118 lines
4.8 KiB
C++
118 lines
4.8 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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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/io/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/rendering_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 RefCounted {
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GDCLASS(CameraFeed, RefCounted);
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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(const Ref<Image> &p_rgb_img);
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void set_YCbCr_img(const Ref<Image> &p_ycbcr_img);
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void set_YCbCr_imgs(const Ref<Image> &p_y_img, const Ref<Image> &p_cbcr_img);
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// FIXME: Disabled during Vulkan refactoring, should be ported.
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#if 0
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void allocate_texture(int p_width, int p_height, Image::Format p_format, RenderingServer::TextureType p_texture_type, FeedDataType p_data_type);
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#endif
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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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