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.
|
|
|
|
-----------------------------------------------------------------------------
|
|
|
|
*/
|
|
|
|
|
|
|
|
#if !defined IMAGERENDER_H
|
|
|
|
#define IMAGERENDER_H
|
|
|
|
|
|
|
|
|
|
|
|
#include "Common.h"
|
|
|
|
|
|
|
|
#include <KX_Scene.h>
|
|
|
|
#include <KX_Camera.h>
|
|
|
|
#include <DNA_screen_types.h>
|
|
|
|
#include <RAS_ICanvas.h>
|
|
|
|
#include <RAS_IRasterizer.h>
|
|
|
|
#include <RAS_IRenderTools.h>
|
|
|
|
|
|
|
|
#include "ImageViewport.h"
|
|
|
|
|
|
|
|
|
|
|
|
/// class for render 3d scene
|
|
|
|
class ImageRender : public ImageViewport
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
/// constructor
|
|
|
|
ImageRender (KX_Scene * scene, KX_Camera * camera);
|
VideoTexture: new ImageMirror class for easy mirror (and portal) creation
The new class VideoTexture.ImageMirror() is available to perform
automatic mirror rendering.
Constructor:
VideoTexture.ImageMirror(scene,observer,mirror,material)
scene: reference to the scene that will be rendered.
Both observer and mirror must be part of that scene.
observer: reference to a game object used as view point for
mirror rendering: the scene will be rendered through
the mirror as if the active camera was at the observer
location. Usually the observer is the active camera
but you can use any game obejct.
mirror: reference to the mesh object holding the mirror.
material: material ID of the mirror texture as returned by
VideoTexture.materialID(). The mirror is formed by
the polygons mapped to that material.
There are no specific methods or attributes. ImageMirror inherits
all methods and attributes from ImageRender. You must refresh the
parent VideoTexture.Texture object regularly to update the mirror
rendering.
Guidelines on how to create a working mirror:
- Use a texture that is specific to the mirror so that the mirror
rendering only appears on the mirror.
- The mirror must be planar; the algorithm works well only for planar
or quasi planar mirror. For spherical mirror, you will get better
results with ImageRender and a camera at the center of the mirror.
ImageMirror automatically computes the mirror orientation and
position. The mirror doesn't need to be rectangular, it can be
circular or take any form provided it is planar.
- The mirror up direction must be along the Z axis in local mesh
coordinates. If the mirror is not vertical, ImageMirror will
compute the up direction as being the projection of the Z axis
on the mirror plane.
- UV mapping must be set right to get correct mirror rendering:
- make a planar projection of the mirror polygons (Unwrap or projection from view)
- eventually rotate the projection so that UV up direction corresponds to the mesh Z axis
- scale the projection so that the extreme points touch the border of the texture
- flip the UV projection horizontally (scale -1 on X axis). This is needed
because the mirror texture is rendered from the back of the mirror and
thus is reversed from the view point of the observer. Horizontal flip
in the UV map restores the correct orientation.
Besides these simple rules, the mirror rendering is completely automatic.
In particular, you don't need to allocate a camera for the rendering,
ImageMirror creates dynamically a camera for that. The reflection is correct
even on large angles. The mirror can be a dynamic and moving object, the
algorithm always computes the correct camera position based on observer
relative position. You don't have to worry about mirror position in the scene:
the algorithm automatically computes the camera frustum so that any object
behind the mirror is not rendered.
Warnings:
- observer and mirror are references to game objects. ImageMirror keeps
a pointer to them but does not increment the reference count. You must ensure
that these game objects are not deleted as long as you refresh() the ImageMirror
object. You must release the ImageMirror object before you delete the game
objects. To release the ImageMirror object (normally stored in GameLogic),
just assign it to None.
- Mirror rendering is automatically skipped when the observer is behind the mirror
but it is not disabled when the mirror is out of sight of the observer.
You should only refresh the mirror when you know that the observer is likely to see it.
For example, no need to refresh a car inner mirror when the player is not in the car.
Example:
contr = GameLogic.getCurrentController()
# object holding the mirror
mirror = contr.getOwner()
scene = GameLogic.getCurrentScene()
# observer will be the active camere
camera = scene.getObjectList()['OBCamera']
matID = VideoTexture.materialID(mirror, 'IMmirror.png')
GameLogic.mirror = VideoTexture.Texture(mirror, matID)
GameLogic.mirror.source = VideoTexture.ImageMirror(scene,camera,mirror,matID)
# to render the mirror, just call GameLogic.mirror.refresh(True) on each frame.
You can download a demo game (with a video file) here:
http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.zip
For those who have already downloaded the demo, you can just update the blend file:
http://home.scarlet.be/~tsi46445/blender/MirrorTextureDemo.blend
2008-12-04 16:07:46 +00:00
|
|
|
ImageRender (KX_Scene * scene, KX_GameObject * observer, KX_GameObject * mirror, RAS_IPolyMaterial * mat);
|
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
|
|
|
|
|
|
|
/// destructor
|
|
|
|
virtual ~ImageRender (void);
|
|
|
|
|
|
|
|
/// get background color
|
VideoTexture: new ImageRender class for Render To Texture
The new class VideoTexture.ImageRender() is available to perform
render to texture in the GE.
Constructor:
VideoTexture.ImageRender(scene,cam)
cam : camera object that will be used for the render.
It must be an inactive camera.
scene: reference to the scene that will be rendered.
The camera must be part of that scene.
Returns an object that can be used as a source of a VideoTexture.Texture object
Methods: none
Attributes:
background:
4-tuple representing the background color of the rendering
as RGBA color components, each component being an integer
between 0 and 255.
Default value = [0,0,255,255] (=saturated blue)
Note: athough the alpha component can be specified, it is not
supported at the moment, the alpha channel of the rendered
texture will always be 255. You can however introduce an
alpha channel by appending a FilterBlueScreen() filter, it
will set the alpha to 0 (transparent) on all pixels that were
not rendered.
capsize:
2-tuple representing the size of the render area as [x,y] number of pixels.
Default value = largest rectangle with power of 2 dimensions that fits in the canvas
You may want to reduce the render area to increase performance. For example,
a render area of [256,128] is probably sufficient to implement a car inner mirror.
For best performance, use power of 2 dimensions and don't set any filter: this
allows direct transfer between the GPU frame buffer and texture memory
without going through the host.
alpha:
Boolean indicating if the render alpha channel should be copied to the texture.
Default value: False
Experimental, do not use.
whole:
Boolean indicating if the entire canvas should be used for the rendering.
Default value: False
Note: There is no reason to set this attribute to True: the rendering will
in any case be scaled down to the largest rectangle with power of 2
dimensions before transfering to the texture.
Attributes inherited from the ImageBase class:
image : image binary data, read-only
size : [x,y] size of the texture, read-only
scale : set to True for fast scale down in case the render area dimensions are not power of 2
flip : set to True for vertical flip.
filter: set a post-processing filter on the render.
Notes:
* Aspect Ratio
For consistent results in Blender and Blenderplayer, the same aspect ratio used
by Blender to draw the camera viewport (Scene(F10)->Format tab->Size X/Size Y)
is also used during the rendering. You can control the portion of the scene that
will be rendered by "looking through the camera": the zone inside the outer dotted
rectangle will be rendered to the texture.
In order to reproduce the scene without X/Y distortion, you must apply the texture
on an object or portion of object that has the same aspect ratio.
* Order of rendering
The rendereing is performed when you call the refresh() method of the parent
Texture object. This happens outside the normal frame rendering and will have no
effect on it.
However, if you want to use ImageViewport and ImageRender at the same time, be
sure to refresh the viewport texture before the render texture because the latter
will destroy the frame buffer that is used by the former to update the texture.
* Scene status
The meshes are not updated during the render to texture: the rendered texture
is one frame late to the rendered frame with regards to mesh deformation.
* Example:
cont = GameLogic.getCurrentController()
# object that receives the texture
obj = contr.getOwner()
scene = GameLogic.getCurrentScene()
# camera used for the render
tvcam = scene.getObjectList()['OBtvcam']
# assume obj has some faces UV assigned to tv.png
matID = VideoTexture.materialID(obj, 'IMtv.png')
GameLogic.tv = VideoTexture.Texture(obj, matID)
GameLogic.tv.source = VideoTexture.ImageRender(scene,tvcam)
GameLogic.tv.source.capsize = [256,256]
# to render the texture, just call GameLogic.tv.refresh(True) on each frame.
You can download a demo game (with a video file) here:
http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.zip
For those who have already downloaded the demo, you can just update the blend file:
http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.blend
2008-11-26 17:47:42 +00:00
|
|
|
int getBackground (int idx) { return (idx < 0 || idx > 3) ? 0 : int(m_background[idx]*255.f); }
|
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
|
|
|
/// set background color
|
VideoTexture: new ImageRender class for Render To Texture
The new class VideoTexture.ImageRender() is available to perform
render to texture in the GE.
Constructor:
VideoTexture.ImageRender(scene,cam)
cam : camera object that will be used for the render.
It must be an inactive camera.
scene: reference to the scene that will be rendered.
The camera must be part of that scene.
Returns an object that can be used as a source of a VideoTexture.Texture object
Methods: none
Attributes:
background:
4-tuple representing the background color of the rendering
as RGBA color components, each component being an integer
between 0 and 255.
Default value = [0,0,255,255] (=saturated blue)
Note: athough the alpha component can be specified, it is not
supported at the moment, the alpha channel of the rendered
texture will always be 255. You can however introduce an
alpha channel by appending a FilterBlueScreen() filter, it
will set the alpha to 0 (transparent) on all pixels that were
not rendered.
capsize:
2-tuple representing the size of the render area as [x,y] number of pixels.
Default value = largest rectangle with power of 2 dimensions that fits in the canvas
You may want to reduce the render area to increase performance. For example,
a render area of [256,128] is probably sufficient to implement a car inner mirror.
For best performance, use power of 2 dimensions and don't set any filter: this
allows direct transfer between the GPU frame buffer and texture memory
without going through the host.
alpha:
Boolean indicating if the render alpha channel should be copied to the texture.
Default value: False
Experimental, do not use.
whole:
Boolean indicating if the entire canvas should be used for the rendering.
Default value: False
Note: There is no reason to set this attribute to True: the rendering will
in any case be scaled down to the largest rectangle with power of 2
dimensions before transfering to the texture.
Attributes inherited from the ImageBase class:
image : image binary data, read-only
size : [x,y] size of the texture, read-only
scale : set to True for fast scale down in case the render area dimensions are not power of 2
flip : set to True for vertical flip.
filter: set a post-processing filter on the render.
Notes:
* Aspect Ratio
For consistent results in Blender and Blenderplayer, the same aspect ratio used
by Blender to draw the camera viewport (Scene(F10)->Format tab->Size X/Size Y)
is also used during the rendering. You can control the portion of the scene that
will be rendered by "looking through the camera": the zone inside the outer dotted
rectangle will be rendered to the texture.
In order to reproduce the scene without X/Y distortion, you must apply the texture
on an object or portion of object that has the same aspect ratio.
* Order of rendering
The rendereing is performed when you call the refresh() method of the parent
Texture object. This happens outside the normal frame rendering and will have no
effect on it.
However, if you want to use ImageViewport and ImageRender at the same time, be
sure to refresh the viewport texture before the render texture because the latter
will destroy the frame buffer that is used by the former to update the texture.
* Scene status
The meshes are not updated during the render to texture: the rendered texture
is one frame late to the rendered frame with regards to mesh deformation.
* Example:
cont = GameLogic.getCurrentController()
# object that receives the texture
obj = contr.getOwner()
scene = GameLogic.getCurrentScene()
# camera used for the render
tvcam = scene.getObjectList()['OBtvcam']
# assume obj has some faces UV assigned to tv.png
matID = VideoTexture.materialID(obj, 'IMtv.png')
GameLogic.tv = VideoTexture.Texture(obj, matID)
GameLogic.tv.source = VideoTexture.ImageRender(scene,tvcam)
GameLogic.tv.source.capsize = [256,256]
# to render the texture, just call GameLogic.tv.refresh(True) on each frame.
You can download a demo game (with a video file) here:
http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.zip
For those who have already downloaded the demo, you can just update the blend file:
http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.blend
2008-11-26 17:47:42 +00:00
|
|
|
void setBackground (int red, int green, int blue, int alpha);
|
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
|
|
|
|
2008-12-09 14:16:10 +00:00
|
|
|
/// clipping distance
|
|
|
|
float getClip (void) { return m_clip; }
|
|
|
|
/// set whole buffer use
|
|
|
|
void setClip (float clip) { m_clip = clip; }
|
|
|
|
|
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
|
|
|
protected:
|
VideoTexture: new ImageMirror class for easy mirror (and portal) creation
The new class VideoTexture.ImageMirror() is available to perform
automatic mirror rendering.
Constructor:
VideoTexture.ImageMirror(scene,observer,mirror,material)
scene: reference to the scene that will be rendered.
Both observer and mirror must be part of that scene.
observer: reference to a game object used as view point for
mirror rendering: the scene will be rendered through
the mirror as if the active camera was at the observer
location. Usually the observer is the active camera
but you can use any game obejct.
mirror: reference to the mesh object holding the mirror.
material: material ID of the mirror texture as returned by
VideoTexture.materialID(). The mirror is formed by
the polygons mapped to that material.
There are no specific methods or attributes. ImageMirror inherits
all methods and attributes from ImageRender. You must refresh the
parent VideoTexture.Texture object regularly to update the mirror
rendering.
Guidelines on how to create a working mirror:
- Use a texture that is specific to the mirror so that the mirror
rendering only appears on the mirror.
- The mirror must be planar; the algorithm works well only for planar
or quasi planar mirror. For spherical mirror, you will get better
results with ImageRender and a camera at the center of the mirror.
ImageMirror automatically computes the mirror orientation and
position. The mirror doesn't need to be rectangular, it can be
circular or take any form provided it is planar.
- The mirror up direction must be along the Z axis in local mesh
coordinates. If the mirror is not vertical, ImageMirror will
compute the up direction as being the projection of the Z axis
on the mirror plane.
- UV mapping must be set right to get correct mirror rendering:
- make a planar projection of the mirror polygons (Unwrap or projection from view)
- eventually rotate the projection so that UV up direction corresponds to the mesh Z axis
- scale the projection so that the extreme points touch the border of the texture
- flip the UV projection horizontally (scale -1 on X axis). This is needed
because the mirror texture is rendered from the back of the mirror and
thus is reversed from the view point of the observer. Horizontal flip
in the UV map restores the correct orientation.
Besides these simple rules, the mirror rendering is completely automatic.
In particular, you don't need to allocate a camera for the rendering,
ImageMirror creates dynamically a camera for that. The reflection is correct
even on large angles. The mirror can be a dynamic and moving object, the
algorithm always computes the correct camera position based on observer
relative position. You don't have to worry about mirror position in the scene:
the algorithm automatically computes the camera frustum so that any object
behind the mirror is not rendered.
Warnings:
- observer and mirror are references to game objects. ImageMirror keeps
a pointer to them but does not increment the reference count. You must ensure
that these game objects are not deleted as long as you refresh() the ImageMirror
object. You must release the ImageMirror object before you delete the game
objects. To release the ImageMirror object (normally stored in GameLogic),
just assign it to None.
- Mirror rendering is automatically skipped when the observer is behind the mirror
but it is not disabled when the mirror is out of sight of the observer.
You should only refresh the mirror when you know that the observer is likely to see it.
For example, no need to refresh a car inner mirror when the player is not in the car.
Example:
contr = GameLogic.getCurrentController()
# object holding the mirror
mirror = contr.getOwner()
scene = GameLogic.getCurrentScene()
# observer will be the active camere
camera = scene.getObjectList()['OBCamera']
matID = VideoTexture.materialID(mirror, 'IMmirror.png')
GameLogic.mirror = VideoTexture.Texture(mirror, matID)
GameLogic.mirror.source = VideoTexture.ImageMirror(scene,camera,mirror,matID)
# to render the mirror, just call GameLogic.mirror.refresh(True) on each frame.
You can download a demo game (with a video file) here:
http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.zip
For those who have already downloaded the demo, you can just update the blend file:
http://home.scarlet.be/~tsi46445/blender/MirrorTextureDemo.blend
2008-12-04 16:07:46 +00:00
|
|
|
/// true if ready to render
|
|
|
|
bool m_render;
|
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
|
|
|
/// rendered scene
|
|
|
|
KX_Scene * m_scene;
|
|
|
|
/// camera for render
|
|
|
|
KX_Camera * m_camera;
|
VideoTexture: new ImageMirror class for easy mirror (and portal) creation
The new class VideoTexture.ImageMirror() is available to perform
automatic mirror rendering.
Constructor:
VideoTexture.ImageMirror(scene,observer,mirror,material)
scene: reference to the scene that will be rendered.
Both observer and mirror must be part of that scene.
observer: reference to a game object used as view point for
mirror rendering: the scene will be rendered through
the mirror as if the active camera was at the observer
location. Usually the observer is the active camera
but you can use any game obejct.
mirror: reference to the mesh object holding the mirror.
material: material ID of the mirror texture as returned by
VideoTexture.materialID(). The mirror is formed by
the polygons mapped to that material.
There are no specific methods or attributes. ImageMirror inherits
all methods and attributes from ImageRender. You must refresh the
parent VideoTexture.Texture object regularly to update the mirror
rendering.
Guidelines on how to create a working mirror:
- Use a texture that is specific to the mirror so that the mirror
rendering only appears on the mirror.
- The mirror must be planar; the algorithm works well only for planar
or quasi planar mirror. For spherical mirror, you will get better
results with ImageRender and a camera at the center of the mirror.
ImageMirror automatically computes the mirror orientation and
position. The mirror doesn't need to be rectangular, it can be
circular or take any form provided it is planar.
- The mirror up direction must be along the Z axis in local mesh
coordinates. If the mirror is not vertical, ImageMirror will
compute the up direction as being the projection of the Z axis
on the mirror plane.
- UV mapping must be set right to get correct mirror rendering:
- make a planar projection of the mirror polygons (Unwrap or projection from view)
- eventually rotate the projection so that UV up direction corresponds to the mesh Z axis
- scale the projection so that the extreme points touch the border of the texture
- flip the UV projection horizontally (scale -1 on X axis). This is needed
because the mirror texture is rendered from the back of the mirror and
thus is reversed from the view point of the observer. Horizontal flip
in the UV map restores the correct orientation.
Besides these simple rules, the mirror rendering is completely automatic.
In particular, you don't need to allocate a camera for the rendering,
ImageMirror creates dynamically a camera for that. The reflection is correct
even on large angles. The mirror can be a dynamic and moving object, the
algorithm always computes the correct camera position based on observer
relative position. You don't have to worry about mirror position in the scene:
the algorithm automatically computes the camera frustum so that any object
behind the mirror is not rendered.
Warnings:
- observer and mirror are references to game objects. ImageMirror keeps
a pointer to them but does not increment the reference count. You must ensure
that these game objects are not deleted as long as you refresh() the ImageMirror
object. You must release the ImageMirror object before you delete the game
objects. To release the ImageMirror object (normally stored in GameLogic),
just assign it to None.
- Mirror rendering is automatically skipped when the observer is behind the mirror
but it is not disabled when the mirror is out of sight of the observer.
You should only refresh the mirror when you know that the observer is likely to see it.
For example, no need to refresh a car inner mirror when the player is not in the car.
Example:
contr = GameLogic.getCurrentController()
# object holding the mirror
mirror = contr.getOwner()
scene = GameLogic.getCurrentScene()
# observer will be the active camere
camera = scene.getObjectList()['OBCamera']
matID = VideoTexture.materialID(mirror, 'IMmirror.png')
GameLogic.mirror = VideoTexture.Texture(mirror, matID)
GameLogic.mirror.source = VideoTexture.ImageMirror(scene,camera,mirror,matID)
# to render the mirror, just call GameLogic.mirror.refresh(True) on each frame.
You can download a demo game (with a video file) here:
http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.zip
For those who have already downloaded the demo, you can just update the blend file:
http://home.scarlet.be/~tsi46445/blender/MirrorTextureDemo.blend
2008-12-04 16:07:46 +00:00
|
|
|
/// do we own the camera?
|
|
|
|
bool m_owncamera;
|
|
|
|
/// for mirror operation
|
|
|
|
KX_GameObject * m_observer;
|
|
|
|
KX_GameObject * m_mirror;
|
2008-12-09 14:16:10 +00:00
|
|
|
float m_clip; // clipping distance
|
VideoTexture: new ImageMirror class for easy mirror (and portal) creation
The new class VideoTexture.ImageMirror() is available to perform
automatic mirror rendering.
Constructor:
VideoTexture.ImageMirror(scene,observer,mirror,material)
scene: reference to the scene that will be rendered.
Both observer and mirror must be part of that scene.
observer: reference to a game object used as view point for
mirror rendering: the scene will be rendered through
the mirror as if the active camera was at the observer
location. Usually the observer is the active camera
but you can use any game obejct.
mirror: reference to the mesh object holding the mirror.
material: material ID of the mirror texture as returned by
VideoTexture.materialID(). The mirror is formed by
the polygons mapped to that material.
There are no specific methods or attributes. ImageMirror inherits
all methods and attributes from ImageRender. You must refresh the
parent VideoTexture.Texture object regularly to update the mirror
rendering.
Guidelines on how to create a working mirror:
- Use a texture that is specific to the mirror so that the mirror
rendering only appears on the mirror.
- The mirror must be planar; the algorithm works well only for planar
or quasi planar mirror. For spherical mirror, you will get better
results with ImageRender and a camera at the center of the mirror.
ImageMirror automatically computes the mirror orientation and
position. The mirror doesn't need to be rectangular, it can be
circular or take any form provided it is planar.
- The mirror up direction must be along the Z axis in local mesh
coordinates. If the mirror is not vertical, ImageMirror will
compute the up direction as being the projection of the Z axis
on the mirror plane.
- UV mapping must be set right to get correct mirror rendering:
- make a planar projection of the mirror polygons (Unwrap or projection from view)
- eventually rotate the projection so that UV up direction corresponds to the mesh Z axis
- scale the projection so that the extreme points touch the border of the texture
- flip the UV projection horizontally (scale -1 on X axis). This is needed
because the mirror texture is rendered from the back of the mirror and
thus is reversed from the view point of the observer. Horizontal flip
in the UV map restores the correct orientation.
Besides these simple rules, the mirror rendering is completely automatic.
In particular, you don't need to allocate a camera for the rendering,
ImageMirror creates dynamically a camera for that. The reflection is correct
even on large angles. The mirror can be a dynamic and moving object, the
algorithm always computes the correct camera position based on observer
relative position. You don't have to worry about mirror position in the scene:
the algorithm automatically computes the camera frustum so that any object
behind the mirror is not rendered.
Warnings:
- observer and mirror are references to game objects. ImageMirror keeps
a pointer to them but does not increment the reference count. You must ensure
that these game objects are not deleted as long as you refresh() the ImageMirror
object. You must release the ImageMirror object before you delete the game
objects. To release the ImageMirror object (normally stored in GameLogic),
just assign it to None.
- Mirror rendering is automatically skipped when the observer is behind the mirror
but it is not disabled when the mirror is out of sight of the observer.
You should only refresh the mirror when you know that the observer is likely to see it.
For example, no need to refresh a car inner mirror when the player is not in the car.
Example:
contr = GameLogic.getCurrentController()
# object holding the mirror
mirror = contr.getOwner()
scene = GameLogic.getCurrentScene()
# observer will be the active camere
camera = scene.getObjectList()['OBCamera']
matID = VideoTexture.materialID(mirror, 'IMmirror.png')
GameLogic.mirror = VideoTexture.Texture(mirror, matID)
GameLogic.mirror.source = VideoTexture.ImageMirror(scene,camera,mirror,matID)
# to render the mirror, just call GameLogic.mirror.refresh(True) on each frame.
You can download a demo game (with a video file) here:
http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.zip
For those who have already downloaded the demo, you can just update the blend file:
http://home.scarlet.be/~tsi46445/blender/MirrorTextureDemo.blend
2008-12-04 16:07:46 +00:00
|
|
|
float m_mirrorHalfWidth; // mirror width in mirror space
|
|
|
|
float m_mirrorHalfHeight; // mirror height in mirror space
|
|
|
|
MT_Point3 m_mirrorPos; // mirror center position in local space
|
|
|
|
MT_Vector3 m_mirrorZ; // mirror Z axis in local space
|
|
|
|
MT_Vector3 m_mirrorY; // mirror Y axis in local space
|
|
|
|
MT_Vector3 m_mirrorX; // mirror X axis in local space
|
VideoTexture: new ImageRender class for Render To Texture
The new class VideoTexture.ImageRender() is available to perform
render to texture in the GE.
Constructor:
VideoTexture.ImageRender(scene,cam)
cam : camera object that will be used for the render.
It must be an inactive camera.
scene: reference to the scene that will be rendered.
The camera must be part of that scene.
Returns an object that can be used as a source of a VideoTexture.Texture object
Methods: none
Attributes:
background:
4-tuple representing the background color of the rendering
as RGBA color components, each component being an integer
between 0 and 255.
Default value = [0,0,255,255] (=saturated blue)
Note: athough the alpha component can be specified, it is not
supported at the moment, the alpha channel of the rendered
texture will always be 255. You can however introduce an
alpha channel by appending a FilterBlueScreen() filter, it
will set the alpha to 0 (transparent) on all pixels that were
not rendered.
capsize:
2-tuple representing the size of the render area as [x,y] number of pixels.
Default value = largest rectangle with power of 2 dimensions that fits in the canvas
You may want to reduce the render area to increase performance. For example,
a render area of [256,128] is probably sufficient to implement a car inner mirror.
For best performance, use power of 2 dimensions and don't set any filter: this
allows direct transfer between the GPU frame buffer and texture memory
without going through the host.
alpha:
Boolean indicating if the render alpha channel should be copied to the texture.
Default value: False
Experimental, do not use.
whole:
Boolean indicating if the entire canvas should be used for the rendering.
Default value: False
Note: There is no reason to set this attribute to True: the rendering will
in any case be scaled down to the largest rectangle with power of 2
dimensions before transfering to the texture.
Attributes inherited from the ImageBase class:
image : image binary data, read-only
size : [x,y] size of the texture, read-only
scale : set to True for fast scale down in case the render area dimensions are not power of 2
flip : set to True for vertical flip.
filter: set a post-processing filter on the render.
Notes:
* Aspect Ratio
For consistent results in Blender and Blenderplayer, the same aspect ratio used
by Blender to draw the camera viewport (Scene(F10)->Format tab->Size X/Size Y)
is also used during the rendering. You can control the portion of the scene that
will be rendered by "looking through the camera": the zone inside the outer dotted
rectangle will be rendered to the texture.
In order to reproduce the scene without X/Y distortion, you must apply the texture
on an object or portion of object that has the same aspect ratio.
* Order of rendering
The rendereing is performed when you call the refresh() method of the parent
Texture object. This happens outside the normal frame rendering and will have no
effect on it.
However, if you want to use ImageViewport and ImageRender at the same time, be
sure to refresh the viewport texture before the render texture because the latter
will destroy the frame buffer that is used by the former to update the texture.
* Scene status
The meshes are not updated during the render to texture: the rendered texture
is one frame late to the rendered frame with regards to mesh deformation.
* Example:
cont = GameLogic.getCurrentController()
# object that receives the texture
obj = contr.getOwner()
scene = GameLogic.getCurrentScene()
# camera used for the render
tvcam = scene.getObjectList()['OBtvcam']
# assume obj has some faces UV assigned to tv.png
matID = VideoTexture.materialID(obj, 'IMtv.png')
GameLogic.tv = VideoTexture.Texture(obj, matID)
GameLogic.tv.source = VideoTexture.ImageRender(scene,tvcam)
GameLogic.tv.source.capsize = [256,256]
# to render the texture, just call GameLogic.tv.refresh(True) on each frame.
You can download a demo game (with a video file) here:
http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.zip
For those who have already downloaded the demo, you can just update the blend file:
http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.blend
2008-11-26 17:47:42 +00:00
|
|
|
/// canvas
|
|
|
|
RAS_ICanvas* m_canvas;
|
|
|
|
/// rasterizer
|
|
|
|
RAS_IRasterizer* m_rasterizer;
|
|
|
|
/// render tools
|
|
|
|
RAS_IRenderTools* m_rendertools;
|
|
|
|
/// engine
|
|
|
|
KX_KetsjiEngine* m_engine;
|
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
|
|
|
|
2010-12-03 12:30:59 +00:00
|
|
|
/// background color
|
VideoTexture: new ImageRender class for Render To Texture
The new class VideoTexture.ImageRender() is available to perform
render to texture in the GE.
Constructor:
VideoTexture.ImageRender(scene,cam)
cam : camera object that will be used for the render.
It must be an inactive camera.
scene: reference to the scene that will be rendered.
The camera must be part of that scene.
Returns an object that can be used as a source of a VideoTexture.Texture object
Methods: none
Attributes:
background:
4-tuple representing the background color of the rendering
as RGBA color components, each component being an integer
between 0 and 255.
Default value = [0,0,255,255] (=saturated blue)
Note: athough the alpha component can be specified, it is not
supported at the moment, the alpha channel of the rendered
texture will always be 255. You can however introduce an
alpha channel by appending a FilterBlueScreen() filter, it
will set the alpha to 0 (transparent) on all pixels that were
not rendered.
capsize:
2-tuple representing the size of the render area as [x,y] number of pixels.
Default value = largest rectangle with power of 2 dimensions that fits in the canvas
You may want to reduce the render area to increase performance. For example,
a render area of [256,128] is probably sufficient to implement a car inner mirror.
For best performance, use power of 2 dimensions and don't set any filter: this
allows direct transfer between the GPU frame buffer and texture memory
without going through the host.
alpha:
Boolean indicating if the render alpha channel should be copied to the texture.
Default value: False
Experimental, do not use.
whole:
Boolean indicating if the entire canvas should be used for the rendering.
Default value: False
Note: There is no reason to set this attribute to True: the rendering will
in any case be scaled down to the largest rectangle with power of 2
dimensions before transfering to the texture.
Attributes inherited from the ImageBase class:
image : image binary data, read-only
size : [x,y] size of the texture, read-only
scale : set to True for fast scale down in case the render area dimensions are not power of 2
flip : set to True for vertical flip.
filter: set a post-processing filter on the render.
Notes:
* Aspect Ratio
For consistent results in Blender and Blenderplayer, the same aspect ratio used
by Blender to draw the camera viewport (Scene(F10)->Format tab->Size X/Size Y)
is also used during the rendering. You can control the portion of the scene that
will be rendered by "looking through the camera": the zone inside the outer dotted
rectangle will be rendered to the texture.
In order to reproduce the scene without X/Y distortion, you must apply the texture
on an object or portion of object that has the same aspect ratio.
* Order of rendering
The rendereing is performed when you call the refresh() method of the parent
Texture object. This happens outside the normal frame rendering and will have no
effect on it.
However, if you want to use ImageViewport and ImageRender at the same time, be
sure to refresh the viewport texture before the render texture because the latter
will destroy the frame buffer that is used by the former to update the texture.
* Scene status
The meshes are not updated during the render to texture: the rendered texture
is one frame late to the rendered frame with regards to mesh deformation.
* Example:
cont = GameLogic.getCurrentController()
# object that receives the texture
obj = contr.getOwner()
scene = GameLogic.getCurrentScene()
# camera used for the render
tvcam = scene.getObjectList()['OBtvcam']
# assume obj has some faces UV assigned to tv.png
matID = VideoTexture.materialID(obj, 'IMtv.png')
GameLogic.tv = VideoTexture.Texture(obj, matID)
GameLogic.tv.source = VideoTexture.ImageRender(scene,tvcam)
GameLogic.tv.source.capsize = [256,256]
# to render the texture, just call GameLogic.tv.refresh(True) on each frame.
You can download a demo game (with a video file) here:
http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.zip
For those who have already downloaded the demo, you can just update the blend file:
http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.blend
2008-11-26 17:47:42 +00:00
|
|
|
float m_background[4];
|
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
|
|
|
|
|
|
|
|
|
|
|
/// render 3d scene to image
|
2010-02-07 19:18:00 +00:00
|
|
|
virtual void calcImage (unsigned int texId, double ts);
|
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
|
|
|
|
|
|
|
void Render();
|
|
|
|
void SetupRenderFrame(KX_Scene *scene, KX_Camera* cam);
|
|
|
|
void RenderFrame(KX_Scene* scene, KX_Camera* cam);
|
|
|
|
void SetBackGround(KX_WorldInfo* wi);
|
|
|
|
void SetWorldSettings(KX_WorldInfo* wi);
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|