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3 Commits

Author SHA1 Message Date
Benoit Bolsee
149d231d69 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
Benoit Bolsee
6a51ba54cd 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
Benoit Bolsee
a8c4eef326 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