forked from bartvdbraak/blender
BGE VideoTexture: add depth buffer access to ImageViewport and ImageRender.
2 new attributes to ImageViewport and ImageRender object: depth: set to True to retrieve the depth buffer as an array of float (not suitable for texture source). zbuff: set to True to retrieve the depth buffer as a grey scale pixel array (suitable for texture source). A new mode 'F' is added to VideoTexture.imageToArray() to allow returning the image buffer as a one dimensional array of float. This mode should only be used to retrieve the depth buffer of ImageViewport and ImageRender objects. Example: viewport = VideoTexture.ImageViewport() viewport.depth = True depth = VideoTexture.imageToArray(viewport,'F') # show depth of bottom left pixel # 1.0 = infinite, 0.0 = on near clip plane. print(depth[0])
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7deb8d8a26
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@ -351,6 +351,15 @@ When the texture object is deleted, the new texture is deleted and the old textu
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use whole viewport to render
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.. attribute:: depth
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use depth component of render as array of float - not suitable for texture source,
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should only be used with bge.texture.imageToArray(mode='F')
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.. attribute:: zbuff
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use depth component of render as grey scale color - suitable for texture source
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.. class:: ImageViewport()
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Image source from viewport
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@ -399,6 +408,15 @@ When the texture object is deleted, the new texture is deleted and the old textu
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use whole viewport to capture
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.. attribute:: depth
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use depth component of viewport as array of float - not suitable for texture source,
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should only be used with bge.texture.imageToArray(mode='F')
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.. attribute:: zbuff
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use depth component of viewport as grey scale color - suitable for texture source
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.. class:: Texture(gameObj)
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Texture objects
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@ -518,13 +536,16 @@ When the texture object is deleted, the new texture is deleted and the old textu
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0 to force a fixed 0 color channel and 1 to force a fixed 255 color channel.
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Example: "BGR" will return 3 bytes per pixel with the Blue, Green and Red channels in that order.
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"RGB1" will return 4 bytes per pixel with the Red, Green, Blue channels in that order and the alpha channel forced to 255.
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A special mode "F" allows to return the image as an array of float. This mode should only be used to retrieve
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the depth buffer of the ImageViewport and ImageRender object.
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The default mode is "RGBA".
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:type mode: string
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:rtype: :class:`~bgl.buffer`
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:return: A object representing the image as one dimensional array of bytes of size (pixel_size*width*height),
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line by line starting from the bottom of the image. The pixel size and format is determined by the mode
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parameter.
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parameter. For mode 'F', the array is a one dimensional array of float of size (width*height).
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.. function:: materialID(object,name)
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@ -95,6 +95,10 @@ protected:
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virtual unsigned int filter (unsigned int * src, short x, short y,
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short * size, unsigned int pixSize, unsigned int val = 0)
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{ return val; }
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/// filter pixel, source float buffer
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virtual unsigned int filter (float * src, short x, short y,
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short * size, unsigned int pixSize, unsigned int val = 0)
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{ return val; }
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/// get source pixel size
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virtual unsigned int getPixelSize (void) { return 1; }
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@ -31,7 +31,6 @@ http://www.gnu.org/copyleft/lesser.txt.
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#include "FilterBase.h"
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/// class for RGB24 conversion
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class FilterRGB24 : public FilterBase
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{
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@ -97,6 +96,65 @@ protected:
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{ VT_RGBA(val,src[2],src[1],src[0],0xFF); return val; }
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};
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/// class for Z_buffer conversion
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class FilterZZZA : public FilterBase
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{
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public:
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/// constructor
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FilterZZZA (void) {}
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/// destructor
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virtual ~FilterZZZA (void) {}
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/// get source pixel size
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virtual unsigned int getPixelSize (void) { return 1; }
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protected:
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/// filter pixel, source float buffer
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virtual unsigned int filter (float * src, short x, short y,
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short * size, unsigned int pixSize, unsigned int val)
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{
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// calculate gray value
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// convert float to unsigned char
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unsigned int depth = int(src[0] * 255);
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// return depth scale value
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VT_R(val) = depth;
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VT_G(val) = depth;
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VT_B(val) = depth;
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VT_A(val) = 0xFF;
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return val;
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}
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};
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/// class for Z_buffer conversion
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class FilterDEPTH : public FilterBase
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{
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public:
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/// constructor
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FilterDEPTH (void) {}
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/// destructor
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virtual ~FilterDEPTH (void) {}
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/// get source pixel size
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virtual unsigned int getPixelSize (void) { return 1; }
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protected:
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/// filter pixel, source float buffer
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virtual unsigned int filter (float * src, short x, short y,
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short * size, unsigned int pixSize, unsigned int val)
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{
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// Copy the float value straight away
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// The user can retrieve the original float value by using
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// 'F' mode in BGL buffer
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memcpy(&val, src, sizeof (unsigned int));
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return val;
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}
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};
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/// class for YV12 conversion
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class FilterYV12 : public FilterBase
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{
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@ -49,6 +49,8 @@ extern "C" {
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// constructor
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ImageBase::ImageBase (bool staticSrc) : m_image(NULL), m_imgSize(0),
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m_avail(false), m_scale(false), m_scaleChange(false), m_flip(false),
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m_zbuff(false),
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m_depth(false),
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m_staticSources(staticSrc), m_pyfilter(NULL)
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{
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m_size[0] = m_size[1] = 0;
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@ -402,6 +404,18 @@ PyObject *Image_getImage (PyImage *self, char * mode)
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{
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buffer = BGL_MakeBuffer( GL_BYTE, 1, &dimensions, image);
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}
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else if (!strcasecmp(mode, "F"))
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{
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// this mode returns the image as an array of float.
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// This makes sense ONLY for the depth buffer:
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// source = VideoTexture.ImageViewport()
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// source.depth = True
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// depth = VideoTexture.imageToArray(source, 'F')
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// adapt dimension from byte to float
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dimensions /= sizeof(float);
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buffer = BGL_MakeBuffer( GL_FLOAT, 1, &dimensions, image);
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}
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else
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{
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int i, c, ncolor, pixels;
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@ -532,6 +546,52 @@ int Image_setFlip (PyImage *self, PyObject *value, void *closure)
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return 0;
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}
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// get zbuff
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PyObject * Image_getZbuff (PyImage * self, void * closure)
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{
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if (self->m_image != NULL && self->m_image->getZbuff()) Py_RETURN_TRUE;
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else Py_RETURN_FALSE;
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}
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// set zbuff
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int Image_setZbuff (PyImage * self, PyObject * value, void * closure)
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{
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// check parameter, report failure
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if (value == NULL || !PyBool_Check(value))
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{
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PyErr_SetString(PyExc_TypeError, "The value must be a bool");
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return -1;
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}
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// set scale
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if (self->m_image != NULL) self->m_image->setZbuff(value == Py_True);
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// success
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return 0;
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}
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// get depth
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PyObject * Image_getDepth (PyImage * self, void * closure)
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{
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if (self->m_image != NULL && self->m_image->getDepth()) Py_RETURN_TRUE;
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else Py_RETURN_FALSE;
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}
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// set depth
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int Image_setDepth (PyImage * self, PyObject * value, void * closure)
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{
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// check parameter, report failure
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if (value == NULL || !PyBool_Check(value))
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{
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PyErr_SetString(PyExc_TypeError, "The value must be a bool");
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return -1;
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}
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// set scale
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if (self->m_image != NULL) self->m_image->setDepth(value == Py_True);
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// success
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return 0;
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}
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// get filter source object
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PyObject *Image_getSource (PyImage *self, PyObject *args)
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@ -78,6 +78,14 @@ public:
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bool getFlip (void) { return m_flip; }
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/// set vertical flip
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void setFlip (bool flip) { m_flip = flip; }
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/// get Z buffer
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bool getZbuff (void) { return m_zbuff; }
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/// set Z buffer
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void setZbuff (bool zbuff) { m_zbuff = zbuff; }
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/// get depth
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bool getDepth (void) { return m_depth; }
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/// set depth
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void setDepth (bool depth) { m_depth = depth; }
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/// get source object
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PyImage * getSource (const char * id);
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@ -111,6 +119,10 @@ protected:
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bool m_scaleChange;
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/// flip image vertically
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bool m_flip;
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/// use the Z buffer as a texture
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bool m_zbuff;
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/// extract the Z buffer with unisgned int precision
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bool m_depth;
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/// source image list
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ImageSourceList m_sources;
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@ -347,6 +359,14 @@ int Image_setFlip (PyImage *self, PyObject *value, void *closure);
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PyObject *Image_getSource (PyImage *self, PyObject *args);
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// set filter source object
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PyObject *Image_setSource (PyImage *self, PyObject *args);
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// get Z buffer
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PyObject * Image_getZbuff (PyImage * self, void * closure);
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// set Z buffer
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int Image_setZbuff (PyImage * self, PyObject * value, void * closure);
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// get depth
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PyObject * Image_getDepth (PyImage * self, void * closure);
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// set depth
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int Image_setDepth (PyImage * self, PyObject * value, void * closure);
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// get pixel filter object
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PyObject *Image_getFilter (PyImage *self, void *closure);
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@ -385,6 +385,8 @@ static PyGetSetDef imageRenderGetSets[] =
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{(char*)"size", (getter)Image_getSize, NULL, (char*)"image size", NULL},
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{(char*)"scale", (getter)Image_getScale, (setter)Image_setScale, (char*)"fast scale of image (near neighbor)", NULL},
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{(char*)"flip", (getter)Image_getFlip, (setter)Image_setFlip, (char*)"flip image vertically", NULL},
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{(char*)"zbuff", (getter)Image_getZbuff, (setter)Image_setZbuff, (char*)"use depth buffer as texture", NULL},
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{(char*)"depth", (getter)Image_getDepth, (setter)Image_setDepth, (char*)"get depth information from z-buffer using unsigned int precision", NULL},
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{(char*)"filter", (getter)Image_getFilter, (setter)Image_setFilter, (char*)"pixel filter", NULL},
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{NULL}
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};
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@ -547,6 +549,8 @@ static PyGetSetDef imageMirrorGetSets[] =
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{(char*)"size", (getter)Image_getSize, NULL, (char*)"image size", NULL},
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{(char*)"scale", (getter)Image_getScale, (setter)Image_setScale, (char*)"fast scale of image (near neighbor)", NULL},
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{(char*)"flip", (getter)Image_getFlip, (setter)Image_setFlip, (char*)"flip image vertically", NULL},
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{(char*)"zbuff", (getter)Image_getZbuff, (setter)Image_setZbuff, (char*)"use depth buffer as texture", NULL},
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{(char*)"depth", (getter)Image_getDepth, (setter)Image_setDepth, (char*)"get depth information from z-buffer using unsigned int precision", NULL},
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{(char*)"filter", (getter)Image_getFilter, (setter)Image_setFilter, (char*)"pixel filter", NULL},
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{NULL}
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};
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@ -50,6 +50,8 @@ ImageViewport::ImageViewport (void) : m_alpha(false), m_texInit(false)
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//glGetIntegerv(GL_VIEWPORT, m_viewport);
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// create buffer for viewport image
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// Warning: this buffer is also used to get the depth buffer as an array of
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// float (1 float = 4 bytes per pixel)
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m_viewportImage = new BYTE [4 * getViewportSize()[0] * getViewportSize()[1]];
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// set attributes
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setWhole(false);
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@ -57,7 +59,9 @@ ImageViewport::ImageViewport (void) : m_alpha(false), m_texInit(false)
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// destructor
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ImageViewport::~ImageViewport (void)
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{ delete [] m_viewportImage; }
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{
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delete [] m_viewportImage;
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}
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// use whole viewport to capture image
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@ -131,7 +135,7 @@ void ImageViewport::calcImage (unsigned int texId, double ts)
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}
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// if texture can be directly created
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if (texId != 0 && m_pyfilter == NULL && m_capSize[0] == calcSize(m_capSize[0])
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&& m_capSize[1] == calcSize(m_capSize[1]) && !m_flip)
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&& m_capSize[1] == calcSize(m_capSize[1]) && !m_flip && !m_zbuff && !m_depth)
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{
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// just copy current viewport to texture
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glBindTexture(GL_TEXTURE_2D, texId);
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@ -142,6 +146,32 @@ void ImageViewport::calcImage (unsigned int texId, double ts)
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// otherwise copy viewport to buffer, if image is not available
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else if (!m_avail)
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{
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if (m_zbuff)
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{
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// Use read pixels with the depth buffer
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// *** misusing m_viewportImage here, but since it has the correct size
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// (4 bytes per pixel = size of float) and we just need it to apply
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// the filter, it's ok
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glReadPixels(m_upLeft[0], m_upLeft[1], (GLsizei)m_capSize[0], (GLsizei)m_capSize[1],
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GL_DEPTH_COMPONENT, GL_FLOAT, m_viewportImage);
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// filter loaded data
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FilterZZZA filt;
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filterImage(filt, (float *)m_viewportImage, m_capSize);
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}
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else
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if (m_depth)
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{
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// Use read pixels with the depth buffer
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// See warning above about m_viewportImage.
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glReadPixels(m_upLeft[0], m_upLeft[1], (GLsizei)m_capSize[0], (GLsizei)m_capSize[1],
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GL_DEPTH_COMPONENT, GL_FLOAT, m_viewportImage);
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// filter loaded data
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FilterDEPTH filt;
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filterImage(filt, (float *)m_viewportImage, m_capSize);
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}
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else
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// get frame buffer data
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if (m_alpha)
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{
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@ -310,6 +340,8 @@ static PyGetSetDef imageViewportGetSets[] =
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{(char*)"size", (getter)Image_getSize, NULL, (char*)"image size", NULL},
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{(char*)"scale", (getter)Image_getScale, (setter)Image_setScale, (char*)"fast scale of image (near neighbor)", NULL},
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{(char*)"flip", (getter)Image_getFlip, (setter)Image_setFlip, (char*)"flip image vertically", NULL},
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{(char*)"zbuff", (getter)Image_getZbuff, (setter)Image_setZbuff, (char*)"use depth buffer as texture", NULL},
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{(char*)"depth", (getter)Image_getDepth, (setter)Image_setDepth, (char*)"get depth information from z-buffer as array of float", NULL},
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{(char*)"filter", (getter)Image_getFilter, (setter)Image_setFilter, (char*)"pixel filter", NULL},
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{NULL}
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};
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