blender/source/gameengine/VideoTexture/Texture.cpp

464 lines
13 KiB
C++
Raw Normal View History

VideoTexture module. The only compilation system that works for sure is the MSVC project files. I've tried my best to update the other compilation system but I count on the community to check and fix them. This is Zdeno Miklas video texture plugin ported to trunk. The original plugin API is maintained (can be found here http://home.scarlet.be/~tsi46445/blender/blendVideoTex.html) EXCEPT for the following: The module name is changed to VideoTexture (instead of blendVideoTex). A new (and only) video source is now available: VideoFFmpeg() You must pass 1 to 4 arguments when you create it (you can use named arguments): VideoFFmpeg(file) : play a video file VideoFFmpeg(file, capture, rate, width, height) : start a live video capture file: In the first form, file is a video file name, relative to startup directory. It can also be a URL, FFmpeg will happily stream a video from a network source. In the second form, file is empty or is a hint for the format of the video capture. In Windows, file is ignored and should be empty or not specified. In Linux, ffmpeg supports two types of device: VideoForLinux and DV1394. The user specifies the type of device with the file parameter: [<device_type>][:<standard>] <device_type> : 'v4l' for VideoForLinux, 'dv1394' for DV1394; default to 'v4l' <standard> : 'pal', 'secam' or 'ntsc', default to 'ntsc' The driver name is constructed automatically from the device types: v4l : /dev/video<capture> dv1394: /dev/dv1394/<capture> If you have different driver name, you can specify the driver name explicitely instead of device type. Examples of valid file parameter: /dev/v4l/video0:pal /dev/ieee1394/1:ntsc dv1394:ntsc v4l:pal :secam capture: Defines the index number of the capture source, starting from 0. The first capture device is always 0. The VideoTexutre modules knows that you want to start a live video capture when you set this parameter to a number >= 0. Setting this parameter < 0 indicates a video file playback. Default value is -1. rate: the capture frame rate, by default 25 frames/sec width: height: Width and height of the video capture in pixel, default value 0. In Windows you must specify these values and they must fit with the capture device capability. For example, if you have a webcam that can capture at 160x120, 320x240 or 640x480, you must specify one of these couple of values or the opening of the video source will fail. In Linux, default values are provided by the VideoForLinux driver if you don't specify width and height. Simple example ************** 1. Texture definition script: import VideoTexture contr = GameLogic.getCurrentController() obj = contr.getOwner() if not hasattr(GameLogic, 'video'): matID = VideoTexture.materialID(obj, 'MAVideoMat') GameLogic.video = VideoTexture.Texture(obj, matID) GameLogic.vidSrc = VideoTexture.VideoFFmpeg('trailer_400p.ogg') # Streaming is also possible: #GameLogic.vidSrc = VideoTexture.VideoFFmpeg('http://10.32.1.10/trailer_400p.ogg') GameLogic.vidSrc.repeat = -1 # If the video dimensions are not a power of 2, scaling must be done before # sending the texture to the GPU. This is done by default with gluScaleImage() # but you can also use a faster, but less precise, scaling by setting scale # to True. Best approach is to convert the video offline and set the dimensions right. GameLogic.vidSrc.scale = True # FFmpeg always delivers the video image upside down, so flipping is enabled automatically #GameLogic.vidSrc.flip = True if contr.getSensors()[0].isPositive(): GameLogic.video.source = GameLogic.vidSrc GameLogic.vidSrc.play() 2. Texture refresh script: obj = GameLogic.getCurrentController().getOwner() if hasattr(GameLogic, 'video') != 0: GameLogic.video.refresh(True) You can download this demo here: http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.blend http://home.scarlet.be/~tsi46445/blender/trailer_400p.ogg
2008-10-31 22:35:52 +00:00
/* $Id$
-----------------------------------------------------------------------------
This source file is part of VideoTexture library
Copyright (c) 2007 The Zdeno Ash Miklas
This program is free software; you can redistribute it and/or modify it under
the terms of the GNU Lesser General Public License as published by the Free Software
Foundation; either version 2 of the License, or (at your option) any later
version.
This program is distributed in the hope that it will be useful, but WITHOUT
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place - Suite 330, Boston, MA 02111-1307, USA, or go to
http://www.gnu.org/copyleft/lesser.txt.
-----------------------------------------------------------------------------
*/
// implementation
#include <Python.h>
#include <structmember.h>
#include <KX_GameObject.h>
#include <RAS_MeshObject.h>
#include <DNA_mesh_types.h>
#include <DNA_meshdata_types.h>
#include <DNA_image_types.h>
#include <IMB_imbuf_types.h>
#include <BDR_drawmesh.h>
#include <KX_PolygonMaterial.h>
#include <MEM_guardedalloc.h>
#include <KX_BlenderMaterial.h>
#include <BL_Texture.h>
#include "KX_KetsjiEngine.h"
#include "KX_PythonInit.h"
#include "Texture.h"
#include "ImageBase.h"
#include "Exception.h"
#include <memory.h>
#include <BIF_gl.h>
// macro for exception handling and logging
#define CATCH_EXCP catch (Exception & exp) \
{ exp.report(); }
// are Blender materials used
bool blendMats = false;
// Blender GameObject type
BlendType<KX_GameObject> gameObjectType ("KX_GameObject");
// load texture
void loadTexture (unsigned int texId, unsigned int * texture, short * size,
bool mipmap)
{
// load texture for rendering
glBindTexture(GL_TEXTURE_2D, texId);
if (mipmap)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, size[0], size[1], GL_RGBA, GL_UNSIGNED_BYTE, texture);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, size[0], size[1], 0, GL_RGBA, GL_UNSIGNED_BYTE, texture);
}
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
// get pointer to material
RAS_IPolyMaterial * getMaterial (PyObject *obj, short matID)
{
// if object is available
if (obj != NULL)
{
// get pointer to texture image
KX_GameObject * gameObj = gameObjectType.checkType(obj);
if (gameObj != NULL && gameObj->GetMeshCount() > 0)
{
// get material from mesh
RAS_MeshObject * mesh = gameObj->GetMesh(0);
RAS_MeshMaterial *meshMat = mesh->GetMeshMaterial(matID);
if (meshMat->m_bucket != NULL)
// return pointer to polygon or blender material
return meshMat->m_bucket->GetPolyMaterial();
}
}
// otherwise material was not found
return NULL;
}
// get material ID
short getMaterialID (PyObject * obj, char * name)
{
// search for material
for (short matID = 0;; ++matID)
{
// get material
RAS_IPolyMaterial * mat = getMaterial(obj, matID);
// if material is not available, report that no material was found
if (mat == NULL) break;
// if material name matches
if (strcmp(mat->GetMaterialName().ReadPtr(), name) == 0)
// matID is found
return matID;
}
// material was not found
return -1;
}
// Texture object allocation
PyObject * Texture_new (PyTypeObject *type, PyObject *args, PyObject *kwds)
{
// allocate object
Texture * self = reinterpret_cast<Texture*>(type->tp_alloc(type, 0));
// initialize object structure
self->m_actTex = 0;
self->m_orgSaved = false;
self->m_imgTexture = NULL;
self->m_matTexture = NULL;
self->m_mipmap = false;
self->m_scaledImg = NULL;
self->m_scaledImgSize = 0;
self->m_source = NULL;
self->m_lastClock = 0.0;
// return allocated object
return reinterpret_cast<PyObject*>(self);
}
// forward declaration
PyObject * Texture_close(Texture * self);
int Texture_setSource (Texture * self, PyObject * value, void * closure);
// Texture object deallocation
void Texture_dealloc (Texture * self)
{
// release renderer
Py_XDECREF(self->m_source);
// close texture
Texture_close(self);
// release scaled image buffer
delete [] self->m_scaledImg;
// release object
self->ob_type->tp_free((PyObject*)self);
}
ExceptionID MaterialNotAvail;
ExpDesc MaterialNotAvailDesc (MaterialNotAvail, "Texture material is not available");
VideoTexture module. The only compilation system that works for sure is the MSVC project files. I've tried my best to update the other compilation system but I count on the community to check and fix them. This is Zdeno Miklas video texture plugin ported to trunk. The original plugin API is maintained (can be found here http://home.scarlet.be/~tsi46445/blender/blendVideoTex.html) EXCEPT for the following: The module name is changed to VideoTexture (instead of blendVideoTex). A new (and only) video source is now available: VideoFFmpeg() You must pass 1 to 4 arguments when you create it (you can use named arguments): VideoFFmpeg(file) : play a video file VideoFFmpeg(file, capture, rate, width, height) : start a live video capture file: In the first form, file is a video file name, relative to startup directory. It can also be a URL, FFmpeg will happily stream a video from a network source. In the second form, file is empty or is a hint for the format of the video capture. In Windows, file is ignored and should be empty or not specified. In Linux, ffmpeg supports two types of device: VideoForLinux and DV1394. The user specifies the type of device with the file parameter: [<device_type>][:<standard>] <device_type> : 'v4l' for VideoForLinux, 'dv1394' for DV1394; default to 'v4l' <standard> : 'pal', 'secam' or 'ntsc', default to 'ntsc' The driver name is constructed automatically from the device types: v4l : /dev/video<capture> dv1394: /dev/dv1394/<capture> If you have different driver name, you can specify the driver name explicitely instead of device type. Examples of valid file parameter: /dev/v4l/video0:pal /dev/ieee1394/1:ntsc dv1394:ntsc v4l:pal :secam capture: Defines the index number of the capture source, starting from 0. The first capture device is always 0. The VideoTexutre modules knows that you want to start a live video capture when you set this parameter to a number >= 0. Setting this parameter < 0 indicates a video file playback. Default value is -1. rate: the capture frame rate, by default 25 frames/sec width: height: Width and height of the video capture in pixel, default value 0. In Windows you must specify these values and they must fit with the capture device capability. For example, if you have a webcam that can capture at 160x120, 320x240 or 640x480, you must specify one of these couple of values or the opening of the video source will fail. In Linux, default values are provided by the VideoForLinux driver if you don't specify width and height. Simple example ************** 1. Texture definition script: import VideoTexture contr = GameLogic.getCurrentController() obj = contr.getOwner() if not hasattr(GameLogic, 'video'): matID = VideoTexture.materialID(obj, 'MAVideoMat') GameLogic.video = VideoTexture.Texture(obj, matID) GameLogic.vidSrc = VideoTexture.VideoFFmpeg('trailer_400p.ogg') # Streaming is also possible: #GameLogic.vidSrc = VideoTexture.VideoFFmpeg('http://10.32.1.10/trailer_400p.ogg') GameLogic.vidSrc.repeat = -1 # If the video dimensions are not a power of 2, scaling must be done before # sending the texture to the GPU. This is done by default with gluScaleImage() # but you can also use a faster, but less precise, scaling by setting scale # to True. Best approach is to convert the video offline and set the dimensions right. GameLogic.vidSrc.scale = True # FFmpeg always delivers the video image upside down, so flipping is enabled automatically #GameLogic.vidSrc.flip = True if contr.getSensors()[0].isPositive(): GameLogic.video.source = GameLogic.vidSrc GameLogic.vidSrc.play() 2. Texture refresh script: obj = GameLogic.getCurrentController().getOwner() if hasattr(GameLogic, 'video') != 0: GameLogic.video.refresh(True) You can download this demo here: http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.blend http://home.scarlet.be/~tsi46445/blender/trailer_400p.ogg
2008-10-31 22:35:52 +00:00
// Texture object initialization
int Texture_init (Texture *self, PyObject *args, PyObject *kwds)
{
// parameters - game object with video texture
PyObject * obj = NULL;
// material ID
short matID = 0;
// texture ID
short texID = 0;
// texture object with shared texture ID
Texture * texObj = NULL;
static char *kwlist[] = {"gameObj", "materialID", "textureID", "textureObj", NULL};
// get parameters
if (!PyArg_ParseTupleAndKeywords(args, kwds, "O|hhO!", kwlist, &obj, &matID,
&texID, &TextureType, &texObj))
return -1;
// if parameters are available
if (obj != NULL)
{
// process polygon material or blender material
try
{
// get pointer to texture image
RAS_IPolyMaterial * mat = getMaterial(obj, matID);
if (mat != NULL)
{
// is it blender material or polygon material
blendMats = (mat->GetFlag() & RAS_BLENDERMAT) != 0;
if (blendMats)
// get blender material texture
self->m_matTexture = static_cast<KX_BlenderMaterial*>(mat)->getTex(texID);
else
{
// get texture pointer from polygon material
MTFace * tface = static_cast<KX_PolygonMaterial*>(mat)->GetMTFace();
self->m_imgTexture = (Image*)tface->tpage;
}
}
// check if texture is available, if not, initialization failed
if (self->m_imgTexture == NULL && self->m_matTexture == NULL)
// throw exception if initialization failed
THRWEXCP(MaterialNotAvail, S_OK);
// if texture object is provided
if (texObj != NULL)
{
// copy texture code
self->m_actTex = texObj->m_actTex;
self->m_mipmap = texObj->m_mipmap;
if (texObj->m_source != NULL)
Texture_setSource(self, reinterpret_cast<PyObject*>(texObj->m_source), NULL);
}
else
// otherwise generate texture code
glGenTextures(1, (GLuint*)&self->m_actTex);
}
catch (Exception & exp)
{
exp.report();
return -1;
}
}
// initialization succeded
return 0;
}
// close added texture
PyObject * Texture_close(Texture * self)
{
// restore texture
if (self->m_orgSaved)
{
self->m_orgSaved = false;
// restore original texture code
if (blendMats)
self->m_matTexture->swapTexture(self->m_orgTex);
else
self->m_imgTexture->bindcode = self->m_orgTex;
// drop actual texture
if (self->m_actTex != 0)
{
glDeleteTextures(1, (GLuint *)&self->m_actTex);
self->m_actTex = 0;
}
}
Py_RETURN_NONE;
}
// refresh texture
PyObject * Texture_refresh (Texture * self, PyObject * args)
{
// get parameter - refresh source
PyObject * param;
if (!PyArg_ParseTuple(args, "O", &param) || !PyBool_Check(param))
{
// report error
PyErr_SetString(PyExc_TypeError, "The value must be a bool");
return NULL;
}
// some trick here: we are in the business of loading a texture,
// no use to do it if we are still in the same rendering frame.
// We find this out by looking at the engine current clock time
KX_KetsjiEngine* engine = KX_GetActiveEngine();
if (engine->GetClockTime() != self->m_lastClock)
{
self->m_lastClock = engine->GetClockTime();
// set source refresh
bool refreshSource = (param == Py_True);
// try to proces texture from source
try
{
// if source is available
if (self->m_source != NULL)
{
// check texture code
if (!self->m_orgSaved)
{
self->m_orgSaved = true;
// save original image code
if (blendMats)
self->m_orgTex = self->m_matTexture->swapTexture(self->m_actTex);
else
{
self->m_orgTex = self->m_imgTexture->bindcode;
self->m_imgTexture->bindcode = self->m_actTex;
}
}
// get texture
unsigned int * texture = self->m_source->m_image->getImage(self->m_actTex);
// if texture is available
if (texture != NULL)
{
// get texture size
short * orgSize = self->m_source->m_image->getSize();
// calc scaled sizes
short size[] = {ImageBase::calcSize(orgSize[0]), ImageBase::calcSize(orgSize[1])};
// scale texture if needed
if (size[0] != orgSize[0] || size[1] != orgSize[1])
{
// if scaled image buffer is smaller than needed
if (self->m_scaledImgSize < (unsigned int)(size[0] * size[1]))
{
// new size
self->m_scaledImgSize = size[0] * size[1];
// allocate scaling image
delete [] self->m_scaledImg;
self->m_scaledImg = new unsigned int[self->m_scaledImgSize];
}
// scale texture
gluScaleImage(GL_RGBA, orgSize[0], orgSize[1], GL_UNSIGNED_BYTE, texture,
size[0], size[1], GL_UNSIGNED_BYTE, self->m_scaledImg);
// use scaled image instead original
texture = self->m_scaledImg;
}
// load texture for rendering
loadTexture (self->m_actTex, texture, size, self->m_mipmap);
// refresh texture source, if required
if (refreshSource) self->m_source->m_image->refresh();
}
}
}
CATCH_EXCP;
}
Py_RETURN_NONE;
}
// get mipmap value
PyObject * Texture_getMipmap (Texture * self, void * closure)
{
// return true if flag is set, otherwise false
if (self->m_mipmap) Py_RETURN_TRUE;
else Py_RETURN_FALSE;
}
// set mipmap value
int Texture_setMipmap (Texture * self, PyObject * value, void * closure)
{
// check parameter, report failure
if (value == NULL || !PyBool_Check(value))
{
PyErr_SetString(PyExc_TypeError, "The value must be a bool");
return -1;
}
// set mipmap
self->m_mipmap = value == Py_True;
// success
return 0;
}
// get source object
PyObject * Texture_getSource (Texture * self, PyObject * value, void * closure)
{
// if source exists
if (self->m_source != NULL)
{
Py_INCREF(self->m_source);
return reinterpret_cast<PyObject*>(self->m_source);
}
// otherwise return None
Py_RETURN_NONE;
}
// set source object
int Texture_setSource (Texture * self, PyObject * value, void * closure)
{
// check new value
if (value == NULL || !pyImageTypes.in(value->ob_type))
{
// report value error
PyErr_SetString(PyExc_TypeError, "Invalid type of value");
return -1;
}
// increase ref count for new value
Py_INCREF(value);
// release previous
Py_XDECREF(self->m_source);
// set new value
self->m_source = reinterpret_cast<PyImage*>(value);
// return success
return 0;
}
// class Texture methods
static PyMethodDef textureMethods[] =
{
{ "close", (PyCFunction)Texture_close, METH_NOARGS, "Close dynamic texture and restore original"},
{ "refresh", (PyCFunction)Texture_refresh, METH_VARARGS, "Refresh texture from source"},
{NULL} /* Sentinel */
};
// class Texture attributes
static PyGetSetDef textureGetSets[] =
{
{"source", (getter)Texture_getSource, (setter)Texture_setSource, "source of texture", NULL},
{"mipmap", (getter)Texture_getMipmap, (setter)Texture_setMipmap, "mipmap texture", NULL},
{NULL}
};
// class Texture declaration
PyTypeObject TextureType =
{
PyObject_HEAD_INIT(NULL)
0, /*ob_size*/
"VideoTexture.Texture", /*tp_name*/
sizeof(Texture), /*tp_basicsize*/
0, /*tp_itemsize*/
(destructor)Texture_dealloc,/*tp_dealloc*/
0, /*tp_print*/
0, /*tp_getattr*/
0, /*tp_setattr*/
0, /*tp_compare*/
0, /*tp_repr*/
0, /*tp_as_number*/
0, /*tp_as_sequence*/
0, /*tp_as_mapping*/
0, /*tp_hash */
0, /*tp_call*/
0, /*tp_str*/
0, /*tp_getattro*/
0, /*tp_setattro*/
0, /*tp_as_buffer*/
Py_TPFLAGS_DEFAULT, /*tp_flags*/
"Texture objects", /* tp_doc */
0, /* tp_traverse */
0, /* tp_clear */
0, /* tp_richcompare */
0, /* tp_weaklistoffset */
0, /* tp_iter */
0, /* tp_iternext */
textureMethods, /* tp_methods */
0, /* tp_members */
textureGetSets, /* tp_getset */
0, /* tp_base */
0, /* tp_dict */
0, /* tp_descr_get */
0, /* tp_descr_set */
0, /* tp_dictoffset */
(initproc)Texture_init, /* tp_init */
0, /* tp_alloc */
Texture_new, /* tp_new */
};