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authorDalai Felinto <dfelinto@gmail.com>2011-07-06 11:05:29 +0400
committerDalai Felinto <dfelinto@gmail.com>2011-07-06 11:05:29 +0400
commit26d75618ef896b0ec125d0dbb5ad530a0b88dffe (patch)
treec063a59a4fbcfb04fb85e72c515d4dd0aff46e67 /doc/python_api/rst/bge.texture.rst
parente7878389bb8211f19fa6c767ae19e4b6be996d08 (diff)
patch [#27871] bge.texture documentation from Solano FelĂ­cio (+ changes from me) it still needs work
... and I can't test rst in windows so for now let's pretend it builds. If someone can generate the docs and see how it goes please let me know. (plus a small fix for bge.logic rst)
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+
+Game Engine bge.texture Module
+==============================
+.. note::
+ This documentation is still very weak, and needs some help! Right now they are mostly a collection
+ of the docstrings found in the bge.texture source code + some random places filled with text.
+
+*****
+Intro
+*****
+
+The bge.texture module allows you to manipulate textures during the game.
+
+Several sources for texture are possible: video files, image files, video capture, memory buffer, camera render or a mix of that.
+
+The video and image files can be loaded from the internet using an URL instead of a file name.
+
+In addition, you can apply filters on the images before sending them to the GPU, allowing video effect: blue screen, color band, gray, normal map.
+
+bge.texture uses FFmpeg to load images and videos. All the formats and codecs that FFmpeg supports are supported by this module, including but not limited to::
+
+ * AVI
+ * Ogg
+ * Xvid
+ * Theora
+ * dv1394 camera
+ * video4linux capture card (this includes many webcams)
+ * videoForWindows capture card (this includes many webcams)
+ * JPG
+
+The principle is simple: first you identify a texture on an existing object using
+the :materialID: function, then you create a new texture with dynamic content
+and swap the two textures in the GPU.
+
+The GE is not aware of the substitution and continues to display the object as always,
+except that you are now in control of the texture.
+
+When the texture object is deleted, the new texture is deleted and the old texture restored.
+
+.. module:: bge.texture
+
+.. code-block:: python
+
+ import bge
+ from bge import texture
+ from bge import logic
+
+ cont = logic.getCurrentController()
+ obj = cont.owner
+
+ # the creation of the texture must be done once: save the
+ # texture object in an attribute of GameLogic module makes it persistent
+ if not hasattr(logic, 'video'):
+
+ # identify a static texture by name
+ matID = texture.materialID(obj, 'IMvideo.png')
+
+ # create a dynamic texture that will replace the static texture
+ logic.video = texture.Texture(obj, matID)
+
+ # define a source of image for the texture, here a movie
+ movie = logic.expandPath('//trailer_400p.ogg')
+ logic.video.source = texture.VideoFFmpeg(movie)
+ logic.video.source.scale = True
+
+ # quick off the movie, but it wont play in the background
+ logic.video.source.play()
+
+ # you need to call this function every frame to ensure update of the texture.
+ logic.video.refresh(True)
+
+.. class:: VideoFFmpeg(file [, capture=-1, rate=25.0, width=0, height=0])
+
+ FFmpeg video source
+
+ .. attribute:: status
+ video status
+
+ .. attribute:: range
+ replay range
+
+ .. attribute:: repeat
+ repeat count, -1 for infinite repeat
+
+ :type: int
+
+ .. attribute:: framerate
+ frame rate
+
+ :type: float
+
+ .. attribute:: valid
+ Tells if an image is available
+
+ :type: bool
+
+ .. attribute:: image
+ image data
+
+ .. attribute:: size
+ image size
+
+ .. attribute:: scale
+ fast scale of image (near neighbour)
+
+ .. attribute:: flip
+ flip image vertically
+
+ .. attribute:: filter
+ pixel filter
+
+ .. attribute:: preseek
+ number of frames of preseek
+
+ :type: int
+
+ .. attribute:: deinterlace
+ deinterlace image
+
+ :type: bool
+
+ .. method:: play()
+ Play (restart) video
+
+ .. method:: pause()
+ pause video
+
+ .. method:: stop()
+ stop video (play will replay it from start)
+
+ .. method:: refresh()
+ Refresh video - get its status
+
+.. class:: ImageFFmpeg(file)
+
+ FFmpeg image source
+
+ .. attribute:: status
+ video status
+
+ .. attribute:: valid
+ Tells if an image is available
+
+ :type: bool
+
+ .. attribute:: image
+ image data
+
+ .. attribute:: size
+ image size
+
+ .. attribute:: scale
+ fast scale of image (near neighbour)
+
+ .. attribute:: flip
+ flip image vertically
+
+ .. attribute:: filter
+ pixel filter
+
+ .. method:: refresh()
+ Refresh image, i.e. load it
+
+ .. method:: reload([newname])
+ Reload image, i.e. reopen it
+
+.. class:: ImageBuff()
+
+ Image source from image buffer
+
+ .. attribute:: filter
+ pixel filter
+
+ .. attribute:: flip
+ flip image vertically
+
+ .. attribute:: image
+ image data
+
+ .. method:: load(imageBuffer, width, height)
+ Load image from buffer
+
+ .. method:: plot(imageBuffer, width, height, positionX, positionY)
+ update image buffer
+
+ .. attribute:: scale
+ fast scale of image (near neighbour)
+
+ .. attribute:: size
+ image size
+
+ .. attribute:: valid
+ bool to tell if an image is available
+
+.. class:: ImageMirror(scene)
+
+ Image source from mirror
+
+ .. attribute:: alpha
+ use alpha in texture
+
+ .. attribute:: background
+ background color
+
+ .. attribute:: capsize
+ size of render area
+
+ .. attribute:: clip
+ clipping distance
+
+ .. attribute:: filter
+ pixel filter
+
+ .. attribute:: flip
+ flip image vertically
+
+ .. attribute:: image
+ image data
+
+ .. method:: refresh(imageMirror)
+ Refresh image - invalidate its current content
+
+ .. attribute:: scale
+ fast scale of image (near neighbour)
+
+ .. attribute:: size
+ image size
+
+ .. attribute:: valid
+ bool to tell if an image is available
+
+ .. attribute:: whole
+ use whole viewport to render
+
+.. class:: ImageMix()
+
+ Image mixer
+
+ .. attribute:: filter
+ pixel filter
+
+ .. attribute:: flip
+ flip image vertically
+
+ .. method:: getSource(imageMix)
+ get image source
+
+ .. method:: getWeight(imageMix)
+ get image source weight
+
+ .. attribute:: image
+ image data
+
+ .. method:: refresh(imageMix)
+ Refresh image - invalidate its current content
+
+ .. attribute:: scale
+ fast scale of image (near neighbour)
+
+ .. method:: setSource(imageMix)
+ set image source
+
+ .. method:: setWeight(imageMix)
+ set image source weight
+
+ .. attribute:: valid
+ bool to tell if an image is available
+
+.. class:: ImageRender(scene, camera)
+
+ Image source from render
+
+ .. attribute:: alpha
+ use alpha in texture
+
+ .. attribute:: background
+ background color
+
+ .. attribute:: capsize
+ size of render area
+
+ .. attribute:: filter
+ pixel filter
+
+ .. attribute:: flip
+ flip image vertically
+
+ .. attribute:: image
+ image data
+
+ .. method:: refresh(imageRender)
+ Refresh image - invalidate its current content
+
+ .. attribute:: scale
+ fast scale of image (near neighbour)
+
+ .. attribute:: size
+ image size
+
+ .. attribute:: valid
+ bool to tell if an image is available
+
+ .. attribute:: whole
+ use whole viewport to render
+
+.. class:: ImageViewport()
+
+ Image source from viewport
+
+ .. attribute:: alpha
+ use alpha in texture
+
+ .. attribute:: capsize
+ size of viewport area being captured
+
+ .. attribute:: filter
+ pixel filter
+
+ .. attribute:: flip
+ flip image vertically
+
+ .. attribute:: image
+ image data
+
+ .. attribute:: position
+ upper left corner of captured area
+
+ .. method:: refresh(imageViewport)
+ Refresh image - invalidate its current content
+
+ .. attribute:: scale
+ fast scale of image (near neighbour)
+
+ .. attribute:: size
+ image size
+
+ .. attribute:: valid
+ bool to tell if an image is available
+
+ .. attribute:: whole
+ use whole viewport to capture
+
+.. class:: Texture(gameObj)
+
+ Texture objects
+
+ .. attribute:: bindId
+ OpenGL Bind Name
+
+ .. method:: close(texture)
+ Close dynamic texture and restore original
+
+ .. attribute:: mipmap
+ mipmap texture
+
+ .. method:: refresh(texture)
+ Refresh texture from source
+
+ .. attribute:: source
+ source of texture
+
+.. class:: FilterBGR24()
+
+ Source filter BGR24 objects
+
+.. class:: FilterBlueScreen()
+
+ Filter for Blue Screen objects
+
+ .. attribute:: color
+ blue screen color
+
+ .. attribute:: limits
+ blue screen color limits
+
+ .. attribute:: previous
+ previous pixel filter
+
+.. class:: FilterColor()
+
+ Filter for color calculations
+
+ .. attribute:: matrix
+ matrix [4][5] for color calculation
+
+ .. attribute:: previous
+ previous pixel filter
+
+.. class:: FilterGray()
+
+ Filter for gray scale effect
+
+ .. attribute:: previous
+ previous pixel filter
+
+.. class:: FilterLevel()
+
+ Filter for levels calculations
+
+ .. attribute:: levels
+ levels matrix [4] (min, max)
+
+ .. attribute:: previous
+ previous pixel filter
+
+.. class:: FilterNormal()
+
+ Filter for Blue Screen objects
+
+ .. attribute:: colorIdx
+ index of color used to calculate normal (0 - red, 1 - green, 2 - blue)
+
+ .. attribute:: depth
+ depth of relief
+
+ .. attribute:: previous
+ previous pixel filter
+
+.. class:: FilterRGB24()
+
+ Returns a new input filter object to be used with :class:'ImageBuff' object when the image passed
+ to the ImageBuff.load() function has the 3-bytes pixel format BGR.
+
+.. class:: FilterRGBA32()
+
+ Source filter RGBA32 objects
+
+.. function:: getLastError()
+ Last error that occurred in a bge.texture function.
+
+ :return: the description of the last error occurred in a bge.texture function.
+ :rtype: string
+
+.. function:: imageToArray(image,mode)
+ Returns a :class:`~bgl.buffer` corresponding to the current image stored in a texture source object.
+
+ :arg image: Image source object.
+ :type image: object of type :class:'VideoFFmpeg', :class:'ImageFFmpeg', :class:'ImageBuff', :class:'ImageMix', :class:'ImageRender', :class:'ImageMirror' or :class:'ImageViewport'
+ :arg mode: optional argument representing the pixel format.
+| You can use the characters R, G, B for the 3 color channels, A for the alpha channel,
+| 0 to force a fixed 0 color channel and 1 to force a fixed 255 color channel.
+| Example: "BGR" will return 3 bytes per pixel with the Blue, Green and Red channels in that order.
+| "RGB1" will return 4 bytes per pixel with the Red, Green, Blue channels in that order and the alpha channel forced to 255.
+| The default mode is "RGBA".
+
+ :type mode: string
+ :rtype: :class:`~bgl.buffer`
+ :return: A object representing the image as one dimensional array of bytes of size (pixel_size*width*height),
+ line by line starting from the bottom of the image. The pixel size and format is determined by the mode
+ parameter.
+
+.. function materialID(object,name)
+ Returns a numeric value that can be used in :class:'Texture' to create a dynamic texture.
+
+ The value corresponds to an internal material number that uses the texture identified
+ by name. name is a string representing a texture name with IM prefix if you want to
+ identify the texture directly. This method works for basic tex face and for material,
+ provided the material has a texture channel using that particular texture in first
+ position of the texture stack. name can also have MA prefix if you want to identify
+ the texture by material. In that case the material must have a texture channel in first
+ position.
+
+ If the object has no material that matches name, it generates a runtime error. Use try/except to catch the exception.
+
+ Ex: bge.texture.materialID(obj, 'IMvideo.png')
+
+ :arg object: the game object that uses the texture you want to make dynamic
+ :type object: game object
+ :arg name: name of the texture/material you want to make dynamic.
+ :type name: string
+ :rtype: integer
+
+.. function setLogFile(filename)
+ Sets the name of a text file in which runtime error messages will be written, in addition to the printing
+ of the messages on the Python console. Only the runtime errors specific to the VideoTexture module
+ are written in that file, ordinary runtime time errors are not written.
+
+ :arg filename: name of error log file
+ :type filename: string
+ :rtype: integer