Adding Widows Phone 8 sample apps

Signed-off-by: Maxim Kostin <v-maxkos@microsoft.com>
pull/3700/head
Maxim Kostin 10 years ago
parent 59d6a281cd
commit 213a6bc5c4
  1. 87
      samples/wp8/.gitignore
  2. 76
      samples/wp8/OcvImageManipulation/ImageManipulation.sln
  3. 20
      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/App.xaml
  4. 223
      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/App.xaml.cs
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      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/Assets/AlignmentGrid.png
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      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/Assets/ApplicationIcon.png
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      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/Assets/Tiles/FlipCycleTileLarge.png
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      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/Assets/Tiles/FlipCycleTileMedium.png
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      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/Assets/Tiles/FlipCycleTileSmall.png
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      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/Assets/Tiles/IconicTileMediumLarge.png
  11. BIN
      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/Assets/Tiles/IconicTileSmall.png
  12. 14
      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/LocalizedStrings.cs
  13. 45
      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/MainPage.xaml
  14. 103
      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/MainPage.xaml.cs
  15. 166
      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/OcvImageManipulation.csproj
  16. 6
      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/Properties/AppManifest.xml
  17. 37
      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/Properties/AssemblyInfo.cs
  18. 44
      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/Properties/WMAppManifest.xml
  19. 105
      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/Resources/AppResources.Designer.cs
  20. 131
      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/Resources/AppResources.resx
  21. BIN
      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/SplashScreenImage.jpg
  22. 76
      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/BasicTimer.h
  23. 162
      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/Direct3DBase.cpp
  24. 37
      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/Direct3DBase.h
  25. 77
      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/Direct3DContentProvider.cpp
  26. 33
      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/Direct3DContentProvider.h
  27. 351
      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/Direct3DInterop.cpp
  28. 143
      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/Direct3DInterop.h
  29. 41
      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/DirectXHelper.h
  30. 196
      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/PhoneXamlDirect3DApp1Comp.vcxproj
  31. 340
      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/QuadRenderer.cpp
  32. 56
      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/QuadRenderer.h
  33. 25
      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/SimplePixelShader.hlsl
  34. 39
      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/SimpleVertexShader.hlsl
  35. 1
      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/pch.cpp
  36. 10
      samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/pch.h
  37. 76
      samples/wp8/OcvRotatingCube/OcvRotatingCube.sln
  38. 20
      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/App.xaml
  39. 223
      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/App.xaml.cs
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      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/Assets/AlignmentGrid.png
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      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/Assets/ApplicationIcon.png
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      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/Assets/Lena.png
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      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/Assets/Tiles/FlipCycleTileLarge.png
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      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/Assets/Tiles/FlipCycleTileMedium.png
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      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/Assets/Tiles/FlipCycleTileSmall.png
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      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/Assets/Tiles/IconicTileMediumLarge.png
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      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/Assets/Tiles/IconicTileSmall.png
  48. 14
      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/LocalizedStrings.cs
  49. 31
      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/MainPage.xaml
  50. 95
      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/MainPage.xaml.cs
  51. 167
      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/OcvRotatingCube.csproj
  52. 6
      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/Properties/AppManifest.xml
  53. 37
      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/Properties/AssemblyInfo.cs
  54. 43
      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/Properties/WMAppManifest.xml
  55. 105
      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/Resources/AppResources.Designer.cs
  56. 131
      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/Resources/AppResources.resx
  57. BIN
      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1/SplashScreenImage.jpg
  58. 76
      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/BasicTimer.h
  59. 416
      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/CubeRenderer.cpp
  60. 61
      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/CubeRenderer.h
  61. 162
      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/Direct3DBase.cpp
  62. 37
      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/Direct3DBase.h
  63. 77
      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/Direct3DContentProvider.cpp
  64. 33
      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/Direct3DContentProvider.h
  65. 186
      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/Direct3DInterop.cpp
  66. 80
      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/Direct3DInterop.h
  67. 41
      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/DirectXHelper.h
  68. 196
      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/PhoneXamlDirect3DApp1Comp.vcxproj
  69. 25
      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/SimplePixelShader.hlsl
  70. 39
      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/SimpleVertexShader.hlsl
  71. 1
      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/pch.cpp
  72. 7
      samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/pch.h
  73. 69
      samples/wp8/OpenCVXaml/OpenCVComponent/OpenCVComponent.cpp
  74. 14
      samples/wp8/OpenCVXaml/OpenCVComponent/OpenCVComponent.h
  75. 156
      samples/wp8/OpenCVXaml/OpenCVComponent/OpenCVComponent.vcxproj
  76. 21
      samples/wp8/OpenCVXaml/OpenCVComponent/OpenCVComponent.vcxproj.filters
  77. 6
      samples/wp8/OpenCVXaml/OpenCVComponent/pch.cpp
  78. 6
      samples/wp8/OpenCVXaml/OpenCVComponent/pch.h
  79. 76
      samples/wp8/OpenCVXaml/OpenCVXaml.sln
  80. 20
      samples/wp8/OpenCVXaml/OpenCVXaml/App.xaml
  81. 223
      samples/wp8/OpenCVXaml/OpenCVXaml/App.xaml.cs
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      samples/wp8/OpenCVXaml/OpenCVXaml/Assets/AlignmentGrid.png
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      samples/wp8/OpenCVXaml/OpenCVXaml/Assets/ApplicationIcon.png
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      samples/wp8/OpenCVXaml/OpenCVXaml/Assets/Lena.png
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      samples/wp8/OpenCVXaml/OpenCVXaml/Assets/Tiles/FlipCycleTileLarge.png
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  90. 14
      samples/wp8/OpenCVXaml/OpenCVXaml/LocalizedStrings.cs
  91. 64
      samples/wp8/OpenCVXaml/OpenCVXaml/MainPage.xaml
  92. 70
      samples/wp8/OpenCVXaml/OpenCVXaml/MainPage.xaml.cs
  93. 167
      samples/wp8/OpenCVXaml/OpenCVXaml/OpenCVXaml.csproj
  94. 6
      samples/wp8/OpenCVXaml/OpenCVXaml/Properties/AppManifest.xml
  95. 37
      samples/wp8/OpenCVXaml/OpenCVXaml/Properties/AssemblyInfo.cs
  96. 38
      samples/wp8/OpenCVXaml/OpenCVXaml/Properties/WMAppManifest.xml
  97. 127
      samples/wp8/OpenCVXaml/OpenCVXaml/Resources/AppResources.Designer.cs
  98. 137
      samples/wp8/OpenCVXaml/OpenCVXaml/Resources/AppResources.resx
  99. 6
      samples/wp8/readme.txt

@ -0,0 +1,87 @@
# Ignore thumbnails created by windows
Thumbs.db
#ignore winrt copies of opencv files
opencl_kernels.cpp
opencl_kernels.hpp
# Ignore files build by Visual Studio
*.obj
*.exe
*.pdb
*.aps
*.vcproj.*.user
*.vcxproj.user
*.vspscc
*_i.c
*.i
*.icf
*_p.c
*.ncb
*.suo
*.tlb
*.tlh
*.bak
*.cache
*.ilk
*.log
*.winmd
[Bb]in
[Dd]ebug*/
*.sbr
*.sdf
obj/
[Rr]elease*/
_ReSharper*/
[Tt]est[Rr]esult*
ipch/
*.opensdf
Generated Files
AppPackages
SubmissionInfo
*.hps
# Ignore files build by ndk and eclipse
libs/
bin/
obj/
gen/
local.properties
# Ignore python compiled files
*.pyc
# Ignore files build by airplay and marmalade
build_*_xcode/
build_*_vc10/
# Ignore files built by xcode
*.mode*v*
*.pbxuser
*.xcbkptlist
*.xcscheme
*.xcworkspacedata
*.xcuserstate
xcschememanagement.plist
build/
.DS_Store
._.*
xcuserdata/
DerivedData/
*.xccheckout
# Ignore files built by bada
.Simulator-Debug/
.Target-Debug/
.Target-Release/
# Ignore files built by blackberry
Simulator/
Device-Debug/
Device-Release/
# Ignore vim swaps
*.swp
# CTags
tags

@ -0,0 +1,76 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2013
VisualStudioVersion = 12.0.31101.0
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OcvImageManipulation", "PhoneXamlDirect3DApp1\PhoneXamlDirect3DApp1\OcvImageManipulation.csproj", "{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "PhoneXamlDirect3DApp1Comp", "PhoneXamlDirect3DApp1\PhoneXamlDirect3DApp1Comp\PhoneXamlDirect3DApp1Comp.vcxproj", "{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Debug|ARM = Debug|ARM
Debug|Mixed Platforms = Debug|Mixed Platforms
Debug|Win32 = Debug|Win32
Debug|x86 = Debug|x86
Release|Any CPU = Release|Any CPU
Release|ARM = Release|ARM
Release|Mixed Platforms = Release|Mixed Platforms
Release|Win32 = Release|Win32
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Debug|Any CPU.Build.0 = Debug|Any CPU
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Debug|Any CPU.Deploy.0 = Debug|Any CPU
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Debug|ARM.ActiveCfg = Debug|ARM
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Debug|ARM.Build.0 = Debug|ARM
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Debug|ARM.Deploy.0 = Debug|ARM
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Debug|Mixed Platforms.Build.0 = Debug|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Debug|Mixed Platforms.Deploy.0 = Debug|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Debug|Win32.ActiveCfg = Debug|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Debug|Win32.Build.0 = Debug|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Debug|Win32.Deploy.0 = Debug|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Debug|x86.ActiveCfg = Debug|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Debug|x86.Build.0 = Debug|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Debug|x86.Deploy.0 = Debug|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Release|Any CPU.ActiveCfg = Release|Any CPU
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Release|Any CPU.Build.0 = Release|Any CPU
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Release|Any CPU.Deploy.0 = Release|Any CPU
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Release|ARM.ActiveCfg = Release|ARM
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Release|ARM.Build.0 = Release|ARM
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Release|ARM.Deploy.0 = Release|ARM
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Release|Mixed Platforms.ActiveCfg = Release|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Release|Mixed Platforms.Build.0 = Release|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Release|Mixed Platforms.Deploy.0 = Release|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Release|Win32.ActiveCfg = Release|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Release|Win32.Build.0 = Release|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Release|Win32.Deploy.0 = Release|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Release|x86.ActiveCfg = Release|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Release|x86.Build.0 = Release|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Release|x86.Deploy.0 = Release|x86
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Debug|Any CPU.ActiveCfg = Debug|Win32
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Debug|ARM.ActiveCfg = Debug|ARM
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Debug|ARM.Build.0 = Debug|ARM
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Debug|Mixed Platforms.Build.0 = Debug|Win32
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Debug|Win32.ActiveCfg = Debug|Win32
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Debug|Win32.Build.0 = Debug|Win32
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Debug|x86.ActiveCfg = Debug|Win32
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Debug|x86.Build.0 = Debug|Win32
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Release|Any CPU.ActiveCfg = Release|Win32
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Release|ARM.ActiveCfg = Release|ARM
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Release|ARM.Build.0 = Release|ARM
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Release|Mixed Platforms.ActiveCfg = Release|Win32
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Release|Mixed Platforms.Build.0 = Release|Win32
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Release|Win32.ActiveCfg = Release|Win32
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Release|Win32.Build.0 = Release|Win32
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Release|x86.ActiveCfg = Release|Win32
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Release|x86.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

@ -0,0 +1,20 @@
<Application
x:Class="PhoneXamlDirect3DApp1.App"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:phone="clr-namespace:Microsoft.Phone.Controls;assembly=Microsoft.Phone"
xmlns:shell="clr-namespace:Microsoft.Phone.Shell;assembly=Microsoft.Phone">
<!--Application Resources-->
<Application.Resources>
<local:LocalizedStrings xmlns:local="clr-namespace:PhoneXamlDirect3DApp1" x:Key="LocalizedStrings"/>
</Application.Resources>
<Application.ApplicationLifetimeObjects>
<!--Required object that handles lifetime events for the application-->
<shell:PhoneApplicationService
Launching="Application_Launching" Closing="Application_Closing"
Activated="Application_Activated" Deactivated="Application_Deactivated"/>
</Application.ApplicationLifetimeObjects>
</Application>

@ -0,0 +1,223 @@
using System;
using System.Diagnostics;
using System.Resources;
using System.Windows;
using System.Windows.Markup;
using System.Windows.Navigation;
using Microsoft.Phone.Controls;
using Microsoft.Phone.Shell;
using PhoneXamlDirect3DApp1.Resources;
namespace PhoneXamlDirect3DApp1
{
public partial class App : Application
{
/// <summary>
/// Provides easy access to the root frame of the Phone Application.
/// </summary>
/// <returns>The root frame of the Phone Application.</returns>
public static PhoneApplicationFrame RootFrame { get; private set; }
/// <summary>
/// Constructor for the Application object.
/// </summary>
public App()
{
// Global handler for uncaught exceptions.
UnhandledException += Application_UnhandledException;
// Standard XAML initialization
InitializeComponent();
// Phone-specific initialization
InitializePhoneApplication();
// Language display initialization
InitializeLanguage();
// Show graphics profiling information while debugging.
if (Debugger.IsAttached)
{
// Display the current frame rate counters.
Application.Current.Host.Settings.EnableFrameRateCounter = true;
// Show the areas of the app that are being redrawn in each frame.
//Application.Current.Host.Settings.EnableRedrawRegions = true;
// Enable non-production analysis visualization mode,
// which shows areas of a page that are handed off to GPU with a colored overlay.
//Application.Current.Host.Settings.EnableCacheVisualization = true;
// Prevent the screen from turning off while under the debugger by disabling
// the application's idle detection.
// Caution:- Use this under debug mode only. Application that disables user idle detection will continue to run
// and consume battery power when the user is not using the phone.
PhoneApplicationService.Current.UserIdleDetectionMode = IdleDetectionMode.Disabled;
}
}
// Code to execute when the application is launching (eg, from Start)
// This code will not execute when the application is reactivated
private void Application_Launching(object sender, LaunchingEventArgs e)
{
}
// Code to execute when the application is activated (brought to foreground)
// This code will not execute when the application is first launched
private void Application_Activated(object sender, ActivatedEventArgs e)
{
}
// Code to execute when the application is deactivated (sent to background)
// This code will not execute when the application is closing
private void Application_Deactivated(object sender, DeactivatedEventArgs e)
{
}
// Code to execute when the application is closing (eg, user hit Back)
// This code will not execute when the application is deactivated
private void Application_Closing(object sender, ClosingEventArgs e)
{
}
// Code to execute if a navigation fails
private void RootFrame_NavigationFailed(object sender, NavigationFailedEventArgs e)
{
if (Debugger.IsAttached)
{
// A navigation has failed; break into the debugger
Debugger.Break();
}
}
// Code to execute on Unhandled Exceptions
private void Application_UnhandledException(object sender, ApplicationUnhandledExceptionEventArgs e)
{
if (Debugger.IsAttached)
{
// An unhandled exception has occurred; break into the debugger
Debugger.Break();
}
}
#region Phone application initialization
// Avoid double-initialization
private bool phoneApplicationInitialized = false;
// Do not add any additional code to this method
private void InitializePhoneApplication()
{
if (phoneApplicationInitialized)
return;
// Create the frame but don't set it as RootVisual yet; this allows the splash
// screen to remain active until the application is ready to render.
RootFrame = new PhoneApplicationFrame();
RootFrame.Navigated += CompleteInitializePhoneApplication;
// Handle navigation failures
RootFrame.NavigationFailed += RootFrame_NavigationFailed;
// Handle reset requests for clearing the backstack
RootFrame.Navigated += CheckForResetNavigation;
// Ensure we don't initialize again
phoneApplicationInitialized = true;
}
// Do not add any additional code to this method
private void CompleteInitializePhoneApplication(object sender, NavigationEventArgs e)
{
// Set the root visual to allow the application to render
if (RootVisual != RootFrame)
RootVisual = RootFrame;
// Remove this handler since it is no longer needed
RootFrame.Navigated -= CompleteInitializePhoneApplication;
}
private void CheckForResetNavigation(object sender, NavigationEventArgs e)
{
// If the app has received a 'reset' navigation, then we need to check
// on the next navigation to see if the page stack should be reset
if (e.NavigationMode == NavigationMode.Reset)
RootFrame.Navigated += ClearBackStackAfterReset;
}
private void ClearBackStackAfterReset(object sender, NavigationEventArgs e)
{
// Unregister the event so it doesn't get called again
RootFrame.Navigated -= ClearBackStackAfterReset;
// Only clear the stack for 'new' (forward) and 'refresh' navigations
if (e.NavigationMode != NavigationMode.New && e.NavigationMode != NavigationMode.Refresh)
return;
// For UI consistency, clear the entire page stack
while (RootFrame.RemoveBackEntry() != null)
{
; // do nothing
}
}
#endregion
// Initialize the app's font and flow direction as defined in its localized resource strings.
//
// To ensure that the font of your application is aligned with its supported languages and that the
// FlowDirection for each of those languages follows its traditional direction, ResourceLanguage
// and ResourceFlowDirection should be initialized in each resx file to match these values with that
// file's culture. For example:
//
// AppResources.es-ES.resx
// ResourceLanguage's value should be "es-ES"
// ResourceFlowDirection's value should be "LeftToRight"
//
// AppResources.ar-SA.resx
// ResourceLanguage's value should be "ar-SA"
// ResourceFlowDirection's value should be "RightToLeft"
//
// For more info on localizing Windows Phone apps see http://go.microsoft.com/fwlink/?LinkId=262072.
//
private void InitializeLanguage()
{
try
{
// Set the font to match the display language defined by the
// ResourceLanguage resource string for each supported language.
//
// Fall back to the font of the neutral language if the Display
// language of the phone is not supported.
//
// If a compiler error is hit then ResourceLanguage is missing from
// the resource file.
RootFrame.Language = XmlLanguage.GetLanguage(AppResources.ResourceLanguage);
// Set the FlowDirection of all elements under the root frame based
// on the ResourceFlowDirection resource string for each
// supported language.
//
// If a compiler error is hit then ResourceFlowDirection is missing from
// the resource file.
FlowDirection flow = (FlowDirection)Enum.Parse(typeof(FlowDirection), AppResources.ResourceFlowDirection);
RootFrame.FlowDirection = flow;
}
catch
{
// If an exception is caught here it is most likely due to either
// ResourceLangauge not being correctly set to a supported language
// code or ResourceFlowDirection is set to a value other than LeftToRight
// or RightToLeft.
if (Debugger.IsAttached)
{
Debugger.Break();
}
throw;
}
}
}
}

@ -0,0 +1,14 @@
using PhoneXamlDirect3DApp1.Resources;
namespace PhoneXamlDirect3DApp1
{
/// <summary>
/// Provides access to string resources.
/// </summary>
public class LocalizedStrings
{
private static AppResources _localizedResources = new AppResources();
public AppResources LocalizedResources { get { return _localizedResources; } }
}
}

@ -0,0 +1,45 @@
<phone:PhoneApplicationPage
x:Class="PhoneXamlDirect3DApp1.MainPage"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:phone="clr-namespace:Microsoft.Phone.Controls;assembly=Microsoft.Phone"
xmlns:shell="clr-namespace:Microsoft.Phone.Shell;assembly=Microsoft.Phone"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
mc:Ignorable="d"
FontFamily="{StaticResource PhoneFontFamilyNormal}"
FontSize="{StaticResource PhoneFontSizeNormal}"
Foreground="{StaticResource PhoneForegroundBrush}"
SupportedOrientations="Portrait" Orientation="Portrait"
shell:SystemTray.IsVisible="True">
<!--LayoutRoot is the root grid where all page content is placed-->
<Grid x:Name="LayoutRoot" Background="Transparent">
<DrawingSurface x:Name="DrawingSurface" Loaded="DrawingSurface_Loaded" />
<StackPanel Margin="40">
<RadioButton x:Name="Normal" Content="Normal" GroupName="Group1"
Checked="RadioButton_Checked" IsChecked="True"/>
<RadioButton x:Name="Gray" Content="Gray" GroupName="Group1"
Checked="RadioButton_Checked"/>
<RadioButton x:Name="Canny" Content="Canny" GroupName="Group1"
Checked="RadioButton_Checked"/>
<RadioButton x:Name="Sepia" Content="Sepia" GroupName="Group1"
Checked="RadioButton_Checked"/>
<RadioButton x:Name="Features" Content="Features" GroupName="Group1"
Checked="RadioButton_Checked"/>
<StackPanel Orientation="Horizontal" Margin="20,0,0,0">
<TextBlock Text="Memory: "/>
<TextBlock x:Name="MemoryTextBlock"/>
<TextBlock Text=" MB"/>
</StackPanel>
<StackPanel Orientation="Horizontal" Margin="20,0,0,0">
<TextBlock Text="Peak Memory: "/>
<TextBlock x:Name="PeakMemoryTextBlock"/>
<TextBlock Text=" MB"/>
</StackPanel>
</StackPanel>
</Grid>
</phone:PhoneApplicationPage>

@ -0,0 +1,103 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Navigation;
using Microsoft.Phone.Controls;
using Microsoft.Phone.Shell;
using PhoneXamlDirect3DApp1Comp;
using Microsoft.Phone.Tasks;
using System.Windows.Media.Imaging;
using System.Threading;
using System.Windows.Resources;
using System.IO;
using System.Runtime.InteropServices.WindowsRuntime;
using Microsoft.Xna.Framework.Media;
using System.Windows.Threading;
using Microsoft.Phone.Info;
namespace PhoneXamlDirect3DApp1
{
public partial class MainPage : PhoneApplicationPage
{
private Direct3DInterop m_d3dInterop = new Direct3DInterop();
private DispatcherTimer m_timer;
// Constructor
public MainPage()
{
InitializeComponent();
m_timer = new DispatcherTimer();
m_timer.Interval = new TimeSpan(0, 0, 1);
m_timer.Tick += new EventHandler(timer_Tick);
m_timer.Start();
}
private void DrawingSurface_Loaded(object sender, RoutedEventArgs e)
{
// Set window bounds in dips
m_d3dInterop.WindowBounds = new Windows.Foundation.Size(
(float)DrawingSurface.ActualWidth,
(float)DrawingSurface.ActualHeight
);
// Set native resolution in pixels
m_d3dInterop.NativeResolution = new Windows.Foundation.Size(
(float)Math.Floor(DrawingSurface.ActualWidth * Application.Current.Host.Content.ScaleFactor / 100.0f + 0.5f),
(float)Math.Floor(DrawingSurface.ActualHeight * Application.Current.Host.Content.ScaleFactor / 100.0f + 0.5f)
);
// Set render resolution to the full native resolution
m_d3dInterop.RenderResolution = m_d3dInterop.NativeResolution;
// Hook-up native component to DrawingSurface
DrawingSurface.SetContentProvider(m_d3dInterop.CreateContentProvider());
DrawingSurface.SetManipulationHandler(m_d3dInterop);
}
private void RadioButton_Checked(object sender, RoutedEventArgs e)
{
RadioButton rb = sender as RadioButton;
switch (rb.Name)
{
case "Normal":
m_d3dInterop.SetAlgorithm(OCVFilterType.ePreview);
break;
case "Gray":
m_d3dInterop.SetAlgorithm(OCVFilterType.eGray);
break;
case "Canny":
m_d3dInterop.SetAlgorithm(OCVFilterType.eCanny);
break;
case "Sepia":
m_d3dInterop.SetAlgorithm(OCVFilterType.eSepia);
break;
case "Features":
m_d3dInterop.SetAlgorithm(OCVFilterType.eFindFeatures);
break;
}
}
private void timer_Tick(object sender, EventArgs e)
{
try
{
// These are TextBlock controls that are created in the page’s XAML file.
float value = DeviceStatus.ApplicationCurrentMemoryUsage / (1024.0f * 1024.0f) ;
MemoryTextBlock.Text = value.ToString();
value = DeviceStatus.ApplicationPeakMemoryUsage / (1024.0f * 1024.0f);
PeakMemoryTextBlock.Text = value.ToString();
}
catch (Exception ex)
{
MemoryTextBlock.Text = ex.Message;
}
}
}
}

@ -0,0 +1,166 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>10.0.20506</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}</ProjectGuid>
<ProjectTypeGuids>{C089C8C0-30E0-4E22-80C0-CE093F111A43};{fae04ec0-301f-11d3-bf4b-00c04f79efbc}</ProjectTypeGuids>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>PhoneXamlDirect3DApp1</RootNamespace>
<AssemblyName>PhoneXamlDirect3DApp1</AssemblyName>
<TargetFrameworkIdentifier>WindowsPhone</TargetFrameworkIdentifier>
<TargetFrameworkVersion>v8.0</TargetFrameworkVersion>
<SilverlightVersion>$(TargetFrameworkVersion)</SilverlightVersion>
<SilverlightApplication>true</SilverlightApplication>
<SupportedCultures>
</SupportedCultures>
<XapOutputs>true</XapOutputs>
<GenerateSilverlightManifest>true</GenerateSilverlightManifest>
<XapFilename>PhoneXamlDirect3DApp1_$(Configuration)_$(Platform).xap</XapFilename>
<SilverlightManifestTemplate>Properties\AppManifest.xml</SilverlightManifestTemplate>
<SilverlightAppEntry>PhoneXamlDirect3DApp1.App</SilverlightAppEntry>
<ValidateXaml>true</ValidateXaml>
<MinimumVisualStudioVersion>11.0</MinimumVisualStudioVersion>
<ThrowErrorsInValidation>true</ThrowErrorsInValidation>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>Bin\Debug</OutputPath>
<DefineConstants>DEBUG;TRACE;SILVERLIGHT;WINDOWS_PHONE</DefineConstants>
<NoStdLib>true</NoStdLib>
<NoConfig>true</NoConfig>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>Bin\Release</OutputPath>
<DefineConstants>TRACE;SILVERLIGHT;WINDOWS_PHONE</DefineConstants>
<NoStdLib>true</NoStdLib>
<NoConfig>true</NoConfig>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>Bin\x86\Debug</OutputPath>
<DefineConstants>DEBUG;TRACE;SILVERLIGHT;WINDOWS_PHONE</DefineConstants>
<NoStdLib>true</NoStdLib>
<NoConfig>true</NoConfig>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>Bin\x86\Release</OutputPath>
<DefineConstants>TRACE;SILVERLIGHT;WINDOWS_PHONE</DefineConstants>
<NoStdLib>true</NoStdLib>
<NoConfig>true</NoConfig>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|ARM' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>Bin\ARM\Debug</OutputPath>
<DefineConstants>DEBUG;TRACE;SILVERLIGHT;WINDOWS_PHONE</DefineConstants>
<NoStdLib>true</NoStdLib>
<NoConfig>true</NoConfig>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|ARM' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>Bin\ARM\Release</OutputPath>
<DefineConstants>TRACE;SILVERLIGHT;WINDOWS_PHONE</DefineConstants>
<NoStdLib>true</NoStdLib>
<NoConfig>true</NoConfig>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Compile Include="App.xaml.cs">
<DependentUpon>App.xaml</DependentUpon>
</Compile>
<Compile Include="LocalizedStrings.cs" />
<Compile Include="MainPage.xaml.cs">
<DependentUpon>MainPage.xaml</DependentUpon>
</Compile>
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Resources\AppResources.Designer.cs">
<AutoGen>True</AutoGen>
<DesignTime>True</DesignTime>
<DependentUpon>AppResources.resx</DependentUpon>
</Compile>
</ItemGroup>
<ItemGroup>
<ApplicationDefinition Include="App.xaml">
<SubType>Designer</SubType>
<Generator>MSBuild:Compile</Generator>
</ApplicationDefinition>
<Page Include="MainPage.xaml">
<SubType>Designer</SubType>
<Generator>MSBuild:Compile</Generator>
</Page>
</ItemGroup>
<ItemGroup>
<None Include="Properties\AppManifest.xml" />
<None Include="Properties\WMAppManifest.xml">
<SubType>Designer</SubType>
</None>
</ItemGroup>
<ItemGroup>
<Content Include="Assets\AlignmentGrid.png" />
<Content Include="Assets\ApplicationIcon.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Assets\Tiles\FlipCycleTileLarge.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Assets\Tiles\FlipCycleTileMedium.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Assets\Tiles\FlipCycleTileSmall.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Assets\Tiles\IconicTileMediumLarge.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Assets\Tiles\IconicTileSmall.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="SplashScreenImage.jpg" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\PhoneXamlDirect3DApp1Comp\PhoneXamlDirect3DApp1Comp.vcxproj">
<Name>PhoneXamlDirect3DApp1Comp</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Resources\AppResources.resx">
<Generator>PublicResXFileCodeGenerator</Generator>
<LastGenOutput>AppResources.Designer.cs</LastGenOutput>
</EmbeddedResource>
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\Microsoft\$(TargetFrameworkIdentifier)\$(TargetFrameworkVersion)\Microsoft.$(TargetFrameworkIdentifier).$(TargetFrameworkVersion).Overrides.targets" />
<Import Project="$(MSBuildExtensionsPath)\Microsoft\$(TargetFrameworkIdentifier)\$(TargetFrameworkVersion)\Microsoft.$(TargetFrameworkIdentifier).CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
<ProjectExtensions />
</Project>

@ -0,0 +1,6 @@
<Deployment xmlns="http://schemas.microsoft.com/client/2007/deployment"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
>
<Deployment.Parts>
</Deployment.Parts>
</Deployment>

@ -0,0 +1,37 @@
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Resources;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("PhoneXamlDirect3DApp1")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("PhoneXamlDirect3DApp1")]
[assembly: AssemblyCopyright("Copyright © 2013")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("8ca838f9-f7c6-4550-9b89-59e915a2cddb")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Revision and Build Numbers
// by using the '*' as shown below:
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: NeutralResourcesLanguageAttribute("en-US")]

@ -0,0 +1,44 @@
<?xml version="1.0" encoding="utf-8"?>
<Deployment xmlns="http://schemas.microsoft.com/windowsphone/2012/deployment" AppPlatformVersion="8.0">
<DefaultLanguage xmlns="" code="en-US" />
<App xmlns="" ProductID="{cc734b3d-d8f2-4528-b223-0e7b8a4f6cc7}" Title="OCVImageManipulation" RuntimeType="Silverlight" Version="1.0.0.0" Genre="apps.normal" Author="Microsoft Open Technologies, Inc." Description="Sample description" Publisher="Microsoft Open Technologies, Inc." PublisherID="{4029c95e-d442-45ca-b556-33d7e3bde613}">
<IconPath IsRelative="true" IsResource="false">Assets\ApplicationIcon.png</IconPath>
<Capabilities>
<Capability Name="ID_CAP_SENSORS" />
<Capability Name="ID_CAP_WEBBROWSERCOMPONENT" />
<Capability Name="ID_CAP_MEDIALIB_PLAYBACK" />
<Capability Name="ID_CAP_MEDIALIB_PHOTO" />
<Capability Name="ID_CAP_MEDIALIB_AUDIO" />
<Capability Name="ID_CAP_NETWORKING" />
<Capability Name="ID_CAP_ISV_CAMERA" />
</Capabilities>
<Tasks>
<DefaultTask Name="_default" NavigationPage="MainPage.xaml" />
</Tasks>
<Tokens>
<PrimaryToken TokenID="PhoneXamlDirect3DApp1Token" TaskName="_default">
<TemplateFlip>
<SmallImageURI IsRelative="true" IsResource="false">Assets\Tiles\FlipCycleTileSmall.png</SmallImageURI>
<Count>0</Count>
<BackgroundImageURI IsRelative="true" IsResource="false">Assets\Tiles\FlipCycleTileMedium.png</BackgroundImageURI>
<Title>OCVImageManipulation</Title>
<BackContent>
</BackContent>
<BackBackgroundImageURI>
</BackBackgroundImageURI>
<BackTitle>
</BackTitle>
<DeviceLockImageURI>
</DeviceLockImageURI>
<HasLarge>
</HasLarge>
</TemplateFlip>
</PrimaryToken>
</Tokens>
<ScreenResolutions>
<ScreenResolution Name="ID_RESOLUTION_WVGA" />
<ScreenResolution Name="ID_RESOLUTION_WXGA" />
<ScreenResolution Name="ID_RESOLUTION_HD720P" />
</ScreenResolutions>
</App>
</Deployment>

@ -0,0 +1,105 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.17626
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace PhoneXamlDirect3DApp1.Resources
{
using System;
/// <summary>
/// A strongly-typed resource class, for looking up localized strings, etc.
/// </summary>
// This class was auto-generated by the StronglyTypedResourceBuilder
// class via a tool like ResGen or Visual Studio.
// To add or remove a member, edit your .ResX file then rerun ResGen
// with the /str option, or rebuild your VS project.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
public class AppResources
{
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal AppResources()
{
}
/// <summary>
/// Returns the cached ResourceManager instance used by this class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
public static global::System.Resources.ResourceManager ResourceManager
{
get
{
if (object.ReferenceEquals(resourceMan, null))
{
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("PhoneXamlDirect3DApp1.Resources.AppResources", typeof(AppResources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Overrides the current thread's CurrentUICulture property for all
/// resource lookups using this strongly typed resource class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
public static global::System.Globalization.CultureInfo Culture
{
get
{
return resourceCulture;
}
set
{
resourceCulture = value;
}
}
/// <summary>
/// Looks up a localized string similar to LeftToRight.
/// </summary>
public static string ResourceFlowDirection
{
get
{
return ResourceManager.GetString("ResourceFlowDirection", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to us-EN.
/// </summary>
public static string ResourceLanguage
{
get
{
return ResourceManager.GetString("ResourceLanguage", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to MY APPLICATION.
/// </summary>
public static string ApplicationTitle
{
get
{
return ResourceManager.GetString("ApplicationTitle", resourceCulture);
}
}
}
}

@ -0,0 +1,131 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<data name="ResourceFlowDirection" xml:space="preserve">
<value>LeftToRight</value>
<comment>Controls the FlowDirection for all elements in the RootFrame. Set to the traditional direction of this resource file's language</comment>
</data>
<data name="ResourceLanguage" xml:space="preserve">
<value>en-US</value>
<comment>Controls the Language and ensures that the font for all elements in the RootFrame aligns with the app's language. Set to the language code of this resource file's language.</comment>
</data>
<data name="ApplicationTitle" xml:space="preserve">
<value>MY APPLICATION</value>
</data>
</root>

@ -0,0 +1,76 @@
#pragma once
#include <wrl.h>
// Helper class for basic timing.
ref class BasicTimer sealed
{
public:
// Initializes internal timer values.
BasicTimer()
{
if (!QueryPerformanceFrequency(&m_frequency))
{
throw ref new Platform::FailureException();
}
Reset();
}
// Reset the timer to initial values.
void Reset()
{
Update();
m_startTime = m_currentTime;
m_total = 0.0f;
m_delta = 1.0f / 60.0f;
}
// Update the timer's internal values.
void Update()
{
if (!QueryPerformanceCounter(&m_currentTime))
{
throw ref new Platform::FailureException();
}
m_total = static_cast<float>(
static_cast<double>(m_currentTime.QuadPart - m_startTime.QuadPart) /
static_cast<double>(m_frequency.QuadPart)
);
if (m_lastTime.QuadPart == m_startTime.QuadPart)
{
// If the timer was just reset, report a time delta equivalent to 60Hz frame time.
m_delta = 1.0f / 60.0f;
}
else
{
m_delta = static_cast<float>(
static_cast<double>(m_currentTime.QuadPart - m_lastTime.QuadPart) /
static_cast<double>(m_frequency.QuadPart)
);
}
m_lastTime = m_currentTime;
}
// Duration in seconds between the last call to Reset() and the last call to Update().
property float Total
{
float get() { return m_total; }
}
// Duration in seconds between the previous two calls to Update().
property float Delta
{
float get() { return m_delta; }
}
private:
LARGE_INTEGER m_frequency;
LARGE_INTEGER m_currentTime;
LARGE_INTEGER m_startTime;
LARGE_INTEGER m_lastTime;
float m_total;
float m_delta;
};

@ -0,0 +1,162 @@
#include "pch.h"
#include "Direct3DBase.h"
using namespace DirectX;
using namespace Microsoft::WRL;
using namespace Windows::UI::Core;
using namespace Windows::Foundation;
using namespace Windows::Graphics::Display;
// Constructor.
Direct3DBase::Direct3DBase()
{
}
// Initialize the Direct3D resources required to run.
void Direct3DBase::Initialize()
{
CreateDeviceResources();
}
// These are the resources that depend on the device.
void Direct3DBase::CreateDeviceResources()
{
// This flag adds support for surfaces with a different color channel ordering
// than the API default. It is required for compatibility with Direct2D.
UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
#if defined(_DEBUG)
// If the project is in a debug build, enable debugging via SDK Layers with this flag.
creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
// This array defines the set of DirectX hardware feature levels this app will support.
// Note the ordering should be preserved.
// Don't forget to declare your application's minimum required feature level in its
// description. All applications are assumed to support 9.1 unless otherwise stated.
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3
};
// Create the Direct3D 11 API device object and a corresponding context.
ComPtr<ID3D11Device> device;
ComPtr<ID3D11DeviceContext> context;
DX::ThrowIfFailed(
D3D11CreateDevice(
nullptr, // Specify nullptr to use the default adapter.
D3D_DRIVER_TYPE_HARDWARE,
nullptr,
creationFlags, // Set set debug and Direct2D compatibility flags.
featureLevels, // List of feature levels this app can support.
ARRAYSIZE(featureLevels),
D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION.
&device, // Returns the Direct3D device created.
&m_featureLevel, // Returns feature level of device created.
&context // Returns the device immediate context.
)
);
// Get the Direct3D 11.1 API device and context interfaces.
DX::ThrowIfFailed(
device.As(&m_d3dDevice)
);
DX::ThrowIfFailed(
context.As(&m_d3dContext)
);
}
// Allocate all memory resources that depend on the window size.
void Direct3DBase::CreateWindowSizeDependentResources()
{
// Create a descriptor for the render target buffer.
CD3D11_TEXTURE2D_DESC renderTargetDesc(
DXGI_FORMAT_B8G8R8A8_UNORM,
static_cast<UINT>(m_renderTargetSize.Width),
static_cast<UINT>(m_renderTargetSize.Height),
1,
1,
D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE
);
renderTargetDesc.MiscFlags = D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX | D3D11_RESOURCE_MISC_SHARED_NTHANDLE;
// Allocate a 2-D surface as the render target buffer.
DX::ThrowIfFailed(
m_d3dDevice->CreateTexture2D(
&renderTargetDesc,
nullptr,
&m_renderTarget
)
);
DX::ThrowIfFailed(
m_d3dDevice->CreateRenderTargetView(
m_renderTarget.Get(),
nullptr,
&m_renderTargetView
)
);
// Create a depth stencil view.
CD3D11_TEXTURE2D_DESC depthStencilDesc(
DXGI_FORMAT_D24_UNORM_S8_UINT,
static_cast<UINT>(m_renderTargetSize.Width),
static_cast<UINT>(m_renderTargetSize.Height),
1,
1,
D3D11_BIND_DEPTH_STENCIL
);
ComPtr<ID3D11Texture2D> depthStencil;
DX::ThrowIfFailed(
m_d3dDevice->CreateTexture2D(
&depthStencilDesc,
nullptr,
&depthStencil
)
);
CD3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc(D3D11_DSV_DIMENSION_TEXTURE2D);
DX::ThrowIfFailed(
m_d3dDevice->CreateDepthStencilView(
depthStencil.Get(),
&depthStencilViewDesc,
&m_depthStencilView
)
);
// Set the rendering viewport to target the entire window.
CD3D11_VIEWPORT viewport(
0.0f,
0.0f,
m_renderTargetSize.Width,
m_renderTargetSize.Height
);
m_d3dContext->RSSetViewports(1, &viewport);
}
void Direct3DBase::UpdateForRenderResolutionChange(float width, float height)
{
m_renderTargetSize.Width = width;
m_renderTargetSize.Height = height;
ID3D11RenderTargetView* nullViews[] = {nullptr};
m_d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr);
m_renderTarget = nullptr;
m_renderTargetView = nullptr;
m_depthStencilView = nullptr;
m_d3dContext->Flush();
CreateWindowSizeDependentResources();
}
void Direct3DBase::UpdateForWindowSizeChange(float width, float height)
{
m_windowBounds.Width = width;
m_windowBounds.Height = height;
}

@ -0,0 +1,37 @@
#pragma once
#include "DirectXHelper.h"
// Helper class that initializes DirectX APIs for 3D rendering.
ref class Direct3DBase abstract
{
internal:
Direct3DBase();
public:
virtual void Initialize();
virtual void CreateDeviceResources();
virtual void CreateWindowSizeDependentResources();
virtual void UpdateForRenderResolutionChange(float width, float height);
virtual void UpdateForWindowSizeChange(float width, float height);
virtual void Render() = 0;
internal:
virtual ID3D11Texture2D* GetTexture()
{
return m_renderTarget.Get();
}
protected private:
// Direct3D Objects.
Microsoft::WRL::ComPtr<ID3D11Device1> m_d3dDevice;
Microsoft::WRL::ComPtr<ID3D11DeviceContext1> m_d3dContext;
Microsoft::WRL::ComPtr<ID3D11Texture2D> m_renderTarget;
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> m_renderTargetView;
Microsoft::WRL::ComPtr<ID3D11DepthStencilView> m_depthStencilView;
// Cached renderer properties.
D3D_FEATURE_LEVEL m_featureLevel;
Windows::Foundation::Size m_renderTargetSize;
Windows::Foundation::Rect m_windowBounds;
};

@ -0,0 +1,77 @@
#include "pch.h"
#include "Direct3DContentProvider.h"
using namespace PhoneXamlDirect3DApp1Comp;
Direct3DContentProvider::Direct3DContentProvider(Direct3DInterop^ controller) :
m_controller(controller)
{
m_controller->RequestAdditionalFrame += ref new RequestAdditionalFrameHandler([=] ()
{
if (m_host)
{
m_host->RequestAdditionalFrame();
}
});
m_controller->RecreateSynchronizedTexture += ref new RecreateSynchronizedTextureHandler([=] ()
{
if (m_host)
{
m_host->CreateSynchronizedTexture(m_controller->GetTexture(), &m_synchronizedTexture);
}
});
}
// IDrawingSurfaceContentProviderNative interface
HRESULT Direct3DContentProvider::Connect(_In_ IDrawingSurfaceRuntimeHostNative* host)
{
m_host = host;
return m_controller->Connect(host);
}
void Direct3DContentProvider::Disconnect()
{
m_controller->Disconnect();
m_host = nullptr;
m_synchronizedTexture = nullptr;
}
HRESULT Direct3DContentProvider::PrepareResources(_In_ const LARGE_INTEGER* presentTargetTime, _Out_ BOOL* contentDirty)
{
return m_controller->PrepareResources(presentTargetTime, contentDirty);
}
HRESULT Direct3DContentProvider::GetTexture(_In_ const DrawingSurfaceSizeF* size, _Out_ IDrawingSurfaceSynchronizedTextureNative** synchronizedTexture, _Out_ DrawingSurfaceRectF* textureSubRectangle)
{
HRESULT hr = S_OK;
if (!m_synchronizedTexture)
{
hr = m_host->CreateSynchronizedTexture(m_controller->GetTexture(), &m_synchronizedTexture);
}
// Set output parameters.
textureSubRectangle->left = 0.0f;
textureSubRectangle->top = 0.0f;
textureSubRectangle->right = static_cast<FLOAT>(size->width);
textureSubRectangle->bottom = static_cast<FLOAT>(size->height);
m_synchronizedTexture.CopyTo(synchronizedTexture);
// Draw to the texture.
if (SUCCEEDED(hr))
{
hr = m_synchronizedTexture->BeginDraw();
if (SUCCEEDED(hr))
{
hr = m_controller->GetTexture(size, synchronizedTexture, textureSubRectangle);
}
m_synchronizedTexture->EndDraw();
}
return hr;
}

@ -0,0 +1,33 @@
#pragma once
#include "pch.h"
#include <wrl/module.h>
#include <Windows.Phone.Graphics.Interop.h>
#include <DrawingSurfaceNative.h>
#include "Direct3DInterop.h"
class Direct3DContentProvider : public Microsoft::WRL::RuntimeClass<
Microsoft::WRL::RuntimeClassFlags<Microsoft::WRL::WinRtClassicComMix>,
ABI::Windows::Phone::Graphics::Interop::IDrawingSurfaceContentProvider,
IDrawingSurfaceContentProviderNative>
{
public:
Direct3DContentProvider(PhoneXamlDirect3DApp1Comp::Direct3DInterop^ controller);
void ReleaseD3DResources();
// IDrawingSurfaceContentProviderNative
HRESULT STDMETHODCALLTYPE Connect(_In_ IDrawingSurfaceRuntimeHostNative* host);
void STDMETHODCALLTYPE Disconnect();
HRESULT STDMETHODCALLTYPE PrepareResources(_In_ const LARGE_INTEGER* presentTargetTime, _Out_ BOOL* contentDirty);
HRESULT STDMETHODCALLTYPE GetTexture(_In_ const DrawingSurfaceSizeF* size, _Out_ IDrawingSurfaceSynchronizedTextureNative** synchronizedTexture, _Out_ DrawingSurfaceRectF* textureSubRectangle);
private:
HRESULT InitializeTexture(_In_ const DrawingSurfaceSizeF* size);
PhoneXamlDirect3DApp1Comp::Direct3DInterop^ m_controller;
Microsoft::WRL::ComPtr<IDrawingSurfaceRuntimeHostNative> m_host;
Microsoft::WRL::ComPtr<IDrawingSurfaceSynchronizedTextureNative> m_synchronizedTexture;
};

@ -0,0 +1,351 @@
#include "pch.h"
#include "Direct3DInterop.h"
#include "Direct3DContentProvider.h"
#include <windows.storage.streams.h>
#include <wrl.h>
#include <robuffer.h>
#include <opencv2\core\core.hpp>
#include <opencv2\imgproc\imgproc.hpp>
#include <opencv2\features2d\features2d.hpp>
#include <algorithm>
using namespace Windows::Storage::Streams;
using namespace Microsoft::WRL;
using namespace Windows::Foundation;
using namespace Windows::UI::Core;
using namespace Microsoft::WRL;
using namespace Windows::Phone::Graphics::Interop;
using namespace Windows::Phone::Input::Interop;
using namespace Windows::Foundation;
using namespace Windows::Foundation::Collections;
using namespace Windows::Phone::Media::Capture;
#if !defined(_M_ARM)
#pragma message("warning: Direct3DInterop.cpp: Windows Phone camera code does not run in the emulator.")
#pragma message("warning: Direct3DInterop.cpp: Please compile as an ARM build and run on a device.")
#endif
namespace PhoneXamlDirect3DApp1Comp
{
// Called each time a preview frame is available
void CameraCapturePreviewSink::OnFrameAvailable(
DXGI_FORMAT format,
UINT width,
UINT height,
BYTE* pixels
)
{
m_Direct3dInterop->UpdateFrame(pixels, width, height);
}
// Called each time a captured frame is available
void CameraCaptureSampleSink::OnSampleAvailable(
ULONGLONG hnsPresentationTime,
ULONGLONG hnsSampleDuration,
DWORD cbSample,
BYTE* pSample)
{
}
Direct3DInterop::Direct3DInterop()
: m_algorithm(OCVFilterType::ePreview)
, m_contentDirty(false)
, m_backFrame(nullptr)
, m_frontFrame(nullptr)
{
}
bool Direct3DInterop::SwapFrames()
{
std::lock_guard<std::mutex> lock(m_mutex);
if(m_backFrame != nullptr)
{
std::swap(m_backFrame, m_frontFrame);
return true;
}
return false;
}
void Direct3DInterop::UpdateFrame(byte* buffer,int width,int height)
{
std::lock_guard<std::mutex> lock(m_mutex);
if(m_backFrame == nullptr)
{
m_backFrame = std::shared_ptr<cv::Mat> (new cv::Mat(height, width, CV_8UC4));
m_frontFrame = std::shared_ptr<cv::Mat> (new cv::Mat(height, width, CV_8UC4));
}
memcpy(m_backFrame.get()->data, buffer, 4 * height*width);
m_contentDirty = true;
RequestAdditionalFrame();
}
void Direct3DInterop::ProcessFrame()
{
if (SwapFrames())
{
if (m_renderer)
{
cv::Mat* mat = m_frontFrame.get();
switch (m_algorithm)
{
case OCVFilterType::ePreview:
{
break;
}
case OCVFilterType::eGray:
{
ApplyGrayFilter(mat);
break;
}
case OCVFilterType::eCanny:
{
ApplyCannyFilter(mat);
break;
}
case OCVFilterType::eBlur:
{
ApplyBlurFilter(mat);
break;
}
case OCVFilterType::eFindFeatures:
{
ApplyFindFeaturesFilter(mat);
break;
}
case OCVFilterType::eSepia:
{
ApplySepiaFilter(mat);
break;
}
}
m_renderer->CreateTextureFromByte(mat->data, mat->cols, mat->rows);
}
}
}
void Direct3DInterop::ApplyGrayFilter(cv::Mat* mat)
{
cv::Mat intermediateMat;
cv::cvtColor(*mat, intermediateMat, CV_RGBA2GRAY);
cv::cvtColor(intermediateMat, *mat, CV_GRAY2BGRA);
}
void Direct3DInterop::ApplyCannyFilter(cv::Mat* mat)
{
cv::Mat intermediateMat;
cv::Canny(*mat, intermediateMat, 80, 90);
cv::cvtColor(intermediateMat, *mat, CV_GRAY2BGRA);
}
void Direct3DInterop::ApplyBlurFilter(cv::Mat* mat)
{
cv::Mat intermediateMat;
// cv::Blur(image, intermediateMat, 80, 90);
cv::cvtColor(intermediateMat, *mat, CV_GRAY2BGRA);
}
void Direct3DInterop::ApplyFindFeaturesFilter(cv::Mat* mat)
{
cv::Mat intermediateMat;
cv::Ptr<cv::FastFeatureDetector> detector = cv::FastFeatureDetector::create(50);
std::vector<cv::KeyPoint> features;
cv::cvtColor(*mat, intermediateMat, CV_RGBA2GRAY);
detector->detect(intermediateMat, features);
for( unsigned int i = 0; i < std::min(features.size(), (size_t)50); i++ )
{
const cv::KeyPoint& kp = features[i];
cv::circle(*mat, cv::Point((int)kp.pt.x, (int)kp.pt.y), 10, cv::Scalar(255,0,0,255));
}
}
void Direct3DInterop::ApplySepiaFilter(cv::Mat* mat)
{
const float SepiaKernelData[16] =
{
/* B */0.131f, 0.534f, 0.272f, 0.f,
/* G */0.168f, 0.686f, 0.349f, 0.f,
/* R */0.189f, 0.769f, 0.393f, 0.f,
/* A */0.000f, 0.000f, 0.000f, 1.f
};
const cv::Mat SepiaKernel(4, 4, CV_32FC1, (void*)SepiaKernelData);
cv::transform(*mat, *mat, SepiaKernel);
}
IDrawingSurfaceContentProvider^ Direct3DInterop::CreateContentProvider()
{
ComPtr<Direct3DContentProvider> provider = Make<Direct3DContentProvider>(this);
return reinterpret_cast<IDrawingSurfaceContentProvider^>(provider.Detach());
}
// IDrawingSurfaceManipulationHandler
void Direct3DInterop::SetManipulationHost(DrawingSurfaceManipulationHost^ manipulationHost)
{
manipulationHost->PointerPressed +=
ref new TypedEventHandler<DrawingSurfaceManipulationHost^, PointerEventArgs^>(this, &Direct3DInterop::OnPointerPressed);
manipulationHost->PointerMoved +=
ref new TypedEventHandler<DrawingSurfaceManipulationHost^, PointerEventArgs^>(this, &Direct3DInterop::OnPointerMoved);
manipulationHost->PointerReleased +=
ref new TypedEventHandler<DrawingSurfaceManipulationHost^, PointerEventArgs^>(this, &Direct3DInterop::OnPointerReleased);
}
void Direct3DInterop::RenderResolution::set(Windows::Foundation::Size renderResolution)
{
if (renderResolution.Width != m_renderResolution.Width ||
renderResolution.Height != m_renderResolution.Height)
{
m_renderResolution = renderResolution;
if (m_renderer)
{
m_renderer->UpdateForRenderResolutionChange(m_renderResolution.Width, m_renderResolution.Height);
RecreateSynchronizedTexture();
}
}
}
// Event Handlers
void Direct3DInterop::OnPointerPressed(DrawingSurfaceManipulationHost^ sender, PointerEventArgs^ args)
{
// Insert your code here.
}
void Direct3DInterop::OnPointerMoved(DrawingSurfaceManipulationHost^ sender, PointerEventArgs^ args)
{
// Insert your code here.
}
void Direct3DInterop::OnPointerReleased(DrawingSurfaceManipulationHost^ sender, PointerEventArgs^ args)
{
// Insert your code here.
}
void Direct3DInterop::StartCamera()
{
// Set the capture dimensions
Size captureDimensions;
captureDimensions.Width = 640;
captureDimensions.Height = 480;
// Open the AudioVideoCaptureDevice for video only
IAsyncOperation<AudioVideoCaptureDevice^> ^openOperation = AudioVideoCaptureDevice::OpenForVideoOnlyAsync(CameraSensorLocation::Back, captureDimensions);
openOperation->Completed = ref new AsyncOperationCompletedHandler<AudioVideoCaptureDevice^>(
[this] (IAsyncOperation<AudioVideoCaptureDevice^> ^operation, Windows::Foundation::AsyncStatus status)
{
if (status == Windows::Foundation::AsyncStatus::Completed)
{
auto captureDevice = operation->GetResults();
// Save the reference to the opened video capture device
pAudioVideoCaptureDevice = captureDevice;
// Retrieve the native ICameraCaptureDeviceNative interface from the managed video capture device
ICameraCaptureDeviceNative *iCameraCaptureDeviceNative = NULL;
HRESULT hr = reinterpret_cast<IUnknown*>(captureDevice)->QueryInterface(__uuidof(ICameraCaptureDeviceNative), (void**) &iCameraCaptureDeviceNative);
// Save the pointer to the native interface
pCameraCaptureDeviceNative = iCameraCaptureDeviceNative;
// Initialize the preview dimensions (see the accompanying article at )
// The aspect ratio of the capture and preview resolution must be equal,
// 4:3 for capture => 4:3 for preview, and 16:9 for capture => 16:9 for preview.
Size previewDimensions;
previewDimensions.Width = 640;
previewDimensions.Height = 480;
IAsyncAction^ setPreviewResolutionAction = pAudioVideoCaptureDevice->SetPreviewResolutionAsync(previewDimensions);
setPreviewResolutionAction->Completed = ref new AsyncActionCompletedHandler(
[this](IAsyncAction^ action, Windows::Foundation::AsyncStatus status)
{
HResult hr = action->ErrorCode;
if (status == Windows::Foundation::AsyncStatus::Completed)
{
// Create the sink
MakeAndInitialize<CameraCapturePreviewSink>(&pCameraCapturePreviewSink);
pCameraCapturePreviewSink->SetDelegate(this);
pCameraCaptureDeviceNative->SetPreviewSink(pCameraCapturePreviewSink);
// Set the preview format
pCameraCaptureDeviceNative->SetPreviewFormat(DXGI_FORMAT::DXGI_FORMAT_B8G8R8A8_UNORM);
}
}
);
// Retrieve IAudioVideoCaptureDeviceNative native interface from managed projection.
IAudioVideoCaptureDeviceNative *iAudioVideoCaptureDeviceNative = NULL;
hr = reinterpret_cast<IUnknown*>(captureDevice)->QueryInterface(__uuidof(IAudioVideoCaptureDeviceNative), (void**) &iAudioVideoCaptureDeviceNative);
// Save the pointer to the IAudioVideoCaptureDeviceNative native interface
pAudioVideoCaptureDeviceNative = iAudioVideoCaptureDeviceNative;
// Set sample encoding format to ARGB. See the documentation for further values.
pAudioVideoCaptureDevice->VideoEncodingFormat = CameraCaptureVideoFormat::Argb;
// Initialize and set the CameraCaptureSampleSink class as sink for captures samples
MakeAndInitialize<CameraCaptureSampleSink>(&pCameraCaptureSampleSink);
pAudioVideoCaptureDeviceNative->SetVideoSampleSink(pCameraCaptureSampleSink);
// Start recording (only way to receive samples using the ICameraCaptureSampleSink interface
pAudioVideoCaptureDevice->StartRecordingToSinkAsync();
}
}
);
}
// Interface With Direct3DContentProvider
HRESULT Direct3DInterop::Connect(_In_ IDrawingSurfaceRuntimeHostNative* host)
{
m_renderer = ref new QuadRenderer();
m_renderer->Initialize();
m_renderer->UpdateForWindowSizeChange(WindowBounds.Width, WindowBounds.Height);
m_renderer->UpdateForRenderResolutionChange(m_renderResolution.Width, m_renderResolution.Height);
StartCamera();
return S_OK;
}
void Direct3DInterop::Disconnect()
{
m_renderer = nullptr;
}
HRESULT Direct3DInterop::PrepareResources(_In_ const LARGE_INTEGER* presentTargetTime, _Out_ BOOL* contentDirty)
{
*contentDirty = m_contentDirty;
if(m_contentDirty)
{
ProcessFrame();
}
m_contentDirty = false;
return S_OK;
}
HRESULT Direct3DInterop::GetTexture(_In_ const DrawingSurfaceSizeF* size, _Out_ IDrawingSurfaceSynchronizedTextureNative** synchronizedTexture, _Out_ DrawingSurfaceRectF* textureSubRectangle)
{
m_renderer->Update();
m_renderer->Render();
return S_OK;
}
ID3D11Texture2D* Direct3DInterop::GetTexture()
{
return m_renderer->GetTexture();
}
}

@ -0,0 +1,143 @@
#pragma once
#include "pch.h"
#include "BasicTimer.h"
#include "QuadRenderer.h"
#include <DrawingSurfaceNative.h>
#include <ppltasks.h>
#include <windows.storage.streams.h>
#include <memory>
#include <mutex>
#include <opencv2\imgproc\types_c.h>
namespace PhoneXamlDirect3DApp1Comp
{
public enum class OCVFilterType
{
ePreview,
eGray,
eCanny,
eBlur,
eFindFeatures,
eSepia,
eNumOCVFilterTypes
};
class CameraCapturePreviewSink;
class CameraCaptureSampleSink;
public delegate void RequestAdditionalFrameHandler();
public delegate void RecreateSynchronizedTextureHandler();
[Windows::Foundation::Metadata::WebHostHidden]
public ref class Direct3DInterop sealed : public Windows::Phone::Input::Interop::IDrawingSurfaceManipulationHandler
{
public:
Direct3DInterop();
Windows::Phone::Graphics::Interop::IDrawingSurfaceContentProvider^ CreateContentProvider();
// IDrawingSurfaceManipulationHandler
virtual void SetManipulationHost(Windows::Phone::Input::Interop::DrawingSurfaceManipulationHost^ manipulationHost);
event RequestAdditionalFrameHandler^ RequestAdditionalFrame;
event RecreateSynchronizedTextureHandler^ RecreateSynchronizedTexture;
property Windows::Foundation::Size WindowBounds;
property Windows::Foundation::Size NativeResolution;
property Windows::Foundation::Size RenderResolution
{
Windows::Foundation::Size get(){ return m_renderResolution; }
void set(Windows::Foundation::Size renderResolution);
}
void SetAlgorithm(OCVFilterType type) { m_algorithm = type; };
void UpdateFrame(byte* buffer, int width, int height);
protected:
// Event Handlers
void OnPointerPressed(Windows::Phone::Input::Interop::DrawingSurfaceManipulationHost^ sender, Windows::UI::Core::PointerEventArgs^ args);
void OnPointerMoved(Windows::Phone::Input::Interop::DrawingSurfaceManipulationHost^ sender, Windows::UI::Core::PointerEventArgs^ args);
void OnPointerReleased(Windows::Phone::Input::Interop::DrawingSurfaceManipulationHost^ sender, Windows::UI::Core::PointerEventArgs^ args);
internal:
HRESULT STDMETHODCALLTYPE Connect(_In_ IDrawingSurfaceRuntimeHostNative* host);
void STDMETHODCALLTYPE Disconnect();
HRESULT STDMETHODCALLTYPE PrepareResources(_In_ const LARGE_INTEGER* presentTargetTime, _Out_ BOOL* contentDirty);
HRESULT STDMETHODCALLTYPE GetTexture(_In_ const DrawingSurfaceSizeF* size, _Out_ IDrawingSurfaceSynchronizedTextureNative** synchronizedTexture, _Out_ DrawingSurfaceRectF* textureSubRectangle);
ID3D11Texture2D* GetTexture();
private:
void StartCamera();
void ProcessFrame();
bool SwapFrames();
QuadRenderer^ m_renderer;
Windows::Foundation::Size m_renderResolution;
OCVFilterType m_algorithm;
bool m_contentDirty;
std::shared_ptr<cv::Mat> m_backFrame;
std::shared_ptr<cv::Mat> m_frontFrame;
std::mutex m_mutex;
Windows::Phone::Media::Capture::AudioVideoCaptureDevice ^pAudioVideoCaptureDevice;
ICameraCaptureDeviceNative* pCameraCaptureDeviceNative;
IAudioVideoCaptureDeviceNative* pAudioVideoCaptureDeviceNative;
CameraCapturePreviewSink* pCameraCapturePreviewSink;
CameraCaptureSampleSink* pCameraCaptureSampleSink;
//void ApplyPreviewFilter(const cv::Mat& image);
void ApplyGrayFilter(cv::Mat* mat);
void ApplyCannyFilter(cv::Mat* mat);
void ApplyBlurFilter(cv::Mat* mat);
void ApplyFindFeaturesFilter(cv::Mat* mat);
void ApplySepiaFilter(cv::Mat* mat);
};
class CameraCapturePreviewSink :
public Microsoft::WRL::RuntimeClass<
Microsoft::WRL::RuntimeClassFlags<Microsoft::WRL::RuntimeClassType::ClassicCom>,
ICameraCapturePreviewSink>
{
public:
void SetDelegate(Direct3DInterop^ delegate)
{
m_Direct3dInterop = delegate;
}
IFACEMETHODIMP_(void) OnFrameAvailable(
DXGI_FORMAT format,
UINT width,
UINT height,
BYTE* pixels);
private:
Direct3DInterop^ m_Direct3dInterop;
};
class CameraCaptureSampleSink :
public Microsoft::WRL::RuntimeClass<
Microsoft::WRL::RuntimeClassFlags<Microsoft::WRL::RuntimeClassType::ClassicCom>,
ICameraCaptureSampleSink>
{
public:
void SetDelegate(Direct3DInterop^ delegate)
{
m_Direct3dInterop = delegate;
}
IFACEMETHODIMP_(void) OnSampleAvailable(
ULONGLONG hnsPresentationTime,
ULONGLONG hnsSampleDuration,
DWORD cbSample,
BYTE* pSample);
private:
Direct3DInterop^ m_Direct3dInterop;
};
}

@ -0,0 +1,41 @@
#pragma once
#include <wrl/client.h>
#include <ppl.h>
#include <ppltasks.h>
namespace DX
{
inline void ThrowIfFailed(HRESULT hr)
{
if (FAILED(hr))
{
// Set a breakpoint on this line to catch Win32 API errors.
throw Platform::Exception::CreateException(hr);
}
}
// Function that reads from a binary file asynchronously.
inline Concurrency::task<Platform::Array<byte>^> ReadDataAsync(Platform::String^ filename)
{
using namespace Windows::Storage;
using namespace Concurrency;
auto folder = Windows::ApplicationModel::Package::Current->InstalledLocation;
return create_task(folder->GetFileAsync(filename)).then([] (StorageFile^ file)
{
return file->OpenReadAsync();
}).then([] (Streams::IRandomAccessStreamWithContentType^ stream)
{
unsigned int bufferSize = static_cast<unsigned int>(stream->Size);
auto fileBuffer = ref new Streams::Buffer(bufferSize);
return stream->ReadAsync(fileBuffer, bufferSize, Streams::InputStreamOptions::None);
}).then([] (Streams::IBuffer^ fileBuffer) -> Platform::Array<byte>^
{
auto fileData = ref new Platform::Array<byte>(fileBuffer->Length);
Streams::DataReader::FromBuffer(fileBuffer)->ReadBytes(fileData);
return fileData;
});
}
}

@ -0,0 +1,196 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|ARM">
<Configuration>Debug</Configuration>
<Platform>ARM</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|ARM">
<Configuration>Release</Configuration>
<Platform>ARM</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}</ProjectGuid>
<RootNamespace>PhoneXamlDirect3DApp1Comp</RootNamespace>
<DefaultLanguage>en-US</DefaultLanguage>
<MinimumVisualStudioVersion>11.0</MinimumVisualStudioVersion>
<WinMDAssembly>true</WinMDAssembly>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<OutDir Condition="'$(OutDirWasSpecified)' == 'true'">$(OutDir)\$(MSBuildProjectName)\</OutDir>
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<OutDir Condition="'$(OutDirWasSpecified)' != 'true' and '$(Platform)' == 'Win32'">$(SolutionDir)$(Configuration)\$(MSBuildProjectName)\</OutDir>
<OutDir Condition="'$(OutDirWasSpecified)' != 'true' and '$(Platform)' != 'Win32'">$(SolutionDir)$(Platform)\$(Configuration)\$(MSBuildProjectName)\</OutDir>
<!-- After OutDir has been fixed, disable Microsoft.common.targets from fixing it again -->
<OutDirWasSpecified>false</OutDirWasSpecified>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110_wp80</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110_wp80</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<PlatformToolset>v110_wp80</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<PlatformToolset>v110_wp80</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<GenerateManifest>false</GenerateManifest>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LibraryPath>$(ProjectDir)..\..\..\..\..\bin\WP\8.0\x86\lib\Debug;$(ProjectDir)..\..\..\..\..\bin\WP\8.0\x86\3rdparty\lib\Debug;$(WP80ToolSetPath)lib;$(WindowsSDK_LibraryPath_x86)</LibraryPath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<PreprocessorDefinitions>_WINRT_DLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PrecompiledHeader>Use</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<AdditionalUsingDirectories>$(WindowsSDK_MetadataPath);$(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<CompileAsWinRT>true</CompileAsWinRT>
<AdditionalIncludeDirectories>$(ProjectDir)..\..\..\..\..\modules\core\include;$(ProjectDir)..\..\..\..\..\modules\imgproc\include;$(ProjectDir)..\..\..\..\..\modules\flann\include;$(ProjectDir)..\..\..\..\..\modules\features2d\include;$(ProjectDir);$(GeneratedFilesDir);$(IntDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
<AdditionalDependencies>opencv_core300d.lib;opencv_imgproc300d.lib;opencv_features2d300d.lib;opencv_flann300d.lib;opencv_ml300d.lib;zlibd.lib;d3d11.lib;%(AdditionalDependencies)</AdditionalDependencies>
<IgnoreSpecificDefaultLibraries>ole32.lib;%(IgnoreSpecificDefaultLibraries)</IgnoreSpecificDefaultLibraries>
<GenerateWindowsMetadata>true</GenerateWindowsMetadata>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<PreprocessorDefinitions>_WINRT_DLL;NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<AdditionalUsingDirectories>$(WindowsSDK_MetadataPath);$(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<CompileAsWinRT>true</CompileAsWinRT>
<AdditionalIncludeDirectories>..\..\..\..\..\binWP8;$(ProjectDir);$(GeneratedFilesDir);$(IntDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
<AdditionalDependencies>d3d11.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<ClCompile>
<PreprocessorDefinitions>_WINRT_DLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PrecompiledHeader>Use</PrecompiledHeader>
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<AdditionalUsingDirectories>$(WindowsSDK_MetadataPath);$(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<CompileAsWinRT>true</CompileAsWinRT>
<AdditionalIncludeDirectories>..\..\..\..\..\binWP8;$(ProjectDir);$(GeneratedFilesDir);$(IntDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<Link>
<SubSystem>Console</SubSystem>
<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
<AdditionalDependencies>d3d11.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<ClCompile>
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<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<AdditionalUsingDirectories>$(WindowsSDK_MetadataPath);$(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<CompileAsWinRT>true</CompileAsWinRT>
<AdditionalIncludeDirectories>..\..\..\..\..\binWP8;$(ProjectDir);$(GeneratedFilesDir);$(IntDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
<AdditionalDependencies>d3d11.lib;%(AdditionalDependencies)</AdditionalDependencies>
<IgnoreSpecificDefaultLibraries>ole32.lib;%(IgnoreSpecificDefaultLibraries)</IgnoreSpecificDefaultLibraries>
<GenerateWindowsMetadata>true</GenerateWindowsMetadata>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<Reference Include="platform.winmd">
<IsWinMDFile>true</IsWinMDFile>
<Private>false</Private>
</Reference>
</ItemGroup>
<ItemGroup>
<ClInclude Include="BasicTimer.h" />
<ClInclude Include="Direct3DInterop.h" />
<ClInclude Include="DirectXHelper.h" />
<ClInclude Include="Direct3DBase.h" />
<ClInclude Include="Direct3DContentProvider.h" />
<ClInclude Include="pch.h" />
<ClInclude Include="QuadRenderer.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="Direct3DInterop.cpp" />
<ClCompile Include="Direct3DBase.cpp" />
<ClCompile Include="Direct3DContentProvider.cpp" />
<ClCompile Include="pch.cpp">
<PrecompiledHeader>Create</PrecompiledHeader>
</ClCompile>
<ClCompile Include="QuadRenderer.cpp" />
</ItemGroup>
<ItemGroup>
<FxCompile Include="SimplePixelShader.hlsl">
<ShaderType>Pixel</ShaderType>
<ShaderModel>4.0_level_9_3</ShaderModel>
</FxCompile>
<FxCompile Include="SimpleVertexShader.hlsl">
<ShaderType>Vertex</ShaderType>
<ShaderModel>4.0_level_9_3</ShaderModel>
</FxCompile>
</ItemGroup>
<ItemGroup>
<None Include="..\..\..\..\..\bin\WP\8.0\x86\bin\Debug\opencv_core300d.dll">
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</DeploymentContent>
</None>
<None Include="..\..\..\..\..\bin\WP\8.0\x86\bin\Debug\opencv_features2d300d.dll">
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</DeploymentContent>
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<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</DeploymentContent>
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<None Include="..\..\..\..\..\bin\WP\8.0\x86\bin\Debug\opencv_imgproc300d.dll">
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</DeploymentContent>
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<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</DeploymentContent>
</None>
<None Include="packages.config" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<Import Project="$(MSBuildExtensionsPath)\Microsoft\WindowsPhone\v$(TargetPlatformVersion)\Microsoft.Cpp.WindowsPhone.$(TargetPlatformVersion).targets" />
<ImportGroup Label="ExtensionTargets">
<Import Project="..\..\packages\NokiaImagingSDK.1.0.272.0\build\native\NokiaImagingSDK.targets" Condition="Exists('..\..\packages\NokiaImagingSDK.1.0.272.0\build\native\NokiaImagingSDK.targets')" />
</ImportGroup>
</Project>

@ -0,0 +1,340 @@
#include "pch.h"
#include "QuadRenderer.h"
using namespace DirectX;
using namespace Microsoft::WRL;
using namespace Windows::Foundation;
using namespace Windows::UI::Core;
QuadRenderer::QuadRenderer() :
m_loadingComplete(false),
m_indexCount(0)
{
}
void QuadRenderer::CreateTextureFromByte(byte* buffer,int width,int height)
{
int pixelSize = 4;
if (m_Texture.Get() == nullptr)
{
CD3D11_TEXTURE2D_DESC textureDesc(
DXGI_FORMAT_B8G8R8A8_UNORM, // format
static_cast<UINT>(width), // width
static_cast<UINT>(height), // height
1, // arraySize
1, // mipLevels
D3D11_BIND_SHADER_RESOURCE, // bindFlags
D3D11_USAGE_DYNAMIC, // usage
D3D11_CPU_ACCESS_WRITE, // cpuaccessFlags
1, // sampleCount
0, // sampleQuality
0 // miscFlags
);
D3D11_SUBRESOURCE_DATA data;
data.pSysMem = buffer;
data.SysMemPitch = pixelSize*width;
data.SysMemSlicePitch = pixelSize*width*height;
DX::ThrowIfFailed(
m_d3dDevice->CreateTexture2D(
&textureDesc,
&data,
m_Texture.ReleaseAndGetAddressOf()
)
);
m_d3dDevice->CreateShaderResourceView(m_Texture.Get(), NULL, m_SRV.ReleaseAndGetAddressOf());
D3D11_SAMPLER_DESC sampDesc;
ZeroMemory(&sampDesc, sizeof(sampDesc));
sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
sampDesc.MinLOD = 0;
sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
m_d3dDevice->CreateSamplerState(&sampDesc, m_QuadsTexSamplerState.ReleaseAndGetAddressOf());
}
else
{
int nRowSpan = width * pixelSize;
D3D11_MAPPED_SUBRESOURCE mappedResource;
HRESULT hr = m_d3dContext->Map(m_Texture.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
BYTE* mappedData = static_cast<BYTE*>(mappedResource.pData);
for (int i = 0; i < height; ++i)
{
memcpy(mappedData + (i*mappedResource.RowPitch), buffer + (i*nRowSpan), nRowSpan);
}
m_d3dContext->Unmap(m_Texture.Get(), 0);
}
}
void QuadRenderer::CreateDeviceResources()
{
Direct3DBase::CreateDeviceResources();
D3D11_BLEND_DESC blendDesc;
ZeroMemory( &blendDesc, sizeof(blendDesc) );
D3D11_RENDER_TARGET_BLEND_DESC rtbd;
ZeroMemory( &rtbd, sizeof(rtbd) );
rtbd.BlendEnable = TRUE;
rtbd.SrcBlend = D3D11_BLEND_SRC_ALPHA;
rtbd.DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
rtbd.BlendOp = D3D11_BLEND_OP_ADD;
rtbd.SrcBlendAlpha = D3D11_BLEND_ONE;
rtbd.DestBlendAlpha = D3D11_BLEND_ZERO;
rtbd.BlendOpAlpha = D3D11_BLEND_OP_ADD;
rtbd.RenderTargetWriteMask = 0x0f;
blendDesc.AlphaToCoverageEnable = false;
blendDesc.RenderTarget[0] = rtbd;
m_d3dDevice->CreateBlendState(&blendDesc, &m_Transparency);
D3D11_RASTERIZER_DESC cmdesc;
ZeroMemory(&cmdesc, sizeof(D3D11_RASTERIZER_DESC));
cmdesc.FillMode = D3D11_FILL_SOLID;
cmdesc.CullMode = D3D11_CULL_BACK;
cmdesc.DepthClipEnable = TRUE;
cmdesc.FrontCounterClockwise = true;
m_d3dDevice->CreateRasterizerState(&cmdesc, &CCWcullMode);
cmdesc.FrontCounterClockwise = false;
m_d3dDevice->CreateRasterizerState(&cmdesc, &CWcullMode);
auto loadVSTask = DX::ReadDataAsync("SimpleVertexShader.cso");
auto loadPSTask = DX::ReadDataAsync("SimplePixelShader.cso");
auto createVSTask = loadVSTask.then([this](Platform::Array<byte>^ fileData)
{
DX::ThrowIfFailed(
m_d3dDevice->CreateVertexShader(
fileData->Data,
fileData->Length,
nullptr,
&m_vertexShader
)
);
const D3D11_INPUT_ELEMENT_DESC vertexDesc[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
DX::ThrowIfFailed(
m_d3dDevice->CreateInputLayout(
vertexDesc,
ARRAYSIZE(vertexDesc),
fileData->Data,
fileData->Length,
&m_inputLayout
)
);
});
auto createPSTask = loadPSTask.then([this](Platform::Array<byte>^ fileData)
{
DX::ThrowIfFailed(
m_d3dDevice->CreatePixelShader(
fileData->Data,
fileData->Length,
nullptr,
&m_pixelShader
)
);
CD3D11_BUFFER_DESC constantBufferDesc(sizeof(ModelViewProjectionConstantBuffer), D3D11_BIND_CONSTANT_BUFFER);
DX::ThrowIfFailed(
m_d3dDevice->CreateBuffer(
&constantBufferDesc,
nullptr,
&m_constantBuffer
)
);
});
auto createCubeTask = (createPSTask && createVSTask).then([this] ()
{
Vertex v[] =
{
Vertex(-1.0f, -1.0f, 1.0f, 1.0f, 1.0f),
Vertex(1.0f, -1.0f, 1.0f, 0.0f, 1.0f),
Vertex(1.0f, 1.0f, 1.0f, 0.0f, 0.0f),
Vertex(-1.0f, 1.0f, 1.0f, 1.0f, 0.0f)
};
D3D11_SUBRESOURCE_DATA vertexBufferData = {0};
vertexBufferData.pSysMem = v;
vertexBufferData.SysMemPitch = 0;
vertexBufferData.SysMemSlicePitch = 0;
CD3D11_BUFFER_DESC vertexBufferDesc(sizeof(v), D3D11_BIND_VERTEX_BUFFER);
DX::ThrowIfFailed(
m_d3dDevice->CreateBuffer(
&vertexBufferDesc,
&vertexBufferData,
&m_vertexBuffer
)
);
DWORD indices[] =
{
// Front Face
0, 2, 1,
0, 3, 2,
};
m_indexCount = ARRAYSIZE(indices);
D3D11_SUBRESOURCE_DATA indexBufferData = {0};
indexBufferData.pSysMem = indices;
indexBufferData.SysMemPitch = 0;
indexBufferData.SysMemSlicePitch = 0;
CD3D11_BUFFER_DESC indexBufferDesc(sizeof(indices), D3D11_BIND_INDEX_BUFFER);
DX::ThrowIfFailed(
m_d3dDevice->CreateBuffer(
&indexBufferDesc,
&indexBufferData,
&m_indexBuffer
)
);
});
createCubeTask.then([this] ()
{
m_loadingComplete = true;
});
}
void QuadRenderer::CreateWindowSizeDependentResources()
{
Direct3DBase::CreateWindowSizeDependentResources();
float aspectRatio = m_windowBounds.Width / m_windowBounds.Height;
float fovAngleY = 60.0f * (XM_PI / 180.0f);
if (aspectRatio < 1.0f)
{
fovAngleY /= aspectRatio;
}
XMStoreFloat4x4(
&m_constantBufferData.projection,
XMMatrixTranspose(
XMMatrixPerspectiveFovRH(
fovAngleY,
aspectRatio,
0.01f,
100.0f
)
)
);
}
void QuadRenderer::Update(float timeTotal, float timeDelta)
{
(void) timeDelta; // Unused parameter.
XMVECTOR X = XMVectorSet(0.0f, 0.0f, .3f, 0.0f);
XMVECTOR Y = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f);
XMVECTOR Z = XMVectorSet(1.0f, 0.0f, 0.0f, 0.0f);
XMStoreFloat4x4(&m_constantBufferData.view, XMMatrixTranspose(XMMatrixLookAtLH(X, Y, Z)));
XMStoreFloat4x4(&m_constantBufferData.model, XMMatrixTranspose(XMMatrixRotationY(timeTotal * XM_PIDIV4)));
}
void QuadRenderer::Render()
{
Render(m_renderTargetView, m_depthStencilView);
}
void QuadRenderer::Render(Microsoft::WRL::ComPtr<ID3D11RenderTargetView> renderTargetView, Microsoft::WRL::ComPtr<ID3D11DepthStencilView> depthStencilView)
{
const float black[] = {0, 0, 0, 1.0 };
m_d3dContext->ClearRenderTargetView(
renderTargetView.Get(),
black
);
m_d3dContext->ClearDepthStencilView(
depthStencilView.Get(),
D3D11_CLEAR_DEPTH,
1.0f,
0
);
if (m_SRV && m_loadingComplete) // Only draw the cube once it is loaded (loading is asynchronous).
{
m_d3dContext->OMSetRenderTargets(
1,
renderTargetView.GetAddressOf(),
depthStencilView.Get()
);
m_d3dContext->UpdateSubresource(
m_constantBuffer.Get(),
0,
NULL,
&m_constantBufferData,
0,
0
);
UINT stride = sizeof(Vertex);
UINT offset = 0;
m_d3dContext->IASetVertexBuffers(
0,
1,
m_vertexBuffer.GetAddressOf(),
&stride,
&offset
);
m_d3dContext->IASetIndexBuffer(
m_indexBuffer.Get(),
DXGI_FORMAT_R32_UINT,
0
);
m_d3dContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_d3dContext->IASetInputLayout(m_inputLayout.Get());
m_d3dContext->VSSetShader(
m_vertexShader.Get(),
nullptr,
0
);
m_d3dContext->VSSetConstantBuffers(
0,
1,
m_constantBuffer.GetAddressOf()
);
m_d3dContext->PSSetShader(
m_pixelShader.Get(),
nullptr,
0
);
m_d3dContext->PSSetShaderResources(0, 1, m_SRV.GetAddressOf());
m_d3dContext->PSSetSamplers(0, 1, m_QuadsTexSamplerState.GetAddressOf());
m_d3dContext->OMSetBlendState(m_Transparency.Get(), nullptr, 0xffffffff);
m_d3dContext->RSSetState(CCWcullMode.Get());
m_d3dContext->DrawIndexed(
m_indexCount,
0,
0
);
}
}

@ -0,0 +1,56 @@
#pragma once
#include "Direct3DBase.h"
#include <d3d11.h>
struct ModelViewProjectionConstantBuffer
{
DirectX::XMFLOAT4X4 model;
DirectX::XMFLOAT4X4 view;
DirectX::XMFLOAT4X4 projection;
};
struct Vertex //Overloaded Vertex Structure
{
Vertex(){}
Vertex(float x, float y, float z,
float u, float v)
: pos(x,y,z), texCoord(u, v){}
DirectX::XMFLOAT3 pos;
DirectX::XMFLOAT2 texCoord;
};
// This class renders a simple quad.
ref class QuadRenderer sealed : public Direct3DBase
{
public:
QuadRenderer();
void Update(float timeTotal = 0.0f, float timeDelta = 0.0f);
void CreateTextureFromByte(byte * buffer,int width,int height);
// Direct3DBase methods.
virtual void CreateDeviceResources() override;
virtual void CreateWindowSizeDependentResources() override;
virtual void Render() override;
private:
void Render(Microsoft::WRL::ComPtr<ID3D11RenderTargetView> renderTargetView, Microsoft::WRL::ComPtr<ID3D11DepthStencilView> depthStencilView);
bool m_loadingComplete;
uint32 m_indexCount;
ModelViewProjectionConstantBuffer m_constantBufferData;
Microsoft::WRL::ComPtr<ID3D11InputLayout> m_inputLayout;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_vertexBuffer;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_indexBuffer;
Microsoft::WRL::ComPtr<ID3D11VertexShader> m_vertexShader;
Microsoft::WRL::ComPtr<ID3D11PixelShader> m_pixelShader;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_constantBuffer;
Microsoft::WRL::ComPtr<ID3D11Texture2D> m_Texture;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_SRV;
Microsoft::WRL::ComPtr<ID3D11SamplerState> m_QuadsTexSamplerState;
Microsoft::WRL::ComPtr<ID3D11BlendState> m_Transparency;
Microsoft::WRL::ComPtr<ID3D11RasterizerState> CCWcullMode;
Microsoft::WRL::ComPtr<ID3D11RasterizerState> CWcullMode;
};

@ -0,0 +1,25 @@
Texture2D shaderTexture;
SamplerState SampleType;
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 main(PixelInputType input) : SV_TARGET
{
float4 textureColor;
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
textureColor = shaderTexture.Sample(SampleType, input.tex);
return textureColor;
}

@ -0,0 +1,39 @@
cbuffer ModelViewProjectionConstantBuffer : register(b0)
{
matrix model;
matrix view;
matrix projection;
};
struct VertexInputType
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
};
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType main(VertexInputType input)
{
PixelInputType output;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
// Calculate the position of the vertex against the world, view, and projection matrices.
output.position = mul(input.position, model);
output.position = mul(output.position, view);
output.position = mul(output.position, projection);
// Store the texture coordinates for the pixel shader.
output.tex = input.tex;
return output;
}

@ -0,0 +1,10 @@
#pragma once
#include <wrl/client.h>
#include <d3d11_1.h>
#include <DirectXMath.h>
#include <memory>
#include <agile.h>
#include <implements.h>
#include <Windows.Phone.Media.Capture.h>
#include <Windows.Phone.Media.Capture.Native.h>

@ -0,0 +1,76 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2013
VisualStudioVersion = 12.0.31101.0
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "PhoneXamlDirect3DApp1Comp", "PhoneXamlDirect3DApp1\PhoneXamlDirect3DApp1Comp\PhoneXamlDirect3DApp1Comp.vcxproj", "{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OcvRotatingCube", "PhoneXamlDirect3DApp1\PhoneXamlDirect3DApp1\OcvRotatingCube.csproj", "{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Debug|ARM = Debug|ARM
Debug|Mixed Platforms = Debug|Mixed Platforms
Debug|Win32 = Debug|Win32
Debug|x86 = Debug|x86
Release|Any CPU = Release|Any CPU
Release|ARM = Release|ARM
Release|Mixed Platforms = Release|Mixed Platforms
Release|Win32 = Release|Win32
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Debug|Any CPU.ActiveCfg = Debug|Win32
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Debug|ARM.ActiveCfg = Debug|ARM
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Debug|ARM.Build.0 = Debug|ARM
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Debug|Mixed Platforms.Build.0 = Debug|Win32
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Debug|Win32.ActiveCfg = Debug|Win32
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Debug|Win32.Build.0 = Debug|Win32
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Debug|x86.ActiveCfg = Debug|Win32
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Debug|x86.Build.0 = Debug|Win32
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Release|Any CPU.ActiveCfg = Release|Win32
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Release|ARM.ActiveCfg = Release|ARM
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Release|ARM.Build.0 = Release|ARM
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Release|Mixed Platforms.ActiveCfg = Release|Win32
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Release|Mixed Platforms.Build.0 = Release|Win32
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Release|Win32.ActiveCfg = Release|Win32
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Release|Win32.Build.0 = Release|Win32
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Release|x86.ActiveCfg = Release|Win32
{C0F94AFA-466F-4FC4-B5C1-6CD955F3FF88}.Release|x86.Build.0 = Release|Win32
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Debug|Any CPU.Build.0 = Debug|Any CPU
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Debug|Any CPU.Deploy.0 = Debug|Any CPU
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Debug|ARM.ActiveCfg = Debug|ARM
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Debug|ARM.Build.0 = Debug|ARM
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Debug|ARM.Deploy.0 = Debug|ARM
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Debug|Mixed Platforms.Build.0 = Debug|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Debug|Mixed Platforms.Deploy.0 = Debug|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Debug|Win32.ActiveCfg = Debug|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Debug|Win32.Build.0 = Debug|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Debug|Win32.Deploy.0 = Debug|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Debug|x86.ActiveCfg = Debug|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Debug|x86.Build.0 = Debug|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Debug|x86.Deploy.0 = Debug|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Release|Any CPU.ActiveCfg = Release|Any CPU
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Release|Any CPU.Build.0 = Release|Any CPU
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Release|Any CPU.Deploy.0 = Release|Any CPU
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Release|ARM.ActiveCfg = Release|ARM
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Release|ARM.Build.0 = Release|ARM
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Release|ARM.Deploy.0 = Release|ARM
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Release|Mixed Platforms.ActiveCfg = Release|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Release|Mixed Platforms.Build.0 = Release|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Release|Mixed Platforms.Deploy.0 = Release|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Release|Win32.ActiveCfg = Release|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Release|Win32.Build.0 = Release|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Release|Win32.Deploy.0 = Release|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Release|x86.ActiveCfg = Release|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Release|x86.Build.0 = Release|x86
{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}.Release|x86.Deploy.0 = Release|x86
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

@ -0,0 +1,20 @@
<Application
x:Class="PhoneXamlDirect3DApp1.App"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:phone="clr-namespace:Microsoft.Phone.Controls;assembly=Microsoft.Phone"
xmlns:shell="clr-namespace:Microsoft.Phone.Shell;assembly=Microsoft.Phone">
<!--Application Resources-->
<Application.Resources>
<local:LocalizedStrings xmlns:local="clr-namespace:PhoneXamlDirect3DApp1" x:Key="LocalizedStrings"/>
</Application.Resources>
<Application.ApplicationLifetimeObjects>
<!--Required object that handles lifetime events for the application-->
<shell:PhoneApplicationService
Launching="Application_Launching" Closing="Application_Closing"
Activated="Application_Activated" Deactivated="Application_Deactivated"/>
</Application.ApplicationLifetimeObjects>
</Application>

@ -0,0 +1,223 @@
using System;
using System.Diagnostics;
using System.Resources;
using System.Windows;
using System.Windows.Markup;
using System.Windows.Navigation;
using Microsoft.Phone.Controls;
using Microsoft.Phone.Shell;
using PhoneXamlDirect3DApp1.Resources;
namespace PhoneXamlDirect3DApp1
{
public partial class App : Application
{
/// <summary>
/// Provides easy access to the root frame of the Phone Application.
/// </summary>
/// <returns>The root frame of the Phone Application.</returns>
public static PhoneApplicationFrame RootFrame { get; private set; }
/// <summary>
/// Constructor for the Application object.
/// </summary>
public App()
{
// Global handler for uncaught exceptions.
UnhandledException += Application_UnhandledException;
// Standard XAML initialization
InitializeComponent();
// Phone-specific initialization
InitializePhoneApplication();
// Language display initialization
InitializeLanguage();
// Show graphics profiling information while debugging.
if (Debugger.IsAttached)
{
// Display the current frame rate counters.
Application.Current.Host.Settings.EnableFrameRateCounter = true;
// Show the areas of the app that are being redrawn in each frame.
//Application.Current.Host.Settings.EnableRedrawRegions = true;
// Enable non-production analysis visualization mode,
// which shows areas of a page that are handed off to GPU with a colored overlay.
//Application.Current.Host.Settings.EnableCacheVisualization = true;
// Prevent the screen from turning off while under the debugger by disabling
// the application's idle detection.
// Caution:- Use this under debug mode only. Application that disables user idle detection will continue to run
// and consume battery power when the user is not using the phone.
PhoneApplicationService.Current.UserIdleDetectionMode = IdleDetectionMode.Disabled;
}
}
// Code to execute when the application is launching (eg, from Start)
// This code will not execute when the application is reactivated
private void Application_Launching(object sender, LaunchingEventArgs e)
{
}
// Code to execute when the application is activated (brought to foreground)
// This code will not execute when the application is first launched
private void Application_Activated(object sender, ActivatedEventArgs e)
{
}
// Code to execute when the application is deactivated (sent to background)
// This code will not execute when the application is closing
private void Application_Deactivated(object sender, DeactivatedEventArgs e)
{
}
// Code to execute when the application is closing (eg, user hit Back)
// This code will not execute when the application is deactivated
private void Application_Closing(object sender, ClosingEventArgs e)
{
}
// Code to execute if a navigation fails
private void RootFrame_NavigationFailed(object sender, NavigationFailedEventArgs e)
{
if (Debugger.IsAttached)
{
// A navigation has failed; break into the debugger
Debugger.Break();
}
}
// Code to execute on Unhandled Exceptions
private void Application_UnhandledException(object sender, ApplicationUnhandledExceptionEventArgs e)
{
if (Debugger.IsAttached)
{
// An unhandled exception has occurred; break into the debugger
Debugger.Break();
}
}
#region Phone application initialization
// Avoid double-initialization
private bool phoneApplicationInitialized = false;
// Do not add any additional code to this method
private void InitializePhoneApplication()
{
if (phoneApplicationInitialized)
return;
// Create the frame but don't set it as RootVisual yet; this allows the splash
// screen to remain active until the application is ready to render.
RootFrame = new PhoneApplicationFrame();
RootFrame.Navigated += CompleteInitializePhoneApplication;
// Handle navigation failures
RootFrame.NavigationFailed += RootFrame_NavigationFailed;
// Handle reset requests for clearing the backstack
RootFrame.Navigated += CheckForResetNavigation;
// Ensure we don't initialize again
phoneApplicationInitialized = true;
}
// Do not add any additional code to this method
private void CompleteInitializePhoneApplication(object sender, NavigationEventArgs e)
{
// Set the root visual to allow the application to render
if (RootVisual != RootFrame)
RootVisual = RootFrame;
// Remove this handler since it is no longer needed
RootFrame.Navigated -= CompleteInitializePhoneApplication;
}
private void CheckForResetNavigation(object sender, NavigationEventArgs e)
{
// If the app has received a 'reset' navigation, then we need to check
// on the next navigation to see if the page stack should be reset
if (e.NavigationMode == NavigationMode.Reset)
RootFrame.Navigated += ClearBackStackAfterReset;
}
private void ClearBackStackAfterReset(object sender, NavigationEventArgs e)
{
// Unregister the event so it doesn't get called again
RootFrame.Navigated -= ClearBackStackAfterReset;
// Only clear the stack for 'new' (forward) and 'refresh' navigations
if (e.NavigationMode != NavigationMode.New && e.NavigationMode != NavigationMode.Refresh)
return;
// For UI consistency, clear the entire page stack
while (RootFrame.RemoveBackEntry() != null)
{
; // do nothing
}
}
#endregion
// Initialize the app's font and flow direction as defined in its localized resource strings.
//
// To ensure that the font of your application is aligned with its supported languages and that the
// FlowDirection for each of those languages follows its traditional direction, ResourceLanguage
// and ResourceFlowDirection should be initialized in each resx file to match these values with that
// file's culture. For example:
//
// AppResources.es-ES.resx
// ResourceLanguage's value should be "es-ES"
// ResourceFlowDirection's value should be "LeftToRight"
//
// AppResources.ar-SA.resx
// ResourceLanguage's value should be "ar-SA"
// ResourceFlowDirection's value should be "RightToLeft"
//
// For more info on localizing Windows Phone apps see http://go.microsoft.com/fwlink/?LinkId=262072.
//
private void InitializeLanguage()
{
try
{
// Set the font to match the display language defined by the
// ResourceLanguage resource string for each supported language.
//
// Fall back to the font of the neutral language if the Display
// language of the phone is not supported.
//
// If a compiler error is hit then ResourceLanguage is missing from
// the resource file.
RootFrame.Language = XmlLanguage.GetLanguage(AppResources.ResourceLanguage);
// Set the FlowDirection of all elements under the root frame based
// on the ResourceFlowDirection resource string for each
// supported language.
//
// If a compiler error is hit then ResourceFlowDirection is missing from
// the resource file.
FlowDirection flow = (FlowDirection)Enum.Parse(typeof(FlowDirection), AppResources.ResourceFlowDirection);
RootFrame.FlowDirection = flow;
}
catch
{
// If an exception is caught here it is most likely due to either
// ResourceLangauge not being correctly set to a supported language
// code or ResourceFlowDirection is set to a value other than LeftToRight
// or RightToLeft.
if (Debugger.IsAttached)
{
Debugger.Break();
}
throw;
}
}
}
}

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After

Width:  |  Height:  |  Size: 483 KiB

@ -0,0 +1,14 @@
using PhoneXamlDirect3DApp1.Resources;
namespace PhoneXamlDirect3DApp1
{
/// <summary>
/// Provides access to string resources.
/// </summary>
public class LocalizedStrings
{
private static AppResources _localizedResources = new AppResources();
public AppResources LocalizedResources { get { return _localizedResources; } }
}
}

@ -0,0 +1,31 @@
<phone:PhoneApplicationPage
x:Class="PhoneXamlDirect3DApp1.MainPage"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:phone="clr-namespace:Microsoft.Phone.Controls;assembly=Microsoft.Phone"
xmlns:shell="clr-namespace:Microsoft.Phone.Shell;assembly=Microsoft.Phone"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
mc:Ignorable="d"
FontFamily="{StaticResource PhoneFontFamilyNormal}"
FontSize="{StaticResource PhoneFontSizeNormal}"
Foreground="{StaticResource PhoneForegroundBrush}"
SupportedOrientations="Portrait" Orientation="Portrait"
shell:SystemTray.IsVisible="True">
<!--LayoutRoot is the root grid where all page content is placed-->
<Grid x:Name="LayoutRoot" Background="Transparent">
<DrawingSurface x:Name="DrawingSurface" Loaded="DrawingSurface_Loaded" />
<StackPanel Margin="40">
<RadioButton x:Name="Normal" Content="Normal" GroupName="Group1"
Checked="RadioButton_Checked" IsChecked="True"/>
<RadioButton x:Name="Gray" Content="Gray" GroupName="Group1"
Checked="RadioButton_Checked"/>
<RadioButton x:Name="Canny" Content="Canny" GroupName="Group1"
Checked="RadioButton_Checked"/>
<RadioButton x:Name="Sepia" Content="Sepia" GroupName="Group1"
Checked="RadioButton_Checked"/>
</StackPanel>
</Grid>
</phone:PhoneApplicationPage>

@ -0,0 +1,95 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Navigation;
using Microsoft.Phone.Controls;
using Microsoft.Phone.Shell;
using PhoneXamlDirect3DApp1Comp;
using Microsoft.Phone.Tasks;
using System.Windows.Media.Imaging;
using System.Threading;
using System.Windows.Resources;
using System.IO;
using System.Runtime.InteropServices.WindowsRuntime;
using Microsoft.Xna.Framework.Media;
namespace PhoneXamlDirect3DApp1
{
public partial class MainPage : PhoneApplicationPage
{
private Direct3DInterop m_d3dInterop = new Direct3DInterop();
WriteableBitmap m_bmp;
bool m_bInitialized = false;
// Constructor
public MainPage()
{
InitializeComponent();
}
private void DrawingSurface_Loaded(object sender, RoutedEventArgs e)
{
// Set window bounds in dips
m_d3dInterop.WindowBounds = new Windows.Foundation.Size(
(float)DrawingSurface.ActualWidth,
(float)DrawingSurface.ActualHeight
);
// Set native resolution in pixels
m_d3dInterop.NativeResolution = new Windows.Foundation.Size(
(float)Math.Floor(DrawingSurface.ActualWidth * Application.Current.Host.Content.ScaleFactor / 100.0f + 0.5f),
(float)Math.Floor(DrawingSurface.ActualHeight * Application.Current.Host.Content.ScaleFactor / 100.0f + 0.5f)
);
// Set render resolution to the full native resolution
m_d3dInterop.RenderResolution = m_d3dInterop.NativeResolution;
// Hook-up native component to DrawingSurface
DrawingSurface.SetContentProvider(m_d3dInterop.CreateContentProvider());
DrawingSurface.SetManipulationHandler(m_d3dInterop);
Deployment.Current.Dispatcher.BeginInvoke(() =>
{
StreamResourceInfo resourceInfo = Application.GetResourceStream(new Uri("Assets/Lena.png", UriKind.Relative));
BitmapImage bitmap = new BitmapImage();
bitmap.SetSource(resourceInfo.Stream);
m_bmp = new WriteableBitmap(bitmap);
m_d3dInterop.CreateTexture(m_bmp.Pixels, m_bmp.PixelWidth, m_bmp.PixelHeight, OCVFilterType.ePreview);
m_bInitialized = true;
});
}
private void RadioButton_Checked(object sender, RoutedEventArgs e)
{
if (!m_bInitialized)
{
return;
}
RadioButton rb = sender as RadioButton;
switch (rb.Name)
{
case "Normal":
m_d3dInterop.CreateTexture(m_bmp.Pixels, m_bmp.PixelWidth, m_bmp.PixelHeight, OCVFilterType.ePreview);
break;
case "Gray":
m_d3dInterop.CreateTexture(m_bmp.Pixels, m_bmp.PixelWidth, m_bmp.PixelHeight, OCVFilterType.eGray);
break;
case "Canny":
m_d3dInterop.CreateTexture(m_bmp.Pixels, m_bmp.PixelWidth, m_bmp.PixelHeight, OCVFilterType.eCanny);
break;
case "Sepia":
m_d3dInterop.CreateTexture(m_bmp.Pixels, m_bmp.PixelWidth, m_bmp.PixelHeight, OCVFilterType.eSepia);
break;
}
}
}
}

@ -0,0 +1,167 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>10.0.20506</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{CC734B3D-D8F2-4528-B223-0E7B8A4F6CC7}</ProjectGuid>
<ProjectTypeGuids>{C089C8C0-30E0-4E22-80C0-CE093F111A43};{fae04ec0-301f-11d3-bf4b-00c04f79efbc}</ProjectTypeGuids>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>PhoneXamlDirect3DApp1</RootNamespace>
<AssemblyName>PhoneXamlDirect3DApp1</AssemblyName>
<TargetFrameworkIdentifier>WindowsPhone</TargetFrameworkIdentifier>
<TargetFrameworkVersion>v8.0</TargetFrameworkVersion>
<SilverlightVersion>$(TargetFrameworkVersion)</SilverlightVersion>
<SilverlightApplication>true</SilverlightApplication>
<SupportedCultures>
</SupportedCultures>
<XapOutputs>true</XapOutputs>
<GenerateSilverlightManifest>true</GenerateSilverlightManifest>
<XapFilename>OCVRotatingCube.xap</XapFilename>
<SilverlightManifestTemplate>Properties\AppManifest.xml</SilverlightManifestTemplate>
<SilverlightAppEntry>PhoneXamlDirect3DApp1.App</SilverlightAppEntry>
<ValidateXaml>true</ValidateXaml>
<MinimumVisualStudioVersion>11.0</MinimumVisualStudioVersion>
<ThrowErrorsInValidation>true</ThrowErrorsInValidation>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>Bin\Debug</OutputPath>
<DefineConstants>DEBUG;TRACE;SILVERLIGHT;WINDOWS_PHONE</DefineConstants>
<NoStdLib>true</NoStdLib>
<NoConfig>true</NoConfig>
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<DebugType>pdbonly</DebugType>
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<OutputPath>Bin\Release</OutputPath>
<DefineConstants>TRACE;SILVERLIGHT;WINDOWS_PHONE</DefineConstants>
<NoStdLib>true</NoStdLib>
<NoConfig>true</NoConfig>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>Bin\x86\Debug</OutputPath>
<DefineConstants>DEBUG;TRACE;SILVERLIGHT;WINDOWS_PHONE</DefineConstants>
<NoStdLib>true</NoStdLib>
<NoConfig>true</NoConfig>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>Bin\x86\Release</OutputPath>
<DefineConstants>TRACE;SILVERLIGHT;WINDOWS_PHONE</DefineConstants>
<NoStdLib>true</NoStdLib>
<NoConfig>true</NoConfig>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|ARM' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>Bin\ARM\Debug</OutputPath>
<DefineConstants>DEBUG;TRACE;SILVERLIGHT;WINDOWS_PHONE</DefineConstants>
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<NoConfig>true</NoConfig>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
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<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>Bin\ARM\Release</OutputPath>
<DefineConstants>TRACE;SILVERLIGHT;WINDOWS_PHONE</DefineConstants>
<NoStdLib>true</NoStdLib>
<NoConfig>true</NoConfig>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Compile Include="App.xaml.cs">
<DependentUpon>App.xaml</DependentUpon>
</Compile>
<Compile Include="LocalizedStrings.cs" />
<Compile Include="MainPage.xaml.cs">
<DependentUpon>MainPage.xaml</DependentUpon>
</Compile>
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Resources\AppResources.Designer.cs">
<AutoGen>True</AutoGen>
<DesignTime>True</DesignTime>
<DependentUpon>AppResources.resx</DependentUpon>
</Compile>
</ItemGroup>
<ItemGroup>
<ApplicationDefinition Include="App.xaml">
<SubType>Designer</SubType>
<Generator>MSBuild:Compile</Generator>
</ApplicationDefinition>
<Page Include="MainPage.xaml">
<SubType>Designer</SubType>
<Generator>MSBuild:Compile</Generator>
</Page>
</ItemGroup>
<ItemGroup>
<None Include="Properties\AppManifest.xml" />
<None Include="Properties\WMAppManifest.xml">
<SubType>Designer</SubType>
</None>
</ItemGroup>
<ItemGroup>
<Content Include="Assets\AlignmentGrid.png" />
<Content Include="Assets\ApplicationIcon.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Assets\Tiles\FlipCycleTileLarge.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Assets\Tiles\FlipCycleTileMedium.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Assets\Tiles\FlipCycleTileSmall.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Assets\Tiles\IconicTileMediumLarge.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Assets\Tiles\IconicTileSmall.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Assets\Lena.png" />
<Content Include="SplashScreenImage.jpg" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\PhoneXamlDirect3DApp1Comp\PhoneXamlDirect3DApp1Comp.vcxproj">
<Name>PhoneXamlDirect3DApp1Comp</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Resources\AppResources.resx">
<Generator>PublicResXFileCodeGenerator</Generator>
<LastGenOutput>AppResources.Designer.cs</LastGenOutput>
</EmbeddedResource>
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\Microsoft\$(TargetFrameworkIdentifier)\$(TargetFrameworkVersion)\Microsoft.$(TargetFrameworkIdentifier).$(TargetFrameworkVersion).Overrides.targets" />
<Import Project="$(MSBuildExtensionsPath)\Microsoft\$(TargetFrameworkIdentifier)\$(TargetFrameworkVersion)\Microsoft.$(TargetFrameworkIdentifier).CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
<ProjectExtensions />
</Project>

@ -0,0 +1,6 @@
<Deployment xmlns="http://schemas.microsoft.com/client/2007/deployment"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
>
<Deployment.Parts>
</Deployment.Parts>
</Deployment>

@ -0,0 +1,37 @@
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Resources;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("PhoneXamlDirect3DApp1")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("PhoneXamlDirect3DApp1")]
[assembly: AssemblyCopyright("Copyright © 2013")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("8ca838f9-f7c6-4550-9b89-59e915a2cddb")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Revision and Build Numbers
// by using the '*' as shown below:
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: NeutralResourcesLanguageAttribute("en-US")]

@ -0,0 +1,43 @@
<?xml version="1.0" encoding="utf-8"?>
<Deployment xmlns="http://schemas.microsoft.com/windowsphone/2012/deployment" AppPlatformVersion="8.0">
<DefaultLanguage xmlns="" code="en-US" />
<App xmlns="" ProductID="{cc734b3d-d8f2-4528-b223-0e7b8a4f6cc7}" Title="OCVRotatingCube" RuntimeType="Silverlight" Version="1.0.0.0" Genre="apps.normal" Author="Microsoft Open Technologies, Inc." Description="Sample description" Publisher="Microsoft Open Technologies, Inc." PublisherID="{4029c95e-d442-45ca-b556-33d7e3bde613}">
<IconPath IsRelative="true" IsResource="false">Assets\ApplicationIcon.png</IconPath>
<Capabilities>
<Capability Name="ID_CAP_SENSORS" />
<Capability Name="ID_CAP_WEBBROWSERCOMPONENT" />
<Capability Name="ID_CAP_MEDIALIB_PLAYBACK" />
<Capability Name="ID_CAP_MEDIALIB_PHOTO" />
<Capability Name="ID_CAP_MEDIALIB_AUDIO" />
<Capability Name="ID_CAP_NETWORKING" />
</Capabilities>
<Tasks>
<DefaultTask Name="_default" NavigationPage="MainPage.xaml" />
</Tasks>
<Tokens>
<PrimaryToken TokenID="PhoneXamlDirect3DApp1Token" TaskName="_default">
<TemplateFlip>
<SmallImageURI IsRelative="true" IsResource="false">Assets\Tiles\FlipCycleTileSmall.png</SmallImageURI>
<Count>0</Count>
<BackgroundImageURI IsRelative="true" IsResource="false">Assets\Tiles\FlipCycleTileMedium.png</BackgroundImageURI>
<Title>OCVRotatingCube</Title>
<BackContent>
</BackContent>
<BackBackgroundImageURI>
</BackBackgroundImageURI>
<BackTitle>
</BackTitle>
<DeviceLockImageURI>
</DeviceLockImageURI>
<HasLarge>
</HasLarge>
</TemplateFlip>
</PrimaryToken>
</Tokens>
<ScreenResolutions>
<ScreenResolution Name="ID_RESOLUTION_WVGA" />
<ScreenResolution Name="ID_RESOLUTION_WXGA" />
<ScreenResolution Name="ID_RESOLUTION_HD720P" />
</ScreenResolutions>
</App>
</Deployment>

@ -0,0 +1,105 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.17626
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace PhoneXamlDirect3DApp1.Resources
{
using System;
/// <summary>
/// A strongly-typed resource class, for looking up localized strings, etc.
/// </summary>
// This class was auto-generated by the StronglyTypedResourceBuilder
// class via a tool like ResGen or Visual Studio.
// To add or remove a member, edit your .ResX file then rerun ResGen
// with the /str option, or rebuild your VS project.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
public class AppResources
{
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal AppResources()
{
}
/// <summary>
/// Returns the cached ResourceManager instance used by this class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
public static global::System.Resources.ResourceManager ResourceManager
{
get
{
if (object.ReferenceEquals(resourceMan, null))
{
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("PhoneXamlDirect3DApp1.Resources.AppResources", typeof(AppResources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Overrides the current thread's CurrentUICulture property for all
/// resource lookups using this strongly typed resource class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
public static global::System.Globalization.CultureInfo Culture
{
get
{
return resourceCulture;
}
set
{
resourceCulture = value;
}
}
/// <summary>
/// Looks up a localized string similar to LeftToRight.
/// </summary>
public static string ResourceFlowDirection
{
get
{
return ResourceManager.GetString("ResourceFlowDirection", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to us-EN.
/// </summary>
public static string ResourceLanguage
{
get
{
return ResourceManager.GetString("ResourceLanguage", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to MY APPLICATION.
/// </summary>
public static string ApplicationTitle
{
get
{
return ResourceManager.GetString("ApplicationTitle", resourceCulture);
}
}
}
}

@ -0,0 +1,131 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
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<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
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<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
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<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<data name="ResourceFlowDirection" xml:space="preserve">
<value>LeftToRight</value>
<comment>Controls the FlowDirection for all elements in the RootFrame. Set to the traditional direction of this resource file's language</comment>
</data>
<data name="ResourceLanguage" xml:space="preserve">
<value>en-US</value>
<comment>Controls the Language and ensures that the font for all elements in the RootFrame aligns with the app's language. Set to the language code of this resource file's language.</comment>
</data>
<data name="ApplicationTitle" xml:space="preserve">
<value>MY APPLICATION</value>
</data>
</root>

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After

Width:  |  Height:  |  Size: 118 KiB

@ -0,0 +1,76 @@
#pragma once
#include <wrl.h>
// Helper class for basic timing.
ref class BasicTimer sealed
{
public:
// Initializes internal timer values.
BasicTimer()
{
if (!QueryPerformanceFrequency(&m_frequency))
{
throw ref new Platform::FailureException();
}
Reset();
}
// Reset the timer to initial values.
void Reset()
{
Update();
m_startTime = m_currentTime;
m_total = 0.0f;
m_delta = 1.0f / 60.0f;
}
// Update the timer's internal values.
void Update()
{
if (!QueryPerformanceCounter(&m_currentTime))
{
throw ref new Platform::FailureException();
}
m_total = static_cast<float>(
static_cast<double>(m_currentTime.QuadPart - m_startTime.QuadPart) /
static_cast<double>(m_frequency.QuadPart)
);
if (m_lastTime.QuadPart == m_startTime.QuadPart)
{
// If the timer was just reset, report a time delta equivalent to 60Hz frame time.
m_delta = 1.0f / 60.0f;
}
else
{
m_delta = static_cast<float>(
static_cast<double>(m_currentTime.QuadPart - m_lastTime.QuadPart) /
static_cast<double>(m_frequency.QuadPart)
);
}
m_lastTime = m_currentTime;
}
// Duration in seconds between the last call to Reset() and the last call to Update().
property float Total
{
float get() { return m_total; }
}
// Duration in seconds between the previous two calls to Update().
property float Delta
{
float get() { return m_delta; }
}
private:
LARGE_INTEGER m_frequency;
LARGE_INTEGER m_currentTime;
LARGE_INTEGER m_startTime;
LARGE_INTEGER m_lastTime;
float m_total;
float m_delta;
};

@ -0,0 +1,416 @@
#include "pch.h"
#include "CubeRenderer.h"
using namespace DirectX;
using namespace Microsoft::WRL;
using namespace Windows::Foundation;
using namespace Windows::UI::Core;
CubeRenderer::CubeRenderer() :
m_loadingComplete(false),
m_indexCount(0)
{
}
void CubeRenderer::CreateTextureFromByte(byte* buffer, int width, int height)
{
int pixelSize = 4;
if (m_texture.Get() == nullptr)
{
CD3D11_TEXTURE2D_DESC textureDesc(
DXGI_FORMAT_B8G8R8A8_UNORM, // format
static_cast<UINT>(width), // width
static_cast<UINT>(height), // height
1, // arraySize
1, // mipLevels
D3D11_BIND_SHADER_RESOURCE, // bindFlags
D3D11_USAGE_DYNAMIC, // usage
D3D11_CPU_ACCESS_WRITE, // cpuaccessFlags
1, // sampleCount
0, // sampleQuality
0 // miscFlags
);
D3D11_SUBRESOURCE_DATA data;
data.pSysMem = buffer;
data.SysMemPitch = pixelSize*width;
data.SysMemSlicePitch = pixelSize*width*height;
DX::ThrowIfFailed(
m_d3dDevice->CreateTexture2D(
&textureDesc,
&data,
m_texture.ReleaseAndGetAddressOf()
)
);
m_d3dDevice->CreateShaderResourceView(m_texture.Get(), NULL, m_SRV.ReleaseAndGetAddressOf());
D3D11_SAMPLER_DESC sampDesc;
ZeroMemory(&sampDesc, sizeof(sampDesc));
sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
sampDesc.MinLOD = 0;
sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
m_d3dDevice->CreateSamplerState(&sampDesc, m_cubesTexSamplerState.ReleaseAndGetAddressOf());
}
else
{
int nRowSpan = width * pixelSize;
D3D11_MAPPED_SUBRESOURCE mappedResource;
HRESULT hr = m_d3dContext->Map(m_texture.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
BYTE* mappedData = static_cast<BYTE*>(mappedResource.pData);
for (int i = 0; i < height; ++i)
{
memcpy(mappedData + (i*mappedResource.RowPitch), buffer + (i*nRowSpan), nRowSpan);
}
m_d3dContext->Unmap(m_texture.Get(), 0);
}
}
void CubeRenderer::CreateDeviceResources()
{
Direct3DBase::CreateDeviceResources();
D3D11_BLEND_DESC blendDesc;
ZeroMemory( &blendDesc, sizeof(blendDesc) );
D3D11_RENDER_TARGET_BLEND_DESC rtbd;
ZeroMemory( &rtbd, sizeof(rtbd) );
rtbd.BlendEnable = TRUE;
rtbd.SrcBlend = D3D11_BLEND_SRC_ALPHA;
rtbd.DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
rtbd.BlendOp = D3D11_BLEND_OP_ADD;
rtbd.SrcBlendAlpha = D3D11_BLEND_ONE;
rtbd.DestBlendAlpha = D3D11_BLEND_ZERO;
rtbd.BlendOpAlpha = D3D11_BLEND_OP_ADD;
rtbd.RenderTargetWriteMask = 0x0f;
blendDesc.AlphaToCoverageEnable = false;
blendDesc.RenderTarget[0] = rtbd;
m_d3dDevice->CreateBlendState(&blendDesc, &m_transparency);
D3D11_RASTERIZER_DESC cmdesc;
ZeroMemory(&cmdesc, sizeof(D3D11_RASTERIZER_DESC));
cmdesc.FillMode = D3D11_FILL_SOLID;
cmdesc.CullMode = D3D11_CULL_BACK;
cmdesc.DepthClipEnable = TRUE;
cmdesc.FrontCounterClockwise = true;
m_d3dDevice->CreateRasterizerState(&cmdesc, &m_CCWcullMode);
cmdesc.FrontCounterClockwise = false;
m_d3dDevice->CreateRasterizerState(&cmdesc, &m_CWcullMode);
auto loadVSTask = DX::ReadDataAsync("SimpleVertexShader.cso");
auto loadPSTask = DX::ReadDataAsync("SimplePixelShader.cso");
auto createVSTask = loadVSTask.then([this](Platform::Array<byte>^ fileData) {
DX::ThrowIfFailed(
m_d3dDevice->CreateVertexShader(
fileData->Data,
fileData->Length,
nullptr,
&m_vertexShader
)
);
const D3D11_INPUT_ELEMENT_DESC vertexDesc[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
DX::ThrowIfFailed(
m_d3dDevice->CreateInputLayout(
vertexDesc,
ARRAYSIZE(vertexDesc),
fileData->Data,
fileData->Length,
&m_inputLayout
)
);
});
auto createPSTask = loadPSTask.then([this](Platform::Array<byte>^ fileData) {
DX::ThrowIfFailed(
m_d3dDevice->CreatePixelShader(
fileData->Data,
fileData->Length,
nullptr,
&m_pixelShader
)
);
CD3D11_BUFFER_DESC constantBufferDesc(sizeof(ModelViewProjectionConstantBuffer), D3D11_BIND_CONSTANT_BUFFER);
DX::ThrowIfFailed(
m_d3dDevice->CreateBuffer(
&constantBufferDesc,
nullptr,
&m_constantBuffer
)
);
});
auto createCubeTask = (createPSTask && createVSTask).then([this] () {
Vertex v[] =
{
// Front Face
Vertex(-1.0f, -1.0f, -1.0f, 0.0f, 1.0f),
Vertex(-1.0f, 1.0f, -1.0f, 0.0f, 0.0f),
Vertex( 1.0f, 1.0f, -1.0f, 1.0f, 0.0f),
Vertex( 1.0f, -1.0f, -1.0f, 1.0f, 1.0f),
// Back Face
Vertex(-1.0f, -1.0f, 1.0f, 1.0f, 1.0f),
Vertex( 1.0f, -1.0f, 1.0f, 0.0f, 1.0f),
Vertex( 1.0f, 1.0f, 1.0f, 0.0f, 0.0f),
Vertex(-1.0f, 1.0f, 1.0f, 1.0f, 0.0f),
// Top Face
Vertex(-1.0f, 1.0f, -1.0f, 0.0f, 1.0f),
Vertex(-1.0f, 1.0f, 1.0f, 0.0f, 0.0f),
Vertex( 1.0f, 1.0f, 1.0f, 1.0f, 0.0f),
Vertex( 1.0f, 1.0f, -1.0f, 1.0f, 1.0f),
// Bottom Face
Vertex(-1.0f, -1.0f, -1.0f, 1.0f, 1.0f),
Vertex( 1.0f, -1.0f, -1.0f, 0.0f, 1.0f),
Vertex( 1.0f, -1.0f, 1.0f, 0.0f, 0.0f),
Vertex(-1.0f, -1.0f, 1.0f, 1.0f, 0.0f),
// Left Face
Vertex(-1.0f, -1.0f, 1.0f, 0.0f, 1.0f),
Vertex(-1.0f, 1.0f, 1.0f, 0.0f, 0.0f),
Vertex(-1.0f, 1.0f, -1.0f, 1.0f, 0.0f),
Vertex(-1.0f, -1.0f, -1.0f, 1.0f, 1.0f),
// Right Face
Vertex( 1.0f, -1.0f, -1.0f, 0.0f, 1.0f),
Vertex( 1.0f, 1.0f, -1.0f, 0.0f, 0.0f),
Vertex( 1.0f, 1.0f, 1.0f, 1.0f, 0.0f),
Vertex( 1.0f, -1.0f, 1.0f, 1.0f, 1.0f),
};
D3D11_SUBRESOURCE_DATA vertexBufferData = {0};
vertexBufferData.pSysMem = v;
vertexBufferData.SysMemPitch = 0;
vertexBufferData.SysMemSlicePitch = 0;
CD3D11_BUFFER_DESC vertexBufferDesc(sizeof(v), D3D11_BIND_VERTEX_BUFFER);
DX::ThrowIfFailed(
m_d3dDevice->CreateBuffer(
&vertexBufferDesc,
&vertexBufferData,
&m_vertexBuffer
)
);
DWORD indices[] = {
// Front Face
0, 2, 1,
0, 3, 2,
// Back Face
4, 6, 5,
4, 7, 6,
// Top Face
8, 10, 9,
8, 11, 10,
// Bottom Face
12, 14, 13,
12, 15, 14,
// Left Face
16, 18, 17,
16, 19, 18,
// Right Face
20, 22, 21,
20, 23, 22
};
m_indexCount = ARRAYSIZE(indices);
D3D11_SUBRESOURCE_DATA indexBufferData = {0};
indexBufferData.pSysMem = indices;
indexBufferData.SysMemPitch = 0;
indexBufferData.SysMemSlicePitch = 0;
CD3D11_BUFFER_DESC indexBufferDesc(sizeof(indices), D3D11_BIND_INDEX_BUFFER);
DX::ThrowIfFailed(
m_d3dDevice->CreateBuffer(
&indexBufferDesc,
&indexBufferData,
&m_indexBuffer
)
);
});
createCubeTask.then([this] () {
m_loadingComplete = true;
});
}
void CubeRenderer::CreateWindowSizeDependentResources()
{
Direct3DBase::CreateWindowSizeDependentResources();
float aspectRatio = m_windowBounds.Width / m_windowBounds.Height;
float fovAngleY = 70.0f * XM_PI / 180.0f;
if (aspectRatio < 1.0f)
{
fovAngleY /= aspectRatio;
}
XMStoreFloat4x4(
&m_constantBufferData.projection,
XMMatrixTranspose(
XMMatrixPerspectiveFovRH(
fovAngleY,
aspectRatio,
0.01f,
100.0f
)
)
);
}
void CubeRenderer::Update(float timeTotal, float timeDelta)
{
(void) timeDelta; // Unused parameter.
XMVECTOR eye = XMVectorSet(0.0f, 0.0f, 3.f, 0.0f);
XMVECTOR at = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f);
XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
XMStoreFloat4x4(&m_constantBufferData.view, XMMatrixTranspose(XMMatrixLookAtRH(eye, at, up)));
XMStoreFloat4x4(&m_constantBufferData.model, XMMatrixTranspose(XMMatrixRotationY(timeTotal * XM_PIDIV4)));
}
void CubeRenderer::Render()
{
std::lock_guard<std::mutex> lock(m_mutex);
Render(m_renderTargetView, m_depthStencilView);
}
void CubeRenderer::Render(Microsoft::WRL::ComPtr<ID3D11RenderTargetView> renderTargetView, Microsoft::WRL::ComPtr<ID3D11DepthStencilView> depthStencilView)
{
const float black[] = {0, 0, 0, 1.0 };
m_d3dContext->ClearRenderTargetView(
renderTargetView.Get(),
black
);
m_d3dContext->ClearDepthStencilView(
depthStencilView.Get(),
D3D11_CLEAR_DEPTH,
1.0f,
0
);
// Only draw the cube once it is loaded (loading is asynchronous).
if (!m_SRV || !m_loadingComplete)
{
return;
}
m_d3dContext->OMSetRenderTargets(
1,
renderTargetView.GetAddressOf(),
depthStencilView.Get()
);
m_d3dContext->UpdateSubresource(
m_constantBuffer.Get(),
0,
NULL,
&m_constantBufferData,
0,
0
);
UINT stride = sizeof(Vertex);
UINT offset = 0;
m_d3dContext->IASetVertexBuffers(
0,
1,
m_vertexBuffer.GetAddressOf(),
&stride,
&offset
);
m_d3dContext->IASetIndexBuffer(
m_indexBuffer.Get(),
DXGI_FORMAT_R32_UINT,
0
);
m_d3dContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_d3dContext->IASetInputLayout(m_inputLayout.Get());
m_d3dContext->VSSetShader(
m_vertexShader.Get(),
nullptr,
0
);
m_d3dContext->VSSetConstantBuffers(
0,
1,
m_constantBuffer.GetAddressOf()
);
m_d3dContext->PSSetShader(
m_pixelShader.Get(),
nullptr,
0
);
m_d3dContext->PSSetShaderResources( 0, 1, m_SRV.GetAddressOf());
m_d3dContext->PSSetSamplers( 0, 1, m_cubesTexSamplerState.GetAddressOf());
//float blendFactor[] = {0.75f, 0.75f, 0.75f, 1.0f};
m_d3dContext->OMSetBlendState(m_transparency.Get(), nullptr, 0xffffffff);
m_d3dContext->RSSetState(m_CCWcullMode.Get());
m_d3dContext->DrawIndexed(
m_indexCount,
0,
0
);
m_d3dContext->RSSetState(m_CWcullMode.Get());
m_d3dContext->DrawIndexed(
m_indexCount,
0,
0
);
}

@ -0,0 +1,61 @@
#pragma once
#include "Direct3DBase.h"
#include <d3d11.h>
#include <mutex>
struct ModelViewProjectionConstantBuffer
{
DirectX::XMFLOAT4X4 model;
DirectX::XMFLOAT4X4 view;
DirectX::XMFLOAT4X4 projection;
};
struct Vertex //Overloaded Vertex Structure
{
Vertex(){}
Vertex(float x, float y, float z,
float u, float v)
: pos(x,y,z), texCoord(u, v){}
DirectX::XMFLOAT3 pos;
DirectX::XMFLOAT2 texCoord;
};
// This class renders a simple spinning cube.
ref class CubeRenderer sealed : public Direct3DBase
{
public:
CubeRenderer();
// Direct3DBase methods.
virtual void CreateDeviceResources() override;
virtual void CreateWindowSizeDependentResources() override;
virtual void Render() override;
// Method for updating time-dependent objects.
void Update(float timeTotal, float timeDelta);
void CreateTextureFromByte(byte * buffer,int width,int height);
private:
void Render(Microsoft::WRL::ComPtr<ID3D11RenderTargetView> renderTargetView, Microsoft::WRL::ComPtr<ID3D11DepthStencilView> depthStencilView);
bool m_loadingComplete;
Microsoft::WRL::ComPtr<ID3D11InputLayout> m_inputLayout;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_vertexBuffer;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_indexBuffer;
Microsoft::WRL::ComPtr<ID3D11VertexShader> m_vertexShader;
Microsoft::WRL::ComPtr<ID3D11PixelShader> m_pixelShader;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_constantBuffer;
Microsoft::WRL::ComPtr<ID3D11Texture2D> m_texture;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_SRV;
Microsoft::WRL::ComPtr<ID3D11SamplerState> m_cubesTexSamplerState;
uint32 m_indexCount;
ModelViewProjectionConstantBuffer m_constantBufferData;
std::mutex m_mutex;
Microsoft::WRL::ComPtr<ID3D11BlendState> m_transparency;
Microsoft::WRL::ComPtr<ID3D11RasterizerState> m_CCWcullMode;
Microsoft::WRL::ComPtr<ID3D11RasterizerState> m_CWcullMode;
};

@ -0,0 +1,162 @@
#include "pch.h"
#include "Direct3DBase.h"
using namespace DirectX;
using namespace Microsoft::WRL;
using namespace Windows::UI::Core;
using namespace Windows::Foundation;
using namespace Windows::Graphics::Display;
// Constructor.
Direct3DBase::Direct3DBase()
{
}
// Initialize the Direct3D resources required to run.
void Direct3DBase::Initialize()
{
CreateDeviceResources();
}
// These are the resources that depend on the device.
void Direct3DBase::CreateDeviceResources()
{
// This flag adds support for surfaces with a different color channel ordering
// than the API default. It is required for compatibility with Direct2D.
UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
#if defined(_DEBUG)
// If the project is in a debug build, enable debugging via SDK Layers with this flag.
creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
// This array defines the set of DirectX hardware feature levels this app will support.
// Note the ordering should be preserved.
// Don't forget to declare your application's minimum required feature level in its
// description. All applications are assumed to support 9.1 unless otherwise stated.
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3
};
// Create the Direct3D 11 API device object and a corresponding context.
ComPtr<ID3D11Device> device;
ComPtr<ID3D11DeviceContext> context;
DX::ThrowIfFailed(
D3D11CreateDevice(
nullptr, // Specify nullptr to use the default adapter.
D3D_DRIVER_TYPE_HARDWARE,
nullptr,
creationFlags, // Set set debug and Direct2D compatibility flags.
featureLevels, // List of feature levels this app can support.
ARRAYSIZE(featureLevels),
D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION.
&device, // Returns the Direct3D device created.
&m_featureLevel, // Returns feature level of device created.
&context // Returns the device immediate context.
)
);
// Get the Direct3D 11.1 API device and context interfaces.
DX::ThrowIfFailed(
device.As(&m_d3dDevice)
);
DX::ThrowIfFailed(
context.As(&m_d3dContext)
);
}
// Allocate all memory resources that depend on the window size.
void Direct3DBase::CreateWindowSizeDependentResources()
{
// Create a descriptor for the render target buffer.
CD3D11_TEXTURE2D_DESC renderTargetDesc(
DXGI_FORMAT_B8G8R8A8_UNORM,
static_cast<UINT>(m_renderTargetSize.Width),
static_cast<UINT>(m_renderTargetSize.Height),
1,
1,
D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE
);
renderTargetDesc.MiscFlags = D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX | D3D11_RESOURCE_MISC_SHARED_NTHANDLE;
// Allocate a 2-D surface as the render target buffer.
DX::ThrowIfFailed(
m_d3dDevice->CreateTexture2D(
&renderTargetDesc,
nullptr,
&m_renderTarget
)
);
DX::ThrowIfFailed(
m_d3dDevice->CreateRenderTargetView(
m_renderTarget.Get(),
nullptr,
&m_renderTargetView
)
);
// Create a depth stencil view.
CD3D11_TEXTURE2D_DESC depthStencilDesc(
DXGI_FORMAT_D24_UNORM_S8_UINT,
static_cast<UINT>(m_renderTargetSize.Width),
static_cast<UINT>(m_renderTargetSize.Height),
1,
1,
D3D11_BIND_DEPTH_STENCIL
);
ComPtr<ID3D11Texture2D> depthStencil;
DX::ThrowIfFailed(
m_d3dDevice->CreateTexture2D(
&depthStencilDesc,
nullptr,
&depthStencil
)
);
CD3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc(D3D11_DSV_DIMENSION_TEXTURE2D);
DX::ThrowIfFailed(
m_d3dDevice->CreateDepthStencilView(
depthStencil.Get(),
&depthStencilViewDesc,
&m_depthStencilView
)
);
// Set the rendering viewport to target the entire window.
CD3D11_VIEWPORT viewport(
0.0f,
0.0f,
m_renderTargetSize.Width,
m_renderTargetSize.Height
);
m_d3dContext->RSSetViewports(1, &viewport);
}
void Direct3DBase::UpdateForRenderResolutionChange(float width, float height)
{
m_renderTargetSize.Width = width;
m_renderTargetSize.Height = height;
ID3D11RenderTargetView* nullViews[] = {nullptr};
m_d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr);
m_renderTarget = nullptr;
m_renderTargetView = nullptr;
m_depthStencilView = nullptr;
m_d3dContext->Flush();
CreateWindowSizeDependentResources();
}
void Direct3DBase::UpdateForWindowSizeChange(float width, float height)
{
m_windowBounds.Width = width;
m_windowBounds.Height = height;
}

@ -0,0 +1,37 @@
#pragma once
#include "DirectXHelper.h"
// Helper class that initializes DirectX APIs for 3D rendering.
ref class Direct3DBase abstract
{
internal:
Direct3DBase();
public:
virtual void Initialize();
virtual void CreateDeviceResources();
virtual void CreateWindowSizeDependentResources();
virtual void UpdateForRenderResolutionChange(float width, float height);
virtual void UpdateForWindowSizeChange(float width, float height);
virtual void Render() = 0;
internal:
virtual ID3D11Texture2D* GetTexture()
{
return m_renderTarget.Get();
}
protected private:
// Direct3D Objects.
Microsoft::WRL::ComPtr<ID3D11Device1> m_d3dDevice;
Microsoft::WRL::ComPtr<ID3D11DeviceContext1> m_d3dContext;
Microsoft::WRL::ComPtr<ID3D11Texture2D> m_renderTarget;
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> m_renderTargetView;
Microsoft::WRL::ComPtr<ID3D11DepthStencilView> m_depthStencilView;
// Cached renderer properties.
D3D_FEATURE_LEVEL m_featureLevel;
Windows::Foundation::Size m_renderTargetSize;
Windows::Foundation::Rect m_windowBounds;
};

@ -0,0 +1,77 @@
#include "pch.h"
#include "Direct3DContentProvider.h"
using namespace PhoneXamlDirect3DApp1Comp;
Direct3DContentProvider::Direct3DContentProvider(Direct3DInterop^ controller) :
m_controller(controller)
{
m_controller->RequestAdditionalFrame += ref new RequestAdditionalFrameHandler([=] ()
{
if (m_host)
{
m_host->RequestAdditionalFrame();
}
});
m_controller->RecreateSynchronizedTexture += ref new RecreateSynchronizedTextureHandler([=] ()
{
if (m_host)
{
m_host->CreateSynchronizedTexture(m_controller->GetTexture(), &m_synchronizedTexture);
}
});
}
// IDrawingSurfaceContentProviderNative interface
HRESULT Direct3DContentProvider::Connect(_In_ IDrawingSurfaceRuntimeHostNative* host)
{
m_host = host;
return m_controller->Connect(host);
}
void Direct3DContentProvider::Disconnect()
{
m_controller->Disconnect();
m_host = nullptr;
m_synchronizedTexture = nullptr;
}
HRESULT Direct3DContentProvider::PrepareResources(_In_ const LARGE_INTEGER* presentTargetTime, _Out_ BOOL* contentDirty)
{
return m_controller->PrepareResources(presentTargetTime, contentDirty);
}
HRESULT Direct3DContentProvider::GetTexture(_In_ const DrawingSurfaceSizeF* size, _Out_ IDrawingSurfaceSynchronizedTextureNative** synchronizedTexture, _Out_ DrawingSurfaceRectF* textureSubRectangle)
{
HRESULT hr = S_OK;
if (!m_synchronizedTexture)
{
hr = m_host->CreateSynchronizedTexture(m_controller->GetTexture(), &m_synchronizedTexture);
}
// Set output parameters.
textureSubRectangle->left = 0.0f;
textureSubRectangle->top = 0.0f;
textureSubRectangle->right = static_cast<FLOAT>(size->width);
textureSubRectangle->bottom = static_cast<FLOAT>(size->height);
m_synchronizedTexture.CopyTo(synchronizedTexture);
// Draw to the texture.
if (SUCCEEDED(hr))
{
hr = m_synchronizedTexture->BeginDraw();
if (SUCCEEDED(hr))
{
hr = m_controller->GetTexture(size, synchronizedTexture, textureSubRectangle);
}
m_synchronizedTexture->EndDraw();
}
return hr;
}

@ -0,0 +1,33 @@
#pragma once
#include "pch.h"
#include <wrl/module.h>
#include <Windows.Phone.Graphics.Interop.h>
#include <DrawingSurfaceNative.h>
#include "Direct3DInterop.h"
class Direct3DContentProvider : public Microsoft::WRL::RuntimeClass<
Microsoft::WRL::RuntimeClassFlags<Microsoft::WRL::WinRtClassicComMix>,
ABI::Windows::Phone::Graphics::Interop::IDrawingSurfaceContentProvider,
IDrawingSurfaceContentProviderNative>
{
public:
Direct3DContentProvider(PhoneXamlDirect3DApp1Comp::Direct3DInterop^ controller);
void ReleaseD3DResources();
// IDrawingSurfaceContentProviderNative
HRESULT STDMETHODCALLTYPE Connect(_In_ IDrawingSurfaceRuntimeHostNative* host);
void STDMETHODCALLTYPE Disconnect();
HRESULT STDMETHODCALLTYPE PrepareResources(_In_ const LARGE_INTEGER* presentTargetTime, _Out_ BOOL* contentDirty);
HRESULT STDMETHODCALLTYPE GetTexture(_In_ const DrawingSurfaceSizeF* size, _Out_ IDrawingSurfaceSynchronizedTextureNative** synchronizedTexture, _Out_ DrawingSurfaceRectF* textureSubRectangle);
private:
HRESULT InitializeTexture(_In_ const DrawingSurfaceSizeF* size);
PhoneXamlDirect3DApp1Comp::Direct3DInterop^ m_controller;
Microsoft::WRL::ComPtr<IDrawingSurfaceRuntimeHostNative> m_host;
Microsoft::WRL::ComPtr<IDrawingSurfaceSynchronizedTextureNative> m_synchronizedTexture;
};

@ -0,0 +1,186 @@
#include "pch.h"
#include "Direct3DInterop.h"
#include "Direct3DContentProvider.h"
#include <windows.storage.streams.h>
#include <wrl.h>
#include <robuffer.h>
#include <opencv2\imgproc\types_c.h>
using namespace Windows::Storage::Streams;
using namespace Microsoft::WRL;
using namespace Windows::Foundation;
using namespace Windows::UI::Core;
using namespace Microsoft::WRL;
using namespace Windows::Phone::Graphics::Interop;
using namespace Windows::Phone::Input::Interop;
namespace PhoneXamlDirect3DApp1Comp
{
void Direct3DInterop::ApplyGrayFilter(const cv::Mat& image)
{
cv::Mat intermediateMat;
cv::cvtColor(image, intermediateMat, CV_RGBA2GRAY);
cv::cvtColor(intermediateMat, image, CV_GRAY2BGRA);
}
void Direct3DInterop::ApplyCannyFilter(const cv::Mat& image)
{
cv::Mat intermediateMat;
cv::Canny(image, intermediateMat, 80, 90);
cv::cvtColor(intermediateMat, image, CV_GRAY2BGRA);
}
void Direct3DInterop::ApplySepiaFilter(const cv::Mat& image)
{
const float SepiaKernelData[16] =
{
/* B */0.131f, 0.534f, 0.272f, 0.f,
/* G */0.168f, 0.686f, 0.349f, 0.f,
/* R */0.189f, 0.769f, 0.393f, 0.f,
/* A */0.000f, 0.000f, 0.000f, 1.f
};
const cv::Mat SepiaKernel(4, 4, CV_32FC1, (void*)SepiaKernelData);
cv::transform(image, image, SepiaKernel);
}
Direct3DInterop::Direct3DInterop() :
m_timer(ref new BasicTimer())
{
}
IDrawingSurfaceContentProvider^ Direct3DInterop::CreateContentProvider()
{
ComPtr<Direct3DContentProvider> provider = Make<Direct3DContentProvider>(this);
return reinterpret_cast<IDrawingSurfaceContentProvider^>(provider.Detach());
}
// IDrawingSurfaceManipulationHandler
void Direct3DInterop::SetManipulationHost(DrawingSurfaceManipulationHost^ manipulationHost)
{
manipulationHost->PointerPressed +=
ref new TypedEventHandler<DrawingSurfaceManipulationHost^, PointerEventArgs^>(this, &Direct3DInterop::OnPointerPressed);
manipulationHost->PointerMoved +=
ref new TypedEventHandler<DrawingSurfaceManipulationHost^, PointerEventArgs^>(this, &Direct3DInterop::OnPointerMoved);
manipulationHost->PointerReleased +=
ref new TypedEventHandler<DrawingSurfaceManipulationHost^, PointerEventArgs^>(this, &Direct3DInterop::OnPointerReleased);
}
void Direct3DInterop::RenderResolution::set(Windows::Foundation::Size renderResolution)
{
if (renderResolution.Width != m_renderResolution.Width ||
renderResolution.Height != m_renderResolution.Height)
{
m_renderResolution = renderResolution;
if (m_renderer)
{
m_renderer->UpdateForRenderResolutionChange(m_renderResolution.Width, m_renderResolution.Height);
RecreateSynchronizedTexture();
}
}
}
// Event Handlers
void Direct3DInterop::OnPointerPressed(DrawingSurfaceManipulationHost^ sender, PointerEventArgs^ args)
{
// Insert your code here.
}
void Direct3DInterop::OnPointerMoved(DrawingSurfaceManipulationHost^ sender, PointerEventArgs^ args)
{
// Insert your code here.
}
void Direct3DInterop::OnPointerReleased(DrawingSurfaceManipulationHost^ sender, PointerEventArgs^ args)
{
// Insert your code here.
}
// Interface With Direct3DContentProvider
HRESULT Direct3DInterop::Connect(_In_ IDrawingSurfaceRuntimeHostNative* host)
{
m_renderer = ref new CubeRenderer();
m_renderer->Initialize();
m_renderer->UpdateForWindowSizeChange(WindowBounds.Width, WindowBounds.Height);
m_renderer->UpdateForRenderResolutionChange(m_renderResolution.Width, m_renderResolution.Height);
// Restart timer after renderer has finished initializing.
m_timer->Reset();
return S_OK;
}
void Direct3DInterop::Disconnect()
{
m_renderer = nullptr;
}
HRESULT Direct3DInterop::PrepareResources(_In_ const LARGE_INTEGER* presentTargetTime, _Out_ BOOL* contentDirty)
{
*contentDirty = true;
return S_OK;
}
HRESULT Direct3DInterop::GetTexture(_In_ const DrawingSurfaceSizeF* size, _Out_ IDrawingSurfaceSynchronizedTextureNative** synchronizedTexture, _Out_ DrawingSurfaceRectF* textureSubRectangle)
{
m_timer->Update();
m_renderer->Update(m_timer->Total, m_timer->Delta);
m_renderer->Render();
RequestAdditionalFrame();
return S_OK;
}
ID3D11Texture2D* Direct3DInterop::GetTexture()
{
return m_renderer->GetTexture();
}
void Direct3DInterop::CreateTexture(const Platform::Array<int>^ buffer,int width,int height, OCVFilterType filter)
{
if (m_renderer)
{
cv::Mat Lena = cv::Mat(height, width, CV_8UC4);
memcpy(Lena.data, buffer->Data, 4 * height*width);
switch (filter)
{
case OCVFilterType::ePreview:
break;
case OCVFilterType::eGray:
ApplyGrayFilter(Lena);
break;
case OCVFilterType::eCanny:
ApplyCannyFilter(Lena);
break;
case OCVFilterType::eSepia:
ApplySepiaFilter(Lena);
break;
}
m_renderer->CreateTextureFromByte(Lena.data, width, height);
}
}
byte* GetPointerToPixelData( Windows::Storage::Streams::IBuffer ^ pixelBuffer)
{
// Query the IBufferByteAccess interface.
ComPtr<IBufferByteAccess> bufferByteAccess;
reinterpret_cast<IInspectable*>( pixelBuffer)->QueryInterface(IID_PPV_ARGS(&bufferByteAccess));
// Retrieve the buffer data.
byte* pixels = nullptr;
bufferByteAccess->Buffer(&pixels);
return pixels;
}
}

@ -0,0 +1,80 @@
#pragma once
#include "pch.h"
#include "BasicTimer.h"
#include "CubeRenderer.h"
#include <DrawingSurfaceNative.h>
#include <ppltasks.h>
#include <windows.storage.streams.h>
#include <opencv2\core\core.hpp>
#include <opencv2\imgproc\imgproc.hpp>
#include <opencv2\features2d\features2d.hpp>
namespace PhoneXamlDirect3DApp1Comp
{
public enum class OCVFilterType
{
ePreview,
eGray,
eCanny,
eSepia,
eNumOCVFilterTypes
};
public delegate void RequestAdditionalFrameHandler();
public delegate void RecreateSynchronizedTextureHandler();
[Windows::Foundation::Metadata::WebHostHidden]
public ref class Direct3DInterop sealed : public Windows::Phone::Input::Interop::IDrawingSurfaceManipulationHandler
{
public:
Direct3DInterop();
Windows::Phone::Graphics::Interop::IDrawingSurfaceContentProvider^ CreateContentProvider();
// IDrawingSurfaceManipulationHandler
virtual void SetManipulationHost(Windows::Phone::Input::Interop::DrawingSurfaceManipulationHost^ manipulationHost);
event RequestAdditionalFrameHandler^ RequestAdditionalFrame;
event RecreateSynchronizedTextureHandler^ RecreateSynchronizedTexture;
property Windows::Foundation::Size WindowBounds;
property Windows::Foundation::Size NativeResolution;
property Windows::Foundation::Size RenderResolution
{
Windows::Foundation::Size get(){ return m_renderResolution; }
void set(Windows::Foundation::Size renderResolution);
}
void CreateTexture(const Platform::Array<int>^ buffer, int with, int height, OCVFilterType filter);
protected:
// Event Handlers
void OnPointerPressed(Windows::Phone::Input::Interop::DrawingSurfaceManipulationHost^ sender, Windows::UI::Core::PointerEventArgs^ args);
void OnPointerMoved(Windows::Phone::Input::Interop::DrawingSurfaceManipulationHost^ sender, Windows::UI::Core::PointerEventArgs^ args);
void OnPointerReleased(Windows::Phone::Input::Interop::DrawingSurfaceManipulationHost^ sender, Windows::UI::Core::PointerEventArgs^ args);
internal:
HRESULT STDMETHODCALLTYPE Connect(_In_ IDrawingSurfaceRuntimeHostNative* host);
void STDMETHODCALLTYPE Disconnect();
HRESULT STDMETHODCALLTYPE PrepareResources(_In_ const LARGE_INTEGER* presentTargetTime, _Out_ BOOL* contentDirty);
HRESULT STDMETHODCALLTYPE GetTexture(_In_ const DrawingSurfaceSizeF* size, _Out_ IDrawingSurfaceSynchronizedTextureNative** synchronizedTexture, _Out_ DrawingSurfaceRectF* textureSubRectangle);
ID3D11Texture2D* GetTexture();
private:
CubeRenderer^ m_renderer;
BasicTimer^ m_timer;
Windows::Foundation::Size m_renderResolution;
void ApplyGrayFilter(const cv::Mat& image);
void ApplyCannyFilter(const cv::Mat& image);
void ApplySepiaFilter(const cv::Mat& image);
void UpdateImage(const cv::Mat& image);
cv::Mat Lena;
unsigned int frameWidth, frameHeight;
};
}

@ -0,0 +1,41 @@
#pragma once
#include <wrl/client.h>
#include <ppl.h>
#include <ppltasks.h>
namespace DX
{
inline void ThrowIfFailed(HRESULT hr)
{
if (FAILED(hr))
{
// Set a breakpoint on this line to catch Win32 API errors.
throw Platform::Exception::CreateException(hr);
}
}
// Function that reads from a binary file asynchronously.
inline Concurrency::task<Platform::Array<byte>^> ReadDataAsync(Platform::String^ filename)
{
using namespace Windows::Storage;
using namespace Concurrency;
auto folder = Windows::ApplicationModel::Package::Current->InstalledLocation;
return create_task(folder->GetFileAsync(filename)).then([] (StorageFile^ file)
{
return file->OpenReadAsync();
}).then([] (Streams::IRandomAccessStreamWithContentType^ stream)
{
unsigned int bufferSize = static_cast<unsigned int>(stream->Size);
auto fileBuffer = ref new Streams::Buffer(bufferSize);
return stream->ReadAsync(fileBuffer, bufferSize, Streams::InputStreamOptions::None);
}).then([] (Streams::IBuffer^ fileBuffer) -> Platform::Array<byte>^
{
auto fileData = ref new Platform::Array<byte>(fileBuffer->Length);
Streams::DataReader::FromBuffer(fileBuffer)->ReadBytes(fileData);
return fileData;
});
}
}

@ -0,0 +1,196 @@
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<ImportGroup Label="ExtensionTargets">
<Import Project="..\..\packages\NokiaImagingSDK.1.0.272.0\build\native\NokiaImagingSDK.targets" Condition="Exists('..\..\packages\NokiaImagingSDK.1.0.272.0\build\native\NokiaImagingSDK.targets')" />
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@ -0,0 +1,25 @@
Texture2D shaderTexture;
SamplerState SampleType;
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 main(PixelInputType input) : SV_TARGET
{
float4 textureColor;
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
textureColor = shaderTexture.Sample(SampleType, input.tex);
return textureColor;
}

@ -0,0 +1,39 @@
cbuffer ModelViewProjectionConstantBuffer : register(b0)
{
matrix model;
matrix view;
matrix projection;
};
struct VertexInputType
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
};
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType main(VertexInputType input)
{
PixelInputType output;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
// Calculate the position of the vertex against the world, view, and projection matrices.
output.position = mul(input.position, model);
output.position = mul(output.position, view);
output.position = mul(output.position, projection);
// Store the texture coordinates for the pixel shader.
output.tex = input.tex;
return output;
}

@ -0,0 +1,7 @@
#pragma once
#include <wrl/client.h>
#include <d3d11_1.h>
#include <DirectXMath.h>
#include <memory>
#include <agile.h>

@ -0,0 +1,69 @@
// OpenCVComponent.cpp
#include "pch.h"
#include "OpenCVComponent.h"
#include <opencv2\imgproc\types_c.h>
#include <opencv2\core\core.hpp>
#include <opencv2\imgproc\imgproc.hpp>
#include <vector>
#include <algorithm>
using namespace OpenCVComponent;
using namespace Platform;
using namespace concurrency;
using namespace Windows::Foundation;
using namespace Windows::Foundation::Collections;
void CopyIVectorToMatrix(IVector<int>^ input, cv::Mat& mat, int size);
void CopyMatrixToVector(const cv::Mat& mat, std::vector<int>& vector, int size);
OpenCVLib::OpenCVLib()
{
}
IAsyncOperation<IVectorView<int>^>^ OpenCVLib::ProcessAsync(IVector<int>^ input, int width, int height)
{
int size = input->Size;
cv::Mat mat(width, height, CV_8UC4);
CopyIVectorToMatrix(input, mat, size);
return create_async([=]() -> IVectorView<int>^
{
// convert to grayscale
cv::Mat intermediateMat;
cv::cvtColor(mat, intermediateMat, CV_RGB2GRAY);
// convert to BGRA
cv::cvtColor(intermediateMat, mat, CV_GRAY2BGRA);
std::vector<int> output;
CopyMatrixToVector(mat, output, size);
// Return the outputs as a VectorView<float>
return ref new Platform::Collections::VectorView<int>(output);
});
}
void CopyIVectorToMatrix(IVector<int>^ input, cv::Mat& mat, int size)
{
unsigned char* data = mat.data;
for (int i = 0; i < size; i++)
{
int value = input->GetAt(i);
memcpy(data, (void*) &value, 4);
data += 4;
}
}
void CopyMatrixToVector(const cv::Mat& mat, std::vector<int>& vector, int size)
{
int* data = (int*) mat.data;
for (int i = 0; i < size; i++)
{
vector.push_back(data[i]);
}
}

@ -0,0 +1,14 @@
#pragma once
#include <ppltasks.h>
#include <collection.h>
namespace OpenCVComponent
{
public ref class OpenCVLib sealed
{
public:
OpenCVLib();
Windows::Foundation::IAsyncOperation<Windows::Foundation::Collections::IVectorView<int>^>^ ProcessAsync(Windows::Foundation::Collections::IVector<int>^ input, int width, int height);
};
}

@ -0,0 +1,156 @@
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@ -0,0 +1,21 @@
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<UniqueIdentifier>5fd0e509-b6ae-4f29-bd2a-4d2cc10f3aa0</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
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@ -0,0 +1,6 @@
//
// pch.cpp
// Include the standard header and generate the precompiled header.
//
#include "pch.h"

@ -0,0 +1,6 @@
//
// pch.h
// Header for standard system include files.
//
#pragma once

@ -0,0 +1,76 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2013
VisualStudioVersion = 12.0.31101.0
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OpenCVXaml", "OpenCVXaml\OpenCVXaml.csproj", "{AF139C56-D9C7-4AFE-8972-E5B30AABA1BC}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "OpenCVComponent", "OpenCVComponent\OpenCVComponent.vcxproj", "{EADFF7B8-E6C3-4F34-9B33-014B3035C595}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Debug|ARM = Debug|ARM
Debug|Mixed Platforms = Debug|Mixed Platforms
Debug|Win32 = Debug|Win32
Debug|x86 = Debug|x86
Release|Any CPU = Release|Any CPU
Release|ARM = Release|ARM
Release|Mixed Platforms = Release|Mixed Platforms
Release|Win32 = Release|Win32
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{AF139C56-D9C7-4AFE-8972-E5B30AABA1BC}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{AF139C56-D9C7-4AFE-8972-E5B30AABA1BC}.Debug|Any CPU.Build.0 = Debug|Any CPU
{AF139C56-D9C7-4AFE-8972-E5B30AABA1BC}.Debug|Any CPU.Deploy.0 = Debug|Any CPU
{AF139C56-D9C7-4AFE-8972-E5B30AABA1BC}.Debug|ARM.ActiveCfg = Debug|ARM
{AF139C56-D9C7-4AFE-8972-E5B30AABA1BC}.Debug|ARM.Build.0 = Debug|ARM
{AF139C56-D9C7-4AFE-8972-E5B30AABA1BC}.Debug|ARM.Deploy.0 = Debug|ARM
{AF139C56-D9C7-4AFE-8972-E5B30AABA1BC}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
{AF139C56-D9C7-4AFE-8972-E5B30AABA1BC}.Debug|Mixed Platforms.Build.0 = Debug|x86
{AF139C56-D9C7-4AFE-8972-E5B30AABA1BC}.Debug|Mixed Platforms.Deploy.0 = Debug|x86
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{AF139C56-D9C7-4AFE-8972-E5B30AABA1BC}.Debug|x86.Build.0 = Debug|x86
{AF139C56-D9C7-4AFE-8972-E5B30AABA1BC}.Debug|x86.Deploy.0 = Debug|x86
{AF139C56-D9C7-4AFE-8972-E5B30AABA1BC}.Release|Any CPU.ActiveCfg = Release|Any CPU
{AF139C56-D9C7-4AFE-8972-E5B30AABA1BC}.Release|Any CPU.Build.0 = Release|Any CPU
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{AF139C56-D9C7-4AFE-8972-E5B30AABA1BC}.Release|ARM.Deploy.0 = Release|ARM
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{AF139C56-D9C7-4AFE-8972-E5B30AABA1BC}.Release|Win32.Deploy.0 = Release|x86
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{AF139C56-D9C7-4AFE-8972-E5B30AABA1BC}.Release|x86.Build.0 = Release|x86
{AF139C56-D9C7-4AFE-8972-E5B30AABA1BC}.Release|x86.Deploy.0 = Release|x86
{EADFF7B8-E6C3-4F34-9B33-014B3035C595}.Debug|Any CPU.ActiveCfg = Debug|Win32
{EADFF7B8-E6C3-4F34-9B33-014B3035C595}.Debug|ARM.ActiveCfg = Debug|ARM
{EADFF7B8-E6C3-4F34-9B33-014B3035C595}.Debug|ARM.Build.0 = Debug|ARM
{EADFF7B8-E6C3-4F34-9B33-014B3035C595}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
{EADFF7B8-E6C3-4F34-9B33-014B3035C595}.Debug|Mixed Platforms.Build.0 = Debug|Win32
{EADFF7B8-E6C3-4F34-9B33-014B3035C595}.Debug|Win32.ActiveCfg = Debug|Win32
{EADFF7B8-E6C3-4F34-9B33-014B3035C595}.Debug|Win32.Build.0 = Debug|Win32
{EADFF7B8-E6C3-4F34-9B33-014B3035C595}.Debug|x86.ActiveCfg = Debug|Win32
{EADFF7B8-E6C3-4F34-9B33-014B3035C595}.Debug|x86.Build.0 = Debug|Win32
{EADFF7B8-E6C3-4F34-9B33-014B3035C595}.Release|Any CPU.ActiveCfg = Release|Win32
{EADFF7B8-E6C3-4F34-9B33-014B3035C595}.Release|ARM.ActiveCfg = Release|ARM
{EADFF7B8-E6C3-4F34-9B33-014B3035C595}.Release|ARM.Build.0 = Release|ARM
{EADFF7B8-E6C3-4F34-9B33-014B3035C595}.Release|Mixed Platforms.ActiveCfg = Release|Win32
{EADFF7B8-E6C3-4F34-9B33-014B3035C595}.Release|Mixed Platforms.Build.0 = Release|Win32
{EADFF7B8-E6C3-4F34-9B33-014B3035C595}.Release|Win32.ActiveCfg = Release|Win32
{EADFF7B8-E6C3-4F34-9B33-014B3035C595}.Release|Win32.Build.0 = Release|Win32
{EADFF7B8-E6C3-4F34-9B33-014B3035C595}.Release|x86.ActiveCfg = Release|Win32
{EADFF7B8-E6C3-4F34-9B33-014B3035C595}.Release|x86.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

@ -0,0 +1,20 @@
<Application
x:Class="OpenCVXaml.App"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:phone="clr-namespace:Microsoft.Phone.Controls;assembly=Microsoft.Phone"
xmlns:shell="clr-namespace:Microsoft.Phone.Shell;assembly=Microsoft.Phone">
<!--Application Resources-->
<Application.Resources>
<local:LocalizedStrings xmlns:local="clr-namespace:OpenCVXaml" x:Key="LocalizedStrings"/>
</Application.Resources>
<Application.ApplicationLifetimeObjects>
<!--Required object that handles lifetime events for the application-->
<shell:PhoneApplicationService
Launching="Application_Launching" Closing="Application_Closing"
Activated="Application_Activated" Deactivated="Application_Deactivated"/>
</Application.ApplicationLifetimeObjects>
</Application>

@ -0,0 +1,223 @@
using System;
using System.Diagnostics;
using System.Resources;
using System.Windows;
using System.Windows.Markup;
using System.Windows.Navigation;
using Microsoft.Phone.Controls;
using Microsoft.Phone.Shell;
using OpenCVXaml.Resources;
namespace OpenCVXaml
{
public partial class App : Application
{
/// <summary>
/// Provides easy access to the root frame of the Phone Application.
/// </summary>
/// <returns>The root frame of the Phone Application.</returns>
public static PhoneApplicationFrame RootFrame { get; private set; }
/// <summary>
/// Constructor for the Application object.
/// </summary>
public App()
{
// Global handler for uncaught exceptions.
UnhandledException += Application_UnhandledException;
// Standard XAML initialization
InitializeComponent();
// Phone-specific initialization
InitializePhoneApplication();
// Language display initialization
InitializeLanguage();
// Show graphics profiling information while debugging.
if (Debugger.IsAttached)
{
// Display the current frame rate counters.
Application.Current.Host.Settings.EnableFrameRateCounter = true;
// Show the areas of the app that are being redrawn in each frame.
//Application.Current.Host.Settings.EnableRedrawRegions = true;
// Enable non-production analysis visualization mode,
// which shows areas of a page that are handed off to GPU with a colored overlay.
//Application.Current.Host.Settings.EnableCacheVisualization = true;
// Prevent the screen from turning off while under the debugger by disabling
// the application's idle detection.
// Caution:- Use this under debug mode only. Application that disables user idle detection will continue to run
// and consume battery power when the user is not using the phone.
PhoneApplicationService.Current.UserIdleDetectionMode = IdleDetectionMode.Disabled;
}
}
// Code to execute when the application is launching (eg, from Start)
// This code will not execute when the application is reactivated
private void Application_Launching(object sender, LaunchingEventArgs e)
{
}
// Code to execute when the application is activated (brought to foreground)
// This code will not execute when the application is first launched
private void Application_Activated(object sender, ActivatedEventArgs e)
{
}
// Code to execute when the application is deactivated (sent to background)
// This code will not execute when the application is closing
private void Application_Deactivated(object sender, DeactivatedEventArgs e)
{
}
// Code to execute when the application is closing (eg, user hit Back)
// This code will not execute when the application is deactivated
private void Application_Closing(object sender, ClosingEventArgs e)
{
}
// Code to execute if a navigation fails
private void RootFrame_NavigationFailed(object sender, NavigationFailedEventArgs e)
{
if (Debugger.IsAttached)
{
// A navigation has failed; break into the debugger
Debugger.Break();
}
}
// Code to execute on Unhandled Exceptions
private void Application_UnhandledException(object sender, ApplicationUnhandledExceptionEventArgs e)
{
if (Debugger.IsAttached)
{
// An unhandled exception has occurred; break into the debugger
Debugger.Break();
}
}
#region Phone application initialization
// Avoid double-initialization
private bool phoneApplicationInitialized = false;
// Do not add any additional code to this method
private void InitializePhoneApplication()
{
if (phoneApplicationInitialized)
return;
// Create the frame but don't set it as RootVisual yet; this allows the splash
// screen to remain active until the application is ready to render.
RootFrame = new PhoneApplicationFrame();
RootFrame.Navigated += CompleteInitializePhoneApplication;
// Handle navigation failures
RootFrame.NavigationFailed += RootFrame_NavigationFailed;
// Handle reset requests for clearing the backstack
RootFrame.Navigated += CheckForResetNavigation;
// Ensure we don't initialize again
phoneApplicationInitialized = true;
}
// Do not add any additional code to this method
private void CompleteInitializePhoneApplication(object sender, NavigationEventArgs e)
{
// Set the root visual to allow the application to render
if (RootVisual != RootFrame)
RootVisual = RootFrame;
// Remove this handler since it is no longer needed
RootFrame.Navigated -= CompleteInitializePhoneApplication;
}
private void CheckForResetNavigation(object sender, NavigationEventArgs e)
{
// If the app has received a 'reset' navigation, then we need to check
// on the next navigation to see if the page stack should be reset
if (e.NavigationMode == NavigationMode.Reset)
RootFrame.Navigated += ClearBackStackAfterReset;
}
private void ClearBackStackAfterReset(object sender, NavigationEventArgs e)
{
// Unregister the event so it doesn't get called again
RootFrame.Navigated -= ClearBackStackAfterReset;
// Only clear the stack for 'new' (forward) and 'refresh' navigations
if (e.NavigationMode != NavigationMode.New && e.NavigationMode != NavigationMode.Refresh)
return;
// For UI consistency, clear the entire page stack
while (RootFrame.RemoveBackEntry() != null)
{
; // do nothing
}
}
#endregion
// Initialize the app's font and flow direction as defined in its localized resource strings.
//
// To ensure that the font of your application is aligned with its supported languages and that the
// FlowDirection for each of those languages follows its traditional direction, ResourceLanguage
// and ResourceFlowDirection should be initialized in each resx file to match these values with that
// file's culture. For example:
//
// AppResources.es-ES.resx
// ResourceLanguage's value should be "es-ES"
// ResourceFlowDirection's value should be "LeftToRight"
//
// AppResources.ar-SA.resx
// ResourceLanguage's value should be "ar-SA"
// ResourceFlowDirection's value should be "RightToLeft"
//
// For more info on localizing Windows Phone apps see http://go.microsoft.com/fwlink/?LinkId=262072.
//
private void InitializeLanguage()
{
try
{
// Set the font to match the display language defined by the
// ResourceLanguage resource string for each supported language.
//
// Fall back to the font of the neutral language if the Display
// language of the phone is not supported.
//
// If a compiler error is hit then ResourceLanguage is missing from
// the resource file.
RootFrame.Language = XmlLanguage.GetLanguage(AppResources.ResourceLanguage);
// Set the FlowDirection of all elements under the root frame based
// on the ResourceFlowDirection resource string for each
// supported language.
//
// If a compiler error is hit then ResourceFlowDirection is missing from
// the resource file.
FlowDirection flow = (FlowDirection)Enum.Parse(typeof(FlowDirection), AppResources.ResourceFlowDirection);
RootFrame.FlowDirection = flow;
}
catch
{
// If an exception is caught here it is most likely due to either
// ResourceLangauge not being correctly set to a supported language
// code or ResourceFlowDirection is set to a value other than LeftToRight
// or RightToLeft.
if (Debugger.IsAttached)
{
Debugger.Break();
}
throw;
}
}
}
}

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@ -0,0 +1,14 @@
using OpenCVXaml.Resources;
namespace OpenCVXaml
{
/// <summary>
/// Provides access to string resources.
/// </summary>
public class LocalizedStrings
{
private static AppResources _localizedResources = new AppResources();
public AppResources LocalizedResources { get { return _localizedResources; } }
}
}

@ -0,0 +1,64 @@
<phone:PhoneApplicationPage
x:Class="OpenCVXaml.MainPage"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:phone="clr-namespace:Microsoft.Phone.Controls;assembly=Microsoft.Phone"
xmlns:shell="clr-namespace:Microsoft.Phone.Shell;assembly=Microsoft.Phone"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
mc:Ignorable="d"
FontFamily="{StaticResource PhoneFontFamilyNormal}"
FontSize="{StaticResource PhoneFontSizeNormal}"
Foreground="{StaticResource PhoneForegroundBrush}"
SupportedOrientations="Portrait" Orientation="Portrait"
shell:SystemTray.IsVisible="True">
<!--LayoutRoot is the root grid where all page content is placed-->
<Grid x:Name="LayoutRoot" Background="Transparent">
<Grid.RowDefinitions>
<RowDefinition Height="Auto"/>
<RowDefinition Height="*"/>
</Grid.RowDefinitions>
<!-- LOCALIZATION NOTE:
To localize the displayed strings copy their values to appropriately named
keys in the app's neutral language resource file (AppResources.resx) then
replace the hard-coded text value between the attributes' quotation marks
with the binding clause whose path points to that string name.
For example:
Text="{Binding Path=LocalizedResources.ApplicationTitle, Source={StaticResource LocalizedStrings}}"
This binding points to the template's string resource named "ApplicationTitle".
Adding supported languages in the Project Properties tab will create a
new resx file per language that can carry the translated values of your
UI strings. The binding in these examples will cause the value of the
attributes to be drawn from the .resx file that matches the
CurrentUICulture of the app at run time.
-->
<!--TitlePanel contains the name of the application and page title-->
<StackPanel x:Name="TitlePanel" Grid.Row="0" Margin="12,17,0,28">
<TextBlock Text="OpenCV" Margin="9,-7,0,0" Style="{StaticResource PhoneTextTitle1Style}"/>
</StackPanel>
<!--ContentPanel - place additional content here-->
<Grid x:Name="ContentPanel" Grid.Row="1" Margin="12,0,12,0">
<StackPanel>
<Image Source="Assets\\Lena.png" Name="Preview"></Image>
<Button Content="Process" Name="ProcessButton" Click="Button_Click"></Button>
</StackPanel>
</Grid>
<!--Uncomment to see an alignment grid to help ensure your controls are
aligned on common boundaries. The image has a top margin of -32px to
account for the System Tray. Set this to 0 (or remove the margin altogether)
if the System Tray is hidden.
Before shipping remove this XAML and the image itself.-->
<!--<Image Source="/Assets/AlignmentGrid.png" VerticalAlignment="Top" Height="800" Width="480" Margin="0,-32,0,0" Grid.Row="0" Grid.RowSpan="2" IsHitTestVisible="False" />-->
</Grid>
</phone:PhoneApplicationPage>

@ -0,0 +1,70 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Navigation;
using Microsoft.Phone.Controls;
using Microsoft.Phone.Shell;
using OpenCVXaml.Resources;
using System.Windows.Media.Imaging;
using OpenCVComponent;
namespace OpenCVXaml
{
public partial class MainPage : PhoneApplicationPage
{
private OpenCVLib m_opencv = new OpenCVLib();
// Constructor
public MainPage()
{
InitializeComponent();
// Sample code to localize the ApplicationBar
//BuildLocalizedApplicationBar();
}
private async void Button_Click(object sender, RoutedEventArgs e)
{
if (Preview.Source != null)
{
ProcessButton.IsEnabled = false;
// Get WriteableBitmap. ImageToModify is defined in MainPage.xaml
WriteableBitmap bitmap = new WriteableBitmap(Preview.Source as BitmapSource);
// call OpenCVLib to convert pixels to grayscale. This is an asynchronous call.
var pixels = await m_opencv.ProcessAsync(bitmap.Pixels, bitmap.PixelWidth, bitmap.PixelHeight);
// copy the pixels into the WriteableBitmap
for (int x = 0; x < bitmap.Pixels.Length; x++)
{
bitmap.Pixels[x] = pixels[x];
}
// Set Image object, defined in XAML, to the modified bitmap.
Preview.Source = bitmap;
ProcessButton.IsEnabled = true;
}
}
// Sample code for building a localized ApplicationBar
//private void BuildLocalizedApplicationBar()
//{
// // Set the page's ApplicationBar to a new instance of ApplicationBar.
// ApplicationBar = new ApplicationBar();
// // Create a new button and set the text value to the localized string from AppResources.
// ApplicationBarIconButton appBarButton = new ApplicationBarIconButton(new Uri("/Assets/AppBar/appbar.add.rest.png", UriKind.Relative));
// appBarButton.Text = AppResources.AppBarButtonText;
// ApplicationBar.Buttons.Add(appBarButton);
// // Create a new menu item with the localized string from AppResources.
// ApplicationBarMenuItem appBarMenuItem = new ApplicationBarMenuItem(AppResources.AppBarMenuItemText);
// ApplicationBar.MenuItems.Add(appBarMenuItem);
//}
}
}

@ -0,0 +1,167 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>10.0.20506</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{AF139C56-D9C7-4AFE-8972-E5B30AABA1BC}</ProjectGuid>
<ProjectTypeGuids>{C089C8C0-30E0-4E22-80C0-CE093F111A43};{fae04ec0-301f-11d3-bf4b-00c04f79efbc}</ProjectTypeGuids>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>OpenCVXaml</RootNamespace>
<AssemblyName>OpenCVXaml</AssemblyName>
<TargetFrameworkIdentifier>WindowsPhone</TargetFrameworkIdentifier>
<TargetFrameworkVersion>v8.0</TargetFrameworkVersion>
<SilverlightVersion>$(TargetFrameworkVersion)</SilverlightVersion>
<SilverlightApplication>true</SilverlightApplication>
<SupportedCultures>
</SupportedCultures>
<XapOutputs>true</XapOutputs>
<GenerateSilverlightManifest>true</GenerateSilverlightManifest>
<XapFilename>OpenCVXaml_$(Configuration)_$(Platform).xap</XapFilename>
<SilverlightManifestTemplate>Properties\AppManifest.xml</SilverlightManifestTemplate>
<SilverlightAppEntry>OpenCVXaml.App</SilverlightAppEntry>
<ValidateXaml>true</ValidateXaml>
<MinimumVisualStudioVersion>11.0</MinimumVisualStudioVersion>
<ThrowErrorsInValidation>true</ThrowErrorsInValidation>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>Bin\Debug</OutputPath>
<DefineConstants>DEBUG;TRACE;SILVERLIGHT;WINDOWS_PHONE</DefineConstants>
<NoStdLib>true</NoStdLib>
<NoConfig>true</NoConfig>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>Bin\Release</OutputPath>
<DefineConstants>TRACE;SILVERLIGHT;WINDOWS_PHONE</DefineConstants>
<NoStdLib>true</NoStdLib>
<NoConfig>true</NoConfig>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>Bin\x86\Debug</OutputPath>
<DefineConstants>DEBUG;TRACE;SILVERLIGHT;WINDOWS_PHONE</DefineConstants>
<NoStdLib>true</NoStdLib>
<NoConfig>true</NoConfig>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>Bin\x86\Release</OutputPath>
<DefineConstants>TRACE;SILVERLIGHT;WINDOWS_PHONE</DefineConstants>
<NoStdLib>true</NoStdLib>
<NoConfig>true</NoConfig>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|ARM' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>Bin\ARM\Debug</OutputPath>
<DefineConstants>DEBUG;TRACE;SILVERLIGHT;WINDOWS_PHONE</DefineConstants>
<NoStdLib>true</NoStdLib>
<NoConfig>true</NoConfig>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|ARM' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>Bin\ARM\Release</OutputPath>
<DefineConstants>TRACE;SILVERLIGHT;WINDOWS_PHONE</DefineConstants>
<NoStdLib>true</NoStdLib>
<NoConfig>true</NoConfig>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Compile Include="App.xaml.cs">
<DependentUpon>App.xaml</DependentUpon>
</Compile>
<Compile Include="LocalizedStrings.cs" />
<Compile Include="MainPage.xaml.cs">
<DependentUpon>MainPage.xaml</DependentUpon>
</Compile>
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Resources\AppResources.Designer.cs">
<AutoGen>True</AutoGen>
<DesignTime>True</DesignTime>
<DependentUpon>AppResources.resx</DependentUpon>
</Compile>
</ItemGroup>
<ItemGroup>
<ApplicationDefinition Include="App.xaml">
<SubType>Designer</SubType>
<Generator>MSBuild:Compile</Generator>
</ApplicationDefinition>
<Page Include="MainPage.xaml">
<SubType>Designer</SubType>
<Generator>MSBuild:Compile</Generator>
</Page>
</ItemGroup>
<ItemGroup>
<None Include="Properties\AppManifest.xml" />
<None Include="Properties\WMAppManifest.xml">
<SubType>Designer</SubType>
</None>
</ItemGroup>
<ItemGroup>
<Content Include="Assets\AlignmentGrid.png" />
<Content Include="Assets\ApplicationIcon.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Assets\Lena.png" />
<Content Include="Assets\Tiles\FlipCycleTileLarge.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Assets\Tiles\FlipCycleTileMedium.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Assets\Tiles\FlipCycleTileSmall.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Assets\Tiles\IconicTileMediumLarge.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Assets\Tiles\IconicTileSmall.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Resources\AppResources.resx">
<Generator>PublicResXFileCodeGenerator</Generator>
<LastGenOutput>AppResources.Designer.cs</LastGenOutput>
</EmbeddedResource>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\OpenCVComponent\OpenCVComponent.vcxproj">
<Project>{eadff7b8-e6c3-4f34-9b33-014b3035c595}</Project>
<Name>OpenCVComponent</Name>
</ProjectReference>
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\Microsoft\$(TargetFrameworkIdentifier)\$(TargetFrameworkVersion)\Microsoft.$(TargetFrameworkIdentifier).$(TargetFrameworkVersion).Overrides.targets" />
<Import Project="$(MSBuildExtensionsPath)\Microsoft\$(TargetFrameworkIdentifier)\$(TargetFrameworkVersion)\Microsoft.$(TargetFrameworkIdentifier).CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
<ProjectExtensions />
</Project>

@ -0,0 +1,6 @@
<Deployment xmlns="http://schemas.microsoft.com/client/2007/deployment"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
>
<Deployment.Parts>
</Deployment.Parts>
</Deployment>

@ -0,0 +1,37 @@
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Resources;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("OpenCVXaml")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("OpenCVXaml")]
[assembly: AssemblyCopyright("Copyright © 2014")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("0ceefb1d-fe54-4732-bca5-865e13ecdbf0")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Revision and Build Numbers
// by using the '*' as shown below:
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: NeutralResourcesLanguageAttribute("en-US")]

@ -0,0 +1,38 @@
<?xml version="1.0" encoding="utf-8"?>
<Deployment xmlns="http://schemas.microsoft.com/windowsphone/2012/deployment" AppPlatformVersion="8.0">
<DefaultLanguage xmlns="" code="en-US"/>
<App xmlns="" ProductID="{af139c56-d9c7-4afe-8972-e5b30aaba1bc}" Title="OpenCVXaml" RuntimeType="Silverlight" Version="1.0.0.0" Genre="apps.normal" Author="OpenCVXaml author" Description="Sample description" Publisher="OpenCVXaml" PublisherID="{8dd284a7-c759-40d0-9076-a1ced47c6a9a}">
<IconPath IsRelative="true" IsResource="false">Assets\ApplicationIcon.png</IconPath>
<Capabilities>
<Capability Name="ID_CAP_NETWORKING"/>
<Capability Name="ID_CAP_MEDIALIB_AUDIO"/>
<Capability Name="ID_CAP_MEDIALIB_PLAYBACK"/>
<Capability Name="ID_CAP_SENSORS"/>
<Capability Name="ID_CAP_WEBBROWSERCOMPONENT"/>
</Capabilities>
<Tasks>
<DefaultTask Name ="_default" NavigationPage="MainPage.xaml"/>
</Tasks>
<Tokens>
<PrimaryToken TokenID="OpenCVXamlToken" TaskName="_default">
<TemplateFlip>
<SmallImageURI IsRelative="true" IsResource="false">Assets\Tiles\FlipCycleTileSmall.png</SmallImageURI>
<Count>0</Count>
<BackgroundImageURI IsRelative="true" IsResource="false">Assets\Tiles\FlipCycleTileMedium.png</BackgroundImageURI>
<Title>OpenCVXaml</Title>
<BackContent></BackContent>
<BackBackgroundImageURI></BackBackgroundImageURI>
<BackTitle></BackTitle>
<DeviceLockImageURI></DeviceLockImageURI>
<HasLarge></HasLarge>
</TemplateFlip>
</PrimaryToken>
</Tokens>
<ScreenResolutions>
<ScreenResolution Name="ID_RESOLUTION_WVGA"/>
<ScreenResolution Name="ID_RESOLUTION_WXGA"/>
<ScreenResolution Name="ID_RESOLUTION_HD720P"/>
</ScreenResolutions>
</App>
</Deployment>

@ -0,0 +1,127 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.17626
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace OpenCVXaml.Resources
{
using System;
/// <summary>
/// A strongly-typed resource class, for looking up localized strings, etc.
/// </summary>
// This class was auto-generated by the StronglyTypedResourceBuilder
// class via a tool like ResGen or Visual Studio.
// To add or remove a member, edit your .ResX file then rerun ResGen
// with the /str option, or rebuild your VS project.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
public class AppResources
{
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal AppResources()
{
}
/// <summary>
/// Returns the cached ResourceManager instance used by this class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
public static global::System.Resources.ResourceManager ResourceManager
{
get
{
if (object.ReferenceEquals(resourceMan, null))
{
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("OpenCVXaml.Resources.AppResources", typeof(AppResources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Overrides the current thread's CurrentUICulture property for all
/// resource lookups using this strongly typed resource class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
public static global::System.Globalization.CultureInfo Culture
{
get
{
return resourceCulture;
}
set
{
resourceCulture = value;
}
}
/// <summary>
/// Looks up a localized string similar to LeftToRight.
/// </summary>
public static string ResourceFlowDirection
{
get
{
return ResourceManager.GetString("ResourceFlowDirection", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to us-EN.
/// </summary>
public static string ResourceLanguage
{
get
{
return ResourceManager.GetString("ResourceLanguage", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to MY APPLICATION.
/// </summary>
public static string ApplicationTitle
{
get
{
return ResourceManager.GetString("ApplicationTitle", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to button.
/// </summary>
public static string AppBarButtonText
{
get
{
return ResourceManager.GetString("AppBarButtonText", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to menu item.
/// </summary>
public static string AppBarMenuItemText
{
get
{
return ResourceManager.GetString("AppBarMenuItemText", resourceCulture);
}
}
}
}

@ -0,0 +1,137 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<data name="ResourceFlowDirection" xml:space="preserve">
<value>LeftToRight</value>
<comment>Controls the FlowDirection for all elements in the RootFrame. Set to the traditional direction of this resource file's language</comment>
</data>
<data name="ResourceLanguage" xml:space="preserve">
<value>en-US</value>
<comment>Controls the Language and ensures that the font for all elements in the RootFrame aligns with the app's language. Set to the language code of this resource file's language.</comment>
</data>
<data name="ApplicationTitle" xml:space="preserve">
<value>MY APPLICATION</value>
</data>
<data name="AppBarButtonText" xml:space="preserve">
<value>add</value>
</data>
<data name="AppBarMenuItemText" xml:space="preserve">
<value>Menu Item</value>
</data>
</root>

@ -0,0 +1,6 @@
Building OpenCV Windows Phone Samples
=====================================
Samples are created to run against x86 architecture OpenCV binaries.
Please follow the instructions in "platforms/winrt/readme.txt" to generate and build OpenCV for Windows Phone 8.0/8.1
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