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main.cpp
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main.cpp
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/**
* @file main.cpp
* @author Maximilian Otto (maxotto45@gmail.com)
* @brief This is used to control an arduino with an LED strip attached to it. www.github.com/Scaramir/maxlight
* @version 1.0
* @date 2021-10-15
*
* @copyright Copyright (c) 2021
*
*/
#include <iostream>
#include <sstream>
#include <dxgi1_2.h> // include-order is important
#include <d3d11.h>
#include <memory>
#include <algorithm>
#include <string>
#include <vector>
#include <conio.h>
#include <chrono>
#include <shlobj.h>
#include <shellapi.h>
#include "./include/ccomptrcustom_class.hpp"
#include "./include/SerialClass.h"
#pragma comment(lib, "dxgi") // this is for CreateDXGIFactory1()
#pragma comment(lib, "d3d11")
//#############################################################################################
// Driver types supported
D3D_DRIVER_TYPE gDriverTypes[] = { D3D_DRIVER_TYPE_HARDWARE };
UINT gNumDriverTypes = ARRAYSIZE(gDriverTypes);
// Customized DirectX feature level support
D3D_FEATURE_LEVEL gFeatureLevels[] = {
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,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1,
};
UINT gNumFeatureLevels = ARRAYSIZE(gFeatureLevels);
//#############################################################################################
// Declaration of global variables:
namespace screen_capture {
// main:
static int32_t sleepTimerMs = (int)(((float)1 / 33) * 1000);
static int32_t fps = 30;
void set_sleepTimerMs(int& fps) { if (fps == 0) sleepTimerMs = 0; else sleepTimerMs = ((int)((1. / fps) * 1000) - 1); }
HRESULT hr = E_FAIL;
// output_enumeration() + check_monitor_devices()
std::vector<IDXGIAdapter1*> adapters; // Needs to be Released()
static uint8_t chosen_adapter_num = 0; // default adpater
IDXGIAdapter1* chosen_adapter = nullptr;
std::vector<IDXGIOutput*> outputs;
static int chosen_output_num = 0;
static DXGI_OUTPUT_DESC desc;
// check_cpu_access()
D3D11_TEXTURE2D_DESC texture_desc;
// create_and_get_device()
CComPtrCustom<ID3D11Device> device = nullptr;
CComPtrCustom<ID3D11DeviceContext> context = nullptr;
CComPtrCustom<IDXGIOutputDuplication> desktop_duplication = nullptr;
// reject_sub_pixel()
static uint8_t min_saturation_per_pixel = 7;
static uint8_t min_brightness_per_pixel = 20;
// get_frame()
CComPtrCustom<ID3D11Texture2D> frame_texture = nullptr;
D3D11_MAPPED_SUBRESOURCE mapped_subresource;
// benchmark
static uint32_t mapped_frames_counter = 0;
// arduino connection
//const char* serial_port = "COM7"; // usb port name
Serial* SP;
// led_stuff:
struct Pixel {
public:
uint8_t b = 0; // initialized to 'black';
uint8_t g = 0;
uint8_t r = 0;
};
// fade:
int fade_val = 185; // default value
Pixel mean_color_old_l;
Pixel mean_color_old_r;
Pixel mean_color_new_l;
Pixel mean_color_new_r;
const uint8_t gamma8_neo_pixel[256] = {
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2,
2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3,
4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 6, 6, 6, 6,
6, 7, 7, 7, 7, 8, 8, 8, 9, 9, 9, 10, 10, 10, 10,
11, 11, 11, 12, 12, 13, 13, 13, 14, 14, 15, 15, 16, 16, 17,
17, 18, 18, 19, 19, 20, 20, 21, 21, 22, 22, 23, 24, 24, 25,
25, 26, 27, 27, 28, 29, 29, 30, 31, 31, 32, 33, 34, 34, 35,
36, 37, 38, 38, 39, 40, 41, 42, 43, 43, 44, 46, 47, 48, 49,
50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64,
65, 66, 67, 69, 70, 71, 72, 73, 74, 75, 77, 78, 79, 81, 82,
83, 85, 86, 87, 89, 90, 92, 93, 94, 95, 96, 98, 100, 101, 103,
104, 106, 107, 109, 110, 112, 113, 115, 116, 118, 120, 121, 123, 124, 126,
128, 130, 131, 133, 135, 137, 138, 140, 142, 144, 146, 147, 149, 151, 153,
155, 157, 159, 161, 163, 165, 167, 169, 171, 173, 175, 177, 179, 182, 183,
185, 187, 189, 192, 194, 196, 198, 200, 203, 205, 207, 210, 212, 214, 216,
219, 221, 224, 226, 228, 231, 233, 236, 238, 241, 243, 246, 248, 251, 253,
255};
};
using namespace screen_capture;
//#############################################################################################
// Print every char of a string to the console with a short dely between each char
/**
* @brief unrolling text on terminal
* @param text to print
* @param color-value default=10 (green), red would be '12'.
*/
void terminal_fill(std::string_view text, int8_t color = 10, int delay = 8) {
if (text.empty())
return;
HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
if (hConsole == INVALID_HANDLE_VALUE)
std::cout << text << std::endl;
return;
SetConsoleTextAttribute(hConsole, color);
for (char c : text) {
std::cout << c;
Sleep(delay);
}
return;
}
// Check devices for outputs and enumerate them
/**
* @brief check monitors (outputs) for a graphic adpater and push it into vec<output>
* @param i index of adapter
* @return
*/
int output_enumeration(int16_t& i) {
int dx = 0;
CComPtrCustom<IDXGIOutput> output = nullptr;
while (DXGI_ERROR_NOT_FOUND != adapters[i]->EnumOutputs(dx, &output)) {
int monitor_num = outputs.size(); // current monitor index
std::cout << "\t (" << monitor_num << ".) ";
printf("Found monitor %d on adapter: %lu \n", monitor_num, i);
outputs.push_back(output); // store the found monitor
HRESULT hr = outputs[monitor_num]->GetDesc(&desc);
if (SUCCEEDED(hr)) { // print info
wprintf(L"\t\tMonitor: %s, attached to desktop: %c\n", desc.DeviceName, (desc.AttachedToDesktop) ? 'Y' : 'n');
if (desc.Rotation == DXGI_MODE_ROTATION_IDENTITY
|| desc.Rotation == DXGI_MODE_ROTATION_UNSPECIFIED
|| desc.Rotation == DXGI_MODE_ROTATION_ROTATE180) {
wprintf(L"\t\tMonitor is in a horizontal mode\n");
std::cout << "\t\tand has the following dimensions:\n\t\t " <<
abs(abs((int)desc.DesktopCoordinates.right) - abs((int)desc.DesktopCoordinates.left)) <<
" x " <<
abs(abs((int)desc.DesktopCoordinates.top) - abs((int)desc.DesktopCoordinates.bottom)) <<
" pixel" << "\n";
} else {
wprintf(L"\t\tMonitor is in a vertical mode\n");
std::cout << "\t\tand has the following dimensions:\n\t\t " <<
abs(abs((int)desc.DesktopCoordinates.right) - abs((int)desc.DesktopCoordinates.left)) <<
" x " <<
abs(abs((int)desc.DesktopCoordinates.bottom) + abs((int)desc.DesktopCoordinates.top)) <<
" pixel" << "\n";
}
} else {
terminal_fill("Error: failed to retrieve a DXGI_OUTPUT_DESC for output " + std::to_string(i) + ".\nContinue\n", 12);
continue;
}
++monitor_num; ++dx;
}
return dx;
}
// Check for devices/adapters, monitors, and choose one
/**
* @brief check for adapters and devices; choose one
* @return chosen_output_num
*/
int check_monitor_devices() {
HRESULT hr = E_FAIL;
// Create device that's able to enumerate adapters
IDXGIFactory1* factory = nullptr;
hr = CreateDXGIFactory1(__uuidof(IDXGIFactory1), (void**)(&factory)); // winSDK and x64 needed for compilation
if (FAILED(hr)) {
terminal_fill("Error: failed to retrieve the IDXGIFactory.\n", 12);
return -1;
}
// Enumerate the adapters aka GPUs
IDXGIAdapter1* adapter = nullptr;
INT16 i = 0;
while (DXGI_ERROR_NOT_FOUND != factory->EnumAdapters1(i, &adapter)) {
adapters.push_back(adapter);
++i;
}
if (adapters.empty()) {
terminal_fill("Error: no adapter found. Enumaration fails accordingly. \n\tSomething went really wrong! ...\n", 12);
return -1;
}
// Print list of adapters and push corresponding outputs
terminal_fill("Following graphics adapters (GPUs) are found:\n");
for (INT16 i = 0; i < adapters.size(); ++i) {
DXGI_ADAPTER_DESC1 desc;
hr = adapters[i]->GetDesc1(&desc);
if (SUCCEEDED(hr)) {
wprintf(L"Adapter: %lu, description: %s\n", i, desc.Description);
int monitors_on_adapter = output_enumeration(i);
std::cout << "\t" << monitors_on_adapter << " monitor(s) found.\n\n";
} else {
terminal_fill("\tError: failed to get a description for the adapter: " + std::to_string(i) + "\n Please check your drivers.\n", 12);
continue;
}
}
// select monitor and adapter for analyzation
terminal_fill("\nWhich monitor do you choose?\n\tType the number (x.) of the monitor.\n", 13);
std::cin.clear(); //yaya, use scanl, getline, anything but cin
std::cin >> chosen_output_num;
// fix device creation for this:
//std::cout << "Which graphics adapter do you choose?\n\tType the number of adapter." << "\n";
std::cin.clear();
//std::cin >> chosen_adapter_num;
return chosen_output_num;
}
/**
* @brief creates a cpu-accessible texture (D3D11Texture2D); this way, the texture can get copied and mapped.
* @param frame_texture where the frame gets saved (memory-wise)
* @return false, if texture is not accessible or could not be created
*/
bool check_cpu_access_texture(CComPtrCustom<ID3D11Texture2D>& frame_texture) {
//create a texture with cpu_access_read
//we want to copy the texture to an empty texture
if (frame_texture != nullptr)
return false;
D3D11_SUBRESOURCE_DATA sub_data = {
sub_data.pSysMem = std::calloc((long long int)texture_desc.Width * texture_desc.Height, 4),
sub_data.SysMemPitch = 4 * texture_desc.Width,
sub_data.SysMemSlicePitch = 0
};
HRESULT hr = device->CreateTexture2D(&texture_desc, &sub_data, &frame_texture);
if (FAILED(hr)) {
terminal_fill("Error: Failed to create the 2DTexture.\n", 12);
return false;
}
return true;
}
//create D3DX-Device and query interfaces
/**
* @brief create device (D3D11) for @chosen_monitor
* @param chosen_monitor number of the monitor (retrieved of @outputs)
* @return success (0) or fail (negativ)
*/
int create_and_get_device(int& chosen_monitor) {
D3D_FEATURE_LEVEL feature_level;
CComPtrCustom<IDXGIOutput1> output1 = nullptr;
IDXGIOutput* chosen_output = 0;
for (UINT driver_type_index = 0; driver_type_index < gNumDriverTypes; ++driver_type_index) {
hr = D3D11CreateDevice(
nullptr, // Adapter: The adapter (video card) we want to use. We may use nullptr to pick the default adapter.
gDriverTypes[driver_type_index],// DriverType: We use the GPU as backing device.
nullptr, // Software: we're using a D3D_DRIVER_TYPE_HARDWARE so it's not applicaple.
0, // D3D11_CREATE_DEVICE_FLAG
gFeatureLevels, // Feature Levels (ptr to array): order of versions to use.
gNumFeatureLevels, // Number of feature levels. according to defaults Array
D3D11_SDK_VERSION, // The SDK version, use D3D11_SDK_VERSION
&device, // OUT: the ID3D11Device object.
&feature_level, // OUT: the selected feature level.
&context // OUT: the ID3D11DeviceContext that represents the above features.
);
if (SUCCEEDED(hr)) {
break;
}
}
if (hr == E_INVALIDARG) {
hr = D3D11CreateDevice(
nullptr, // outputAdapter
D3D_DRIVER_TYPE_HARDWARE,
nullptr,
0,
&gFeatureLevels[1],
gNumFeatureLevels - 1,
D3D11_SDK_VERSION,
&device, // TODO: enter specific graphic device, adapter and monitor in this section
&feature_level,
&context
);
if (SUCCEEDED(hr))
printf("Device creation succesful (feature level: D3D11).\n");
}
if (FAILED(hr) || device == nullptr) {
terminal_fill("Error: failed to create a D3D11 Device and Context.\n", 12);
context.Release();
return -1;
}
/**
* Create a IDXGIOutputDuplication
* query a IDXGIOutput1, because the IDXGIOutput1 has the DuplicateOutput feature.
*/
chosen_output = outputs[chosen_output_num];
chosen_output->GetDesc(&desc);
if (chosen_output == nullptr) {
terminal_fill("Selected Monitor '" + std::to_string(chosen_output_num) + "' is invalid.\n", 12);
return -2;
}
hr = chosen_output->QueryInterface(__uuidof(IDXGIOutput1), (void**)&output1);
if (FAILED(hr)) {
terminal_fill("Error: QueryInterface() failed.\n", 12);
return -3;
}
chosen_output->Release();
desktop_duplication.Release();
hr = output1->DuplicateOutput(device, &desktop_duplication);
if (FAILED(hr)) {
terminal_fill("Error: Desktop duplication failed.\n", 12);
return -4;
}
output1.Release();
//Initilize texture descriptions
DXGI_OUTDUPL_DESC desktop_duplicate_desc;
desktop_duplication->GetDesc(&desktop_duplicate_desc);
ZeroMemory(&texture_desc, sizeof(texture_desc));
if (desc.Rotation == DXGI_MODE_ROTATION_IDENTITY || desc.Rotation == DXGI_MODE_ROTATION_UNSPECIFIED || desc.Rotation == DXGI_MODE_ROTATION_ROTATE180) {
texture_desc.Width = desktop_duplicate_desc.ModeDesc.Width;
texture_desc.Height = desktop_duplicate_desc.ModeDesc.Height;
}
else {
texture_desc.Width = desktop_duplicate_desc.ModeDesc.Height;
texture_desc.Height = desktop_duplicate_desc.ModeDesc.Width;
}
texture_desc.MipLevels = 1;
texture_desc.ArraySize = 1;
texture_desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // This is the default data when using desktop duplication
texture_desc.SampleDesc.Count = 1;
texture_desc.SampleDesc.Quality = 0;
texture_desc.Usage = D3D11_USAGE_STAGING /*D3D11_USAGE_DYNAMIC*/; // comments: this would lead to a GPU accessible texture only. --> TODO
texture_desc.BindFlags = 0 /*D3D11_BIND_SHADER_RESOURCE*/;
texture_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
texture_desc.MiscFlags = 0;
std::cout << "Capturing a " << texture_desc.Width << " x " << texture_desc.Height << " monitor.\n";
//Can the cpu read the texture?
if (!check_cpu_access_texture(frame_texture)) {
terminal_fill("The used texture is not accessible by the cpu. ", 12);
return -100;
}
terminal_fill("\n--- Setup completed ---\n");
return 0;
}
//get next frame and transfer it to a global texture, that's accessible (<IDXGIResource> isn't!)
/**
* @brief if no next frame is available use the previous analyzed mean-color (disables smoothing) until next frame is available
* @return 'true' if frame got captured, oterwise 'false'
*/
bool get_frame() {
bool new_frame = false;
CComPtrCustom<IDXGIResource> frame = nullptr;
CComPtrCustom<ID3D11Texture2D> frame_texture_ori = nullptr;
DXGI_OUTDUPL_FRAME_INFO frame_info;
#if 0
// We want to have the memory in the GPU. Otherwise, we'd drop the memory and end the program
// checking this v description every call is a maybe bit too much
DXGI_OUTDUPL_DESC desktop_duplicate_desc;
desktop_duplication->GetDesc(&desktop_duplicate_desc);
if (desktop_duplicate_desc.DesktopImageInSystemMemory == TRUE) {
std::cout << "Desktop image is in system memory and this is not want we want.\n ..." << "\n";
return false;
}
// outsource this check into another loop, before you call get_frame(); ?
// Edit: after 15h hours of testing, this ^ if condition was not even once true
#endif
// Release frame directly before acquiring next frame.
hr = desktop_duplication->ReleaseFrame();
// let some frames get accumulated
if ((sleepTimerMs - 15) > 0)
Sleep(sleepTimerMs - 15);
// this value is specific for my system
// just give it some extra ms
//get accumulated frames
hr = desktop_duplication->AcquireNextFrame(100, &frame_info, &frame); // win desktop duplication apis' core function
if (hr == DXGI_ERROR_INVALID_CALL) {
return false;
} if (hr == E_INVALIDARG) {
return false;
} if (frame_info.AccumulatedFrames == 0) {
return false;
} if (FAILED(hr) && hr != DXGI_ERROR_WAIT_TIMEOUT) { // ^= (hr == DXGI_ERROR_ACCESS_LOST)
desktop_duplication->ReleaseFrame();
desktop_duplication.Release();
device.Release();
context.Release();
create_and_get_device(chosen_output_num);
return false;
} if (hr == S_OK) {
hr = frame->QueryInterface(__uuidof(ID3D11Texture2D), (void**)&frame_texture_ori);
if (FAILED(hr))
terminal_fill("QueryInterface of 'frame' to 'frame_texture_ori' failed.\n", 12);
if (frame_texture_ori == nullptr)
terminal_fill("Error: 'frame_texture_ori' is nullptr\n", 12);
new_frame = true;
frame.Release();
}
// Copy to destination texture from source texture
context->CopyResource(frame_texture, frame_texture_ori);
// Map the texture for CPU access
hr = context->Map(frame_texture, 0, D3D11_MAP_READ_WRITE /*D3D11_MAP_WRITE_DISCARD*/, 0, &mapped_subresource);
if (S_OK != hr) {
terminal_fill("Error: Failed to map the pointer of 'frame_texture' to 'mapped_subresource'.\n", 12);
return false;
} if (SUCCEEDED(hr))
++mapped_frames_counter; // benchmark
context->Unmap(frame_texture, 0);
return new_frame;
}
/**
* @brief test the brightness and saturation of the current pixel.
* @param curr_pixel
* @return true, if pixel is too dark or too white and needs to be ignored.
*/
bool reject_sub_pixel(const Pixel& curr_pixel) {
if (min_brightness_per_pixel == 0 && min_saturation_per_pixel == 0)
return false;
if (min_brightness_per_pixel > 0) {
if ((curr_pixel.b < min_brightness_per_pixel) &&
(curr_pixel.g < min_brightness_per_pixel) &&
(curr_pixel.r < min_brightness_per_pixel))
return true;
}
if (min_saturation_per_pixel > 0) {
if ((abs(curr_pixel.r - curr_pixel.g) < min_saturation_per_pixel) &&
(abs(curr_pixel.g - curr_pixel.b) < min_saturation_per_pixel) &&
(abs(curr_pixel.r - curr_pixel.b) < min_saturation_per_pixel))
return true;
}
return false;
}
/**
* @brief retrieve pixel data and calculate the mean of the latest frame directly
* @param mapped_subresource: pointer to the texture
* @param side: '1' for left side, '2' for right side
* @return new_pixel mean b,g,r,a values of the current frame
*/
Pixel retrieve_pixel(D3D11_MAPPED_SUBRESOURCE& mapped_subresource, const int& side) {
// point to bytes/values of pixel data
uint8_t* pixel_array_source = static_cast<uint8_t*>(mapped_subresource.pData);
uint8_t curr_b = 0;
uint8_t curr_g = 0;
uint8_t curr_r = 0;
uint32_t accum_pixel_b = 0;
uint32_t accum_pixel_g = 0;
uint32_t accum_pixel_r = 0;
Pixel mean_pixel = {0, 0, 0};
uint32_t curr_pixel_position = 0;
/** TODO:
* change row&col start and row&col end acoridng to given coordinates
* modify loop to an row < row_end
* this way, we aren't limited to just two sides and can run multiple instances or this function
* to analyze just the pixels within the given coordinates.
* therefore, the support for a horizontal mode would be also important
*/
uint32_t pixel_amount = 0;
uint32_t col_start = (side == 1) ? 0 : (texture_desc.Width/2) - texture_desc.Width / 10; //middle overlap 8
uint32_t col_end = (side == 1) ? (texture_desc.Width / 2) + texture_desc.Width / 10 : texture_desc.Width;
for (uint32_t row = 0; row < texture_desc.Height; row += 3) { // +2 instead of ++ drops half the resolution
uint32_t row_start = row * mapped_subresource.RowPitch; // usually it's RGBA(unsigned Char) but we only care for rgb, 'cause a is always 255,
for (uint32_t curr_col = col_start; curr_col < col_end; curr_col += 4) { // col + quality_loss
curr_pixel_position = row_start + (curr_col * 4);
curr_b = pixel_array_source[curr_pixel_position]; // first byte = b, according to "DXGI_FORMAT_B8G8R8A8_UNORM"
curr_g = pixel_array_source[curr_pixel_position + 1];
curr_r = pixel_array_source[curr_pixel_position + 2];
if (reject_sub_pixel({ curr_b, curr_g, curr_r }))
continue;
accum_pixel_b += curr_b;
accum_pixel_g += curr_g;
accum_pixel_r += curr_r;
++pixel_amount;
}
}
if (pixel_amount == 0) { // avert division by zero
mean_pixel = (side == 1) ? mean_color_old_l : mean_color_old_r; // ..mh nothing found, let's send old frame and fade once more..
return mean_pixel;
}
mean_pixel = { // calculate mean of all pixels
static_cast<uint8_t>(accum_pixel_b / pixel_amount),
static_cast<uint8_t>(accum_pixel_g / pixel_amount),
static_cast<uint8_t>(accum_pixel_r / pixel_amount)
};
return mean_pixel;
}
/**
* @brief fades the old color with the newly obtained one, to get not that drastically changing lights.
* @param mean_pixel_new the new average color
* @return mean_pixel_fade the faded color
*/
Pixel fade(const Pixel &pixel, const Pixel &mean_color_old){
uint8_t inv_fade_val = 256 - fade_val;
Pixel pixel_faded;
pixel_faded.b = (pixel.b * inv_fade_val + mean_color_old.b * fade_val) >> 8;
pixel_faded.g = (pixel.g * inv_fade_val + mean_color_old.g * fade_val) >> 8;
pixel_faded.r = (pixel.r * inv_fade_val + mean_color_old.r * fade_val) >> 8;
return pixel_faded;
}
/**
* @brief grabs the gamma corrected values for each color out of ::gamma8[]
* @param pixel
* @return Pixel after gamma_correction
*/
Pixel gamma_correction(const Pixel &pixel){
Pixel pixel_gamma_corrected = {
gamma8_neo_pixel[pixel.b == 0 ? 0 : (uint8_t)ceil(pixel.b - (pixel.b / 5.))],
gamma8_neo_pixel[pixel.g == 0 ? 0 : (uint8_t)ceil(pixel.g - (pixel.b / 17.))],
gamma8_neo_pixel[pixel.r]};
return pixel_gamma_corrected;
}
// true gamme correction:
// TODO: create the lookup table, like this, cache it, an adjust it
// add a modified version of gamma_correction()!
#if 0
std::vector<std::vector<uint8_t>> setup_gamma(float gamma_value=2.8) {
std::vector<std::vector<uint8_t>> gamma(256, std::vector<uint8_t>(3, 0));
// Pre-compute gamma correction table for LED brightness levels:
for (int i = 0; i < 256; ++i) {
float f = pow((float)i / 255., gamma_value);
gamma[i][0] = (uint8_t)(f * 255.);
gamma[i][1] = (uint8_t)(f * 240.);
gamma[i][2] = (uint8_t)(f * 220.);
}
return gamma;
}
#endif
/**
* @brief connect the program with the micro controller
* @return bool connected
*/
bool connection_setup() {
terminal_fill("\rTrying to connect with the LED controller\r ... \r");
std::string s = "COM0";
for (int i = 0; i < 1000; ++i) {
if (i < 10)
s[3] = (char)(i+48);
else
s = "\\\\.\\COM" + std::to_string(i);
const char* c = s.c_str();
SP = new Serial(c);
if (SP->IsConnected()) {
terminal_fill("Connection established! Let in the light!\n");
break;
}
delete SP;
}
return SP->IsConnected();
}
/**
* @brief send byte array to the micro controller. The first two bytes are the signature bytes. RGB8 gets attached.
* @param pixel, the new color values to be sent.
* @return true, if send_data() worked or frame was 'black'.
*/
bool send_data(const Pixel& pixel_l, const Pixel& pixel_r, const char header1 = 'm', const char header2 = 'o') {
uint8_t buffer[8] = { header1, header2, pixel_l.r, pixel_l.g, pixel_l.b, pixel_r.r, pixel_r.g, pixel_r.b };
return SP->WriteData(buffer, 8 /*sizeof(buffer)*/);
}
/**
* @brief performance check of the system using different sleep timers.
* @return true, if performance check got executed.
*/
bool setup_and_benchmark() {
terminal_fill("\nBegin a performance check? ('y' / 'n'):\n\tHint: Start a high-fps video or stream before you type 'y'\n", 14);
std::cin.clear();
std::string bench;
std::cin >> bench;
if (bench != "y") {
if (!connection_setup())
return false;
Sleep(5000);
create_and_get_device(chosen_output_num); // not finished... how do i pass a specific device+monitor to CreateDevice() for different grakas and rotations?
return true;
}
if (!connection_setup())
return false;
Sleep(3000);
create_and_get_device(chosen_output_num);
terminal_fill("I will run a test for 50 seconds, now!\n", 14);
int user_fps = fps;
std::vector<int> fps_vec = { user_fps, 25, 30, 60, 0 };
for (size_t i = 0; i < fps_vec.size(); ++i) {
terminal_fill("\n--- Checking for max. " + std::to_string((int)fps_vec[i]) + "fps: ---\n", 14);
int get_frame_call = 0;
mapped_frames_counter = 0;
fps = fps_vec[i];
set_sleepTimerMs(fps);
auto start = std::chrono::steady_clock::now();
while (true) {
if (std::chrono::steady_clock::now() - start > std::chrono::seconds(10)) // runtime
break;
mean_color_old_l = mean_color_new_l; // used in 'fade()'
mean_color_old_r = mean_color_new_r; // used in 'fade()'
if (!get_frame()) // try no if-condition here for smoother lights when less than 24fps, but adjust send_data with a 1m sleep..
continue;
int i = 1; // Left side first
mean_color_new_l = retrieve_pixel(mapped_subresource, i);
mean_color_new_l = fade(mean_color_new_l, mean_color_old_l);
Pixel mean_color_gamma_corrected_l = gamma_correction(mean_color_new_l);
++i; // Right side second
mean_color_new_r = retrieve_pixel(mapped_subresource, i);
mean_color_new_r = fade(mean_color_new_r, mean_color_old_r);
Pixel mean_color_gamma_corrected_r = gamma_correction(mean_color_new_r);
if (!send_data(mean_color_gamma_corrected_l, mean_color_gamma_corrected_r)) { // send data to micro controller
terminal_fill("Sending data to the micro controller failed!\r\tTrying to reconnect... \r", 12);
Sleep(5000);
connection_setup();
Sleep(5000);
}
++get_frame_call;
}
terminal_fill("I captured: ~" + std::to_string(get_frame_call / 10) + " fps.\n", 14, 6);
}
set_sleepTimerMs(user_fps); // resettimer
return true;
}
bool configuration() {
set_sleepTimerMs(fps);
std::string configurate = "n";
terminal_fill("\nWould you like to configure the settings? (y/n):\n", 11);
std::cin.clear();
std::cin >> configurate;
if (configurate == "y" || configurate == "Y") {
terminal_fill("\nWhich framerate would you like to capture?\n\tType your (positive) number, or '0' to catch 'em all:\t\tDefault: " + std::to_string(fps) + "\n", 11, 6);
std::cin.clear();
std::cin >> fps;
set_sleepTimerMs(fps);
std::cin.clear();
int sat, bright = 0;
terminal_fill("Insert min. saturation level of the pixel for the analyzation (0 - 255)):\t\tDefault: " + std::to_string(min_saturation_per_pixel) + "\n", 11, 6);
std::cin.clear();
std::cin >> sat;
min_saturation_per_pixel = sat;
terminal_fill("Insert min. brightness level of the pixel for the analyzation (0 - 255)):\t\tDefault: " + std::to_string(min_brightness_per_pixel) + "\n", 11, 6);
std::cin.clear();
std::cin >> bright;
min_brightness_per_pixel = bright;
terminal_fill("Insert fading factor from one frame to another (0 - 255):\t\tDefault: " + std::to_string(fade_val) + "\n", 11, 6);
std::cin.clear();
std::cin >> fade_val;
}
terminal_fill("\n--- Proceeding with following settings: ---\n");
std::cout << "\tMin. Saturation per Pixel: " << (int)min_saturation_per_pixel << "\n";
std::cout << "\tMin. Brightness per Pixel: " << (int)min_brightness_per_pixel << "\n";
std::cout << "\tFading factor: " << fade_val << "\n";
std::cout << "\tMax. fps: " << fps << "\n";
return true;
}
//#############################################################################################
//##################################### M A I N ###############################################
//###################################### v1.0 #################################################
int main() {
//LPCSTR title = "MaxLight"; // for VS Code
LPCWSTR title = L"MaxLight"; // for VS2019
SetConsoleTitle(title);
terminal_fill("--- MaxLight v1.0 --- \n\n\n");
chosen_output_num = check_monitor_devices();
if (chosen_output_num < 0 || chosen_output_num >= outputs.size()) {
terminal_fill("\nError (main1): Something went terribly wrong. --> Exit\n", 12);
return -1;
}
configuration();
if (!setup_and_benchmark())
return -2;
terminal_fill("\n--- Starting continuous analyzation ---\n");
terminal_fill(" --- Press any key to abort ---\n\n");
while (true) {
// abort if input to console is detected
if (_kbhit()) {
break;
}
mean_color_old_l = mean_color_new_l; // used in 'fade()'
mean_color_old_r = mean_color_new_r; // used in 'fade()'
if (!get_frame()) // try no if-condition here for smoother lights when less than 24fps, but adjust send_data with a 1m sleep..
continue;
// Left side first
mean_color_new_l = retrieve_pixel(mapped_subresource, 1);
mean_color_new_l = fade(mean_color_new_l, mean_color_old_l);
Pixel mean_color_gamma_corrected_l = gamma_correction(mean_color_new_l);
// Right side
mean_color_new_r = retrieve_pixel(mapped_subresource, 2);
mean_color_new_r = fade(mean_color_new_r, mean_color_old_r);
Pixel mean_color_gamma_corrected_r = gamma_correction(mean_color_new_r);
if (!send_data(mean_color_gamma_corrected_l, mean_color_gamma_corrected_r)) {
terminal_fill("Error: Sending data to the micro controller failed!\r\tTrying to reconnect... \r", 12);
Sleep(5000);
connection_setup();
Sleep(5000);
}
// prints:
if (mapped_frames_counter % (fps + 1) == 0)
std::cout << "new_avg_pixel_l: " << (int)mean_color_gamma_corrected_l.r << "r, "
<< (int)mean_color_gamma_corrected_l.g << "g, "
<< (int)mean_color_gamma_corrected_l.b << "b, "
<< (int)mean_color_gamma_corrected_r.r << "r_r, "
<< (int)mean_color_gamma_corrected_r.g << "g_r, "
<< (int)mean_color_gamma_corrected_r.b << "b_r \r";
}
// raindbow mode:
if (!send_data(Pixel{ (uint8_t)0, (uint8_t)0, (uint8_t)0 }, Pixel{ (uint8_t)0, (uint8_t)0, (uint8_t)0 }, 'r', 'b')) {
terminal_fill("Error: Sending data to the micro controller failed!\r\tTrying to reconnect... \r", 12);
Sleep(5000);
connection_setup();
Sleep(5000);
}
std::cin.clear();
std::cout << "\nPress 'Enter' to end!\n";
std::cin.ignore();
std::cin.ignore();
// oupsie:
// TODO: Clean Up !
return 0;
}