2011-10-23 17:52:20 +00:00
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/*
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VideoTexture module.
The only compilation system that works for sure is the MSVC project files. I've tried my best to
update the other compilation system but I count on the community to check and fix them.
This is Zdeno Miklas video texture plugin ported to trunk.
The original plugin API is maintained (can be found here http://home.scarlet.be/~tsi46445/blender/blendVideoTex.html)
EXCEPT for the following:
The module name is changed to VideoTexture (instead of blendVideoTex).
A new (and only) video source is now available: VideoFFmpeg()
You must pass 1 to 4 arguments when you create it (you can use named arguments):
VideoFFmpeg(file) : play a video file
VideoFFmpeg(file, capture, rate, width, height) : start a live video capture
file:
In the first form, file is a video file name, relative to startup directory.
It can also be a URL, FFmpeg will happily stream a video from a network source.
In the second form, file is empty or is a hint for the format of the video capture.
In Windows, file is ignored and should be empty or not specified.
In Linux, ffmpeg supports two types of device: VideoForLinux and DV1394.
The user specifies the type of device with the file parameter:
[<device_type>][:<standard>]
<device_type> : 'v4l' for VideoForLinux, 'dv1394' for DV1394; default to 'v4l'
<standard> : 'pal', 'secam' or 'ntsc', default to 'ntsc'
The driver name is constructed automatically from the device types:
v4l : /dev/video<capture>
dv1394: /dev/dv1394/<capture>
If you have different driver name, you can specify the driver name explicitely
instead of device type. Examples of valid file parameter:
/dev/v4l/video0:pal
/dev/ieee1394/1:ntsc
dv1394:ntsc
v4l:pal
:secam
capture:
Defines the index number of the capture source, starting from 0. The first capture device is always 0.
The VideoTexutre modules knows that you want to start a live video capture when you set this parameter to a number >= 0. Setting this parameter < 0 indicates a video file playback. Default value is -1.
rate:
the capture frame rate, by default 25 frames/sec
width:
height:
Width and height of the video capture in pixel, default value 0.
In Windows you must specify these values and they must fit with the capture device capability.
For example, if you have a webcam that can capture at 160x120, 320x240 or 640x480,
you must specify one of these couple of values or the opening of the video source will fail.
In Linux, default values are provided by the VideoForLinux driver if you don't specify width and height.
Simple example
**************
1. Texture definition script:
import VideoTexture
contr = GameLogic.getCurrentController()
obj = contr.getOwner()
if not hasattr(GameLogic, 'video'):
matID = VideoTexture.materialID(obj, 'MAVideoMat')
GameLogic.video = VideoTexture.Texture(obj, matID)
GameLogic.vidSrc = VideoTexture.VideoFFmpeg('trailer_400p.ogg')
# Streaming is also possible:
#GameLogic.vidSrc = VideoTexture.VideoFFmpeg('http://10.32.1.10/trailer_400p.ogg')
GameLogic.vidSrc.repeat = -1
# If the video dimensions are not a power of 2, scaling must be done before
# sending the texture to the GPU. This is done by default with gluScaleImage()
# but you can also use a faster, but less precise, scaling by setting scale
# to True. Best approach is to convert the video offline and set the dimensions right.
GameLogic.vidSrc.scale = True
# FFmpeg always delivers the video image upside down, so flipping is enabled automatically
#GameLogic.vidSrc.flip = True
if contr.getSensors()[0].isPositive():
GameLogic.video.source = GameLogic.vidSrc
GameLogic.vidSrc.play()
2. Texture refresh script:
obj = GameLogic.getCurrentController().getOwner()
if hasattr(GameLogic, 'video') != 0:
GameLogic.video.refresh(True)
You can download this demo here:
http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.blend
http://home.scarlet.be/~tsi46445/blender/trailer_400p.ogg
2008-10-31 22:35:52 +00:00
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-----------------------------------------------------------------------------
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This source file is part of VideoTexture library
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Copyright (c) 2007 The Zdeno Ash Miklas
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This program is free software; you can redistribute it and/or modify it under
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the terms of the GNU Lesser General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT
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ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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http://www.gnu.org/copyleft/lesser.txt.
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-----------------------------------------------------------------------------
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*/
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2011-10-23 17:52:20 +00:00
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/** \file gameengine/VideoTexture/ImageRender.cpp
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* \ingroup bgevideotex
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*/
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VideoTexture module.
The only compilation system that works for sure is the MSVC project files. I've tried my best to
update the other compilation system but I count on the community to check and fix them.
This is Zdeno Miklas video texture plugin ported to trunk.
The original plugin API is maintained (can be found here http://home.scarlet.be/~tsi46445/blender/blendVideoTex.html)
EXCEPT for the following:
The module name is changed to VideoTexture (instead of blendVideoTex).
A new (and only) video source is now available: VideoFFmpeg()
You must pass 1 to 4 arguments when you create it (you can use named arguments):
VideoFFmpeg(file) : play a video file
VideoFFmpeg(file, capture, rate, width, height) : start a live video capture
file:
In the first form, file is a video file name, relative to startup directory.
It can also be a URL, FFmpeg will happily stream a video from a network source.
In the second form, file is empty or is a hint for the format of the video capture.
In Windows, file is ignored and should be empty or not specified.
In Linux, ffmpeg supports two types of device: VideoForLinux and DV1394.
The user specifies the type of device with the file parameter:
[<device_type>][:<standard>]
<device_type> : 'v4l' for VideoForLinux, 'dv1394' for DV1394; default to 'v4l'
<standard> : 'pal', 'secam' or 'ntsc', default to 'ntsc'
The driver name is constructed automatically from the device types:
v4l : /dev/video<capture>
dv1394: /dev/dv1394/<capture>
If you have different driver name, you can specify the driver name explicitely
instead of device type. Examples of valid file parameter:
/dev/v4l/video0:pal
/dev/ieee1394/1:ntsc
dv1394:ntsc
v4l:pal
:secam
capture:
Defines the index number of the capture source, starting from 0. The first capture device is always 0.
The VideoTexutre modules knows that you want to start a live video capture when you set this parameter to a number >= 0. Setting this parameter < 0 indicates a video file playback. Default value is -1.
rate:
the capture frame rate, by default 25 frames/sec
width:
height:
Width and height of the video capture in pixel, default value 0.
In Windows you must specify these values and they must fit with the capture device capability.
For example, if you have a webcam that can capture at 160x120, 320x240 or 640x480,
you must specify one of these couple of values or the opening of the video source will fail.
In Linux, default values are provided by the VideoForLinux driver if you don't specify width and height.
Simple example
**************
1. Texture definition script:
import VideoTexture
contr = GameLogic.getCurrentController()
obj = contr.getOwner()
if not hasattr(GameLogic, 'video'):
matID = VideoTexture.materialID(obj, 'MAVideoMat')
GameLogic.video = VideoTexture.Texture(obj, matID)
GameLogic.vidSrc = VideoTexture.VideoFFmpeg('trailer_400p.ogg')
# Streaming is also possible:
#GameLogic.vidSrc = VideoTexture.VideoFFmpeg('http://10.32.1.10/trailer_400p.ogg')
GameLogic.vidSrc.repeat = -1
# If the video dimensions are not a power of 2, scaling must be done before
# sending the texture to the GPU. This is done by default with gluScaleImage()
# but you can also use a faster, but less precise, scaling by setting scale
# to True. Best approach is to convert the video offline and set the dimensions right.
GameLogic.vidSrc.scale = True
# FFmpeg always delivers the video image upside down, so flipping is enabled automatically
#GameLogic.vidSrc.flip = True
if contr.getSensors()[0].isPositive():
GameLogic.video.source = GameLogic.vidSrc
GameLogic.vidSrc.play()
2. Texture refresh script:
obj = GameLogic.getCurrentController().getOwner()
if hasattr(GameLogic, 'video') != 0:
GameLogic.video.refresh(True)
You can download this demo here:
http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.blend
http://home.scarlet.be/~tsi46445/blender/trailer_400p.ogg
2008-10-31 22:35:52 +00:00
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// implementation
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2012-06-16 20:20:07 +00:00
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#include "PyObjectPlus.h"
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VideoTexture module.
The only compilation system that works for sure is the MSVC project files. I've tried my best to
update the other compilation system but I count on the community to check and fix them.
This is Zdeno Miklas video texture plugin ported to trunk.
The original plugin API is maintained (can be found here http://home.scarlet.be/~tsi46445/blender/blendVideoTex.html)
EXCEPT for the following:
The module name is changed to VideoTexture (instead of blendVideoTex).
A new (and only) video source is now available: VideoFFmpeg()
You must pass 1 to 4 arguments when you create it (you can use named arguments):
VideoFFmpeg(file) : play a video file
VideoFFmpeg(file, capture, rate, width, height) : start a live video capture
file:
In the first form, file is a video file name, relative to startup directory.
It can also be a URL, FFmpeg will happily stream a video from a network source.
In the second form, file is empty or is a hint for the format of the video capture.
In Windows, file is ignored and should be empty or not specified.
In Linux, ffmpeg supports two types of device: VideoForLinux and DV1394.
The user specifies the type of device with the file parameter:
[<device_type>][:<standard>]
<device_type> : 'v4l' for VideoForLinux, 'dv1394' for DV1394; default to 'v4l'
<standard> : 'pal', 'secam' or 'ntsc', default to 'ntsc'
The driver name is constructed automatically from the device types:
v4l : /dev/video<capture>
dv1394: /dev/dv1394/<capture>
If you have different driver name, you can specify the driver name explicitely
instead of device type. Examples of valid file parameter:
/dev/v4l/video0:pal
/dev/ieee1394/1:ntsc
dv1394:ntsc
v4l:pal
:secam
capture:
Defines the index number of the capture source, starting from 0. The first capture device is always 0.
The VideoTexutre modules knows that you want to start a live video capture when you set this parameter to a number >= 0. Setting this parameter < 0 indicates a video file playback. Default value is -1.
rate:
the capture frame rate, by default 25 frames/sec
width:
height:
Width and height of the video capture in pixel, default value 0.
In Windows you must specify these values and they must fit with the capture device capability.
For example, if you have a webcam that can capture at 160x120, 320x240 or 640x480,
you must specify one of these couple of values or the opening of the video source will fail.
In Linux, default values are provided by the VideoForLinux driver if you don't specify width and height.
Simple example
**************
1. Texture definition script:
import VideoTexture
contr = GameLogic.getCurrentController()
obj = contr.getOwner()
if not hasattr(GameLogic, 'video'):
matID = VideoTexture.materialID(obj, 'MAVideoMat')
GameLogic.video = VideoTexture.Texture(obj, matID)
GameLogic.vidSrc = VideoTexture.VideoFFmpeg('trailer_400p.ogg')
# Streaming is also possible:
#GameLogic.vidSrc = VideoTexture.VideoFFmpeg('http://10.32.1.10/trailer_400p.ogg')
GameLogic.vidSrc.repeat = -1
# If the video dimensions are not a power of 2, scaling must be done before
# sending the texture to the GPU. This is done by default with gluScaleImage()
# but you can also use a faster, but less precise, scaling by setting scale
# to True. Best approach is to convert the video offline and set the dimensions right.
GameLogic.vidSrc.scale = True
# FFmpeg always delivers the video image upside down, so flipping is enabled automatically
#GameLogic.vidSrc.flip = True
if contr.getSensors()[0].isPositive():
GameLogic.video.source = GameLogic.vidSrc
GameLogic.vidSrc.play()
2. Texture refresh script:
obj = GameLogic.getCurrentController().getOwner()
if hasattr(GameLogic, 'video') != 0:
GameLogic.video.refresh(True)
You can download this demo here:
http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.blend
http://home.scarlet.be/~tsi46445/blender/trailer_400p.ogg
2008-10-31 22:35:52 +00:00
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#include <structmember.h>
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2008-12-14 17:32:24 +00:00
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#include <float.h>
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#include <math.h>
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VideoTexture module.
The only compilation system that works for sure is the MSVC project files. I've tried my best to
update the other compilation system but I count on the community to check and fix them.
This is Zdeno Miklas video texture plugin ported to trunk.
The original plugin API is maintained (can be found here http://home.scarlet.be/~tsi46445/blender/blendVideoTex.html)
EXCEPT for the following:
The module name is changed to VideoTexture (instead of blendVideoTex).
A new (and only) video source is now available: VideoFFmpeg()
You must pass 1 to 4 arguments when you create it (you can use named arguments):
VideoFFmpeg(file) : play a video file
VideoFFmpeg(file, capture, rate, width, height) : start a live video capture
file:
In the first form, file is a video file name, relative to startup directory.
It can also be a URL, FFmpeg will happily stream a video from a network source.
In the second form, file is empty or is a hint for the format of the video capture.
In Windows, file is ignored and should be empty or not specified.
In Linux, ffmpeg supports two types of device: VideoForLinux and DV1394.
The user specifies the type of device with the file parameter:
[<device_type>][:<standard>]
<device_type> : 'v4l' for VideoForLinux, 'dv1394' for DV1394; default to 'v4l'
<standard> : 'pal', 'secam' or 'ntsc', default to 'ntsc'
The driver name is constructed automatically from the device types:
v4l : /dev/video<capture>
dv1394: /dev/dv1394/<capture>
If you have different driver name, you can specify the driver name explicitely
instead of device type. Examples of valid file parameter:
/dev/v4l/video0:pal
/dev/ieee1394/1:ntsc
dv1394:ntsc
v4l:pal
:secam
capture:
Defines the index number of the capture source, starting from 0. The first capture device is always 0.
The VideoTexutre modules knows that you want to start a live video capture when you set this parameter to a number >= 0. Setting this parameter < 0 indicates a video file playback. Default value is -1.
rate:
the capture frame rate, by default 25 frames/sec
width:
height:
Width and height of the video capture in pixel, default value 0.
In Windows you must specify these values and they must fit with the capture device capability.
For example, if you have a webcam that can capture at 160x120, 320x240 or 640x480,
you must specify one of these couple of values or the opening of the video source will fail.
In Linux, default values are provided by the VideoForLinux driver if you don't specify width and height.
Simple example
**************
1. Texture definition script:
import VideoTexture
contr = GameLogic.getCurrentController()
obj = contr.getOwner()
if not hasattr(GameLogic, 'video'):
matID = VideoTexture.materialID(obj, 'MAVideoMat')
GameLogic.video = VideoTexture.Texture(obj, matID)
GameLogic.vidSrc = VideoTexture.VideoFFmpeg('trailer_400p.ogg')
# Streaming is also possible:
#GameLogic.vidSrc = VideoTexture.VideoFFmpeg('http://10.32.1.10/trailer_400p.ogg')
GameLogic.vidSrc.repeat = -1
# If the video dimensions are not a power of 2, scaling must be done before
# sending the texture to the GPU. This is done by default with gluScaleImage()
# but you can also use a faster, but less precise, scaling by setting scale
# to True. Best approach is to convert the video offline and set the dimensions right.
GameLogic.vidSrc.scale = True
# FFmpeg always delivers the video image upside down, so flipping is enabled automatically
#GameLogic.vidSrc.flip = True
if contr.getSensors()[0].isPositive():
GameLogic.video.source = GameLogic.vidSrc
GameLogic.vidSrc.play()
2. Texture refresh script:
obj = GameLogic.getCurrentController().getOwner()
if hasattr(GameLogic, 'video') != 0:
GameLogic.video.refresh(True)
You can download this demo here:
http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.blend
http://home.scarlet.be/~tsi46445/blender/trailer_400p.ogg
2008-10-31 22:35:52 +00:00
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2009-04-20 15:06:46 +00:00
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#include "GL/glew.h"
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2008-12-14 17:32:24 +00:00
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#include "KX_PythonInit.h"
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#include "DNA_scene_types.h"
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#include "RAS_CameraData.h"
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#include "RAS_MeshObject.h"
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2009-11-10 20:43:45 +00:00
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#include "BLI_math.h"
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VideoTexture module.
The only compilation system that works for sure is the MSVC project files. I've tried my best to
update the other compilation system but I count on the community to check and fix them.
This is Zdeno Miklas video texture plugin ported to trunk.
The original plugin API is maintained (can be found here http://home.scarlet.be/~tsi46445/blender/blendVideoTex.html)
EXCEPT for the following:
The module name is changed to VideoTexture (instead of blendVideoTex).
A new (and only) video source is now available: VideoFFmpeg()
You must pass 1 to 4 arguments when you create it (you can use named arguments):
VideoFFmpeg(file) : play a video file
VideoFFmpeg(file, capture, rate, width, height) : start a live video capture
file:
In the first form, file is a video file name, relative to startup directory.
It can also be a URL, FFmpeg will happily stream a video from a network source.
In the second form, file is empty or is a hint for the format of the video capture.
In Windows, file is ignored and should be empty or not specified.
In Linux, ffmpeg supports two types of device: VideoForLinux and DV1394.
The user specifies the type of device with the file parameter:
[<device_type>][:<standard>]
<device_type> : 'v4l' for VideoForLinux, 'dv1394' for DV1394; default to 'v4l'
<standard> : 'pal', 'secam' or 'ntsc', default to 'ntsc'
The driver name is constructed automatically from the device types:
v4l : /dev/video<capture>
dv1394: /dev/dv1394/<capture>
If you have different driver name, you can specify the driver name explicitely
instead of device type. Examples of valid file parameter:
/dev/v4l/video0:pal
/dev/ieee1394/1:ntsc
dv1394:ntsc
v4l:pal
:secam
capture:
Defines the index number of the capture source, starting from 0. The first capture device is always 0.
The VideoTexutre modules knows that you want to start a live video capture when you set this parameter to a number >= 0. Setting this parameter < 0 indicates a video file playback. Default value is -1.
rate:
the capture frame rate, by default 25 frames/sec
width:
height:
Width and height of the video capture in pixel, default value 0.
In Windows you must specify these values and they must fit with the capture device capability.
For example, if you have a webcam that can capture at 160x120, 320x240 or 640x480,
you must specify one of these couple of values or the opening of the video source will fail.
In Linux, default values are provided by the VideoForLinux driver if you don't specify width and height.
Simple example
**************
1. Texture definition script:
import VideoTexture
contr = GameLogic.getCurrentController()
obj = contr.getOwner()
if not hasattr(GameLogic, 'video'):
matID = VideoTexture.materialID(obj, 'MAVideoMat')
GameLogic.video = VideoTexture.Texture(obj, matID)
GameLogic.vidSrc = VideoTexture.VideoFFmpeg('trailer_400p.ogg')
# Streaming is also possible:
#GameLogic.vidSrc = VideoTexture.VideoFFmpeg('http://10.32.1.10/trailer_400p.ogg')
GameLogic.vidSrc.repeat = -1
# If the video dimensions are not a power of 2, scaling must be done before
# sending the texture to the GPU. This is done by default with gluScaleImage()
# but you can also use a faster, but less precise, scaling by setting scale
# to True. Best approach is to convert the video offline and set the dimensions right.
GameLogic.vidSrc.scale = True
# FFmpeg always delivers the video image upside down, so flipping is enabled automatically
#GameLogic.vidSrc.flip = True
if contr.getSensors()[0].isPositive():
GameLogic.video.source = GameLogic.vidSrc
GameLogic.vidSrc.play()
2. Texture refresh script:
obj = GameLogic.getCurrentController().getOwner()
if hasattr(GameLogic, 'video') != 0:
GameLogic.video.refresh(True)
You can download this demo here:
http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.blend
http://home.scarlet.be/~tsi46445/blender/trailer_400p.ogg
2008-10-31 22:35:52 +00:00
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2008-12-14 17:32:24 +00:00
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#include "ImageRender.h"
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VideoTexture module.
The only compilation system that works for sure is the MSVC project files. I've tried my best to
update the other compilation system but I count on the community to check and fix them.
This is Zdeno Miklas video texture plugin ported to trunk.
The original plugin API is maintained (can be found here http://home.scarlet.be/~tsi46445/blender/blendVideoTex.html)
EXCEPT for the following:
The module name is changed to VideoTexture (instead of blendVideoTex).
A new (and only) video source is now available: VideoFFmpeg()
You must pass 1 to 4 arguments when you create it (you can use named arguments):
VideoFFmpeg(file) : play a video file
VideoFFmpeg(file, capture, rate, width, height) : start a live video capture
file:
In the first form, file is a video file name, relative to startup directory.
It can also be a URL, FFmpeg will happily stream a video from a network source.
In the second form, file is empty or is a hint for the format of the video capture.
In Windows, file is ignored and should be empty or not specified.
In Linux, ffmpeg supports two types of device: VideoForLinux and DV1394.
The user specifies the type of device with the file parameter:
[<device_type>][:<standard>]
<device_type> : 'v4l' for VideoForLinux, 'dv1394' for DV1394; default to 'v4l'
<standard> : 'pal', 'secam' or 'ntsc', default to 'ntsc'
The driver name is constructed automatically from the device types:
v4l : /dev/video<capture>
dv1394: /dev/dv1394/<capture>
If you have different driver name, you can specify the driver name explicitely
instead of device type. Examples of valid file parameter:
/dev/v4l/video0:pal
/dev/ieee1394/1:ntsc
dv1394:ntsc
v4l:pal
:secam
capture:
Defines the index number of the capture source, starting from 0. The first capture device is always 0.
The VideoTexutre modules knows that you want to start a live video capture when you set this parameter to a number >= 0. Setting this parameter < 0 indicates a video file playback. Default value is -1.
rate:
the capture frame rate, by default 25 frames/sec
width:
height:
Width and height of the video capture in pixel, default value 0.
In Windows you must specify these values and they must fit with the capture device capability.
For example, if you have a webcam that can capture at 160x120, 320x240 or 640x480,
you must specify one of these couple of values or the opening of the video source will fail.
In Linux, default values are provided by the VideoForLinux driver if you don't specify width and height.
Simple example
**************
1. Texture definition script:
import VideoTexture
contr = GameLogic.getCurrentController()
obj = contr.getOwner()
if not hasattr(GameLogic, 'video'):
matID = VideoTexture.materialID(obj, 'MAVideoMat')
GameLogic.video = VideoTexture.Texture(obj, matID)
GameLogic.vidSrc = VideoTexture.VideoFFmpeg('trailer_400p.ogg')
# Streaming is also possible:
#GameLogic.vidSrc = VideoTexture.VideoFFmpeg('http://10.32.1.10/trailer_400p.ogg')
GameLogic.vidSrc.repeat = -1
# If the video dimensions are not a power of 2, scaling must be done before
# sending the texture to the GPU. This is done by default with gluScaleImage()
# but you can also use a faster, but less precise, scaling by setting scale
# to True. Best approach is to convert the video offline and set the dimensions right.
GameLogic.vidSrc.scale = True
# FFmpeg always delivers the video image upside down, so flipping is enabled automatically
#GameLogic.vidSrc.flip = True
if contr.getSensors()[0].isPositive():
GameLogic.video.source = GameLogic.vidSrc
GameLogic.vidSrc.play()
2. Texture refresh script:
obj = GameLogic.getCurrentController().getOwner()
if hasattr(GameLogic, 'video') != 0:
GameLogic.video.refresh(True)
You can download this demo here:
http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.blend
http://home.scarlet.be/~tsi46445/blender/trailer_400p.ogg
2008-10-31 22:35:52 +00:00
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#include "ImageBase.h"
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#include "BlendType.h"
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#include "Exception.h"
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2008-12-14 17:32:24 +00:00
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#include "Texture.h"
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VideoTexture module.
The only compilation system that works for sure is the MSVC project files. I've tried my best to
update the other compilation system but I count on the community to check and fix them.
This is Zdeno Miklas video texture plugin ported to trunk.
The original plugin API is maintained (can be found here http://home.scarlet.be/~tsi46445/blender/blendVideoTex.html)
EXCEPT for the following:
The module name is changed to VideoTexture (instead of blendVideoTex).
A new (and only) video source is now available: VideoFFmpeg()
You must pass 1 to 4 arguments when you create it (you can use named arguments):
VideoFFmpeg(file) : play a video file
VideoFFmpeg(file, capture, rate, width, height) : start a live video capture
file:
In the first form, file is a video file name, relative to startup directory.
It can also be a URL, FFmpeg will happily stream a video from a network source.
In the second form, file is empty or is a hint for the format of the video capture.
In Windows, file is ignored and should be empty or not specified.
In Linux, ffmpeg supports two types of device: VideoForLinux and DV1394.
The user specifies the type of device with the file parameter:
[<device_type>][:<standard>]
<device_type> : 'v4l' for VideoForLinux, 'dv1394' for DV1394; default to 'v4l'
<standard> : 'pal', 'secam' or 'ntsc', default to 'ntsc'
The driver name is constructed automatically from the device types:
v4l : /dev/video<capture>
dv1394: /dev/dv1394/<capture>
If you have different driver name, you can specify the driver name explicitely
instead of device type. Examples of valid file parameter:
/dev/v4l/video0:pal
/dev/ieee1394/1:ntsc
dv1394:ntsc
v4l:pal
:secam
capture:
Defines the index number of the capture source, starting from 0. The first capture device is always 0.
The VideoTexutre modules knows that you want to start a live video capture when you set this parameter to a number >= 0. Setting this parameter < 0 indicates a video file playback. Default value is -1.
rate:
the capture frame rate, by default 25 frames/sec
width:
height:
Width and height of the video capture in pixel, default value 0.
In Windows you must specify these values and they must fit with the capture device capability.
For example, if you have a webcam that can capture at 160x120, 320x240 or 640x480,
you must specify one of these couple of values or the opening of the video source will fail.
In Linux, default values are provided by the VideoForLinux driver if you don't specify width and height.
Simple example
**************
1. Texture definition script:
import VideoTexture
contr = GameLogic.getCurrentController()
obj = contr.getOwner()
if not hasattr(GameLogic, 'video'):
matID = VideoTexture.materialID(obj, 'MAVideoMat')
GameLogic.video = VideoTexture.Texture(obj, matID)
GameLogic.vidSrc = VideoTexture.VideoFFmpeg('trailer_400p.ogg')
# Streaming is also possible:
#GameLogic.vidSrc = VideoTexture.VideoFFmpeg('http://10.32.1.10/trailer_400p.ogg')
GameLogic.vidSrc.repeat = -1
# If the video dimensions are not a power of 2, scaling must be done before
# sending the texture to the GPU. This is done by default with gluScaleImage()
# but you can also use a faster, but less precise, scaling by setting scale
# to True. Best approach is to convert the video offline and set the dimensions right.
GameLogic.vidSrc.scale = True
# FFmpeg always delivers the video image upside down, so flipping is enabled automatically
#GameLogic.vidSrc.flip = True
if contr.getSensors()[0].isPositive():
GameLogic.video.source = GameLogic.vidSrc
GameLogic.vidSrc.play()
2. Texture refresh script:
obj = GameLogic.getCurrentController().getOwner()
if hasattr(GameLogic, 'video') != 0:
GameLogic.video.refresh(True)
You can download this demo here:
http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.blend
http://home.scarlet.be/~tsi46445/blender/trailer_400p.ogg
2008-10-31 22:35:52 +00:00
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2008-12-14 17:32:24 +00:00
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ExceptionID SceneInvalid, CameraInvalid, ObserverInvalid;
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ExceptionID MirrorInvalid, MirrorSizeInvalid, MirrorNormalInvalid, MirrorHorizontal, MirrorTooSmall;
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2008-11-10 22:17:40 +00:00
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ExpDesc SceneInvalidDesc (SceneInvalid, "Scene object is invalid");
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ExpDesc CameraInvalidDesc (CameraInvalid, "Camera object is invalid");
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2008-12-14 17:32:24 +00:00
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ExpDesc ObserverInvalidDesc (ObserverInvalid, "Observer object is invalid");
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ExpDesc MirrorInvalidDesc (MirrorInvalid, "Mirror object is invalid");
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ExpDesc MirrorSizeInvalidDesc (MirrorSizeInvalid, "Mirror has no vertex or no size");
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ExpDesc MirrorNormalInvalidDesc (MirrorNormalInvalid, "Cannot determine mirror plane");
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ExpDesc MirrorHorizontalDesc (MirrorHorizontal, "Mirror is horizontal in local space");
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ExpDesc MirrorTooSmallDesc (MirrorTooSmall, "Mirror is too small");
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VideoTexture module.
The only compilation system that works for sure is the MSVC project files. I've tried my best to
update the other compilation system but I count on the community to check and fix them.
This is Zdeno Miklas video texture plugin ported to trunk.
The original plugin API is maintained (can be found here http://home.scarlet.be/~tsi46445/blender/blendVideoTex.html)
EXCEPT for the following:
The module name is changed to VideoTexture (instead of blendVideoTex).
A new (and only) video source is now available: VideoFFmpeg()
You must pass 1 to 4 arguments when you create it (you can use named arguments):
VideoFFmpeg(file) : play a video file
VideoFFmpeg(file, capture, rate, width, height) : start a live video capture
file:
In the first form, file is a video file name, relative to startup directory.
It can also be a URL, FFmpeg will happily stream a video from a network source.
In the second form, file is empty or is a hint for the format of the video capture.
In Windows, file is ignored and should be empty or not specified.
In Linux, ffmpeg supports two types of device: VideoForLinux and DV1394.
The user specifies the type of device with the file parameter:
[<device_type>][:<standard>]
<device_type> : 'v4l' for VideoForLinux, 'dv1394' for DV1394; default to 'v4l'
<standard> : 'pal', 'secam' or 'ntsc', default to 'ntsc'
The driver name is constructed automatically from the device types:
v4l : /dev/video<capture>
dv1394: /dev/dv1394/<capture>
If you have different driver name, you can specify the driver name explicitely
instead of device type. Examples of valid file parameter:
/dev/v4l/video0:pal
/dev/ieee1394/1:ntsc
dv1394:ntsc
v4l:pal
:secam
capture:
Defines the index number of the capture source, starting from 0. The first capture device is always 0.
The VideoTexutre modules knows that you want to start a live video capture when you set this parameter to a number >= 0. Setting this parameter < 0 indicates a video file playback. Default value is -1.
rate:
the capture frame rate, by default 25 frames/sec
width:
height:
Width and height of the video capture in pixel, default value 0.
In Windows you must specify these values and they must fit with the capture device capability.
For example, if you have a webcam that can capture at 160x120, 320x240 or 640x480,
you must specify one of these couple of values or the opening of the video source will fail.
In Linux, default values are provided by the VideoForLinux driver if you don't specify width and height.
Simple example
**************
1. Texture definition script:
import VideoTexture
contr = GameLogic.getCurrentController()
obj = contr.getOwner()
if not hasattr(GameLogic, 'video'):
matID = VideoTexture.materialID(obj, 'MAVideoMat')
GameLogic.video = VideoTexture.Texture(obj, matID)
GameLogic.vidSrc = VideoTexture.VideoFFmpeg('trailer_400p.ogg')
# Streaming is also possible:
#GameLogic.vidSrc = VideoTexture.VideoFFmpeg('http://10.32.1.10/trailer_400p.ogg')
GameLogic.vidSrc.repeat = -1
# If the video dimensions are not a power of 2, scaling must be done before
# sending the texture to the GPU. This is done by default with gluScaleImage()
# but you can also use a faster, but less precise, scaling by setting scale
# to True. Best approach is to convert the video offline and set the dimensions right.
GameLogic.vidSrc.scale = True
# FFmpeg always delivers the video image upside down, so flipping is enabled automatically
#GameLogic.vidSrc.flip = True
if contr.getSensors()[0].isPositive():
GameLogic.video.source = GameLogic.vidSrc
GameLogic.vidSrc.play()
2. Texture refresh script:
obj = GameLogic.getCurrentController().getOwner()
if hasattr(GameLogic, 'video') != 0:
GameLogic.video.refresh(True)
You can download this demo here:
http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.blend
http://home.scarlet.be/~tsi46445/blender/trailer_400p.ogg
2008-10-31 22:35:52 +00:00
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// constructor
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2008-12-14 17:32:24 +00:00
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ImageRender::ImageRender (KX_Scene * scene, KX_Camera * camera) :
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ImageViewport(),
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m_render(true),
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m_scene(scene),
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m_camera(camera),
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m_owncamera(false),
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m_observer(NULL),
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m_mirror(NULL),
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2011-09-01 02:12:53 +00:00
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m_clip(100.f)
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VideoTexture module.
The only compilation system that works for sure is the MSVC project files. I've tried my best to
update the other compilation system but I count on the community to check and fix them.
This is Zdeno Miklas video texture plugin ported to trunk.
The original plugin API is maintained (can be found here http://home.scarlet.be/~tsi46445/blender/blendVideoTex.html)
EXCEPT for the following:
The module name is changed to VideoTexture (instead of blendVideoTex).
A new (and only) video source is now available: VideoFFmpeg()
You must pass 1 to 4 arguments when you create it (you can use named arguments):
VideoFFmpeg(file) : play a video file
VideoFFmpeg(file, capture, rate, width, height) : start a live video capture
file:
In the first form, file is a video file name, relative to startup directory.
It can also be a URL, FFmpeg will happily stream a video from a network source.
In the second form, file is empty or is a hint for the format of the video capture.
In Windows, file is ignored and should be empty or not specified.
In Linux, ffmpeg supports two types of device: VideoForLinux and DV1394.
The user specifies the type of device with the file parameter:
[<device_type>][:<standard>]
<device_type> : 'v4l' for VideoForLinux, 'dv1394' for DV1394; default to 'v4l'
<standard> : 'pal', 'secam' or 'ntsc', default to 'ntsc'
The driver name is constructed automatically from the device types:
v4l : /dev/video<capture>
dv1394: /dev/dv1394/<capture>
If you have different driver name, you can specify the driver name explicitely
instead of device type. Examples of valid file parameter:
/dev/v4l/video0:pal
/dev/ieee1394/1:ntsc
dv1394:ntsc
v4l:pal
:secam
capture:
Defines the index number of the capture source, starting from 0. The first capture device is always 0.
The VideoTexutre modules knows that you want to start a live video capture when you set this parameter to a number >= 0. Setting this parameter < 0 indicates a video file playback. Default value is -1.
rate:
the capture frame rate, by default 25 frames/sec
width:
height:
Width and height of the video capture in pixel, default value 0.
In Windows you must specify these values and they must fit with the capture device capability.
For example, if you have a webcam that can capture at 160x120, 320x240 or 640x480,
you must specify one of these couple of values or the opening of the video source will fail.
In Linux, default values are provided by the VideoForLinux driver if you don't specify width and height.
Simple example
**************
1. Texture definition script:
import VideoTexture
contr = GameLogic.getCurrentController()
obj = contr.getOwner()
if not hasattr(GameLogic, 'video'):
matID = VideoTexture.materialID(obj, 'MAVideoMat')
GameLogic.video = VideoTexture.Texture(obj, matID)
GameLogic.vidSrc = VideoTexture.VideoFFmpeg('trailer_400p.ogg')
# Streaming is also possible:
#GameLogic.vidSrc = VideoTexture.VideoFFmpeg('http://10.32.1.10/trailer_400p.ogg')
GameLogic.vidSrc.repeat = -1
# If the video dimensions are not a power of 2, scaling must be done before
# sending the texture to the GPU. This is done by default with gluScaleImage()
# but you can also use a faster, but less precise, scaling by setting scale
# to True. Best approach is to convert the video offline and set the dimensions right.
GameLogic.vidSrc.scale = True
# FFmpeg always delivers the video image upside down, so flipping is enabled automatically
#GameLogic.vidSrc.flip = True
if contr.getSensors()[0].isPositive():
GameLogic.video.source = GameLogic.vidSrc
GameLogic.vidSrc.play()
2. Texture refresh script:
obj = GameLogic.getCurrentController().getOwner()
if hasattr(GameLogic, 'video') != 0:
GameLogic.video.refresh(True)
You can download this demo here:
http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.blend
http://home.scarlet.be/~tsi46445/blender/trailer_400p.ogg
2008-10-31 22:35:52 +00:00
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{
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2010-12-03 12:30:59 +00:00
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// initialize background color
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2008-12-14 17:32:24 +00:00
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setBackground(0, 0, 255, 255);
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2011-09-01 02:12:53 +00:00
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// retrieve rendering objects
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m_engine = KX_GetActiveEngine();
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m_rasterizer = m_engine->GetRasterizer();
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m_canvas = m_engine->GetCanvas();
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m_rendertools = m_engine->GetRenderTools();
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VideoTexture module.
The only compilation system that works for sure is the MSVC project files. I've tried my best to
update the other compilation system but I count on the community to check and fix them.
This is Zdeno Miklas video texture plugin ported to trunk.
The original plugin API is maintained (can be found here http://home.scarlet.be/~tsi46445/blender/blendVideoTex.html)
EXCEPT for the following:
The module name is changed to VideoTexture (instead of blendVideoTex).
A new (and only) video source is now available: VideoFFmpeg()
You must pass 1 to 4 arguments when you create it (you can use named arguments):
VideoFFmpeg(file) : play a video file
VideoFFmpeg(file, capture, rate, width, height) : start a live video capture
file:
In the first form, file is a video file name, relative to startup directory.
It can also be a URL, FFmpeg will happily stream a video from a network source.
In the second form, file is empty or is a hint for the format of the video capture.
In Windows, file is ignored and should be empty or not specified.
In Linux, ffmpeg supports two types of device: VideoForLinux and DV1394.
The user specifies the type of device with the file parameter:
[<device_type>][:<standard>]
<device_type> : 'v4l' for VideoForLinux, 'dv1394' for DV1394; default to 'v4l'
<standard> : 'pal', 'secam' or 'ntsc', default to 'ntsc'
The driver name is constructed automatically from the device types:
v4l : /dev/video<capture>
dv1394: /dev/dv1394/<capture>
If you have different driver name, you can specify the driver name explicitely
instead of device type. Examples of valid file parameter:
/dev/v4l/video0:pal
/dev/ieee1394/1:ntsc
dv1394:ntsc
v4l:pal
:secam
capture:
Defines the index number of the capture source, starting from 0. The first capture device is always 0.
The VideoTexutre modules knows that you want to start a live video capture when you set this parameter to a number >= 0. Setting this parameter < 0 indicates a video file playback. Default value is -1.
rate:
the capture frame rate, by default 25 frames/sec
width:
height:
Width and height of the video capture in pixel, default value 0.
In Windows you must specify these values and they must fit with the capture device capability.
For example, if you have a webcam that can capture at 160x120, 320x240 or 640x480,
you must specify one of these couple of values or the opening of the video source will fail.
In Linux, default values are provided by the VideoForLinux driver if you don't specify width and height.
Simple example
**************
1. Texture definition script:
import VideoTexture
contr = GameLogic.getCurrentController()
obj = contr.getOwner()
if not hasattr(GameLogic, 'video'):
matID = VideoTexture.materialID(obj, 'MAVideoMat')
GameLogic.video = VideoTexture.Texture(obj, matID)
GameLogic.vidSrc = VideoTexture.VideoFFmpeg('trailer_400p.ogg')
# Streaming is also possible:
#GameLogic.vidSrc = VideoTexture.VideoFFmpeg('http://10.32.1.10/trailer_400p.ogg')
GameLogic.vidSrc.repeat = -1
# If the video dimensions are not a power of 2, scaling must be done before
# sending the texture to the GPU. This is done by default with gluScaleImage()
# but you can also use a faster, but less precise, scaling by setting scale
# to True. Best approach is to convert the video offline and set the dimensions right.
GameLogic.vidSrc.scale = True
# FFmpeg always delivers the video image upside down, so flipping is enabled automatically
#GameLogic.vidSrc.flip = True
if contr.getSensors()[0].isPositive():
GameLogic.video.source = GameLogic.vidSrc
GameLogic.vidSrc.play()
2. Texture refresh script:
obj = GameLogic.getCurrentController().getOwner()
if hasattr(GameLogic, 'video') != 0:
GameLogic.video.refresh(True)
You can download this demo here:
http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.blend
http://home.scarlet.be/~tsi46445/blender/trailer_400p.ogg
2008-10-31 22:35:52 +00:00
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}
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// destructor
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ImageRender::~ImageRender (void)
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{
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2011-09-01 02:12:53 +00:00
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if (m_owncamera)
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m_camera->Release();
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VideoTexture module.
The only compilation system that works for sure is the MSVC project files. I've tried my best to
update the other compilation system but I count on the community to check and fix them.
This is Zdeno Miklas video texture plugin ported to trunk.
The original plugin API is maintained (can be found here http://home.scarlet.be/~tsi46445/blender/blendVideoTex.html)
EXCEPT for the following:
The module name is changed to VideoTexture (instead of blendVideoTex).
A new (and only) video source is now available: VideoFFmpeg()
You must pass 1 to 4 arguments when you create it (you can use named arguments):
VideoFFmpeg(file) : play a video file
VideoFFmpeg(file, capture, rate, width, height) : start a live video capture
file:
In the first form, file is a video file name, relative to startup directory.
It can also be a URL, FFmpeg will happily stream a video from a network source.
In the second form, file is empty or is a hint for the format of the video capture.
In Windows, file is ignored and should be empty or not specified.
In Linux, ffmpeg supports two types of device: VideoForLinux and DV1394.
The user specifies the type of device with the file parameter:
[<device_type>][:<standard>]
<device_type> : 'v4l' for VideoForLinux, 'dv1394' for DV1394; default to 'v4l'
<standard> : 'pal', 'secam' or 'ntsc', default to 'ntsc'
The driver name is constructed automatically from the device types:
v4l : /dev/video<capture>
dv1394: /dev/dv1394/<capture>
If you have different driver name, you can specify the driver name explicitely
instead of device type. Examples of valid file parameter:
/dev/v4l/video0:pal
/dev/ieee1394/1:ntsc
dv1394:ntsc
v4l:pal
:secam
capture:
Defines the index number of the capture source, starting from 0. The first capture device is always 0.
The VideoTexutre modules knows that you want to start a live video capture when you set this parameter to a number >= 0. Setting this parameter < 0 indicates a video file playback. Default value is -1.
rate:
the capture frame rate, by default 25 frames/sec
width:
height:
Width and height of the video capture in pixel, default value 0.
In Windows you must specify these values and they must fit with the capture device capability.
For example, if you have a webcam that can capture at 160x120, 320x240 or 640x480,
you must specify one of these couple of values or the opening of the video source will fail.
In Linux, default values are provided by the VideoForLinux driver if you don't specify width and height.
Simple example
**************
1. Texture definition script:
import VideoTexture
contr = GameLogic.getCurrentController()
obj = contr.getOwner()
if not hasattr(GameLogic, 'video'):
matID = VideoTexture.materialID(obj, 'MAVideoMat')
GameLogic.video = VideoTexture.Texture(obj, matID)
GameLogic.vidSrc = VideoTexture.VideoFFmpeg('trailer_400p.ogg')
# Streaming is also possible:
#GameLogic.vidSrc = VideoTexture.VideoFFmpeg('http://10.32.1.10/trailer_400p.ogg')
GameLogic.vidSrc.repeat = -1
# If the video dimensions are not a power of 2, scaling must be done before
# sending the texture to the GPU. This is done by default with gluScaleImage()
# but you can also use a faster, but less precise, scaling by setting scale
# to True. Best approach is to convert the video offline and set the dimensions right.
GameLogic.vidSrc.scale = True
# FFmpeg always delivers the video image upside down, so flipping is enabled automatically
#GameLogic.vidSrc.flip = True
if contr.getSensors()[0].isPositive():
GameLogic.video.source = GameLogic.vidSrc
GameLogic.vidSrc.play()
2. Texture refresh script:
obj = GameLogic.getCurrentController().getOwner()
if hasattr(GameLogic, 'video') != 0:
GameLogic.video.refresh(True)
You can download this demo here:
http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.blend
http://home.scarlet.be/~tsi46445/blender/trailer_400p.ogg
2008-10-31 22:35:52 +00:00
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}
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// set background color
|
2008-12-14 17:32:24 +00:00
|
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void ImageRender::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
|
|
|
{
|
2011-09-01 02:12:53 +00:00
|
|
|
m_background[0] = (red < 0) ? 0.f : (red > 255) ? 1.f : float(red)/255.f;
|
2008-12-14 17:32:24 +00:00
|
|
|
m_background[1] = (green < 0) ? 0.f : (green > 255) ? 1.f : float(green)/255.f;
|
|
|
|
m_background[2] = (blue < 0) ? 0.f : (blue > 255) ? 1.f : float(blue)/255.f;
|
|
|
|
m_background[3] = (alpha < 0) ? 0.f : (alpha > 255) ? 1.f : float(alpha)/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
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// capture image from viewport
|
2010-02-07 19:18:00 +00:00
|
|
|
void ImageRender::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
|
|
|
{
|
2011-09-01 02:12:53 +00:00
|
|
|
if (m_rasterizer->GetDrawingMode() != RAS_IRasterizer::KX_TEXTURED || // no need for texture
|
|
|
|
m_camera->GetViewport() || // camera must be inactive
|
|
|
|
m_camera == m_scene->GetActiveCamera())
|
|
|
|
{
|
|
|
|
// no need to compute texture in non texture rendering
|
|
|
|
m_avail = false;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
// render the scene from the camera
|
|
|
|
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
|
|
|
// get image from viewport
|
2010-02-07 19:18:00 +00:00
|
|
|
ImageViewport::calcImage(texId, ts);
|
2011-09-01 02:12:53 +00:00
|
|
|
// restore OpenGL state
|
|
|
|
m_canvas->EndFrame();
|
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
|
|
|
}
|
|
|
|
|
2008-11-01 12:48:46 +00:00
|
|
|
void ImageRender::Render()
|
|
|
|
{
|
2008-12-14 17:32:24 +00:00
|
|
|
RAS_FrameFrustum frustrum;
|
|
|
|
|
2011-09-01 02:12:53 +00:00
|
|
|
if (!m_render)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (m_mirror)
|
|
|
|
{
|
|
|
|
// mirror mode, compute camera frustrum, position and orientation
|
|
|
|
// convert mirror position and normal in world space
|
|
|
|
const MT_Matrix3x3 & mirrorObjWorldOri = m_mirror->GetSGNode()->GetWorldOrientation();
|
|
|
|
const MT_Point3 & mirrorObjWorldPos = m_mirror->GetSGNode()->GetWorldPosition();
|
|
|
|
const MT_Vector3 & mirrorObjWorldScale = m_mirror->GetSGNode()->GetWorldScaling();
|
|
|
|
MT_Point3 mirrorWorldPos =
|
|
|
|
mirrorObjWorldPos + mirrorObjWorldScale * (mirrorObjWorldOri * m_mirrorPos);
|
|
|
|
MT_Vector3 mirrorWorldZ = mirrorObjWorldOri * m_mirrorZ;
|
|
|
|
// get observer world position
|
|
|
|
const MT_Point3 & observerWorldPos = m_observer->GetSGNode()->GetWorldPosition();
|
|
|
|
// get plane D term = mirrorPos . normal
|
|
|
|
MT_Scalar mirrorPlaneDTerm = mirrorWorldPos.dot(mirrorWorldZ);
|
|
|
|
// compute distance of observer to mirror = D - observerPos . normal
|
|
|
|
MT_Scalar observerDistance = mirrorPlaneDTerm - observerWorldPos.dot(mirrorWorldZ);
|
|
|
|
// if distance < 0.01 => observer is on wrong side of mirror, don't render
|
|
|
|
if (observerDistance < 0.01f)
|
|
|
|
return;
|
|
|
|
// set camera world position = observerPos + normal * 2 * distance
|
|
|
|
MT_Point3 cameraWorldPos = observerWorldPos + (MT_Scalar(2.0)*observerDistance)*mirrorWorldZ;
|
|
|
|
m_camera->GetSGNode()->SetLocalPosition(cameraWorldPos);
|
|
|
|
// set camera orientation: z=normal, y=mirror_up in world space, x= y x z
|
|
|
|
MT_Vector3 mirrorWorldY = mirrorObjWorldOri * m_mirrorY;
|
|
|
|
MT_Vector3 mirrorWorldX = mirrorObjWorldOri * m_mirrorX;
|
|
|
|
MT_Matrix3x3 cameraWorldOri(
|
|
|
|
mirrorWorldX[0], mirrorWorldY[0], mirrorWorldZ[0],
|
|
|
|
mirrorWorldX[1], mirrorWorldY[1], mirrorWorldZ[1],
|
|
|
|
mirrorWorldX[2], mirrorWorldY[2], mirrorWorldZ[2]);
|
|
|
|
m_camera->GetSGNode()->SetLocalOrientation(cameraWorldOri);
|
|
|
|
m_camera->GetSGNode()->UpdateWorldData(0.0);
|
|
|
|
// compute camera frustrum:
|
|
|
|
// get position of mirror relative to camera: offset = mirrorPos-cameraPos
|
|
|
|
MT_Vector3 mirrorOffset = mirrorWorldPos - cameraWorldPos;
|
|
|
|
// convert to camera orientation
|
|
|
|
mirrorOffset = mirrorOffset * cameraWorldOri;
|
|
|
|
// scale mirror size to world scale:
|
|
|
|
// get closest local axis for mirror Y and X axis and scale height and width by local axis scale
|
|
|
|
MT_Scalar x, y;
|
|
|
|
x = fabs(m_mirrorY[0]);
|
|
|
|
y = fabs(m_mirrorY[1]);
|
|
|
|
float height = (x > y) ?
|
|
|
|
((x > fabs(m_mirrorY[2])) ? mirrorObjWorldScale[0] : mirrorObjWorldScale[2]):
|
|
|
|
((y > fabs(m_mirrorY[2])) ? mirrorObjWorldScale[1] : mirrorObjWorldScale[2]);
|
|
|
|
x = fabs(m_mirrorX[0]);
|
|
|
|
y = fabs(m_mirrorX[1]);
|
|
|
|
float width = (x > y) ?
|
|
|
|
((x > fabs(m_mirrorX[2])) ? mirrorObjWorldScale[0] : mirrorObjWorldScale[2]):
|
|
|
|
((y > fabs(m_mirrorX[2])) ? mirrorObjWorldScale[1] : mirrorObjWorldScale[2]);
|
|
|
|
width *= m_mirrorHalfWidth;
|
|
|
|
height *= m_mirrorHalfHeight;
|
|
|
|
// left = offsetx-width
|
|
|
|
// right = offsetx+width
|
|
|
|
// top = offsety+height
|
|
|
|
// bottom = offsety-height
|
|
|
|
// near = -offsetz
|
|
|
|
// far = near+100
|
|
|
|
frustrum.x1 = mirrorOffset[0]-width;
|
|
|
|
frustrum.x2 = mirrorOffset[0]+width;
|
|
|
|
frustrum.y1 = mirrorOffset[1]-height;
|
|
|
|
frustrum.y2 = mirrorOffset[1]+height;
|
|
|
|
frustrum.camnear = -mirrorOffset[2];
|
|
|
|
frustrum.camfar = -mirrorOffset[2]+m_clip;
|
|
|
|
}
|
2010-12-11 00:04:01 +00:00
|
|
|
// Store settings to be restored later
|
2011-09-01 02:12:53 +00:00
|
|
|
const RAS_IRasterizer::StereoMode stereomode = m_rasterizer->GetStereoMode();
|
2010-12-11 00:04:01 +00:00
|
|
|
RAS_Rect area = m_canvas->GetWindowArea();
|
2008-12-14 17:32:24 +00:00
|
|
|
|
2011-09-01 02:12:53 +00:00
|
|
|
// The screen area that ImageViewport will copy is also the rendering zone
|
|
|
|
m_canvas->SetViewPort(m_position[0], m_position[1], m_position[0]+m_capSize[0]-1, m_position[1]+m_capSize[1]-1);
|
|
|
|
m_canvas->ClearColor(m_background[0], m_background[1], m_background[2], m_background[3]);
|
|
|
|
m_canvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER|RAS_ICanvas::DEPTH_BUFFER);
|
|
|
|
m_rasterizer->BeginFrame(RAS_IRasterizer::KX_TEXTURED,m_engine->GetClockTime());
|
|
|
|
m_rendertools->BeginFrame(m_rasterizer);
|
|
|
|
m_engine->SetWorldSettings(m_scene->GetWorldInfo());
|
|
|
|
m_rendertools->SetAuxilaryClientInfo(m_scene);
|
|
|
|
m_rasterizer->DisplayFog();
|
|
|
|
// matrix calculation, don't apply any of the stereo mode
|
|
|
|
m_rasterizer->SetStereoMode(RAS_IRasterizer::RAS_STEREO_NOSTEREO);
|
|
|
|
if (m_mirror)
|
|
|
|
{
|
|
|
|
// frustrum was computed above
|
|
|
|
// get frustrum matrix and set projection matrix
|
2008-12-14 17:32:24 +00:00
|
|
|
MT_Matrix4x4 projmat = m_rasterizer->GetFrustumMatrix(
|
2011-09-01 02:12:53 +00:00
|
|
|
frustrum.x1, frustrum.x2, frustrum.y1, frustrum.y2, frustrum.camnear, frustrum.camfar);
|
2008-12-14 17:32:24 +00:00
|
|
|
|
|
|
|
m_camera->SetProjectionMatrix(projmat);
|
2011-09-01 02:12:53 +00:00
|
|
|
} else if (m_camera->hasValidProjectionMatrix())
|
2008-12-14 17:32:24 +00:00
|
|
|
{
|
|
|
|
m_rasterizer->SetProjectionMatrix(m_camera->GetProjectionMatrix());
|
2011-09-01 02:12:53 +00:00
|
|
|
} else
|
|
|
|
{
|
2008-12-14 17:32:24 +00:00
|
|
|
float lens = m_camera->GetLens();
|
2011-11-04 14:36:06 +00:00
|
|
|
float sensor_x = m_camera->GetSensorWidth();
|
|
|
|
float sensor_y = m_camera->GetSensorHeight();
|
2008-12-14 17:32:24 +00:00
|
|
|
bool orthographic = !m_camera->GetCameraData()->m_perspective;
|
|
|
|
float nearfrust = m_camera->GetCameraNear();
|
|
|
|
float farfrust = m_camera->GetCameraFar();
|
2011-09-01 02:12:53 +00:00
|
|
|
float aspect_ratio = 1.0f;
|
|
|
|
Scene *blenderScene = m_scene->GetBlenderScene();
|
2009-06-08 20:08:19 +00:00
|
|
|
MT_Matrix4x4 projmat;
|
2008-12-14 17:32:24 +00:00
|
|
|
|
|
|
|
// compute the aspect ratio from frame blender scene settings so that render to texture
|
2011-09-01 02:12:53 +00:00
|
|
|
// works the same in Blender and in Blender player
|
|
|
|
if (blenderScene->r.ysch != 0)
|
|
|
|
aspect_ratio = float(blenderScene->r.xsch*blenderScene->r.xasp) / float(blenderScene->r.ysch*blenderScene->r.yasp);
|
2009-06-08 20:08:19 +00:00
|
|
|
|
|
|
|
if (orthographic) {
|
|
|
|
|
|
|
|
RAS_FramingManager::ComputeDefaultOrtho(
|
2011-09-01 02:12:53 +00:00
|
|
|
nearfrust,
|
|
|
|
farfrust,
|
|
|
|
m_camera->GetScale(),
|
|
|
|
aspect_ratio,
|
2011-11-04 14:36:06 +00:00
|
|
|
m_camera->GetSensorFit(),
|
2011-09-01 02:12:53 +00:00
|
|
|
frustrum
|
|
|
|
);
|
2009-06-08 20:08:19 +00:00
|
|
|
|
|
|
|
projmat = m_rasterizer->GetOrthoMatrix(
|
2011-09-01 02:12:53 +00:00
|
|
|
frustrum.x1, frustrum.x2, frustrum.y1, frustrum.y2, frustrum.camnear, frustrum.camfar);
|
|
|
|
} else
|
2009-06-08 20:08:19 +00:00
|
|
|
{
|
|
|
|
RAS_FramingManager::ComputeDefaultFrustum(
|
2011-09-01 02:12:53 +00:00
|
|
|
nearfrust,
|
|
|
|
farfrust,
|
|
|
|
lens,
|
2011-11-04 14:36:06 +00:00
|
|
|
sensor_x,
|
|
|
|
sensor_y,
|
|
|
|
RAS_SENSORFIT_AUTO,
|
2011-09-01 02:12:53 +00:00
|
|
|
aspect_ratio,
|
|
|
|
frustrum);
|
2009-06-08 20:08:19 +00:00
|
|
|
|
|
|
|
projmat = m_rasterizer->GetFrustumMatrix(
|
2011-09-01 02:12:53 +00:00
|
|
|
frustrum.x1, frustrum.x2, frustrum.y1, frustrum.y2, frustrum.camnear, frustrum.camfar);
|
2009-06-08 20:08:19 +00:00
|
|
|
}
|
2008-12-14 17:32:24 +00:00
|
|
|
m_camera->SetProjectionMatrix(projmat);
|
|
|
|
}
|
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
|
|
|
|
2008-12-14 17:32:24 +00:00
|
|
|
MT_Transform camtrans(m_camera->GetWorldToCamera());
|
|
|
|
MT_Matrix4x4 viewmat(camtrans);
|
|
|
|
|
2009-06-08 20:08:19 +00:00
|
|
|
m_rasterizer->SetViewMatrix(viewmat, m_camera->NodeGetWorldOrientation(), m_camera->NodeGetWorldPosition(), m_camera->GetCameraData()->m_perspective);
|
2008-12-14 17:32:24 +00:00
|
|
|
m_camera->SetModelviewMatrix(viewmat);
|
2011-09-01 02:12:53 +00:00
|
|
|
// restore the stereo mode now that the matrix is computed
|
|
|
|
m_rasterizer->SetStereoMode(stereomode);
|
2008-12-14 17:32:24 +00:00
|
|
|
|
|
|
|
m_scene->CalculateVisibleMeshes(m_rasterizer,m_camera);
|
|
|
|
|
|
|
|
m_scene->RenderBuckets(camtrans, m_rasterizer, m_rendertools);
|
2010-12-11 00:04:01 +00:00
|
|
|
|
|
|
|
// restore the canvas area now that the render is completed
|
|
|
|
m_canvas->GetWindowArea() = area;
|
2008-12-14 17:32:24 +00:00
|
|
|
}
|
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
|
|
|
|
|
|
|
|
|
|
|
// cast Image pointer to ImageRender
|
|
|
|
inline ImageRender * getImageRender (PyImage * self)
|
|
|
|
{ return static_cast<ImageRender*>(self->m_image); }
|
|
|
|
|
|
|
|
|
|
|
|
// python methods
|
|
|
|
|
|
|
|
// Blender Scene type
|
|
|
|
BlendType<KX_Scene> sceneType ("KX_Scene");
|
|
|
|
// Blender Camera type
|
|
|
|
BlendType<KX_Camera> cameraType ("KX_Camera");
|
|
|
|
|
|
|
|
|
|
|
|
// object initialization
|
|
|
|
static int ImageRender_init (PyObject * pySelf, PyObject * args, PyObject * kwds)
|
|
|
|
{
|
|
|
|
// parameters - scene object
|
|
|
|
PyObject * scene;
|
|
|
|
// camera object
|
|
|
|
PyObject * camera;
|
|
|
|
// parameter keywords
|
2010-02-16 16:47:41 +00:00
|
|
|
static const char *kwlist[] = {"sceneObj", "cameraObj", NULL};
|
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
|
|
|
// get parameters
|
2010-02-16 16:47:41 +00:00
|
|
|
if (!PyArg_ParseTupleAndKeywords(args, kwds, "OO",
|
|
|
|
const_cast<char**>(kwlist), &scene, &camera))
|
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
|
|
|
return -1;
|
|
|
|
try
|
|
|
|
{
|
|
|
|
// get scene pointer
|
|
|
|
KX_Scene * scenePtr (NULL);
|
|
|
|
if (scene != NULL) scenePtr = sceneType.checkType(scene);
|
|
|
|
// throw exception if scene is not available
|
|
|
|
if (scenePtr == NULL) THRWEXCP(SceneInvalid, S_OK);
|
|
|
|
|
|
|
|
// get camera pointer
|
|
|
|
KX_Camera * cameraPtr (NULL);
|
|
|
|
if (camera != NULL) cameraPtr = cameraType.checkType(camera);
|
|
|
|
// throw exception if camera is not available
|
|
|
|
if (cameraPtr == NULL) THRWEXCP(CameraInvalid, S_OK);
|
|
|
|
|
|
|
|
// get pointer to image structure
|
|
|
|
PyImage * self = reinterpret_cast<PyImage*>(pySelf);
|
|
|
|
// create source object
|
|
|
|
if (self->m_image != NULL) delete self->m_image;
|
|
|
|
self->m_image = new ImageRender(scenePtr, cameraPtr);
|
|
|
|
}
|
|
|
|
catch (Exception & exp)
|
|
|
|
{
|
|
|
|
exp.report();
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
// initialization succeded
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// get background color
|
|
|
|
PyObject * getBackground (PyImage * self, void * closure)
|
|
|
|
{
|
2011-09-03 02:15:49 +00:00
|
|
|
return Py_BuildValue("[BBBB]",
|
|
|
|
getImageRender(self)->getBackground(0),
|
|
|
|
getImageRender(self)->getBackground(1),
|
|
|
|
getImageRender(self)->getBackground(2),
|
|
|
|
getImageRender(self)->getBackground(3));
|
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 color
|
|
|
|
static int setBackground (PyImage * self, PyObject * value, void * closure)
|
|
|
|
{
|
|
|
|
// check validity of parameter
|
2011-01-09 14:53:18 +00:00
|
|
|
if (value == NULL || !PySequence_Check(value) || PySequence_Size(value) != 4
|
2009-06-29 02:25:54 +00:00
|
|
|
|| !PyLong_Check(PySequence_Fast_GET_ITEM(value, 0))
|
|
|
|
|| !PyLong_Check(PySequence_Fast_GET_ITEM(value, 1))
|
|
|
|
|| !PyLong_Check(PySequence_Fast_GET_ITEM(value, 2))
|
|
|
|
|| !PyLong_Check(PySequence_Fast_GET_ITEM(value, 3)))
|
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
|
|
|
{
|
2008-12-14 17:32:24 +00:00
|
|
|
PyErr_SetString(PyExc_TypeError, "The value must be a sequence of 4 integer between 0 and 255");
|
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
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
// set background color
|
2009-06-29 02:25:54 +00:00
|
|
|
getImageRender(self)->setBackground((unsigned char)(PyLong_AsSsize_t(PySequence_Fast_GET_ITEM(value, 0))),
|
|
|
|
(unsigned char)(PyLong_AsSsize_t(PySequence_Fast_GET_ITEM(value, 1))),
|
|
|
|
(unsigned char)(PyLong_AsSsize_t(PySequence_Fast_GET_ITEM(value, 2))),
|
2012-03-24 07:36:32 +00:00
|
|
|
(unsigned char)(PyLong_AsSsize_t(PySequence_Fast_GET_ITEM(value, 3))));
|
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
|
|
|
// success
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// methods structure
|
|
|
|
static PyMethodDef imageRenderMethods[] =
|
|
|
|
{ // methods from ImageBase class
|
|
|
|
{"refresh", (PyCFunction)Image_refresh, METH_NOARGS, "Refresh image - invalidate its current content"},
|
|
|
|
{NULL}
|
|
|
|
};
|
|
|
|
// attributes structure
|
|
|
|
static PyGetSetDef imageRenderGetSets[] =
|
|
|
|
{
|
2008-11-04 09:21:27 +00:00
|
|
|
{(char*)"background", (getter)getBackground, (setter)setBackground, (char*)"background color", NULL},
|
2008-12-14 17:32:24 +00:00
|
|
|
// attribute from ImageViewport
|
|
|
|
{(char*)"capsize", (getter)ImageViewport_getCaptureSize, (setter)ImageViewport_setCaptureSize, (char*)"size of render area", NULL},
|
|
|
|
{(char*)"alpha", (getter)ImageViewport_getAlpha, (setter)ImageViewport_setAlpha, (char*)"use alpha in texture", NULL},
|
|
|
|
{(char*)"whole", (getter)ImageViewport_getWhole, (setter)ImageViewport_setWhole, (char*)"use whole viewport to render", NULL},
|
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
|
|
|
// attributes from ImageBase class
|
VideoTexture: improvements to image data access API.
- Use BGL buffer instead of string for image data.
- Add buffer interface to image source.
- Allow customization of pixel format.
- Add valid property to check if the image data is available.
The image property of all Image source objects will now
return a BGL 'buffer' object. Previously it was returning
a string, which was not working at all with Python 3.1.
The BGL buffer type allows sequence access to bytes and
is directly usable in BGL OpenGL wrapper functions.
The buffer is formated as a 1 dimensional array of bytes
with 4 bytes per pixel in RGBA order.
BGL buffers will also be accepted in the ImageBuff load()
and plot() functions.
It is possible to customize the pixel format by using
the VideoTexture.imageToArray(image, mode) function:
the first argument is a Image source object, the second
optional argument is a format string using the R, G, B,
A, 0 and 1 characters. For example "BGR" means that each
pixel will be 3 bytes, corresponding to the Blue, Green
and Red channel in that order. Use 0 for a fixed hex 00
value, 1 for hex FF. The default mode is "RGBA".
All Image source objects now support the buffer interface
which allows to create memoryview objects for direct access
to the image internal buffer without memory copy. The buffer
format is one dimensional array of bytes with 4 bytes per
pixel in RGBA order. The buffer is writable, which allows
custom modifications of the image data.
v = memoryview(source)
A bug in the Python 3.1 buffer API will cause a crash if
the memoryview object cannot be created. Therefore, you
must always check first that an image data is available
before creating a memoryview object. Use the new valid
attribute for that:
if source.valid:
v = memoryview(source)
...
Note: the BGL buffer object itself does not yet support
the buffer interface.
Note: the valid attribute makes sense only if you use
image source in conjunction with texture object like this:
# refresh texture but keep image data in memory
texture.refresh(False)
if texture.source.valid:
v = memoryview(texture.source)
# process image
...
# invalidate image for next texture refresh
texture.source.refresh()
Limitation: While memoryview objects exist, the image cannot be
resized. Resizing occurs with ImageViewport objects when the
viewport size is changed or with ImageFFmpeg when a new image
is reloaded for example. Any attempt to resize will cause a
runtime error. Delete the memoryview objects is you want to
resize an image source object.
2010-02-21 22:20:00 +00:00
|
|
|
{(char*)"valid", (getter)Image_valid, NULL, (char*)"bool to tell if an image is available", NULL},
|
2008-11-04 09:21:27 +00:00
|
|
|
{(char*)"image", (getter)Image_getImage, NULL, (char*)"image data", NULL},
|
|
|
|
{(char*)"size", (getter)Image_getSize, NULL, (char*)"image size", NULL},
|
2012-03-01 12:20:18 +00:00
|
|
|
{(char*)"scale", (getter)Image_getScale, (setter)Image_setScale, (char*)"fast scale of image (near neighbor)", NULL},
|
2008-11-04 09:21:27 +00:00
|
|
|
{(char*)"flip", (getter)Image_getFlip, (setter)Image_setFlip, (char*)"flip image vertically", NULL},
|
|
|
|
{(char*)"filter", (getter)Image_getFilter, (setter)Image_setFilter, (char*)"pixel filter", NULL},
|
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
|
|
|
{NULL}
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
// define python type
|
|
|
|
PyTypeObject ImageRenderType =
|
|
|
|
{
|
2009-06-08 20:08:19 +00:00
|
|
|
PyVarObject_HEAD_INIT(NULL, 0)
|
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
|
|
|
"VideoTexture.ImageRender", /*tp_name*/
|
|
|
|
sizeof(PyImage), /*tp_basicsize*/
|
|
|
|
0, /*tp_itemsize*/
|
|
|
|
(destructor)Image_dealloc, /*tp_dealloc*/
|
|
|
|
0, /*tp_print*/
|
|
|
|
0, /*tp_getattr*/
|
|
|
|
0, /*tp_setattr*/
|
|
|
|
0, /*tp_compare*/
|
|
|
|
0, /*tp_repr*/
|
|
|
|
0, /*tp_as_number*/
|
|
|
|
0, /*tp_as_sequence*/
|
|
|
|
0, /*tp_as_mapping*/
|
|
|
|
0, /*tp_hash */
|
|
|
|
0, /*tp_call*/
|
|
|
|
0, /*tp_str*/
|
|
|
|
0, /*tp_getattro*/
|
|
|
|
0, /*tp_setattro*/
|
VideoTexture: improvements to image data access API.
- Use BGL buffer instead of string for image data.
- Add buffer interface to image source.
- Allow customization of pixel format.
- Add valid property to check if the image data is available.
The image property of all Image source objects will now
return a BGL 'buffer' object. Previously it was returning
a string, which was not working at all with Python 3.1.
The BGL buffer type allows sequence access to bytes and
is directly usable in BGL OpenGL wrapper functions.
The buffer is formated as a 1 dimensional array of bytes
with 4 bytes per pixel in RGBA order.
BGL buffers will also be accepted in the ImageBuff load()
and plot() functions.
It is possible to customize the pixel format by using
the VideoTexture.imageToArray(image, mode) function:
the first argument is a Image source object, the second
optional argument is a format string using the R, G, B,
A, 0 and 1 characters. For example "BGR" means that each
pixel will be 3 bytes, corresponding to the Blue, Green
and Red channel in that order. Use 0 for a fixed hex 00
value, 1 for hex FF. The default mode is "RGBA".
All Image source objects now support the buffer interface
which allows to create memoryview objects for direct access
to the image internal buffer without memory copy. The buffer
format is one dimensional array of bytes with 4 bytes per
pixel in RGBA order. The buffer is writable, which allows
custom modifications of the image data.
v = memoryview(source)
A bug in the Python 3.1 buffer API will cause a crash if
the memoryview object cannot be created. Therefore, you
must always check first that an image data is available
before creating a memoryview object. Use the new valid
attribute for that:
if source.valid:
v = memoryview(source)
...
Note: the BGL buffer object itself does not yet support
the buffer interface.
Note: the valid attribute makes sense only if you use
image source in conjunction with texture object like this:
# refresh texture but keep image data in memory
texture.refresh(False)
if texture.source.valid:
v = memoryview(texture.source)
# process image
...
# invalidate image for next texture refresh
texture.source.refresh()
Limitation: While memoryview objects exist, the image cannot be
resized. Resizing occurs with ImageViewport objects when the
viewport size is changed or with ImageFFmpeg when a new image
is reloaded for example. Any attempt to resize will cause a
runtime error. Delete the memoryview objects is you want to
resize an image source object.
2010-02-21 22:20:00 +00:00
|
|
|
&imageBufferProcs, /*tp_as_buffer*/
|
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
|
|
|
Py_TPFLAGS_DEFAULT, /*tp_flags*/
|
|
|
|
"Image source from render", /* tp_doc */
|
|
|
|
0, /* tp_traverse */
|
|
|
|
0, /* tp_clear */
|
|
|
|
0, /* tp_richcompare */
|
|
|
|
0, /* tp_weaklistoffset */
|
|
|
|
0, /* tp_iter */
|
|
|
|
0, /* tp_iternext */
|
|
|
|
imageRenderMethods, /* tp_methods */
|
|
|
|
0, /* tp_members */
|
|
|
|
imageRenderGetSets, /* tp_getset */
|
|
|
|
0, /* tp_base */
|
|
|
|
0, /* tp_dict */
|
|
|
|
0, /* tp_descr_get */
|
|
|
|
0, /* tp_descr_set */
|
|
|
|
0, /* tp_dictoffset */
|
|
|
|
(initproc)ImageRender_init, /* tp_init */
|
|
|
|
0, /* tp_alloc */
|
|
|
|
Image_allocNew, /* tp_new */
|
|
|
|
};
|
|
|
|
|
2008-12-14 17:32:24 +00:00
|
|
|
// object initialization
|
|
|
|
static int ImageMirror_init (PyObject * pySelf, PyObject * args, PyObject * kwds)
|
|
|
|
{
|
|
|
|
// parameters - scene object
|
|
|
|
PyObject * scene;
|
|
|
|
// reference object for mirror
|
|
|
|
PyObject * observer;
|
2011-09-01 02:12:53 +00:00
|
|
|
// object holding the mirror
|
|
|
|
PyObject * mirror;
|
|
|
|
// material of the mirror
|
|
|
|
short materialID = 0;
|
2008-12-14 17:32:24 +00:00
|
|
|
// parameter keywords
|
2010-02-16 16:47:41 +00:00
|
|
|
static const char *kwlist[] = {"scene", "observer", "mirror", "material", NULL};
|
2008-12-14 17:32:24 +00:00
|
|
|
// get parameters
|
2010-02-16 16:47:41 +00:00
|
|
|
if (!PyArg_ParseTupleAndKeywords(args, kwds, "OOO|h",
|
2011-09-01 02:12:53 +00:00
|
|
|
const_cast<char**>(kwlist), &scene, &observer, &mirror, &materialID))
|
2008-12-14 17:32:24 +00:00
|
|
|
return -1;
|
|
|
|
try
|
|
|
|
{
|
|
|
|
// get scene pointer
|
|
|
|
KX_Scene * scenePtr (NULL);
|
2011-09-01 02:12:53 +00:00
|
|
|
if (scene != NULL && PyObject_TypeCheck(scene, &KX_Scene::Type))
|
|
|
|
scenePtr = static_cast<KX_Scene*>BGE_PROXY_REF(scene);
|
2009-04-20 15:06:46 +00:00
|
|
|
else
|
2011-09-01 02:12:53 +00:00
|
|
|
THRWEXCP(SceneInvalid, S_OK);
|
2009-04-20 15:06:46 +00:00
|
|
|
|
2012-03-24 07:52:14 +00:00
|
|
|
if (scenePtr==NULL) /* in case the python proxy reference is invalid */
|
2009-04-20 15:06:46 +00:00
|
|
|
THRWEXCP(SceneInvalid, S_OK);
|
|
|
|
|
2008-12-14 17:32:24 +00:00
|
|
|
// get observer pointer
|
|
|
|
KX_GameObject * observerPtr (NULL);
|
|
|
|
if (observer != NULL && PyObject_TypeCheck(observer, &KX_GameObject::Type))
|
2011-09-01 02:12:53 +00:00
|
|
|
observerPtr = static_cast<KX_GameObject*>BGE_PROXY_REF(observer);
|
|
|
|
else if (observer != NULL && PyObject_TypeCheck(observer, &KX_Camera::Type))
|
|
|
|
observerPtr = static_cast<KX_Camera*>BGE_PROXY_REF(observer);
|
2008-12-14 17:32:24 +00:00
|
|
|
else
|
2011-09-01 02:12:53 +00:00
|
|
|
THRWEXCP(ObserverInvalid, S_OK);
|
2009-04-20 15:06:46 +00:00
|
|
|
|
2012-03-24 07:52:14 +00:00
|
|
|
if (observerPtr==NULL) /* in case the python proxy reference is invalid */
|
2009-04-20 15:06:46 +00:00
|
|
|
THRWEXCP(ObserverInvalid, S_OK);
|
2008-12-14 17:32:24 +00:00
|
|
|
|
|
|
|
// get mirror pointer
|
|
|
|
KX_GameObject * mirrorPtr (NULL);
|
|
|
|
if (mirror != NULL && PyObject_TypeCheck(mirror, &KX_GameObject::Type))
|
2011-09-01 02:12:53 +00:00
|
|
|
mirrorPtr = static_cast<KX_GameObject*>BGE_PROXY_REF(mirror);
|
2008-12-14 17:32:24 +00:00
|
|
|
else
|
2011-09-01 02:12:53 +00:00
|
|
|
THRWEXCP(MirrorInvalid, S_OK);
|
2009-04-20 15:06:46 +00:00
|
|
|
|
2012-03-24 07:52:14 +00:00
|
|
|
if (mirrorPtr==NULL) /* in case the python proxy reference is invalid */
|
2009-04-20 15:06:46 +00:00
|
|
|
THRWEXCP(MirrorInvalid, S_OK);
|
2008-12-14 17:32:24 +00:00
|
|
|
|
2011-09-01 02:12:53 +00:00
|
|
|
// locate the material in the mirror
|
2008-12-14 17:32:24 +00:00
|
|
|
RAS_IPolyMaterial * material = getMaterial(mirror, materialID);
|
|
|
|
if (material == NULL)
|
2011-09-01 02:12:53 +00:00
|
|
|
THRWEXCP(MaterialNotAvail, S_OK);
|
2008-12-14 17:32:24 +00:00
|
|
|
|
|
|
|
// get pointer to image structure
|
|
|
|
PyImage * self = reinterpret_cast<PyImage*>(pySelf);
|
|
|
|
|
|
|
|
// create source object
|
2011-09-01 02:12:53 +00:00
|
|
|
if (self->m_image != NULL)
|
|
|
|
{
|
|
|
|
delete self->m_image;
|
|
|
|
self->m_image = NULL;
|
|
|
|
}
|
2008-12-14 17:32:24 +00:00
|
|
|
self->m_image = new ImageRender(scenePtr, observerPtr, mirrorPtr, material);
|
|
|
|
}
|
|
|
|
catch (Exception & exp)
|
|
|
|
{
|
|
|
|
exp.report();
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
// initialization succeded
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// get background color
|
|
|
|
PyObject * getClip (PyImage * self, void * closure)
|
|
|
|
{
|
|
|
|
return PyFloat_FromDouble(getImageRender(self)->getClip());
|
|
|
|
}
|
|
|
|
|
|
|
|
// set clip
|
|
|
|
static int setClip (PyImage * self, PyObject * value, void * closure)
|
|
|
|
{
|
|
|
|
// check validity of parameter
|
|
|
|
double clip;
|
|
|
|
if (value == NULL || !PyFloat_Check(value) || (clip = PyFloat_AsDouble(value)) < 0.01 || clip > 5000.0)
|
|
|
|
{
|
|
|
|
PyErr_SetString(PyExc_TypeError, "The value must be an float between 0.01 and 5000");
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
// set background color
|
|
|
|
getImageRender(self)->setClip(float(clip));
|
|
|
|
// success
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// attributes structure
|
|
|
|
static PyGetSetDef imageMirrorGetSets[] =
|
|
|
|
{
|
|
|
|
{(char*)"clip", (getter)getClip, (setter)setClip, (char*)"clipping distance", NULL},
|
|
|
|
// attribute from ImageRender
|
|
|
|
{(char*)"background", (getter)getBackground, (setter)setBackground, (char*)"background color", NULL},
|
2011-09-01 02:12:53 +00:00
|
|
|
// attribute from ImageViewport
|
2008-12-14 17:32:24 +00:00
|
|
|
{(char*)"capsize", (getter)ImageViewport_getCaptureSize, (setter)ImageViewport_setCaptureSize, (char*)"size of render area", NULL},
|
|
|
|
{(char*)"alpha", (getter)ImageViewport_getAlpha, (setter)ImageViewport_setAlpha, (char*)"use alpha in texture", NULL},
|
|
|
|
{(char*)"whole", (getter)ImageViewport_getWhole, (setter)ImageViewport_setWhole, (char*)"use whole viewport to render", NULL},
|
|
|
|
// attributes from ImageBase class
|
VideoTexture: improvements to image data access API.
- Use BGL buffer instead of string for image data.
- Add buffer interface to image source.
- Allow customization of pixel format.
- Add valid property to check if the image data is available.
The image property of all Image source objects will now
return a BGL 'buffer' object. Previously it was returning
a string, which was not working at all with Python 3.1.
The BGL buffer type allows sequence access to bytes and
is directly usable in BGL OpenGL wrapper functions.
The buffer is formated as a 1 dimensional array of bytes
with 4 bytes per pixel in RGBA order.
BGL buffers will also be accepted in the ImageBuff load()
and plot() functions.
It is possible to customize the pixel format by using
the VideoTexture.imageToArray(image, mode) function:
the first argument is a Image source object, the second
optional argument is a format string using the R, G, B,
A, 0 and 1 characters. For example "BGR" means that each
pixel will be 3 bytes, corresponding to the Blue, Green
and Red channel in that order. Use 0 for a fixed hex 00
value, 1 for hex FF. The default mode is "RGBA".
All Image source objects now support the buffer interface
which allows to create memoryview objects for direct access
to the image internal buffer without memory copy. The buffer
format is one dimensional array of bytes with 4 bytes per
pixel in RGBA order. The buffer is writable, which allows
custom modifications of the image data.
v = memoryview(source)
A bug in the Python 3.1 buffer API will cause a crash if
the memoryview object cannot be created. Therefore, you
must always check first that an image data is available
before creating a memoryview object. Use the new valid
attribute for that:
if source.valid:
v = memoryview(source)
...
Note: the BGL buffer object itself does not yet support
the buffer interface.
Note: the valid attribute makes sense only if you use
image source in conjunction with texture object like this:
# refresh texture but keep image data in memory
texture.refresh(False)
if texture.source.valid:
v = memoryview(texture.source)
# process image
...
# invalidate image for next texture refresh
texture.source.refresh()
Limitation: While memoryview objects exist, the image cannot be
resized. Resizing occurs with ImageViewport objects when the
viewport size is changed or with ImageFFmpeg when a new image
is reloaded for example. Any attempt to resize will cause a
runtime error. Delete the memoryview objects is you want to
resize an image source object.
2010-02-21 22:20:00 +00:00
|
|
|
{(char*)"valid", (getter)Image_valid, NULL, (char*)"bool to tell if an image is available", NULL},
|
2008-12-14 17:32:24 +00:00
|
|
|
{(char*)"image", (getter)Image_getImage, NULL, (char*)"image data", NULL},
|
|
|
|
{(char*)"size", (getter)Image_getSize, NULL, (char*)"image size", NULL},
|
2012-03-01 12:20:18 +00:00
|
|
|
{(char*)"scale", (getter)Image_getScale, (setter)Image_setScale, (char*)"fast scale of image (near neighbor)", NULL},
|
2008-12-14 17:32:24 +00:00
|
|
|
{(char*)"flip", (getter)Image_getFlip, (setter)Image_setFlip, (char*)"flip image vertically", NULL},
|
|
|
|
{(char*)"filter", (getter)Image_getFilter, (setter)Image_setFilter, (char*)"pixel filter", NULL},
|
|
|
|
{NULL}
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
// constructor
|
|
|
|
ImageRender::ImageRender (KX_Scene * scene, KX_GameObject * observer, KX_GameObject * mirror, RAS_IPolyMaterial * mat) :
|
|
|
|
ImageViewport(),
|
|
|
|
m_render(false),
|
|
|
|
m_scene(scene),
|
|
|
|
m_observer(observer),
|
|
|
|
m_mirror(mirror),
|
2011-09-01 02:12:53 +00:00
|
|
|
m_clip(100.f)
|
2008-12-14 17:32:24 +00:00
|
|
|
{
|
2011-09-01 02:12:53 +00:00
|
|
|
// this constructor is used for automatic planar mirror
|
|
|
|
// create a camera, take all data by default, in any case we will recompute the frustrum on each frame
|
2008-12-14 17:32:24 +00:00
|
|
|
RAS_CameraData camdata;
|
2011-09-01 02:12:53 +00:00
|
|
|
vector<RAS_TexVert*> mirrorVerts;
|
|
|
|
vector<RAS_TexVert*>::iterator it;
|
|
|
|
float mirrorArea = 0.f;
|
|
|
|
float mirrorNormal[3] = {0.f, 0.f, 0.f};
|
|
|
|
float mirrorUp[3];
|
|
|
|
float dist, vec[3], axis[3];
|
|
|
|
float zaxis[3] = {0.f, 0.f, 1.f};
|
|
|
|
float yaxis[3] = {0.f, 1.f, 0.f};
|
|
|
|
float mirrorMat[3][3];
|
|
|
|
float left, right, top, bottom, back;
|
2009-06-08 20:08:19 +00:00
|
|
|
// make sure this camera will delete its node
|
|
|
|
m_camera= new KX_Camera(scene, KX_Scene::m_callbacks, camdata, true, true);
|
2008-12-14 17:32:24 +00:00
|
|
|
m_camera->SetName("__mirror__cam__");
|
2011-09-01 02:12:53 +00:00
|
|
|
// don't add the camera to the scene object list, it doesn't need to be accessible
|
|
|
|
m_owncamera = true;
|
|
|
|
// retrieve rendering objects
|
|
|
|
m_engine = KX_GetActiveEngine();
|
|
|
|
m_rasterizer = m_engine->GetRasterizer();
|
|
|
|
m_canvas = m_engine->GetCanvas();
|
|
|
|
m_rendertools = m_engine->GetRenderTools();
|
|
|
|
// locate the vertex assigned to mat and do following calculation in mesh coordinates
|
|
|
|
for (int meshIndex = 0; meshIndex < mirror->GetMeshCount(); meshIndex++)
|
|
|
|
{
|
|
|
|
RAS_MeshObject* mesh = mirror->GetMesh(meshIndex);
|
|
|
|
int numPolygons = mesh->NumPolygons();
|
|
|
|
for (int polygonIndex=0; polygonIndex < numPolygons; polygonIndex++)
|
|
|
|
{
|
|
|
|
RAS_Polygon* polygon = mesh->GetPolygon(polygonIndex);
|
|
|
|
if (polygon->GetMaterial()->GetPolyMaterial() == mat)
|
|
|
|
{
|
|
|
|
RAS_TexVert *v1, *v2, *v3, *v4;
|
|
|
|
float normal[3];
|
|
|
|
float area;
|
|
|
|
// this polygon is part of the mirror,
|
|
|
|
v1 = polygon->GetVertex(0);
|
|
|
|
v2 = polygon->GetVertex(1);
|
|
|
|
v3 = polygon->GetVertex(2);
|
|
|
|
mirrorVerts.push_back(v1);
|
|
|
|
mirrorVerts.push_back(v2);
|
|
|
|
mirrorVerts.push_back(v3);
|
|
|
|
if (polygon->VertexCount() == 4)
|
|
|
|
{
|
|
|
|
v4 = polygon->GetVertex(3);
|
|
|
|
mirrorVerts.push_back(v4);
|
2012-04-29 15:47:02 +00:00
|
|
|
area = normal_quad_v3(normal,(float*)v1->getXYZ(), (float*)v2->getXYZ(), (float*)v3->getXYZ(), (float*)v4->getXYZ());
|
2011-09-01 02:12:53 +00:00
|
|
|
} else
|
|
|
|
{
|
2012-04-29 15:47:02 +00:00
|
|
|
area = normal_tri_v3(normal,(float*)v1->getXYZ(), (float*)v2->getXYZ(), (float*)v3->getXYZ());
|
2011-09-01 02:12:53 +00:00
|
|
|
}
|
|
|
|
area = fabs(area);
|
|
|
|
mirrorArea += area;
|
|
|
|
mul_v3_fl(normal, area);
|
|
|
|
add_v3_v3v3(mirrorNormal, mirrorNormal, normal);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (mirrorVerts.size() == 0 || mirrorArea < FLT_EPSILON)
|
|
|
|
{
|
|
|
|
// no vertex or zero size mirror
|
|
|
|
THRWEXCP(MirrorSizeInvalid, S_OK);
|
|
|
|
}
|
|
|
|
// compute average normal of mirror faces
|
|
|
|
mul_v3_fl(mirrorNormal, 1.0f/mirrorArea);
|
|
|
|
if (normalize_v3(mirrorNormal) == 0.f)
|
|
|
|
{
|
|
|
|
// no normal
|
|
|
|
THRWEXCP(MirrorNormalInvalid, S_OK);
|
|
|
|
}
|
|
|
|
// the mirror plane has an equation of the type ax+by+cz = d where (a,b,c) is the normal vector
|
2008-12-14 17:32:24 +00:00
|
|
|
// if the mirror is more vertical then horizontal, the Z axis is the up direction.
|
|
|
|
// otherwise the Y axis is the up direction.
|
|
|
|
// If the mirror is not perfectly vertical(horizontal), the Z(Y) axis projection on the mirror
|
|
|
|
// plan by the normal will be the up direction.
|
|
|
|
if (fabs(mirrorNormal[2]) > fabs(mirrorNormal[1]) &&
|
2011-09-01 02:12:53 +00:00
|
|
|
fabs(mirrorNormal[2]) > fabs(mirrorNormal[0]))
|
2008-12-14 17:32:24 +00:00
|
|
|
{
|
|
|
|
// the mirror is more horizontal than vertical
|
2011-09-01 02:12:53 +00:00
|
|
|
copy_v3_v3(axis, yaxis);
|
2008-12-14 17:32:24 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// the mirror is more vertical than horizontal
|
2011-09-01 02:12:53 +00:00
|
|
|
copy_v3_v3(axis, zaxis);
|
|
|
|
}
|
|
|
|
dist = dot_v3v3(mirrorNormal, axis);
|
|
|
|
if (fabs(dist) < FLT_EPSILON)
|
|
|
|
{
|
|
|
|
// the mirror is already fully aligned with up axis
|
|
|
|
copy_v3_v3(mirrorUp, axis);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// projection of axis to mirror plane through normal
|
|
|
|
copy_v3_v3(vec, mirrorNormal);
|
|
|
|
mul_v3_fl(vec, dist);
|
|
|
|
sub_v3_v3v3(mirrorUp, axis, vec);
|
|
|
|
if (normalize_v3(mirrorUp) == 0.f)
|
|
|
|
{
|
|
|
|
// should not happen
|
|
|
|
THRWEXCP(MirrorHorizontal, S_OK);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// compute rotation matrix between local coord and mirror coord
|
|
|
|
// to match camera orientation, we select mirror z = -normal, y = up, x = y x z
|
|
|
|
negate_v3_v3(mirrorMat[2], mirrorNormal);
|
|
|
|
copy_v3_v3(mirrorMat[1], mirrorUp);
|
|
|
|
cross_v3_v3v3(mirrorMat[0], mirrorMat[1], mirrorMat[2]);
|
|
|
|
// transpose to make it a orientation matrix from local space to mirror space
|
|
|
|
transpose_m3(mirrorMat);
|
|
|
|
// transform all vertex to plane coordinates and determine mirror position
|
|
|
|
left = FLT_MAX;
|
|
|
|
right = -FLT_MAX;
|
|
|
|
bottom = FLT_MAX;
|
|
|
|
top = -FLT_MAX;
|
|
|
|
back = -FLT_MAX; // most backward vertex (=highest Z coord in mirror space)
|
|
|
|
for (it = mirrorVerts.begin(); it != mirrorVerts.end(); it++)
|
|
|
|
{
|
|
|
|
copy_v3_v3(vec, (float*)(*it)->getXYZ());
|
|
|
|
mul_m3_v3(mirrorMat, vec);
|
|
|
|
if (vec[0] < left)
|
|
|
|
left = vec[0];
|
|
|
|
if (vec[0] > right)
|
|
|
|
right = vec[0];
|
|
|
|
if (vec[1] < bottom)
|
|
|
|
bottom = vec[1];
|
|
|
|
if (vec[1] > top)
|
|
|
|
top = vec[1];
|
|
|
|
if (vec[2] > back)
|
|
|
|
back = vec[2];
|
|
|
|
}
|
|
|
|
// now store this information in the object for later rendering
|
|
|
|
m_mirrorHalfWidth = (right-left)*0.5f;
|
|
|
|
m_mirrorHalfHeight = (top-bottom)*0.5f;
|
|
|
|
if (m_mirrorHalfWidth < 0.01f || m_mirrorHalfHeight < 0.01f)
|
|
|
|
{
|
|
|
|
// mirror too small
|
|
|
|
THRWEXCP(MirrorTooSmall, S_OK);
|
2008-12-14 17:32:24 +00:00
|
|
|
}
|
2011-09-01 02:12:53 +00:00
|
|
|
// mirror position in mirror coord
|
|
|
|
vec[0] = (left+right)*0.5f;
|
|
|
|
vec[1] = (top+bottom)*0.5f;
|
|
|
|
vec[2] = back;
|
|
|
|
// convert it in local space: transpose again the matrix to get back to mirror to local transform
|
|
|
|
transpose_m3(mirrorMat);
|
|
|
|
mul_m3_v3(mirrorMat, vec);
|
|
|
|
// mirror position in local space
|
|
|
|
m_mirrorPos.setValue(vec[0], vec[1], vec[2]);
|
|
|
|
// mirror normal vector (pointed towards the back of the mirror) in local space
|
|
|
|
m_mirrorZ.setValue(-mirrorNormal[0], -mirrorNormal[1], -mirrorNormal[2]);
|
|
|
|
m_mirrorY.setValue(mirrorUp[0], mirrorUp[1], mirrorUp[2]);
|
|
|
|
m_mirrorX = m_mirrorY.cross(m_mirrorZ);
|
|
|
|
m_render = true;
|
2008-12-14 17:32:24 +00:00
|
|
|
|
|
|
|
setBackground(0, 0, 255, 255);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// define python type
|
|
|
|
PyTypeObject ImageMirrorType =
|
|
|
|
{
|
2009-06-08 20:08:19 +00:00
|
|
|
PyVarObject_HEAD_INIT(NULL, 0)
|
2008-12-14 17:32:24 +00:00
|
|
|
"VideoTexture.ImageMirror", /*tp_name*/
|
|
|
|
sizeof(PyImage), /*tp_basicsize*/
|
|
|
|
0, /*tp_itemsize*/
|
|
|
|
(destructor)Image_dealloc, /*tp_dealloc*/
|
|
|
|
0, /*tp_print*/
|
|
|
|
0, /*tp_getattr*/
|
|
|
|
0, /*tp_setattr*/
|
|
|
|
0, /*tp_compare*/
|
|
|
|
0, /*tp_repr*/
|
|
|
|
0, /*tp_as_number*/
|
|
|
|
0, /*tp_as_sequence*/
|
|
|
|
0, /*tp_as_mapping*/
|
|
|
|
0, /*tp_hash */
|
|
|
|
0, /*tp_call*/
|
|
|
|
0, /*tp_str*/
|
|
|
|
0, /*tp_getattro*/
|
|
|
|
0, /*tp_setattro*/
|
VideoTexture: improvements to image data access API.
- Use BGL buffer instead of string for image data.
- Add buffer interface to image source.
- Allow customization of pixel format.
- Add valid property to check if the image data is available.
The image property of all Image source objects will now
return a BGL 'buffer' object. Previously it was returning
a string, which was not working at all with Python 3.1.
The BGL buffer type allows sequence access to bytes and
is directly usable in BGL OpenGL wrapper functions.
The buffer is formated as a 1 dimensional array of bytes
with 4 bytes per pixel in RGBA order.
BGL buffers will also be accepted in the ImageBuff load()
and plot() functions.
It is possible to customize the pixel format by using
the VideoTexture.imageToArray(image, mode) function:
the first argument is a Image source object, the second
optional argument is a format string using the R, G, B,
A, 0 and 1 characters. For example "BGR" means that each
pixel will be 3 bytes, corresponding to the Blue, Green
and Red channel in that order. Use 0 for a fixed hex 00
value, 1 for hex FF. The default mode is "RGBA".
All Image source objects now support the buffer interface
which allows to create memoryview objects for direct access
to the image internal buffer without memory copy. The buffer
format is one dimensional array of bytes with 4 bytes per
pixel in RGBA order. The buffer is writable, which allows
custom modifications of the image data.
v = memoryview(source)
A bug in the Python 3.1 buffer API will cause a crash if
the memoryview object cannot be created. Therefore, you
must always check first that an image data is available
before creating a memoryview object. Use the new valid
attribute for that:
if source.valid:
v = memoryview(source)
...
Note: the BGL buffer object itself does not yet support
the buffer interface.
Note: the valid attribute makes sense only if you use
image source in conjunction with texture object like this:
# refresh texture but keep image data in memory
texture.refresh(False)
if texture.source.valid:
v = memoryview(texture.source)
# process image
...
# invalidate image for next texture refresh
texture.source.refresh()
Limitation: While memoryview objects exist, the image cannot be
resized. Resizing occurs with ImageViewport objects when the
viewport size is changed or with ImageFFmpeg when a new image
is reloaded for example. Any attempt to resize will cause a
runtime error. Delete the memoryview objects is you want to
resize an image source object.
2010-02-21 22:20:00 +00:00
|
|
|
&imageBufferProcs, /*tp_as_buffer*/
|
2008-12-14 17:32:24 +00:00
|
|
|
Py_TPFLAGS_DEFAULT, /*tp_flags*/
|
|
|
|
"Image source from mirror", /* tp_doc */
|
|
|
|
0, /* tp_traverse */
|
|
|
|
0, /* tp_clear */
|
|
|
|
0, /* tp_richcompare */
|
|
|
|
0, /* tp_weaklistoffset */
|
|
|
|
0, /* tp_iter */
|
|
|
|
0, /* tp_iternext */
|
|
|
|
imageRenderMethods, /* tp_methods */
|
|
|
|
0, /* tp_members */
|
|
|
|
imageMirrorGetSets, /* tp_getset */
|
|
|
|
0, /* tp_base */
|
|
|
|
0, /* tp_dict */
|
|
|
|
0, /* tp_descr_get */
|
|
|
|
0, /* tp_descr_set */
|
|
|
|
0, /* tp_dictoffset */
|
|
|
|
(initproc)ImageMirror_init, /* tp_init */
|
|
|
|
0, /* tp_alloc */
|
|
|
|
Image_allocNew, /* tp_new */
|
|
|
|
};
|
|
|
|
|
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
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