我想编写自己的立体图像查看器,因为我需要的某些功能与我的NVidia / EVGA GTX 580捆绑在一起所缺少。
我无法弄清楚如何对卡进行编程以进入“快门”模式,其中每隔一帧(120 HZ)左右交替。
我查看了OpenGL,Direct3D和XNA API以及NVIDIA的信息,但无法弄清楚如何开始使用。如何设置单独的左右图像,如何告诉屏幕显示它,以及如何告诉驱动程序激活快门眼镜发射器?
(另一个令人不安的事情是,每当我使用捆绑的软件在快门眼镜模式下观看立体图像和视频时,它都是全屏的,并且当进入该模式时屏幕闪烁 - 即使我在2D中以120Hz运行屏幕。有没有办法在窗口中创建一个3D表面,而不会破坏具有3D功能的NVidia“游戏玩家”卡的其余部分(570,580)?
答案 0 :(得分:3)
我有点晚了,但我只是使用GTX 580和OpenGL来制作立体3D。无需Quadro卡或DirectX。
我有nVidia 3D Vision驱动程序和红外发射器,只需在nVidia控制面板中将发射器设置为“始终开启”。
在我的游戏引擎中,我切换到120Hz的全屏模式,并以略微平截头体偏移渲染场景两次(根据nVidia自己的文档PDF手册实现“2010_GTC2010.pdf”)。
不需要四重缓冲或任何其他技巧,效果很好。另外,我可以控制所有设置,例如收敛等。
答案 1 :(得分:2)
对于带有GEForce系列的NVidia 3Dvision,你需要在显示器宽度的两倍上写一个全屏directX表面,左边的图像在右边(右边)。左边。 然后你需要在NVision驱动程序拾取并打开眼镜的图像的左下角写一个魔术值,你不需要nvapi.dll
使用Nvidia pro眼镜和Quadra卡,您可以使用常规的OpenGL立体声API。
ps.I确实找到了一些示例代码,可以通过普通窗口来完成此操作 编辑 - 这是一个与xmitter交谈的低级USB代码,我永远无法构建,我认为它最终成为了http://sourceforge.net/projects/libnvstusb/
以下是使用NVision眼镜全屏的示例代码 我不是DirectX专家,因此其中一些可能不是最佳的 我的应用程序也基于Qt,代码中可能还有一些Qt位p>
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// header
void create3D();
void set3D();
IDirect3D9 *_d3d;
IDirect3DDevice9 *_d3ddev;
QSize _size; // full screen size
IDirect3DSurface9 *_imageBuf; //Source stereo image
IDirect3DSurface9 *_backBuf;
--------------------------------------------------------
// the code
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <d3dx9.h>
#include <strsafe.h>
#pragma comment (lib, "d3d9.lib")
#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
// call at start to set things up
void DisplayWidget::create3D()
{
_size = QSize(1680,1050); //resolution of my Samsung 2233z
_d3d = Direct3DCreate9(D3D_SDK_VERSION); // create the Direct3D interface
D3DPRESENT_PARAMETERS d3dpp; // create a struct to hold various device information
ZeroMemory(&d3dpp, sizeof(d3dpp)); // clear out the struct for use
d3dpp.Windowed = FALSE; // program fullscreen
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // discard old frames
d3dpp.hDeviceWindow = winId(); // set the window to be used by Direct3D
d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8; // set the back buffer format to 32 bit // or D3DFMT_R8G8B8
d3dpp.BackBufferWidth = _size.width();
d3dpp.BackBufferHeight = _size.height();
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
d3dpp.BackBufferCount = 1;
// create a device class using this information and information from the d3dpp stuct
_d3d->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
winId(),
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&_d3ddev);
//3D VISION uses a single surface 2x images wide and image high
// create the surface
_d3ddev->CreateOffscreenPlainSurface(_size.width()*2, _size.height(), D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &_imageBuf, NULL);
set3D();
}
// call to put 3d signature in image
void DisplayWidget::set3D()
{
// Lock the stereo image
D3DLOCKED_RECT lock;
_imageBuf->LockRect(&lock,NULL,0);
// write stereo signature in the last raw of the stereo image
LPNVSTEREOIMAGEHEADER pSIH = (LPNVSTEREOIMAGEHEADER)(((unsigned char *) lock.pBits) + (lock.Pitch * (_size.height()-1)));
// 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, thats why this flag is not needed.
pSIH->dwFlags = SIH_SCALE_TO_FIT;
pSIH->dwWidth = _size.width() *2;
pSIH->dwHeight = _size.height();
// Unlock surface
_imageBuf->UnlockRect();
}
// call in display loop
void DisplayWidget::paintEvent()
{
// clear the window to a deep blue
//_d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 40, 100), 1.0f, 0);
_d3ddev->BeginScene(); // begins the 3D scene
// do 3D rendering on the back buffer here
RECT destRect;
destRect.left = 0;
destRect.top = 0;
destRect.bottom = _size.height();
destRect.right = _size.width();
// Get the Backbuffer then Stretch the Surface on it.
_d3ddev->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &_backBuf);
_d3ddev->StretchRect(_imageBuf, NULL, _backBuf, &destRect, D3DTEXF_NONE);
_backBuf->Release();
_d3ddev->EndScene(); // ends the 3D scene
_d3ddev->Present(NULL, NULL, NULL, NULL); // displays the created frame
}
// my images come from a camera
// _left and _right are QImages but it should be obvious what the functions do
void DisplayWidget::getImages()
{
RECT srcRect;
srcRect.left = 0;
srcRect.top = 0;
srcRect.bottom = _size.height();
srcRect.right = _size.width();
RECT destRect;
destRect.top = 0;
destRect.bottom = _size.height();
if ( isOdd() ) {
destRect.left = _size.width();
destRect.right = _size.width()*2;
// get camera data for _left here, code not shown
D3DXLoadSurfaceFromMemory(_imageBuf, NULL, &destRect,_right.bits(),D3DFMT_A8R8G8B8,_right.bytesPerLine(),NULL,&srcRect,D3DX_DEFAULT,0);
} else {
destRect.left = 0;
destRect.right = _size.width();
// get camera data for _right here, code not shown
D3DXLoadSurfaceFromMemory(_imageBuf, NULL, &destRect,_left.bits(),D3DFMT_A8R8G8B8,_left.bytesPerLine(),NULL,&srcRect,D3DX_DEFAULT,0);
}
set3D(); // add NVidia signature
}
DisplayWidget::~DisplayWidget()
{
_d3ddev->Release(); // close and release the 3D device
_d3d->Release(); // close and release Direct3D
}