I am fairly new to DirectX and c#I have a new challenge where I am trying to process the frames of video(60 fps) coming as a video stream over HDMI from another PC(using Directx C#). I am using video capture card for capturing video. Moreover my piece of code enables me to capture the video perfectly.
However, I have a requirement where I need to be able to process the frames of video at the same time when it is streaming(may be in a separate thread).
I have tried using AForge library to capture the frames but that only works with the integrated web camera.When I try yo run this with capture card it only shows a black screen Any pointers or links for reference will be really appreciated.
Finally I found the solution myself..The frames of the video stream can be extracted using Directshow's SampleGrabber method.
/// <summary> Interface frame event </summary>
public delegate void HeFrame(System.Drawing.Bitmap BM);
/// <summary> Frame event </summary>
public event HeFrame FrameEvent2;
private byte[] savedArray;
private int bufferedSize;
int ISampleGrabberCB.BufferCB(double SampleTime, IntPtr pBuffer,
int BufferLen )
{
this.bufferedSize = BufferLen;
int stride = this.SnapShotWidth * 3;
Marshal.Copy( pBuffer, this.savedArray, 0, BufferLen );
GCHandle handle = GCHandle.Alloc( this.savedArray, GCHandleType.Pinned );
int scan0 = (int) handle.AddrOfPinnedObject();
scan0 += (this.SnapShotHeight - 1) * stride;
Bitmap b = new Bitmap(this.SnapShotWidth, this.SnapShotHeight, -stride,
System.Drawing.Imaging.PixelFormat.Format24bppRgb, (IntPtr) scan0 );
handle.Free();
SetBitmap=b;
return 0;
}
/// <summary> capture event, triggered by buffer callback. </summary>
private void OnCaptureDone()
{
Trace.WriteLine( "!!DLG: OnCaptureDone" );
}
/// <summary> Allocate memory space and set SetCallBack </summary>
public void GrapImg()
{
Trace.Write ("IMG");
if( this.savedArray == null )
{
int size = this.snapShotImageSize;
if( (size < 1000) || (size > 16000000) )
return;
this.savedArray = new byte[ size + 64000 ];
}
sampGrabber.SetCallback( this, 1 );
}
/// <summary> Transfer bitmap upon firing event </summary>
public System.Drawing.Bitmap SetBitmap
{
set
{
this.FrameEvent2(value);
}
}
Here is the link to the Article.Might help some one as it took me a lot of time to get to this.
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