Commit Graph

26 Commits

Author SHA1 Message Date
Antony Riakiotakis
f745564e4e GSOC 2013 paint
Yep, at last it's here!

There are a few minor issues remaining but development can go on in
master after discussion at blender institute.

For full list of features see:

http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting

Thanks to Sergey and Campbell for the extensive review and to the
countless artists that have given their input and reported issues during
development.
2014-07-21 12:02:05 +02:00
Brecht Van Lommel
70eaf2fe44 Image paint: 2D painting now supports texture masks and does masking more
consistent with projection painting.

Also did some refactoring of this code, moving the brush image creation code
out of brush.c and making it consistent with image updating code.
2013-05-12 09:14:13 +00:00
Brecht Van Lommel
63f05576b8 More image painting fixes:
* 2D image painting support for masking to limit the max contribution of a stroke
  to a pixel, to get it working compatible with projection painting. Not strictly
  a bugfix, but the inconsistency here was annoying.

* Fix python errors in Texture Mask panel in image editor, was missing overlay
  options.

* Clamp paint mask to 0..1 in case some texture exceeds it, this could give black
  pixels due to integer overflow.
2013-04-30 06:07:42 +00:00
Campbell Barton
ab41583bc2 style cleanup 2013-03-29 06:21:28 +00:00
Campbell Barton
e1a54214bb code cleanup:
- remove unused defines.
- quiet some shadow warnings.
- bevel, ifdef out some asserts that are too common.
- style
2013-03-25 02:41:30 +00:00
Campbell Barton
8b57f7502b code cleanup: gpl header update (formatting) 2012-11-18 00:30:06 +00:00
Campbell Barton
2fb8292005 style cleanup 2012-09-16 04:58:18 +00:00
Campbell Barton
9ecc6fdcc7 style cleanup 2012-08-23 07:10:48 +00:00
Campbell Barton
b5b8306685 code cleanup: includes, also correct some py example typos 2012-06-16 20:20:07 +00:00
Campbell Barton
9d49fa0e63 style cleanup - spelling corrections & update some incorrect comments. 2012-03-03 11:45:08 +00:00
Campbell Barton
ea13ec1699 Spelling Cleanup 2012-03-01 12:20:18 +00:00
Campbell Barton
4a04f72069 remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n 2011-10-23 17:52:20 +00:00
Nathan Letwory
6f6fac63ff doxygen: gameengine/VideoTexture tagged. 2011-02-25 13:39:34 +00:00
Campbell Barton
8268a4be71 most unused arg warnings corrected.
- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating).
- mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
2010-10-16 14:32:17 +00:00
Campbell Barton
fe9a22a018 py api file rename
- prefix mathutils api.
- 2 blf.c files (annoying for debugging)
- py api docs ignore keying sets as with operators.
2010-04-11 12:05:27 +00:00
Campbell Barton
ed7f4f2e3c make BGL and BLF modile names lowercase 2010-02-28 14:57:26 +00:00
Benoit Bolsee
71f7e50451 VideoTexture: optional arguments to ImageBuff constructor.
ImageBuff([width,height[,color[,scale]]])

width, height: size of buffer in pixel.
               default: buffer not allocated.
color: initial value of RGB channels. Alpha channel is 255.
       Possible values: 0(black=default) -> 255 (white)
scale: True or False to enable or disable fast scaling
       default: False

This constructors eliminates the need to use the load function
when you just want to initialize the image buffer to black or white.
2010-02-26 22:14:31 +00:00
Campbell Barton
756dace6f5 fix for typo 2010-02-22 09:02:05 +00:00
Benoit Bolsee
37b9c9fe4d 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
Benoit Bolsee
445d077cf4 BGE: Add plot method to VideoTexture.ImageBuff class.
Synopsis: plot(brush,width,height,x,y,mode)
          plot(imgbuff,x,y,mode)

The first form uses a byte array containing the brush shape.
The second form uses another ImageBuff object as a brush.
The ImageBuff object must be initialized before you can call
these methods. Use load(rgb_buffer,sizex,sizey) method to create
an image buffer of given size (with alpha channel set to 255).
The brush is plotted directly in the image buffer. The texture
is updated only when the VideoTexture.Texture parent object is
refreshed: this will download the image buffer to the GPU.

brush:  Byte array containing RGBA data to be plotted in image buffer.
        The data must be continuous in memory, organized row by row
        starting from lower left corner of the image. Each pixel is
        4 bytes representing RGBA data in that order.
width:  Horizontal size in pixels of image in brush.
height: Vertical size in pixels of the image in brush.
imgbuff:Another ImageBuff object that is used as a brush. The object
        must have been initialized first with load().
x:      Horizontal position in pixel from left side of the image buffer
        where the brush will be plotted. The brush is plotted on pixels
        positions x->x+width-1. Clipping is performed if the brush falls
        partially outside the image buffer.
y:      Vertical position in pixel from bottom side of the image buffer
        where the brush will be plotted.
mode:   Mode of drawing. Use one of the following value:
        0 : MIX
        1 : ADD
	2 : SUB
        3 : MUL
        4 : LIGHTEN
        5 : DARKEN
        6 : ERASE ALPHA
        7 : ADD ALPHA
        1000 : COPY RGBA (default)
        1001 : COPY RGB
        1002 : COPY ALPHA

        Modes 0 to 7 are 'blend' modes: the brush pixels are combined
        with the image pixel in various ways. Refer to Blender documentation
        to learn more about these modes.
2009-12-08 10:02:22 +00:00
Campbell Barton
7440fee85c remove python2.x support 2009-08-10 00:07:34 +00:00
Brecht Van Lommel
c8b4cf9206 2.50:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD

Notes:
* Game and sequencer RNA, and sequencer header are now out of date
  a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
  not needed anymore.
  * Fix "duplicate strip" always increase the user count for ipo.
  * IPO pinning on sequencer strips was lost during Undo.
2009-06-08 20:08:19 +00:00
Benoit Bolsee
1886b7bf52 VideoTexture: fix RGB/BGR confusion, make code compatible with big endian CPU, add RGBA source filter. 2008-11-04 12:04:59 +00:00
Benoit Bolsee
6eb3bf53dd VideoTexture: Bug report #17946: add (char*) casting to fix compile error with Python get-set method and module object. 2008-11-04 09:21:27 +00:00
Benoit Bolsee
2973bd8ea2 VideoTexture: use PyObjectPlus.h instead of Python.h for compatibility with Python2.3 2008-11-02 18:02:31 +00:00
Benoit Bolsee
a8c4eef326 VideoTexture module.
The only compilation system that works for sure is the MSVC project files. I've tried my best to
update the other compilation system but I count on the community to check and fix them.
 
This is Zdeno Miklas video texture plugin ported to trunk. 
The original plugin API is maintained (can be found here http://home.scarlet.be/~tsi46445/blender/blendVideoTex.html)
EXCEPT for the following:

The module name is changed to VideoTexture (instead of blendVideoTex).

A new (and only) video source is now available: VideoFFmpeg()
You must pass 1 to 4 arguments when you create it (you can use named arguments):

VideoFFmpeg(file) : play a video file
VideoFFmpeg(file, capture, rate, width, height) : start a live video capture

file:
In the first form, file is a video file name, relative to startup directory.
It can also be a URL, FFmpeg will happily stream a video from a network source.
In the second form, file is empty or is a hint for the format of the video capture.
In Windows, file is ignored and should be empty or not specified.
In Linux, ffmpeg supports two types of device: VideoForLinux and DV1394. 
The user specifies the type of device with the file parameter:
   [<device_type>][:<standard>]
   <device_type> : 'v4l' for VideoForLinux, 'dv1394' for DV1394; default to 'v4l'
   <standard>    : 'pal', 'secam' or 'ntsc', default to 'ntsc'
The driver name is constructed automatically from the device types:
   v4l   : /dev/video<capture>
   dv1394: /dev/dv1394/<capture>
If you have different driver name, you can specify the driver name explicitely 
instead of device type. Examples of valid file parameter:
   /dev/v4l/video0:pal
   /dev/ieee1394/1:ntsc
   dv1394:ntsc
   v4l:pal
   :secam

capture: 
Defines the index number of the capture source, starting from 0. The first capture device is always 0.
The VideoTexutre modules knows that you want to start a live video capture when you set this parameter to a number >= 0. Setting this parameter < 0 indicates a video file playback. Default value is -1.

rate: 
the capture frame rate, by default 25 frames/sec

width: 
height: 
Width and height of the video capture in pixel, default value 0.
In Windows you must specify these values and they must fit with the capture device capability. 
For example, if you have a webcam that can capture at 160x120, 320x240 or 640x480, 
you must specify one of these couple of values or the opening of the video source will fail.
In Linux, default values are provided by the VideoForLinux driver if you don't specify width and height.

Simple example
**************
1. Texture definition script:

import VideoTexture

contr = GameLogic.getCurrentController()
obj = contr.getOwner()
if not hasattr(GameLogic, 'video'):
	matID = VideoTexture.materialID(obj, 'MAVideoMat')
	GameLogic.video = VideoTexture.Texture(obj, matID)
	GameLogic.vidSrc = VideoTexture.VideoFFmpeg('trailer_400p.ogg')
	# Streaming is also possible:
	#GameLogic.vidSrc = VideoTexture.VideoFFmpeg('http://10.32.1.10/trailer_400p.ogg')
	GameLogic.vidSrc.repeat = -1
	# If the video dimensions are not a power of 2, scaling must be done before
	# sending the texture to the GPU. This is done by default with gluScaleImage()
	# but you can also use a faster, but less precise, scaling by setting scale
	# to True. Best approach is to convert the video offline and set the dimensions right.
	GameLogic.vidSrc.scale = True
	# FFmpeg always delivers the video image upside down, so flipping is enabled automatically
	#GameLogic.vidSrc.flip = True

if contr.getSensors()[0].isPositive():
	GameLogic.video.source = GameLogic.vidSrc
	GameLogic.vidSrc.play()


2. Texture refresh script:

obj = GameLogic.getCurrentController().getOwner()
if hasattr(GameLogic, 'video') != 0:
  GameLogic.video.refresh(True)

You can download this demo here: 
http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.blend
http://home.scarlet.be/~tsi46445/blender/trailer_400p.ogg
2008-10-31 22:35:52 +00:00