Made constants fully upper case in camera server
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8 changed files with 27 additions and 27 deletions
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@ -45,10 +45,10 @@
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<constant name="FEED_RGB" value="1" enum="FeedDataType">
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Feed supplies RGB images.
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</constant>
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<constant name="FEED_YCbCr" value="2" enum="FeedDataType">
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<constant name="FEED_YCBCR" value="2" enum="FeedDataType">
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Feed supplies YCbCr images that need to be converted to RGB.
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</constant>
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<constant name="FEED_YCbCr_Sep" value="3" enum="FeedDataType">
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<constant name="FEED_YCBCR_SEP" value="3" enum="FeedDataType">
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Feed supplies separate Y and CbCr images that need to be combined and converted to RGB.
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</constant>
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<constant name="FEED_UNSPECIFIED" value="0" enum="FeedPosition">
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@ -70,13 +70,13 @@
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<constant name="FEED_RGBA_IMAGE" value="0" enum="FeedImage">
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The RGBA camera image.
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</constant>
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<constant name="FEED_YCbCr_IMAGE" value="0" enum="FeedImage">
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<constant name="FEED_YCBCR_IMAGE" value="0" enum="FeedImage">
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The YCbCr camera image.
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</constant>
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<constant name="FEED_Y_IMAGE" value="0" enum="FeedImage">
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The Y component camera image.
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</constant>
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<constant name="FEED_CbCr_IMAGE" value="1" enum="FeedImage">
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<constant name="FEED_CBCR_IMAGE" value="1" enum="FeedImage">
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The CbCr component camera image.
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</constant>
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</constants>
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@ -2920,16 +2920,16 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
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VS::get_singleton()->texture_bind(camera_RGBA, 0);
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} else if (feed->get_datatype() == CameraFeed::FEED_YCbCr) {
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RID camera_YCbCr = feed->get_texture(CameraServer::FEED_YCbCr_IMAGE);
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} else if (feed->get_datatype() == CameraFeed::FEED_YCBCR) {
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RID camera_YCbCr = feed->get_texture(CameraServer::FEED_YCBCR_IMAGE);
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VS::get_singleton()->texture_bind(camera_YCbCr, 0);
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storage->shaders.copy.set_conditional(CopyShaderGLES2::YCBCR_TO_RGB, true);
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} else if (feed->get_datatype() == CameraFeed::FEED_YCbCr_Sep) {
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} else if (feed->get_datatype() == CameraFeed::FEED_YCBCR_SEP) {
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RID camera_Y = feed->get_texture(CameraServer::FEED_Y_IMAGE);
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RID camera_CbCr = feed->get_texture(CameraServer::FEED_CbCr_IMAGE);
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RID camera_CbCr = feed->get_texture(CameraServer::FEED_CBCR_IMAGE);
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VS::get_singleton()->texture_bind(camera_Y, 0);
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VS::get_singleton()->texture_bind(camera_CbCr, 1);
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@ -4454,16 +4454,16 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
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RID camera_RGBA = feed->get_texture(CameraServer::FEED_RGBA_IMAGE);
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VS::get_singleton()->texture_bind(camera_RGBA, 0);
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} else if (feed->get_datatype() == CameraFeed::FEED_YCbCr) {
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RID camera_YCbCr = feed->get_texture(CameraServer::FEED_YCbCr_IMAGE);
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} else if (feed->get_datatype() == CameraFeed::FEED_YCBCR) {
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RID camera_YCbCr = feed->get_texture(CameraServer::FEED_YCBCR_IMAGE);
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VS::get_singleton()->texture_bind(camera_YCbCr, 0);
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storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, true);
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} else if (feed->get_datatype() == CameraFeed::FEED_YCbCr_Sep) {
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} else if (feed->get_datatype() == CameraFeed::FEED_YCBCR_SEP) {
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RID camera_Y = feed->get_texture(CameraServer::FEED_Y_IMAGE);
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RID camera_CbCr = feed->get_texture(CameraServer::FEED_CbCr_IMAGE);
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RID camera_CbCr = feed->get_texture(CameraServer::FEED_CBCR_IMAGE);
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VS::get_singleton()->texture_bind(camera_Y, 0);
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VS::get_singleton()->texture_bind(camera_CbCr, 1);
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@ -60,8 +60,8 @@ void CameraFeed::_bind_methods() {
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BIND_ENUM_CONSTANT(FEED_NOIMAGE);
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BIND_ENUM_CONSTANT(FEED_RGB);
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BIND_ENUM_CONSTANT(FEED_YCbCr);
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BIND_ENUM_CONSTANT(FEED_YCbCr_Sep);
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BIND_ENUM_CONSTANT(FEED_YCBCR);
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BIND_ENUM_CONSTANT(FEED_YCBCR_SEP);
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BIND_ENUM_CONSTANT(FEED_UNSPECIFIED);
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BIND_ENUM_CONSTANT(FEED_FRONT);
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@ -145,7 +145,7 @@ CameraFeed::CameraFeed() {
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// create a texture object
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VisualServer *vs = VisualServer::get_singleton();
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texture[CameraServer::FEED_Y_IMAGE] = vs->texture_create(); // also used for RGBA
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texture[CameraServer::FEED_CbCr_IMAGE] = vs->texture_create();
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texture[CameraServer::FEED_CBCR_IMAGE] = vs->texture_create();
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}
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CameraFeed::CameraFeed(String p_name, FeedPosition p_position) {
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@ -162,14 +162,14 @@ CameraFeed::CameraFeed(String p_name, FeedPosition p_position) {
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// create a texture object
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VisualServer *vs = VisualServer::get_singleton();
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texture[CameraServer::FEED_Y_IMAGE] = vs->texture_create(); // also used for RGBA
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texture[CameraServer::FEED_CbCr_IMAGE] = vs->texture_create();
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texture[CameraServer::FEED_CBCR_IMAGE] = vs->texture_create();
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}
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CameraFeed::~CameraFeed() {
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// Free our textures
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VisualServer *vs = VisualServer::get_singleton();
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vs->free(texture[CameraServer::FEED_Y_IMAGE]);
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vs->free(texture[CameraServer::FEED_CbCr_IMAGE]);
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vs->free(texture[CameraServer::FEED_CBCR_IMAGE]);
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}
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void CameraFeed::set_RGB_img(Ref<Image> p_rgb_img) {
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@ -208,7 +208,7 @@ void CameraFeed::set_YCbCr_img(Ref<Image> p_ycbcr_img) {
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}
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vs->texture_set_data(texture[CameraServer::FEED_RGBA_IMAGE], p_ycbcr_img);
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datatype = CameraFeed::FEED_YCbCr;
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datatype = CameraFeed::FEED_YCBCR;
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}
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}
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@ -233,12 +233,12 @@ void CameraFeed::set_YCbCr_imgs(Ref<Image> p_y_img, Ref<Image> p_cbcr_img) {
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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);
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///@TODO GLES2 doesn't support FORMAT_RG8, need to do some form of conversion
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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);
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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);
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}
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vs->texture_set_data(texture[CameraServer::FEED_Y_IMAGE], p_y_img);
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vs->texture_set_data(texture[CameraServer::FEED_CbCr_IMAGE], p_cbcr_img);
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datatype = CameraFeed::FEED_YCbCr_Sep;
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vs->texture_set_data(texture[CameraServer::FEED_CBCR_IMAGE], p_cbcr_img);
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datatype = CameraFeed::FEED_YCBCR_SEP;
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}
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}
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@ -50,8 +50,8 @@ public:
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enum FeedDataType {
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FEED_NOIMAGE, // we don't have an image yet
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FEED_RGB, // our texture will contain a normal RGB texture that can be used directly
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FEED_YCbCr, // our texture will contain a YCbCr texture that needs to be converted to RGB before output
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FEED_YCbCr_Sep // our camera is split into two textures, first plane contains Y data, second plane contains CbCr data
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FEED_YCBCR, // our texture will contain a YCbCr texture that needs to be converted to RGB before output
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FEED_YCBCR_SEP // our camera is split into two textures, first plane contains Y data, second plane contains CbCr data
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};
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enum FeedPosition {
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@ -47,9 +47,9 @@ void CameraServer::_bind_methods() {
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ADD_SIGNAL(MethodInfo("camera_feed_removed", PropertyInfo(Variant::INT, "id")));
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BIND_ENUM_CONSTANT(FEED_RGBA_IMAGE);
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BIND_ENUM_CONSTANT(FEED_YCbCr_IMAGE);
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BIND_ENUM_CONSTANT(FEED_YCBCR_IMAGE);
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BIND_ENUM_CONSTANT(FEED_Y_IMAGE);
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BIND_ENUM_CONSTANT(FEED_CbCr_IMAGE);
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BIND_ENUM_CONSTANT(FEED_CBCR_IMAGE);
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};
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CameraServer *CameraServer::singleton = NULL;
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@ -53,9 +53,9 @@ class CameraServer : public Object {
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public:
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enum FeedImage {
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FEED_RGBA_IMAGE = 0,
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FEED_YCbCr_IMAGE = 0,
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FEED_YCBCR_IMAGE = 0,
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FEED_Y_IMAGE = 0,
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FEED_CbCr_IMAGE = 1,
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FEED_CBCR_IMAGE = 1,
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FEED_IMAGES = 2
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};
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