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-rw-r--r--servers/camera/camera_feed.cpp266
1 files changed, 266 insertions, 0 deletions
diff --git a/servers/camera/camera_feed.cpp b/servers/camera/camera_feed.cpp
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+++ b/servers/camera/camera_feed.cpp
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+/*************************************************************************/
+/* camera_feed.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "camera_feed.h"
+#include "servers/visual_server.h"
+
+void CameraFeed::_bind_methods() {
+ // The setters prefixed with _ are only exposed so we can have feeds through GDNative!
+ // They should not be called by the end user.
+
+ ClassDB::bind_method(D_METHOD("get_id"), &CameraFeed::get_id);
+ ClassDB::bind_method(D_METHOD("get_name"), &CameraFeed::get_name);
+ ClassDB::bind_method(D_METHOD("_set_name", "name"), &CameraFeed::set_name);
+
+ ClassDB::bind_method(D_METHOD("is_active"), &CameraFeed::is_active);
+ ClassDB::bind_method(D_METHOD("set_active", "active"), &CameraFeed::set_active);
+
+ ClassDB::bind_method(D_METHOD("get_position"), &CameraFeed::get_position);
+ ClassDB::bind_method(D_METHOD("_set_position", "position"), &CameraFeed::set_position);
+
+ // Note, for transform some feeds may override what the user sets (such as ARKit)
+ ClassDB::bind_method(D_METHOD("get_transform"), &CameraFeed::get_transform);
+ ClassDB::bind_method(D_METHOD("set_transform", "transform"), &CameraFeed::set_transform);
+
+ ClassDB::bind_method(D_METHOD("_set_RGB_img", "rgb_img"), &CameraFeed::set_RGB_img);
+ ClassDB::bind_method(D_METHOD("_set_YCbCr_img", "ycbcr_img"), &CameraFeed::set_YCbCr_img);
+ ClassDB::bind_method(D_METHOD("_set_YCbCr_imgs", "y_img", "cbcr_img"), &CameraFeed::set_YCbCr_imgs);
+ ClassDB::bind_method(D_METHOD("_allocate_texture", "width", "height", "format", "texture_type", "data_type"), &CameraFeed::allocate_texture);
+
+ ADD_GROUP("Feed", "feed_");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "feed_is_active"), "set_active", "is_active");
+ ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "feed_transform"), "set_transform", "get_transform");
+
+ BIND_ENUM_CONSTANT(FEED_NOIMAGE);
+ BIND_ENUM_CONSTANT(FEED_RGB);
+ BIND_ENUM_CONSTANT(FEED_YCbCr);
+ BIND_ENUM_CONSTANT(FEED_YCbCr_Sep);
+
+ BIND_ENUM_CONSTANT(FEED_UNSPECIFIED);
+ BIND_ENUM_CONSTANT(FEED_FRONT);
+ BIND_ENUM_CONSTANT(FEED_BACK);
+}
+
+int CameraFeed::get_id() const {
+ return id;
+}
+
+bool CameraFeed::is_active() const {
+ return active;
+}
+
+void CameraFeed::set_active(bool p_is_active) {
+ if (p_is_active == active) {
+ // all good
+ } else if (p_is_active) {
+ // attempt to activate this feed
+ if (activate_feed()) {
+ print_line("Activate " + name);
+ active = true;
+ }
+ } else {
+ // just deactivate it
+ deactivate_feed();
+ print_line("Deactivate " + name);
+ active = false;
+ }
+}
+
+String CameraFeed::get_name() const {
+ return name;
+}
+
+void CameraFeed::set_name(String p_name) {
+ name = p_name;
+}
+
+int CameraFeed::get_base_width() const {
+ return base_width;
+}
+
+int CameraFeed::get_base_height() const {
+ return base_height;
+}
+
+CameraFeed::FeedDataType CameraFeed::get_datatype() const {
+ return datatype;
+}
+
+CameraFeed::FeedPosition CameraFeed::get_position() const {
+ return position;
+}
+
+void CameraFeed::set_position(CameraFeed::FeedPosition p_position) {
+ position = p_position;
+}
+
+Transform2D CameraFeed::get_transform() const {
+ return transform;
+}
+
+void CameraFeed::set_transform(const Transform2D &p_transform) {
+ transform = p_transform;
+}
+
+RID CameraFeed::get_texture(CameraServer::FeedImage p_which) {
+ return texture[p_which];
+}
+
+CameraFeed::CameraFeed() {
+ // initialize our feed
+ id = CameraServer::get_singleton()->get_free_id();
+ name = "???";
+ active = false;
+ datatype = CameraFeed::FEED_RGB;
+ position = CameraFeed::FEED_UNSPECIFIED;
+ transform = Transform2D(1.0, 0.0, 0.0, -1.0, 0.0, 1.0);
+
+ // create a texture object
+ VisualServer *vs = VisualServer::get_singleton();
+ texture[CameraServer::FEED_Y_IMAGE] = vs->texture_create(); // also used for RGBA
+ texture[CameraServer::FEED_CbCr_IMAGE] = vs->texture_create();
+}
+
+CameraFeed::CameraFeed(String p_name, FeedPosition p_position) {
+ // initialize our feed
+ id = CameraServer::get_singleton()->get_free_id();
+ base_width = 0;
+ base_height = 0;
+ name = p_name;
+ active = false;
+ datatype = CameraFeed::FEED_NOIMAGE;
+ position = p_position;
+ transform = Transform2D(1.0, 0.0, 0.0, -1.0, 0.0, 1.0);
+
+ // create a texture object
+ VisualServer *vs = VisualServer::get_singleton();
+ texture[CameraServer::FEED_Y_IMAGE] = vs->texture_create(); // also used for RGBA
+ texture[CameraServer::FEED_CbCr_IMAGE] = vs->texture_create();
+}
+
+CameraFeed::~CameraFeed() {
+ // Free our textures
+ VisualServer *vs = VisualServer::get_singleton();
+ vs->free(texture[CameraServer::FEED_Y_IMAGE]);
+ vs->free(texture[CameraServer::FEED_CbCr_IMAGE]);
+}
+
+void CameraFeed::set_RGB_img(Ref<Image> p_rgb_img) {
+ if (active) {
+ VisualServer *vs = VisualServer::get_singleton();
+
+ int new_width = p_rgb_img->get_width();
+ int new_height = p_rgb_img->get_height();
+
+ if ((base_width != new_width) || (base_height != new_height)) {
+ // We're assuming here that our camera image doesn't change around formats etc, allocate the whole lot...
+ base_width = new_width;
+ base_height = new_height;
+
+ vs->texture_allocate(texture[CameraServer::FEED_RGBA_IMAGE], new_width, new_height, 0, Image::FORMAT_RGB8, VS::TEXTURE_TYPE_2D, VS::TEXTURE_FLAGS_DEFAULT);
+ }
+
+ vs->texture_set_data(texture[CameraServer::FEED_RGBA_IMAGE], p_rgb_img);
+ datatype = CameraFeed::FEED_RGB;
+ }
+}
+
+void CameraFeed::set_YCbCr_img(Ref<Image> p_ycbcr_img) {
+ if (active) {
+ VisualServer *vs = VisualServer::get_singleton();
+
+ int new_width = p_ycbcr_img->get_width();
+ int new_height = p_ycbcr_img->get_height();
+
+ if ((base_width != new_width) || (base_height != new_height)) {
+ // We're assuming here that our camera image doesn't change around formats etc, allocate the whole lot...
+ base_width = new_width;
+ base_height = new_height;
+
+ vs->texture_allocate(texture[CameraServer::FEED_RGBA_IMAGE], new_width, new_height, 0, Image::FORMAT_RGB8, VS::TEXTURE_TYPE_2D, VS::TEXTURE_FLAGS_DEFAULT);
+ }
+
+ vs->texture_set_data(texture[CameraServer::FEED_RGBA_IMAGE], p_ycbcr_img);
+ datatype = CameraFeed::FEED_YCbCr;
+ }
+}
+
+void CameraFeed::set_YCbCr_imgs(Ref<Image> p_y_img, Ref<Image> p_cbcr_img) {
+ if (active) {
+ VisualServer *vs = VisualServer::get_singleton();
+
+ ///@TODO investigate whether we can use thirdparty/misc/yuv2rgb.h here to convert our YUV data to RGB, our shader approach is potentially faster though..
+ // Wondering about including that into multiple projects, may cause issues.
+ // That said, if we convert to RGB, we could enable using texture resources again...
+
+ int new_y_width = p_y_img->get_width();
+ int new_y_height = p_y_img->get_height();
+ int new_cbcr_width = p_cbcr_img->get_width();
+ int new_cbcr_height = p_cbcr_img->get_height();
+
+ if ((base_width != new_y_width) || (base_height != new_y_height)) {
+ // We're assuming here that our camera image doesn't change around formats etc, allocate the whole lot...
+ base_width = new_y_width;
+ base_height = new_y_height;
+
+ vs->texture_allocate(texture[CameraServer::FEED_Y_IMAGE], new_y_width, new_y_height, 0, Image::FORMAT_R8, VS::TEXTURE_TYPE_2D, VS::TEXTURE_FLAG_USED_FOR_STREAMING);
+
+ ///@TODO GLES2 doesn't support FORMAT_RG8, need to do some form of conversion
+ vs->texture_allocate(texture[CameraServer::FEED_CbCr_IMAGE], new_cbcr_width, new_cbcr_height, 0, Image::FORMAT_RG8, VS::TEXTURE_TYPE_2D, VS::TEXTURE_FLAG_USED_FOR_STREAMING);
+ }
+
+ vs->texture_set_data(texture[CameraServer::FEED_Y_IMAGE], p_y_img);
+ vs->texture_set_data(texture[CameraServer::FEED_CbCr_IMAGE], p_cbcr_img);
+ datatype = CameraFeed::FEED_YCbCr_Sep;
+ }
+}
+
+void CameraFeed::allocate_texture(int p_width, int p_height, Image::Format p_format, VisualServer::TextureType p_texture_type, FeedDataType p_data_type) {
+ VisualServer *vs = VisualServer::get_singleton();
+
+ if ((base_width != p_width) || (base_height != p_height)) {
+ // We're assuming here that our camera image doesn't change around formats etc, allocate the whole lot...
+ base_width = p_width;
+ base_height = p_height;
+
+ vs->texture_allocate(texture[0], p_width, p_height, 0, p_format, p_texture_type, VS::TEXTURE_FLAGS_DEFAULT);
+ }
+
+ datatype = p_data_type;
+}
+
+bool CameraFeed::activate_feed() {
+ // nothing to do here
+ return true;
+}
+
+void CameraFeed::deactivate_feed() {
+ // nothing to do here
+}