = SharpDX.Direct3D11.ResourceOptionFlags.None,
MipLevels = 1,
ArraySize = 1
};
texdes.SampleDescription.Count = 1;
texdes.SampleDescription.Quality = 0;
texdes.Usage = SharpDX.Direct3D11.ResourceUsage.Staging;
var screenTexture = new SharpDX.Direct3D11.Texture2D(device, texdes);
// duplicate output stuff
var output = new Output1(factory.Adapters1[numAdapter].Outputs[numOutput].NativePointer);
var duplicatedOutput = output.DuplicateOutput(device);
SharpDX.DXGI.Resource screenResource = null;
SharpDX.DataStream dataStream;
Surface screenSurface;
var i = 0;
var miliseconds = 2500000;
while (true)
{
i++;
// try to get duplicated frame within given time
try
{
SharpDX.DXGI.OutputDuplicateFrameInformation duplicateFrameInformation;
duplicatedOutput.AcquireNextFrame(miliseconds, out duplicateFrameInformation, out screenResource);
}
catch (SharpDX.SharpDXException e)
{
if (e.ResultCode.Code == SharpDX.DXGI.ResultCode.WaitTimeout.Result.Code)
{
// this has not been a successful capture
// thanks #Randy
// keep retrying
continue;
}
else
{
throw e;
}
}
device.ImmediateContext.CopyResource(screenResource.QueryInterface<SharpDX.Direct3D11.Resource>(), screenTexture);
screenSurface = screenTexture.QueryInterface<Surface>();
// screenSurface.Map(SharpDX.DXGI.MapFlags.Read, out dataStream);
int width = output.Description.DesktopBounds.Width;
int height = output.Description.DesktopBounds.Height;
var boundsRect = new System.Drawing.Rectangle(0, 0, width, height);
var mapSource = device.ImmediateContext.MapSubresource(screenTexture, 0, MapMode.Read, SharpDX.Direct3D11.MapFlags.None);
using (var bitmap = new System.Drawing.Bitmap(width, height, PixelFormat.Format32bppArgb))
{
// Copy pixels from screen capture Texture to GDI bitmap
var bitmapData = bitmap.LockBits(boundsRect, ImageLockMode.WriteOnly, bitmap.PixelFormat);
var sourcePtr = mapSource.DataPointer;
var destinationPtr = bitmapData.Scan0;
for (int y = 0; y < height; y++)
{
// Copy a single line
Utilities.CopyMemory(destinationPtr, sourcePtr, width * 4);
// Advance pointers
sourcePtr = IntPtr.Add(sourcePtr, mapSource.RowPitch);
destinationPtr = IntPtr.Add(destinationPtr, bitmapData.Stride);
}
// Release source and dest locks
bitmap.UnlockBits(bitmapData);
device.ImmediateContext.UnmapSubresource(screenTexture, 0);
bitmap.Save(string.Format(#"d:\scr\{0}.png", i));
}
// var image = FromByte(ToByte(dataStream));
//var image = getImageFromDXStream(1920, 1200, dataStream);
//image.Save(string.Format(#"d:\scr\{0}.png", i));
// dataStream.Close();
//screenSurface.Unmap();
screenSurface.Dispose();
screenResource.Dispose();
duplicatedOutput.ReleaseFrame();
}
}

After few hours of research and googling i found working solution:
From:
PixelFormat.Format32bppArgb
To:
PixelFormat.Format32bppRgb

Related

Cannot convert between a TensorFlowLite buffer with 150528 bytes and a ByteBuffer with 602112 bytes

Im using xamarin form to create Image Classification which i got the documentation in xamarin blog.
but i got an error when passing image to bytebuffer, once the tensorflow-lite interpreter run the output i got an error saying "Cannot convert between a TensorFlowLite buffer with 150528 bytes and a ByteBuffer with 602112 bytes."
Hope someone help me in this error. im little frustrated, thank you in advance. below is my code
public class TensorflowClassifier : IClassify
{
//FloatSize is a constant with the value of 4 because a float value is 4 bytes
const int FloatSize = 4;
//PixelSize is a constant with the value of 3 because a pixel has three color channels: Red Green and Blue
const int PixelSize = 3;
public List<ImageClassificationModel> Classify(byte[] image)
{
var mappedByteBuffer = GetModelAsMappedByteBuffer();
var interpreter = new Xamarin.TensorFlow.Lite.Interpreter(mappedByteBuffer);
//To resize the image, we first need to get its required width and height
var tensor = interpreter.GetInputTensor(0);
var shape = tensor.Shape();
var width = shape[1];
var height = shape[2];
var byteBuffer = GetPhotoAsByteBuffer(image, width, height);
//use StreamReader to import the labels from labels.txt
var streamReader = new StreamReader(Application.Context.Assets.Open("labels.txt"));
//Transform labels.txt into List<string>
var labels = streamReader.ReadToEnd().Split('\n').Select(s => s.Trim()).Where(s => !string.IsNullOrEmpty(s)).ToList();
//Convert our two-dimensional array into a Java.Lang.Object, the required input for Xamarin.TensorFlow.List.Interpreter
var outputLocations = new float[1][] { new float[labels.Count] };
var outputs = Java.Lang.Object.FromArray(outputLocations);
interpreter.Run(byteBuffer, outputs);
var classificationResult = outputs.ToArray<float[]>();
//Map the classificationResult to the labels and sort the result to find which label has the highest probability
var classificationModelList = new List<ImageClassificationModel>();
for (var i = 0; i < labels.Count; i++)
{
var label = labels[i]; classificationModelList.Add(new ImageClassificationModel(label, classificationResult[0][i]));
}
return classificationModelList;
}
//Convert model.tflite to Java.Nio.MappedByteBuffer , the require type for Xamarin.TensorFlow.Lite.Interpreter
private MappedByteBuffer GetModelAsMappedByteBuffer()
{
var assetDescriptor = Application.Context.Assets.OpenFd("model.tflite");
var inputStream = new FileInputStream(assetDescriptor.FileDescriptor);
var mappedByteBuffer = inputStream.Channel.Map(FileChannel.MapMode.ReadOnly, assetDescriptor.StartOffset, assetDescriptor.DeclaredLength);
return mappedByteBuffer;
}
//Resize the image for the TensorFlow interpreter
private ByteBuffer GetPhotoAsByteBuffer(byte[] image, int width, int height)
{
var bitmap = BitmapFactory.DecodeByteArray(image, 0, image.Length);
var resizedBitmap = Bitmap.CreateScaledBitmap(bitmap, width, height, true);
var modelInputSize = FloatSize * height * width * PixelSize;
var byteBuffer = ByteBuffer.AllocateDirect(modelInputSize);
byteBuffer.Order(ByteOrder.NativeOrder());
var pixels = new int[width * height];
resizedBitmap.GetPixels(pixels, 0, resizedBitmap.Width, 0, 0, resizedBitmap.Width, resizedBitmap.Height);
var pixel = 0;
//Loop through each pixels to create a Java.Nio.ByteBuffer
for (var i = 0; i < width; i++)
{
for (var j = 0; j < height; j++)
{
var pixelVal = pixels[pixel++];
byteBuffer.PutFloat(pixelVal >> 16 & 0xFF / 4);
byteBuffer.PutFloat(pixelVal >> 8 & 0xFF / 4);
byteBuffer.PutFloat(pixelVal & 0xFF / 4);
}
}
bitmap.Recycle();
return byteBuffer;
}
}
On my project i passed the byte array to the classifier
private async void SaveImagePad(object sender, EventArgs e)
{
Stream image = await PadView.GetImageStreamAsync(SignatureImageFormat.Jpeg);
//byte[] bytes = ReadFully(image);
byte[] bytes = new byte[image.Length];
image.Read(bytes, 0, bytes.Length);
List<ImageClassificationModel> classifyImage = DependencyService.Get<IClassify>().Classify(bytes);
}

Create movie from images c# using leadTools

I am trying to create movie from images.
I am following following links :
https://www.leadtools.com/support/forum/posts/t11084- // Here I am trying option 2 mentioned & https://social.msdn.microsoft.com/Forums/sqlserver/en-US/b61726a4-4b87-49c7-b4fc-8949cd1366ac/visual-c-visual-studio-2017-how-do-you-convert-jpg-images-to-video-in-visual-c?forum=csharpgeneral
void convert()
{
bmp = new Bitmap(320, 240, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
// create sample source object
SampleSource smpsrc = new SampleSource();
ConvertCtrl convertCtrl = new ConvertCtrl();
// create a new media type wrapper
MediaType mt = new MediaType();
double AvgTimePerFrame = (10000000 / 15);
// set the type to 24-bit RGB video
mt.Type = Constants.MEDIATYPE_Video;
mt.SubType = Constants.MEDIASUBTYPE_RGB24;
// set the format
mt.FormatType = Constants.FORMAT_VideoInfo;
VideoInfoHeader vih = new VideoInfoHeader();
int bmpSize = GetBitmapSize(bmp);
// setup the video info header
vih.bmiHeader.biCompression = 0; // BI_RGB
vih.bmiHeader.biBitCount = 24;
vih.bmiHeader.biWidth = bmp.Width;
vih.bmiHeader.biHeight = bmp.Height;
vih.bmiHeader.biPlanes = 1;
vih.bmiHeader.biSizeImage = bmpSize;
vih.bmiHeader.biClrImportant = 0;
vih.AvgTimePerFrame.lowpart = (int)AvgTimePerFrame;
vih.dwBitRate = bmpSize * 8 * 15;
mt.SetVideoFormatData(vih, null, 0);
// set fixed size samples matching the bitmap size
mt.SampleSize = bmpSize;
mt.FixedSizeSamples = true;
// assign the source media type
smpsrc.SetMediaType(mt);
// select the LEAD compressor
convertCtrl.VideoCompressors.MCmpMJpeg.Selected = true;
convertCtrl.SourceObject = smpsrc;
convertCtrl.TargetFile = #"D:\Projects\LEADTool_Movie_fromImage\ImageToVideo_LeadTool\ImageToVideo_LeadTool\Images\Out\aa.avi";
//convertCtrl.TargetFile = "C:\\Users\\vipul.langalia\\Documents\\count.avi";
convertCtrl.TargetFormat = TargetFormatType.WMVMux;
convertCtrl.StartConvert();
BitmapData bmpData;
int i = 1;
byte[] a = new byte[bmpSize];
System.Drawing.Rectangle rect = new System.Drawing.Rectangle(0, 0, bmp.Width, bmp.Height);
var imgs = GetAllFiles();
foreach (var item in imgs)
{
bmpSize = GetBitmapSize(item);
MediaSample ms = smpsrc.GetSampleBuffer(30000);
ms.SyncPoint = true;
bmpData = item.LockBits(rect, ImageLockMode.ReadWrite, item.PixelFormat);
Marshal.Copy(bmpData.Scan0, a, 0, bmpSize);
item.UnlockBits(bmpData);
ms.SetData(bmpSize, a);
SetSampleTime(ms, i, AvgTimePerFrame);
smpsrc.DeliverSample(1000, ms);
i++;
}
smpsrc.DeliverEndOfStream(1000);
}
byte[] GetByteArrayFroMWritableBitmap(WriteableBitmap bitmapSource)
{
var width = bitmapSource.PixelWidth;
var height = bitmapSource.PixelHeight;
var stride = width * ((bitmapSource.Format.BitsPerPixel + 7) / 8);
var bitmapData = new byte[height * stride];
bitmapSource.CopyPixels(bitmapData, stride, 0);
return bitmapData;
}
private int GetBitmapSize(WriteableBitmap bmp)
{
int BytesPerLine = (((int)bmp.Width * 24 + 31) & ~31) / 8;
return BytesPerLine * (int)bmp.Height;
}
private int GetBitmapSize(Bitmap bmp)
{
int BytesPerLine = ((bmp.Width * 24 + 31) & ~31) / 8;
return BytesPerLine * bmp.Height;
}
It is throwing out of memory exception when execute ms.SetData(bmpSize, a); statement. Plus If I directly pass byte[] by var a = System.IO.File.ReadAllBytes(imagePath); in ms.SetData(bmpSize, a); statement then it will not throw error but video file is not properly created.
Can anybody please help me?
There are a couple of problems with your code:
Are all your images 320x240 pixels? If not, you should resize them to these exact dimensions before delivering them as video samples to the Convert control.
If you want to use a different size, you can, but it should be the same size for all images, and you should modify the code accordingly.
You are setting the TargetFormat property to WMVMux, but the name of the output file has “.avi” extension. If you want to save AVI files, set TargetFormat = TargetFormatType.AVI.
If you still face problems after this, feel free to contact support#leadtools.com and provide full details about what you tried and what errors you’re getting. Email support is free for LEADTOOLS SDK owners and also for free evaluation users.

Unity: Converting Texture2D to YUV420P and sending with UDP using FFmpeg

In my Unity game each frame is rendered into a texture and then put together into a video using FFmpeg. Now my questions is if I am doing this right because avcodec_send_frame throws every time an exception.
I am pretty sure that I am doing something wrong or in the wrong order or simply missing something.
Here is the code for capturing the texture:
void Update() {
//StartCoroutine(CaptureFrame());
if (rt == null)
{
rect = new Rect(0, 0, captureWidth, captureHeight);
rt = new RenderTexture(captureWidth, captureHeight, 24);
frame = new Texture2D(captureWidth, captureHeight, TextureFormat.RGB24, false);
}
Camera camera = this.GetComponent<Camera>(); // NOTE: added because there was no reference to camera in original script; must add this script to Camera
camera.targetTexture = rt;
camera.Render();
RenderTexture.active = rt;
frame.ReadPixels(rect, 0, 0);
frame.Apply();
camera.targetTexture = null;
RenderTexture.active = null;
byte[] fileData = null;
fileData = frame.GetRawTextureData();
encoding(fileData, fileData.Length);
}
And here is the code for encoding and sending the byte data:
private unsafe void encoding(byte[] bytes, int size)
{
Debug.Log("Encoding...");
AVCodec* codec;
codec = ffmpeg.avcodec_find_encoder(AVCodecID.AV_CODEC_ID_H264);
int ret, got_output = 0;
AVCodecContext* codecContext = null;
codecContext = ffmpeg.avcodec_alloc_context3(codec);
codecContext->bit_rate = 400000;
codecContext->width = captureWidth;
codecContext->height = captureHeight;
//codecContext->time_base.den = 25;
//codecContext->time_base.num = 1;
AVRational timeBase = new AVRational();
timeBase.num = 1;
timeBase.den = 25;
codecContext->time_base = timeBase;
//AVStream* videoAVStream = null;
//videoAVStream->time_base = timeBase;
AVRational frameRate = new AVRational();
frameRate.num = 25;
frameRate.den = 1;
codecContext->framerate = frameRate;
codecContext->gop_size = 10;
codecContext->max_b_frames = 1;
codecContext->pix_fmt = AVPixelFormat.AV_PIX_FMT_YUV420P;
AVFrame* inputFrame;
inputFrame = ffmpeg.av_frame_alloc();
inputFrame->format = (int)codecContext->pix_fmt;
inputFrame->width = captureWidth;
inputFrame->height = captureHeight;
inputFrame->linesize[0] = inputFrame->width;
AVPixelFormat dst_pix_fmt = AVPixelFormat.AV_PIX_FMT_YUV420P, src_pix_fmt = AVPixelFormat.AV_PIX_FMT_RGBA;
int src_w = 1920, src_h = 1080, dst_w = 1920, dst_h = 1080;
SwsContext* sws_ctx;
GCHandle pinned = GCHandle.Alloc(bytes, GCHandleType.Pinned);
IntPtr address = pinned.AddrOfPinnedObject();
sbyte** inputData = (sbyte**)address;
sws_ctx = ffmpeg.sws_getContext(src_w, src_h, src_pix_fmt,
dst_w, dst_h, dst_pix_fmt,
0, null, null, null);
fixed (int* lineSize = new int[1])
{
lineSize[0] = 4 * captureHeight;
// Convert RGBA to YUV420P
ffmpeg.sws_scale(sws_ctx, inputData, lineSize, 0, codecContext->width, inputFrame->extended_data, inputFrame->linesize);
}
inputFrame->pts = counter++;
if (ffmpeg.avcodec_send_frame(codecContext, inputFrame) < 0)
throw new ApplicationException("Error sending a frame for encoding!");
AVPacket pkt;
pkt = new AVPacket();
//pkt.data = inData;
AVPacket* packet = &pkt;
ffmpeg.av_init_packet(packet);
Debug.Log("pkt.size " + pkt.size);
pinned.Free();
AVDictionary* options = null;
ffmpeg.av_dict_set(&options, "pkt_size", "1300", 0);
ffmpeg.av_dict_set(&options, "buffer_size", "65535", 0);
AVIOContext* server = null;
ffmpeg.avio_open2(&server, "udp://192.168.0.1:1111", ffmpeg.AVIO_FLAG_WRITE, null, &options);
Debug.Log("encoded");
ret = ffmpeg.avcodec_encode_video2(codecContext, &pkt, inputFrame, &got_output);
ffmpeg.avio_write(server, pkt.data, pkt.size);
ffmpeg.av_free_packet(&pkt);
pkt.data = null;
pkt.size = 0;
}
And every time I start the game
if (ffmpeg.avcodec_send_frame(codecContext, inputFrame) < 0)
throw new ApplicationException("Error sending a frame for encoding!");
throws the exception.
Any help in fixing the issue would be greatly appreciated :)

Reading Datastream sharpDX Error all values are 0

I followed this solution for my project : How to create bitmap from Surface (SharpDX)
I don't have enough reputation to comment so I'm opening a new question here.
My project is basically in Direct 2D, I have a Surface buffer, a swapchain. I want to put my buffer into a datastream and reads it's value to put it into a bitmap and save it on disk ( like a screen capture), but my code won't work since all the bytes values are 0 (which is black) and this doesn't make sense since my image is fully white with a bit of blue.
Here is my code :
SwapChainDescription description = new SwapChainDescription()
{
ModeDescription = new ModeDescription(this.Width, this.Height, new Rational(60, 1), Format.B8G8R8A8_UNorm),
SampleDescription = new SampleDescription(1, 0),
Usage = Usage.RenderTargetOutput,
BufferCount = 1,
SwapEffect = SwapEffect.Discard,
IsWindowed = true,
OutputHandle = this.Handle
};
Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.Debug | DeviceCreationFlags.BgraSupport, description, out device, out swapChain);
SharpDX.DXGI.Device dxgiDevice = device.QueryInterface<SharpDX.DXGI.Device>();
SharpDX.DXGI.Adapter dxgiAdapter = dxgiDevice.Adapter;
SharpDX.Direct2D1.Device d2dDevice = new SharpDX.Direct2D1.Device(dxgiDevice);
d2dContext = new SharpDX.Direct2D1.DeviceContext(d2dDevice, SharpDX.Direct2D1.DeviceContextOptions.None);
SharpDX.Direct3D11.DeviceContext d3DeviceContext = new SharpDX.Direct3D11.DeviceContext(device);
properties = new BitmapProperties(new SharpDX.Direct2D1.PixelFormat(SharpDX.DXGI.Format.B8G8R8A8_UNorm, SharpDX.Direct2D1.AlphaMode.Premultiplied),
96, 96);
Surface backBuffer = swapChain.GetBackBuffer<Surface>(0);
d2dTarget = new SharpDX.Direct2D1.Bitmap(d2dContext, backBuffer, properties);
d2dContext.Target = d2dTarget;
playerBitmap = this.LoadBitmapFromContentFile(#"C:\Users\ndesjardins\Desktop\wave.png");
//System.Drawing.Bitmap bitmapCanva = new System.Drawing.Bitmap(1254, 735);
d2dContext.BeginDraw();
d2dContext.Clear(SharpDX.Color.White);
d2dContext.DrawBitmap(playerBitmap, new SharpDX.RectangleF(0, 0, playerBitmap.Size.Width, playerBitmap.Size.Height), 1f, SharpDX.Direct2D1.BitmapInterpolationMode.NearestNeighbor);
SharpDX.Direct2D1.SolidColorBrush brush = new SharpDX.Direct2D1.SolidColorBrush(d2dContext, SharpDX.Color.Green);
d2dContext.DrawRectangle(new SharpDX.RectangleF(200, 200, 100, 100), brush);
d2dContext.EndDraw();
swapChain.Present(1, PresentFlags.None);
Texture2D backBuffer3D = backBuffer.QueryInterface<SharpDX.Direct3D11.Texture2D>();
Texture2DDescription desc = backBuffer3D.Description;
desc.CpuAccessFlags = CpuAccessFlags.Read;
desc.Usage = ResourceUsage.Staging;
desc.OptionFlags = ResourceOptionFlags.None;
desc.BindFlags = BindFlags.None;
var texture = new Texture2D(device, desc);
d3DeviceContext.CopyResource(backBuffer3D, texture);
byte[] data = null;
using (Surface surface = texture.QueryInterface<Surface>())
{
DataStream dataStream;
var map = surface.Map(SharpDX.DXGI.MapFlags.Read, out dataStream);
int lines = (int)(dataStream.Length / map.Pitch);
data = new byte[surface.Description.Width * surface.Description.Height * 4];
dataStream.Position = 0;
int dataCounter = 0;
// width of the surface - 4 bytes per pixel.
int actualWidth = surface.Description.Width * 4;
for (int y = 0; y < lines; y++)
{
for (int x = 0; x < map.Pitch; x++)
{
if (x < actualWidth)
{
data[dataCounter++] = dataStream.Read<byte>();
}
else
{
dataStream.Read<byte>();
}
}
}
dataStream.Dispose();
surface.Unmap();
int width = surface.Description.Width;
int height = surface.Description.Height;
byte[] bytewidth = BitConverter.GetBytes(width);
byte[] byteheight = BitConverter.GetBytes(height);
Array.Copy(bytewidth, 0, data, 0, 4);
Array.Copy(byteheight, 0, data, 4, 4);
}
Do you guys have any idea why the byte array that is returned at the end is full of 0 since it should be mostly 255? All I did in my backbuffer was to draw a bitmap image and a rectangle form. Array.Copy is to add the width and height header to the byte array, therefore I could create a bitmap out of it.
I answered in a comment but formatting is horrible so apologies!
https://gamedev.stackexchange.com/a/112978/29920 This looks promising but as you said in reply to mine, this was some time ago and I'm pulling this out of thin air, if it doesn't work either someone with more current knowledge will have to answer or I'll have to grab some source code and try myself.
SharpDX.Direct2D1.Bitmap dxbmp = new SharpDX.Direct2D1.Bitmap(renderTarget,
new SharpDX.Size2(bmpWidth, bmpHeight), new
BitmapProperties(renderTarget.PixelFormat));
dxbmp.CopyFromMemory(bmpBits, bmpWidth * 4);
This looks kind of like what you need. I'm assuming bmpBits in here is either a byte array or a memory stream either of which could then be saved off or at least give you something to look at to see if you're actually getting pixel data

Spout Receiver / OpenGL in C# - Incorrect Syntax

I'm trying to create an application that receives a sequence of images by Spout but I can not figure out the exact logic to it ...
I've never worked with OpenGL so do not know much about the correct syntax ...
All information is from the help here and looks very well explained ... but I could not properly understand how to put this logic to work ...
https://github.com/matjacques/LightjamsSpout
Below is my code and all I get is just a static image ...
I'm getting the result of a Bitmap and putting in a PictureBox ...
How do I put these images in an OpenGL object type?
public Form1()
{
InitializeComponent();
try
{
string senderName = "";
var receiver = new LightjamsSpoutLib.LightjamsSpoutReceiver();
int nbSenders = receiver.NbSenders();
for (int t = 0; t < nbSenders; ++t)
{
string name; int w, h;
receiver.GetSenderInfo(t, out name, out w, out h);
lblConnection.Text = name;
senderName = name;
// can instanciate the object in any thread
LightjamsSpoutLib.GLContext m_glContext = new LightjamsSpoutLib.GLContext();
m_glContext.Create();
LightjamsSpoutLib.LightjamsSpoutReceiver m_receiver = new LightjamsSpoutLib.LightjamsSpoutReceiver();
// the senderName as retrieved when enumerating senders or "" to use the active sender
int m_width = 500;
int m_height = 500;
m_receiver.Connect(senderName, out m_width, out m_height);
Bitmap m_bitmap = new Bitmap(m_width, m_height, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
const int bytesPerPixel = 3;
int stride = 4 * ((m_width * bytesPerPixel + 3) / 4);
byte[] m_buffer = new byte[stride * m_height];
var data = m_bitmap.LockBits(new Rectangle(0, 0, m_width, m_height), System.Drawing.Imaging.ImageLockMode.WriteOnly, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
m_receiver.ReceiveImageIntPtr((long)data.Scan0, LightjamsSpoutLib.EPixelFormat.BGR);
m_bitmap.UnlockBits(data);
// Put in PictureBox (Only Static)
PictureBox Screen = new PictureBox();
Screen.Height = m_height;
Screen.Width = m_width;
Screen.Image = m_bitmap;
this.Controls.Add(Screen);
}
}
catch (System.Runtime.InteropServices.COMException e)
{
}
}

Categories

Resources