blender/source/gameengine/VideoTexture/blendVideoTex.cpp
Benoit Bolsee ce1625ebc0 VideoTexture: new VideoTexture.ImageFFmpeg to load and reload images.
The FFmpeg library allows to load image files. Although it is possible
to load images using the VideoFFmpeg class, it is not very efficient.
The new class VideoTexture.ImageFFmpeg is dedicated to image management.

Constructor:
-----------
VideoTexture.ImageFFmpeg('image_file_name')
  Opens the file but does not load the texture yet.
  The file name can also be a network address. It can also be a video
  file name; in that case only the first image is loaded.

Methods:
-------
refresh(True)
  Loads the image to texture. 
  You just need to call it once, the file is automatically closed after
  that and calling refresh() again will have no effect.

reload('new_file_name')
  Reloads the image (if new_file_name is omitted) or loads a new image.
  The file is opened but the texture is not updated yet, you need
  to call refresh() once to load the texture.

Attributes:
----------
status
  returns the image status:
    2 : file opened, texture not loaded
    3 : file closed, texture loaded

image
  returns the image data as a string of RGBA pixel

size
  returns the image size [x,y]

scale
  get/set the scale flag. 
  If the scale flag is False, the image is rescale to texture format
  using gluScaleImage() function, slow but good quality.
  If the scale flag is True, the image is rescaled using a fast but
  less accurate algorithm.

flip
  get/set Y-flip flag.
  Set to True by default as FFmpeg always provides the image upside down

filter
  get/set filter(s) on the image.

Example:
2008-11-05 21:53:22 +00:00

195 lines
5.7 KiB
C++

/* $Id$
-----------------------------------------------------------------------------
This source file is part of VideoTexure library
Copyright (c) 2006 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.
-----------------------------------------------------------------------------
*/
#include <PyObjectPlus.h>
#include <RAS_GLExtensionManager.h>
#include <RAS_IPolygonMaterial.h>
//Old API
//#include "TexPlayer.h"
//#include "TexImage.h"
//#include "TexFrameBuff.h"
//#include "TexPlayerGL.h"
#include "ImageBase.h"
#include "FilterBase.h"
#include "Texture.h"
#include "Exception.h"
// get material id
static PyObject * getMaterialID (PyObject *self, PyObject *args)
{
// parameters - game object with video texture
PyObject * obj = NULL;
// material name
char * matName;
// get parameters
if (!PyArg_ParseTuple(args, "Os", &obj, &matName))
return NULL;
// get material id
short matID = getMaterialID(obj, matName);
// if material was not found, report errot
if (matID < 0)
{
PyErr_SetString(PyExc_RuntimeError, "object doesn't have material with given name");
return NULL;
}
// return material ID
return Py_BuildValue("h", matID);
}
// get last error description
static PyObject * getLastError (PyObject *self, PyObject *args)
{
return Py_BuildValue("s", Exception::m_lastError.c_str());
}
// set log file
static PyObject * setLogFile (PyObject *self, PyObject *args)
{
// get parameters
if (!PyArg_ParseTuple(args, "s", &Exception::m_logFile))
return Py_BuildValue("i", -1);
// log file was loaded
return Py_BuildValue("i", 0);
}
// image to numpy array
static PyObject * imageToArray (PyObject * self, PyObject *args)
{
// parameter is Image object
PyObject * pyImg;
if (!PyArg_ParseTuple(args, "O", &pyImg) || !pyImageTypes.in(pyImg->ob_type))
{
// if object is incorect, report error
PyErr_SetString(PyExc_TypeError, "The value must be a image source object");
return NULL;
}
// get image structure
PyImage * img = reinterpret_cast<PyImage*>(pyImg);
// create array object
unsigned int * imgBuff = img->m_image->getImage();
// if image is available, convert it to array
if (imgBuff != NULL)
// Nasty problem here: the image buffer is an array of integers
// in the processor endian format. The user must take care of that in the script.
// Need to find an elegant solution to this problem
return Py_BuildValue("s#", imgBuff, img->m_image->getBuffSize());
// otherwise return None
Py_RETURN_NONE;
}
// metody modulu
static PyMethodDef moduleMethods[] =
{
{"materialID", getMaterialID, METH_VARARGS, "Gets object's Blender Material ID"},
{"getLastError", getLastError, METH_NOARGS, "Gets last error description"},
{"setLogFile", setLogFile, METH_VARARGS, "Sets log file name"},
{"imageToArray", imageToArray, METH_VARARGS, "get array from image source"},
{NULL} /* Sentinel */
};
#if WITH_FFMPEG
extern PyTypeObject VideoFFmpegType;
extern PyTypeObject ImageFFmpegType;
#endif
extern PyTypeObject FilterBlueScreenType;
extern PyTypeObject FilterGrayType;
extern PyTypeObject FilterColorType;
extern PyTypeObject FilterLevelType;
extern PyTypeObject FilterNormalType;
extern PyTypeObject FilterRGB24Type;
extern PyTypeObject FilterRGBA32Type;
extern PyTypeObject FilterBGR24Type;
extern PyTypeObject ImageBuffType;
extern PyTypeObject ImageMixType;
extern PyTypeObject ImageRenderType;
extern PyTypeObject ImageViewportType;
extern PyTypeObject ImageViewportType;
static void registerAllTypes(void)
{
#if WITH_FFMPEG
pyImageTypes.add(&VideoFFmpegType, "VideoFFmpeg");
pyImageTypes.add(&ImageFFmpegType, "ImageFFmpeg");
#endif
pyImageTypes.add(&ImageBuffType, "ImageBuff");
pyImageTypes.add(&ImageMixType, "ImageMix");
//pyImageTypes.add(&ImageRenderType, "ImageRender");
pyImageTypes.add(&ImageViewportType, "ImageViewport");
pyFilterTypes.add(&FilterBlueScreenType, "FilterBlueScreen");
pyFilterTypes.add(&FilterGrayType, "FilterGray");
pyFilterTypes.add(&FilterColorType, "FilterColor");
pyFilterTypes.add(&FilterLevelType, "FilterLevel");
pyFilterTypes.add(&FilterNormalType, "FilterNormal");
pyFilterTypes.add(&FilterRGB24Type, "FilterRGB24");
pyFilterTypes.add(&FilterRGBA32Type, "FilterRGBA32");
pyFilterTypes.add(&FilterBGR24Type, "FilterBGR24");
}
PyObject* initVideoTexture(void)
{
// initialize GL extensions
//bgl::InitExtensions(0);
// prepare classes
registerAllTypes();
registerAllExceptions();
if (!pyImageTypes.ready())
return NULL;
if (!pyFilterTypes.ready())
return NULL;
if (PyType_Ready(&TextureType) < 0)
return NULL;
PyObject * m = Py_InitModule4("VideoTexture", moduleMethods,
"Module that allows to play video files on textures in GameBlender.",
(PyObject*)NULL,PYTHON_API_VERSION);
if (m == NULL)
return NULL;
// initialize classes
pyImageTypes.reg(m);
pyFilterTypes.reg(m);
Py_INCREF(&TextureType);
PyModule_AddObject(m, (char*)"Texture", (PyObject*)&TextureType);
// init last error description
Exception::m_lastError[0] = '\0';
return m;
}
// registration to Image types, put here because of silly linker bug