blender/source/gameengine/VideoTexture/VideoBase.h
Benoit Bolsee 40f1c4f343 BGE: Various render improvements.
bge.logic.setRender(flag) to enable/disable render.
    The render pass is enabled by default but it can be disabled with
    bge.logic.setRender(False).
    Once disabled, the render pass is skipped and a new logic frame starts
    immediately. Note that VSync no longer limits the fps when render is off
    but the 'Use Frame Rate' option in the Render Properties still does.
    To run as many frames as possible, untick the option
    This function is useful when you don't need the default render, e.g.
    when doing offscreen render to an alternate device than the monitor.
    Note that without VSync, you must limit the frame rate by other means.

fbo = bge.render.offScreenCreate(width,height,[,samples=0][,target=bge.render.RAS_OFS_RENDER_BUFFER])
    Use this method to create an offscreen buffer of given size, with given MSAA
    samples and targetting either a render buffer (bge.render.RAS_OFS_RENDER_BUFFER)
    or a texture (bge.render.RAS_OFS_RENDER_TEXTURE). Use the former if you want to
    retrieve the frame buffer on the host and the latter if you want to pass the render
    to another context (texture are proper OGL object, render buffers aren't)
    The object created by this function can only be used as a parameter of the
    bge.texture.ImageRender() constructor to send the the render to the FBO rather
    than to the frame buffer. This is best suited when you want to create a render
    of specific size, or if you need an image with an alpha channel.

bge.texture.<imagetype>.refresh(buffer=None, format="RGBA", ts=-1.0)
    Without arg, the refresh method of the image objects is pretty much a no-op, it
    simply invalidates the image so that on next texture refresh, the image will
    be recalculated.
    It is now possible to pass an optional buffer object to transfer the image (and
    recalculate it if it was invalid) to an external object. The object must implement
    the 'buffer protocol'. The image will be transfered as "RGBA" or "BGRA" pixels
    depending on format argument (only those 2 formats are supported) and ts is an
    optional timestamp in the image depends on it (e.g. VideoFFmpeg playing a video file).
    With this function you don't need anymore to link the image object to a Texture
    object to use: the image object is self-sufficient.

bge.texture.ImageRender(scene, camera, fbo=None)
    Render to buffer is possible by passing a FBO object (see offScreenCreate).

bge.texture.ImageRender.render()
    Allows asynchronous render: call this method to render the scene but without
    extracting the pixels yet. The function returns as soon as the render commands
    have been send to the GPU. The render will proceed asynchronously in the GPU
    while the host can perform other tasks.
    To complete the render, you can either call refresh() directly of refresh the texture
    to which this object is the source. Asynchronous render is useful to achieve optimal
    performance: call render() on frame N and refresh() on frame N+1 to give as much as
    time as possible to the GPU to render the frame while the game engine can perform other tasks.

Support negative scale on camera.
    Camera scale was previously ignored in the BGE.
    It is now injected in the modelview matrix as a vertical or horizontal flip
    of the scene (respectively if scaleY<0 and scaleX<0).
    Note that the actual value of the scale is not used, only the sign.
    This allows to flip the image produced by ImageRender() without any performance
    degradation: the flip is integrated in the render itself.

Optimized image transfer from ImageRender to buffer.
    Previously, images that were transferred to the host were always going through
    buffers in VideoTexture. It is now possible to transfer ImageRender
    images to external buffer without intermediate copy (i.e. directly from OGL to buffer)
    if the attributes of the ImageRender objects are set as follow:
       flip=False, alpha=True, scale=False, depth=False, zbuff=False.
       (if you need to flip the image, use camera negative scale)
2016-06-11 22:05:20 +02:00

208 lines
4.6 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Copyright (c) 2007 The Zdeno Ash Miklas
*
* This source file is part of VideoTexture library
*
* Contributor(s):
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file VideoBase.h
* \ingroup bgevideotex
*/
#ifndef __VIDEOBASE_H__
#define __VIDEOBASE_H__
#include "EXP_PyObjectPlus.h"
#include "ImageBase.h"
#include "Exception.h"
// source states
const int SourceError = -1;
const int SourceEmpty = 0;
const int SourceReady = 1;
const int SourcePlaying = 2;
const int SourceStopped = 3;
// video source formats
enum VideoFormat { None, RGB24, YV12, RGBA32 };
/// base class for video source
class VideoBase : public ImageBase
{
public:
/// constructor
VideoBase (void) : ImageBase(true), m_format(None), m_status(SourceEmpty),
m_repeat(0), m_frameRate(1.0)
{
m_orgSize[0] = m_orgSize[1] = 0;
m_range[0] = m_range[1] = 0.0;
}
/// destructor
virtual ~VideoBase (void) {}
/// open video file
virtual void openFile(char *file)
{
m_isFile = true;
m_status = SourceReady;
}
/// open video capture device
virtual void openCam(char *file, short camIdx)
{
m_isFile = false;
m_status = SourceReady;
}
/// play video
virtual bool play (void)
{
if (m_status == SourceReady || m_status == SourceStopped)
{
m_status = SourcePlaying;
return true;
}
return false;
}
/// pause video
virtual bool pause (void)
{
if (m_status == SourcePlaying)
{
m_status = SourceStopped;
return true;
}
return false;
}
/// stop video
virtual bool stop (void)
{
if (m_status == SourcePlaying)
{
m_status = SourceStopped;
return true;
}
return false;
}
// get video status
int getStatus (void) { return m_status; }
/// get play range
const double * getRange (void) { return m_range; }
/// set play range
virtual void setRange (double start, double stop)
{
if (m_isFile)
{
m_range[0] = start;
m_range[1] = stop;
}
}
// get video repeat
int getRepeat (void) { return m_repeat; }
/// set video repeat
virtual void setRepeat (int rep)
{ if (m_isFile) m_repeat = rep; }
/// get frame rate
float getFrameRate (void) { return m_frameRate; }
/// set frame rate
virtual void setFrameRate (float rate)
{ if (m_isFile) m_frameRate = rate > 0.0f ? rate : 1.0f; }
protected:
/// video format
VideoFormat m_format;
/// original video size
short m_orgSize[2];
/// video status
int m_status;
/// is source file
bool m_isFile;
/// replay range
double m_range[2];
/// repeat count
int m_repeat;
/// frame rate
float m_frameRate;
/// initialize image data
void init (short width, short height);
/// process source data
void process (BYTE * sample);
};
// python fuctions
// cast Image pointer to Video
inline VideoBase *getVideo(PyImage *self)
{ return static_cast<VideoBase*>(self->m_image); }
extern ExceptionID SourceVideoCreation;
// object initialization
template <class T> void Video_init(PyImage *self)
{
// create source video object
if (self->m_image != NULL) delete self->m_image;
HRESULT hRslt = S_OK;
self->m_image = new T(&hRslt);
CHCKHRSLT(hRslt, SourceVideoCreation);
}
// video functions
void Video_open(VideoBase *self, char *file, short captureID);
PyObject *Video_play(PyImage *self);
PyObject *Video_pause(PyImage *self);
PyObject *Video_stop(PyImage *self);
PyObject *Video_refresh(PyImage *self, PyObject *args);
PyObject *Video_getStatus(PyImage *self, void *closure);
PyObject *Video_getRange(PyImage *self, void *closure);
int Video_setRange(PyImage *self, PyObject *value, void *closure);
PyObject *Video_getRepeat(PyImage *self, void *closure);
int Video_setRepeat(PyImage *self, PyObject *value, void *closure);
PyObject *Video_getFrameRate(PyImage *self, void *closure);
int Video_setFrameRate(PyImage *self, PyObject *value, void *closure);
/* py api */
extern PyTypeObject ImageRenderType;
extern PyTypeObject ImageMirrorType;
extern PyTypeObject ImageViewportType;
#endif /* __VIDEOBASE_H__ */