blender/source/gameengine/VideoTexture/Exception.h

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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
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/* $Id$
-----------------------------------------------------------------------------
This source file is part of VideoTexture 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.
-----------------------------------------------------------------------------
*/
#if !defined EXCEPTION_H
#define EXCEPTION_H
#include <exception>
#include <vector>
#include <string>
#include <algorithm>
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
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#include "Common.h"
#define CHCKHRSLTV(fnc,val,err) \
{ \
HRESULT macroHRslt = (fnc); \
if (macroHRslt != val) \
throw Exception (err, macroHRslt, __FILE__, __LINE__); \
}
#define THRWEXCP(err,hRslt) throw Exception (err, hRslt, __FILE__, __LINE__);
#if defined WIN32
#define CHCKHRSLT(fnc,err) \
{ \
HRESULT macroHRslt = (fnc); \
if (FAILED(macroHRslt)) \
throw Exception (err, macroHRslt, __FILE__, __LINE__); \
}
#else
#define CHCKHRSLT(fnc,err) CHCKHRSLTV(fnc,S_OK,err)
#endif
// forward declarations
class ExceptionID;
class Exception;
// exception identificators
extern ExceptionID ErrGeneral, ErrNotFound;
// result type
typedef long RESULT;
// class ExceptionID for exception identification
class ExceptionID
{
public:
// constructor a destructor
ExceptionID (void) {}
~ExceptionID (void) {}
private:
// not allowed
ExceptionID (const ExceptionID & obj) throw() {}
ExceptionID & operator= (const ExceptionID & obj) throw() { return *this; }
};
// class ExpDesc for exception description
class ExpDesc
{
public:
// constructor a destructor
ExpDesc (ExceptionID & exp, char * desc, RESULT hres = S_OK);
~ExpDesc (void);
// comparision function
// returns 0, if exception identification don't match at all
// returns 1, if only exception identification is matching
// returns 2, if both exception identification and result are matching
int isExp (ExceptionID * exp, RESULT hres = S_OK) throw()
{
// check exception identification
if (&m_expID == exp)
{
// check result value
if (m_hRslt == hres) return 2;
// only identification match
if (m_hRslt == S_OK) return 1;
}
// no match
return 0;
}
// get exception description
void loadDesc (std::string & desc) throw()
{
desc = m_description;
}
void registerDesc(void)
{
if (std::find(m_expDescs.begin(), m_expDescs.end(), this) == m_expDescs.end())
m_expDescs.push_back(this);
}
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
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// list of exception descriptions
static std::vector<ExpDesc*> m_expDescs;
private:
// exception ID
ExceptionID & m_expID;
// result
RESULT m_hRslt;
// description
char * m_description;
// not allowed
ExpDesc (const ExpDesc & obj) : m_expID (ErrNotFound) {}
ExpDesc & operator= (const ExpDesc & obj) { return *this; }
};
// class Exception
class Exception : public std::exception
{
public:
// constructor
Exception ();
// destructor
virtual ~Exception () throw();
// copy constructor
Exception (const Exception & xpt);
// assignment operator
Exception & operator= (const Exception & xpt);
// get exception description
virtual const char * what(void);
// debug version of constructor
Exception (ExceptionID & expID, RESULT rslt, char * fil, int lin);
// set source file and line of exception
void setFileLine (char * fil, int lin);
// get description in string
std::string & getDesc (void) throw() { return m_desc; }
// report exception
virtual void report (void);
// get exception id
ExceptionID * getID (void) throw() { return m_expID; }
/// last exception description
static std::string m_lastError;
/// log file name
static char * m_logFile;
protected:
// exception identification
ExceptionID * m_expID;
// RESULT code
RESULT m_hRslt;
// exception description
std::string m_desc;
// set exception description
virtual void setXptDesc (void);
// copy exception
void copy (const Exception & xpt);
// file name where exception was thrown
std::string m_fileName;
// line number in file
int m_line;
};
extern ExpDesc MaterialNotAvailDesc;
extern ExpDesc ImageSizesNotMatchDesc;
extern ExpDesc SceneInvalidDesc;
extern ExpDesc CameraInvalidDesc;
extern ExpDesc ObserverInvalidDesc;
extern ExpDesc MirrorInvalidDesc;
extern ExpDesc MirrorSizeInvalidDesc;
extern ExpDesc MirrorNormalInvalidDesc;
extern ExpDesc MirrorHorizontalDesc;
extern ExpDesc MirrorTooSmallDesc;
extern ExpDesc SourceVideoEmptyDesc;
extern ExpDesc SourceVideoCreationDesc;
void registerAllExceptions(void);
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
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#endif