/*************************************************************************/ /* camera_feed.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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. */ /*************************************************************************/ #ifndef CAMERA_FEED_H #define CAMERA_FEED_H #include "core/io/image.h" #include "core/math/transform_2d.h" #include "servers/camera_server.h" #include "servers/rendering_server.h" /** @author Bastiaan Olij The camera server is a singleton object that gives access to the various camera feeds that can be used as the background for our environment. **/ class CameraFeed : public RefCounted { GDCLASS(CameraFeed, RefCounted); public: enum FeedDataType { FEED_NOIMAGE, // we don't have an image yet FEED_RGB, // our texture will contain a normal RGB texture that can be used directly FEED_YCBCR, // our texture will contain a YCbCr texture that needs to be converted to RGB before output FEED_YCBCR_SEP // our camera is split into two textures, first plane contains Y data, second plane contains CbCr data }; enum FeedPosition { FEED_UNSPECIFIED, // we have no idea FEED_FRONT, // this is a camera on the front of the device FEED_BACK // this is a camera on the back of the device }; private: int id; // unique id for this, for internal use in case feeds are removed int base_width; int base_height; protected: String name; // name of our camera feed FeedDataType datatype; // type of texture data stored FeedPosition position; // position of camera on the device Transform2D transform; // display transform bool active; // only when active do we actually update the camera texture each frame RID texture[CameraServer::FEED_IMAGES]; // texture images needed for this static void _bind_methods(); public: int get_id() const; bool is_active() const; void set_active(bool p_is_active); String get_name() const; void set_name(String p_name); int get_base_width() const; int get_base_height() const; FeedPosition get_position() const; void set_position(FeedPosition p_position); Transform2D get_transform() const; void set_transform(const Transform2D &p_transform); RID get_texture(CameraServer::FeedImage p_which); CameraFeed(); CameraFeed(String p_name, FeedPosition p_position = CameraFeed::FEED_UNSPECIFIED); virtual ~CameraFeed(); FeedDataType get_datatype() const; void set_RGB_img(const Ref &p_rgb_img); void set_YCbCr_img(const Ref &p_ycbcr_img); void set_YCbCr_imgs(const Ref &p_y_img, const Ref &p_cbcr_img); virtual bool activate_feed(); virtual void deactivate_feed(); }; VARIANT_ENUM_CAST(CameraFeed::FeedDataType); VARIANT_ENUM_CAST(CameraFeed::FeedPosition); #endif /* !CAMERA_FEED_H */