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See more: C++ Windows DirectX Video , +
I have read presentation from NVidio about NVidia 3D Vision.
I have got monitor, video board, glasses.
I use the render video filter to display video in full screen with the simple video player.
In this filter the image is drawing using Direct3D surfaces.
I load it from IMediaSample to two surfaces.
After that i stretch images to final two images 3D surface with NVidia signatures.
Finally, i put this surface to back buffer surface and do Present.
As it is written in the presentetion.
 
But i get only right inage in the fullscreen NVidia 3D Vision glasses mode.
The question is: "Why is there only right image?"
The answer is: "Surface rectangle in last StretchRect!"
 
I do two images from source image using the shift, as if it was two eyes.
 
Here is the function code (left some code from previos variant using video cashing):
 
HRESULT CTransform::Transform( IMediaSample *pMediaSample, AM_MEDIA_TYPE* media_type, LPDIRECT3DDEVICE9 direct_3D_device )
{
	if (
		pMediaSample==NULL || media_type==NULL || direct_3D_device == NULL
		)
	{
		return E_POINTER;
	}
	AM_MEDIA_TYPE* pType = media_type;
    VIDEOINFOHEADER *pvi = (VIDEOINFOHEADER *) pType->pbFormat;
    BYTE *pData;                // Pointer to the actual image buffer
    long lDataLen;              // Holds length of any given sample
    RGBTRIPLE *prgb;            // Holds a pointer to the current pixel
	
    pMediaSample->GetPointer(&pData);
    lDataLen = pMediaSample->GetSize();
    // Get the image properties from the BITMAPINFOHEADER
	
    int iPixelSize = pvi->bmiHeader.biBitCount / 8;
    int cxImage    = pvi->bmiHeader.biWidth;
    int cyImage    = pvi->bmiHeader.biHeight;
    int cbImage    = cyImage * cxImage * iPixelSize;
    int numPixels  = cxImage * cyImage;
    iPixelSize = pvi->bmiHeader.biBitCount / 8;
    cxImage    = pvi->bmiHeader.biWidth;
    cyImage    = pvi->bmiHeader.biHeight;
    cbImage    = cyImage * cxImage * iPixelSize;
    numPixels  = cxImage * cyImage;
	
	prgb = (RGBTRIPLE*) pData;
	int pixels_shift = 2*cxImage/100;
	REFERENCE_TIME rtStart, rtEnd;
	pMediaSample->GetTime(&rtStart, &rtEnd);
	{
		if(buffers_size!=cxImage*cyImage)
		{
			buffers_size = cxImage*cyImage;
			delete []member_cash_buffer;
			delete []member_buffer;
			delete []local_member_buffer_1;
			delete []local_member_buffer_2;
			delete []local_member_entered_buffer;
			member_cash_buffer = new RGBTRIPLE[buffers_size];
			member_buffer = new RGBTRIPLE[buffers_size];
			local_member_buffer_1 = new RGBTRIPLE[buffers_size];
			local_member_buffer_2 = new RGBTRIPLE[buffers_size];
			local_member_entered_buffer = new RGBTRIPLE[buffers_size];
			member_valid_cash = 0;
		}
	}
 

#define RGB_BYTE_ORDER(r, g ,b)  ((DWORD) (((BYTE) (b) | ((WORD) (g) << 8)) | (((DWORD) (BYTE) (r)) << 16)))
	HRESULT local_handle_result = S_OK;
	{
		IDirect3DSurface9* gImageSrcLeft = NULL; // Left Source image surface in video memory
		IDirect3DSurface9* gImageSrcRight = NULL; // Right Source image Surface in video memory
		
		{
			local_handle_result = direct_3D_device->CreateOffscreenPlainSurface(
				cxImage-pixels_shift, // Stereo width is twice the source width
				cyImage, // Stereo height add one raw to encode signature
				D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, // Surface is in video memory
				&gImageSrcLeft, NULL);
			if(local_handle_result!=S_OK)
			{
				return local_handle_result;
			}
			local_handle_result = direct_3D_device->CreateOffscreenPlainSurface(
				cxImage-pixels_shift, // Stereo width is twice the source width
				cyImage, // Stereo height add one raw to encode signature
				D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, // Surface is in video memory
				&gImageSrcRight, NULL);
			if(local_handle_result!=S_OK)
			{
				gImageSrcLeft->Release();
				return local_handle_result;
			}
			{
				DWORD *local_bit_map_buffer;
				local_bit_map_buffer = new DWORD[(cxImage-pixels_shift)*cyImage];				
				
				for(int local_counter_width=pixels_shift;local_counter_width<cxImage;local_counter_width++)
				{
					for(int local_counter_height=0;local_counter_height<cyImage;local_counter_height++)
					{
						int local_couter = local_counter_width+local_counter_height*cxImage;
						int local_bit_map_couter = local_counter_width-pixels_shift+(cyImage-(local_counter_height+1))*(cxImage-pixels_shift);
						local_bit_map_buffer[local_bit_map_couter] = RGB_BYTE_ORDER(prgb[local_couter].rgbtRed,prgb[local_couter].rgbtGreen,prgb[local_couter].rgbtBlue);
					}
				}
				
				HBITMAP handle_bit_map = NULL;
				
				handle_bit_map = CreateBitmap(
					cxImage-pixels_shift, 
					cyImage, 
					1,
					32, 
					local_bit_map_buffer);
				
				delete []local_bit_map_buffer;
				
				HRESULT local_handle_result;
				
				
				
				HDC hdc; 
				gImageSrcLeft->GetDC(&hdc);
				
				HDC hdc_compatible = CreateCompatibleDC(hdc);
				
				SelectObject(hdc_compatible,handle_bit_map);
				BitBlt(hdc, 0  ,0 ,cxImage-pixels_shift  , cyImage  , hdc_compatible, 0, 0, SRCCOPY);
				gImageSrcLeft->ReleaseDC(hdc);
				DeleteDC(hdc_compatible);
				
				bool local_result = DeleteObject(handle_bit_map);
			}
			
			{
				DWORD *local_bit_map_buffer;
				local_bit_map_buffer = new DWORD[(cxImage-pixels_shift)*cyImage];
				
				for(int local_counter_width=0;local_counter_width<cxImage-pixels_shift;local_counter_width++)
				{
					for(int local_counter_height=0;local_counter_height<cyImage;local_counter_height++)
					{
						int local_couter = local_counter_width+local_counter_height*cxImage;
						int local_bit_map_couter = local_counter_width+(cyImage-(local_counter_height+1))*(cxImage-pixels_shift);
						local_bit_map_buffer[local_bit_map_couter] = RGB_BYTE_ORDER(prgb[local_couter].rgbtRed,prgb[local_couter].rgbtGreen,prgb[local_couter].rgbtBlue);
					}
				}
				
				HBITMAP handle_bit_map = NULL;
				
				handle_bit_map = CreateBitmap(
					cxImage-pixels_shift, 
					cyImage, 
					1,
					32, 
					local_bit_map_buffer);
				
				delete []local_bit_map_buffer;
				
				HRESULT local_handle_result;
				
				
				
				HDC hdc; 
				gImageSrcRight->GetDC(&hdc);
				
				HDC hdc_compatible = CreateCompatibleDC(hdc);
				
				SelectObject(hdc_compatible,handle_bit_map);
				BitBlt(hdc, 0  ,0 ,cxImage-pixels_shift  , cyImage  , hdc_compatible, 0, 0, SRCCOPY);
				gImageSrcRight->ReleaseDC(hdc);
				DeleteDC(hdc_compatible);
				
				bool local_result = DeleteObject(handle_bit_map);
			}
			
			int gImageWidth= cxImage-pixels_shift; // Source image width
			int gImageHeight= cyImage;// Source image height
			
			IDirect3DSurface9* gImageSrc= NULL; // Source stereo image beeing created
			
			local_handle_result = direct_3D_device->CreateOffscreenPlainSurface(
				gImageWidth* 2, // Stereo width is twice the source width
				gImageHeight+ 1, // Stereo height add one raw to encode signature
				D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, // Surface is in video memory
				&gImageSrc, NULL);
			if(local_handle_result!=S_OK)
			{
				gImageSrcLeft->Release();
				gImageSrcRight->Release();
				return local_handle_result;
			}
			// Blit left srcimage to left side of stereo
			RECT srcRect= { 0, 0, gImageWidth, gImageHeight};
			RECT dstRect= { 0, 0, gImageWidth, gImageHeight};
			direct_3D_device->StretchRect(gImageSrcLeft, &srcRect, gImageSrc, &dstRect, D3DTEXF_LINEAR);
			// Blit right srcimage to right side of stereo
RECT srcRect2= { 0, 0, 2*gImageWidth, gImageHeight+1};
			RECT dstRect2= {gImageWidth, 0, 2*gImageWidth, gImageHeight};
			direct_3D_device->StretchRect(gImageSrcRight, &srcRect, gImageSrc, &dstRect2, D3DTEXF_LINEAR);
			
			// Stereo Blitdefines
#define NVSTEREO_IMAGE_SIGNATURE 0x4433564e //NV3D
			typedef struct _Nv_Stereo_Image_Header
			{
				unsigned int dwSignature;
				unsigned int dwWidth;
				unsigned int dwHeight;
				unsigned int dwBPP;
				unsigned int dwFlags;
			} NVSTEREOIMAGEHEADER, *LPNVSTEREOIMAGEHEADER;
			// ORedflags in the dwFlagsfielsof the _Nv_Stereo_Image_Headerstructure above
#define SIH_SWAP_EYES 0x00000001
#define SIH_SCALE_TO_FIT 0x00000002
			
			// Lock the stereo image
			D3DLOCKED_RECT lr;
			gImageSrc->LockRect(&lr,NULL,0);
			// write stereo signature in the last raw of the stereo image
			LPNVSTEREOIMAGEHEADER pSIH=
				(LPNVSTEREOIMAGEHEADER)(((unsigned char *) lr.pBits) + (lr.Pitch* gImageHeight));
			// Update the signature header values
			pSIH->dwSignature= NVSTEREO_IMAGE_SIGNATURE;
			pSIH->dwBPP= 32;
			pSIH->dwFlags= SIH_SWAP_EYES; // Src image has left on left and right on right
			pSIH->dwWidth= gImageWidth*2;
			pSIH->dwHeight= gImageHeight;
			// Unlock surface
			gImageSrc->UnlockRect();
			
			
			D3DVIEWPORT9 local_view_port;
			direct_3D_device->GetViewport(&local_view_port);
			RECT local_view_port_rect = {0,0,local_view_port.Width,local_view_port.Height};
			
			{
				gImageSrcLeft->Release();
				gImageSrcRight->Release();
			}
			{
				direct_3D_device->Clear (0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB (0, 0, 0), 0.0f, 0);
				direct_3D_device->BeginScene ();
				
				IDirect3DSurface9* pDestSurface;
				direct_3D_device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &pDestSurface);
				
				if(pDestSurface)
				{
					direct_3D_device->StretchRect(gImageSrc, &srcRect2, pDestSurface, &local_view_port_rect, D3DTEXF_LINEAR);
				}
				
				direct_3D_device->EndScene ();
//				direct_3D_device->Present (NULL, NULL, NULL, NULL);
				
				if(pDestSurface)
				{
					pDestSurface->Release();
				}
				
				if(gImageSrc)
				{
					gImageSrc->Release();
				}
			}
		}
	}
	return S_OK;
}
Posted 12-Oct-10 23:09pm
Edited 20-Oct-10 2:14am
v3
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Solution 2

My second filter displays stereo image, when video consist of two images: left and right together.
 
The question is: "Why sometimes aplication hangs when switching mode to windowed on the line with
gImageSrc->Release();
?"
 
The code of rendering function is here:
HRESULT CTransform::Transform( IMediaSample *pMediaSample, AM_MEDIA_TYPE* media_type, LPDIRECT3DDEVICE9 direct_3D_device )
{
	if (
		pMediaSample==NULL || media_type==NULL || direct_3D_device == NULL
		)
	{
		return E_POINTER;
	}
	AM_MEDIA_TYPE* pType = media_type;
    VIDEOINFOHEADER *pvi = (VIDEOINFOHEADER *) pType->pbFormat;
    BYTE *pData;                // Pointer to the actual image buffer
    long lDataLen;              // Holds length of any given sample
    RGBTRIPLE *prgb;            // Holds a pointer to the current pixel
	
    pMediaSample->GetPointer(&pData);
    lDataLen = pMediaSample->GetSize();
    // Get the image properties from the BITMAPINFOHEADER
	
    int iPixelSize = pvi->bmiHeader.biBitCount / 8;
    int cxImage    = pvi->bmiHeader.biWidth;
    int cyImage    = pvi->bmiHeader.biHeight;
    int cbImage    = cyImage * cxImage * iPixelSize;
    int numPixels  = cxImage * cyImage;
    iPixelSize = pvi->bmiHeader.biBitCount / 8;
    cxImage    = pvi->bmiHeader.biWidth;
    cyImage    = pvi->bmiHeader.biHeight;
    cbImage    = cyImage * cxImage * iPixelSize;
    numPixels  = cxImage * cyImage;
	
	prgb = (RGBTRIPLE*) pData;
	int pixels_shift = 2*cxImage/100;
	REFERENCE_TIME rtStart, rtEnd;
	pMediaSample->GetTime(&rtStart, &rtEnd);
	{
		if(buffers_size!=cxImage*cyImage)
		{
			buffers_size = cxImage*cyImage;
			delete []member_cash_buffer;
			delete []member_buffer;
			delete []local_member_buffer_1;
			delete []local_member_buffer_2;
			delete []local_member_entered_buffer;
			member_cash_buffer = new RGBTRIPLE[buffers_size];
			member_buffer = new RGBTRIPLE[buffers_size];
			local_member_buffer_1 = new RGBTRIPLE[buffers_size];
			local_member_buffer_2 = new RGBTRIPLE[buffers_size];
			local_member_entered_buffer = new RGBTRIPLE[buffers_size];
			member_valid_cash = 0;
		}
	}
 
#define RGB_BYTE_ORDER(r, g ,b)  ((DWORD) (((BYTE) (b) | ((WORD) (g) << 8)) | (((DWORD) (BYTE) (r)) << 16)))
	HRESULT local_handle_result = S_OK;
	{
		IDirect3DSurface9* gImageSrc = NULL;
		
		{
			local_handle_result = direct_3D_device->CreateOffscreenPlainSurface(
				cxImage,
				cyImage+1,
				D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, // Surface is in video memory
				&gImageSrc, NULL);
			if(local_handle_result!=S_OK)
			{
				return local_handle_result;
			}
			if(gImageSrc==NULL)
			{
				return local_handle_result;
			}
			{
				DWORD *local_bit_map_buffer;
				local_bit_map_buffer = new DWORD[cxImage*cyImage];				
				
				for(int local_counter_width=0;local_counter_width<cxImage;local_counter_width++)
				{
					for(int local_counter_height=0;local_counter_height<cyImage;local_counter_height++)
					{
						int local_couter = local_counter_width+local_counter_height*cxImage;
						int local_bit_map_couter = local_counter_width+(cyImage-(local_counter_height+1))*cxImage;
						local_bit_map_buffer[local_bit_map_couter] = RGB_BYTE_ORDER(prgb[local_couter].rgbtRed,prgb[local_couter].rgbtGreen,prgb[local_couter].rgbtBlue);
					}
				}
				
				HBITMAP handle_bit_map = NULL;
				
				handle_bit_map = CreateBitmap(
					cxImage, 
					cyImage, 
					1,
					32, 
					local_bit_map_buffer);
				
				delete []local_bit_map_buffer;
				
				HRESULT local_handle_result;
				
				
				
				HDC hdc; 
				gImageSrc->GetDC(&hdc);
				
				HDC hdc_compatible = CreateCompatibleDC(hdc);
				
				SelectObject(hdc_compatible,handle_bit_map);
				BitBlt(hdc, 0  ,0 ,cxImage  , cyImage  , hdc_compatible, 0, 0, SRCCOPY);
				gImageSrc->ReleaseDC(hdc);
				DeleteDC(hdc_compatible);
				
				bool local_result = DeleteObject(handle_bit_map);
			}
				
			int gImageWidth= cxImage; // Source image width
			int gImageHeight= cyImage;// Source image height
			
			
			RECT srcRect= { 0, 0, gImageWidth, gImageHeight+1};
			RECT dstRect= { 0, 0, gImageWidth, gImageHeight};
			
			// Stereo Blitdefines
#define NVSTEREO_IMAGE_SIGNATURE 0x4433564e //NV3D
			typedef struct _Nv_Stereo_Image_Header
			{
				unsigned int dwSignature;
				unsigned int dwWidth;
				unsigned int dwHeight;
				unsigned int dwBPP;
				unsigned int dwFlags;
			} NVSTEREOIMAGEHEADER, *LPNVSTEREOIMAGEHEADER;
			// ORedflags in the dwFlagsfielsof the _Nv_Stereo_Image_Headerstructure above
#define SIH_SWAP_EYES 0x00000001
#define SIH_SCALE_TO_FIT 0x00000002
			// Lock the stereo image
			D3DLOCKED_RECT lr;
			gImageSrc->LockRect(&lr,NULL,0);
			// write stereo signature in the last raw of the stereo image
			LPNVSTEREOIMAGEHEADER pSIH=
				(LPNVSTEREOIMAGEHEADER)(((unsigned char *) lr.pBits) + (lr.Pitch* gImageHeight));
			// Update the signature header values
			pSIH->dwSignature= NVSTEREO_IMAGE_SIGNATURE;
			pSIH->dwBPP= 32;
			pSIH->dwFlags= SIH_SWAP_EYES; // Src image has left on left and right on right
			pSIH->dwWidth= gImageWidth;
			pSIH->dwHeight= gImageHeight;
			// Unlock surface
			gImageSrc->UnlockRect();
	
			
			D3DVIEWPORT9 local_view_port;
			direct_3D_device->GetViewport(&local_view_port);
			RECT local_view_port_rect = {0,0,local_view_port.Width,local_view_port.Height};
			
			{
				direct_3D_device->Clear (0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB (0, 0, 0), 0.0f, 0);
				direct_3D_device->BeginScene ();
				
				IDirect3DSurface9* pDestSurface = NULL;
				direct_3D_device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &pDestSurface);
				
				if(pDestSurface)
				{
					direct_3D_device->StretchRect(gImageSrc, &srcRect, pDestSurface, &local_view_port_rect, D3DTEXF_LINEAR);
				}
				direct_3D_device->EndScene ();
				direct_3D_device->Present (NULL, NULL, NULL, NULL);
				if(pDestSurface)
				{
					pDestSurface->Release();
				}
				
				if(gImageSrc)
				{
					gImageSrc->Release();
				}
			}
		}
	}
	return S_OK;
}
 
  Permalink  
v3
Comments
Member 10017299 at 2-May-13 4:23am
   
Hi,
 
Could you provide the entire code of your project? I'm trying to display live stereoscopic video out of two cameras.
 
Thank you very much !
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Solution 3

Hi, i have got a 3D Vision and i am searching a directshow filter for transforming a SBS film to 3D Vision. @ Kozlov_Sergey, can you help me?
  Permalink  
Comments
Kozlov_Sergey at 1-Sep-11 7:15am
   
What is SBS film?
I know some filters to draw 3D Vision: my filter and filters made by http://www.3dtv.at/ members. But all filters are commertial.
But you can try to write own. It is not so difficult. You just need to use direct3d 9 to write a frame with NVIDIA 3D header to backbuffer. Read NVidia site and 3dtv.at site. To transform you do not need any 3d Vision hardware. You need it to watch. There are some 3D Vision video format. I think, that the best is horisontal pair.
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Solution 4

Have you got a commertial Filter that works with the 3d Vision? I tried the 3d Stereo Transformation Filter, but outside the Stereoscopic player the Filter does not work (tested mit graphedit).
  Permalink  
Comments
Kozlov_Sergey at 2-Sep-11 7:02am
   
3d Stereo Transformation Filter works. I tested for anaglyph video. It also can work in NVidia 3D Vision. But i do not know, how is it implemented. This filters are commertial. You can ask the price by email, there is email in contatcs page at 3dtv.at site. If you buy, then they should give you an code example, how to use the filters. We have a simple renderer filter for NVidia 3D Vision. But it is not so fast. You can try to make it self or buy. Read NVidia presentation about 3D Vision in DirectX 9. All you need is renderer filter, that writes to Direct3D 9 backbuffer Side by Side picture and special information in the last line.
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Solution 6

How can u use it in Graphedit?
  Permalink  
Comments
Kozlov_Sergey at 19-Oct-11 7:15am
   
I had checked in windowed mode.

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