02ea99129e
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server. Other parts of Godot can interact with this to obtain images from the camera as textures. This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
115 lines
4.7 KiB
C++
115 lines
4.7 KiB
C++
/*************************************************************************/
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/* camera_feed.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef CAMERA_FEED_H
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#define CAMERA_FEED_H
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#include "core/image.h"
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#include "core/math/transform_2d.h"
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#include "servers/camera_server.h"
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#include "servers/visual_server.h"
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/**
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@author Bastiaan Olij <mux213@gmail.com>
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The camera server is a singleton object that gives access to the various
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camera feeds that can be used as the background for our environment.
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**/
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class CameraFeed : public Reference {
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GDCLASS(CameraFeed, Reference);
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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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};
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enum FeedPosition {
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FEED_UNSPECIFIED, // we have no idea
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FEED_FRONT, // this is a camera on the front of the device
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FEED_BACK // this is a camera on the back of the device
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};
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private:
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int id; // unique id for this, for internal use in case feeds are removed
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int base_width;
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int base_height;
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protected:
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String name; // name of our camera feed
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FeedDataType datatype; // type of texture data stored
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FeedPosition position; // position of camera on the device
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Transform2D transform; // display transform
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bool active; // only when active do we actually update the camera texture each frame
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RID texture[CameraServer::FEED_IMAGES]; // texture images needed for this
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static void _bind_methods();
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public:
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int get_id() const;
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bool is_active() const;
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void set_active(bool p_is_active);
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String get_name() const;
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void set_name(String p_name);
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int get_base_width() const;
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int get_base_height() const;
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FeedPosition get_position() const;
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void set_position(FeedPosition p_position);
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Transform2D get_transform() const;
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void set_transform(const Transform2D &p_transform);
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RID get_texture(CameraServer::FeedImage p_which);
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CameraFeed();
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CameraFeed(String p_name, FeedPosition p_position = CameraFeed::FEED_UNSPECIFIED);
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virtual ~CameraFeed();
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FeedDataType get_datatype() const;
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void set_RGB_img(Ref<Image> p_rgb_img);
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void set_YCbCr_img(Ref<Image> p_ycbcr_img);
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void set_YCbCr_imgs(Ref<Image> p_y_img, Ref<Image> p_cbcr_img);
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void allocate_texture(int p_width, int p_height, Image::Format p_format, VisualServer::TextureType p_texture_type, FeedDataType p_data_type);
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virtual bool activate_feed();
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virtual void deactivate_feed();
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};
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VARIANT_ENUM_CAST(CameraFeed::FeedDataType);
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VARIANT_ENUM_CAST(CameraFeed::FeedPosition);
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#endif /* !CAMERA_FEED_H */
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