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author | Benoit Bolsee <benoit.bolsee@online.be> | 2008-11-01 01:35:52 +0300 |
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committer | Benoit Bolsee <benoit.bolsee@online.be> | 2008-11-01 01:35:52 +0300 |
commit | a8c4eef3265358d3d70c6c448fe4d1c4273defee (patch) | |
tree | fe640f0f6e35c65886c65c349c91a258c153a0f8 /source/gameengine/VideoTexture/ImageRender.h | |
parent | 77b4c66cc3de461fdd0074e46a3a77de1fd83447 (diff) |
VideoTexture module.
The only compilation system that works for sure is the MSVC project files. I've tried my best to
update the other compilation system but I count on the community to check and fix them.
This is Zdeno Miklas video texture plugin ported to trunk.
The original plugin API is maintained (can be found here http://home.scarlet.be/~tsi46445/blender/blendVideoTex.html)
EXCEPT for the following:
The module name is changed to VideoTexture (instead of blendVideoTex).
A new (and only) video source is now available: VideoFFmpeg()
You must pass 1 to 4 arguments when you create it (you can use named arguments):
VideoFFmpeg(file) : play a video file
VideoFFmpeg(file, capture, rate, width, height) : start a live video capture
file:
In the first form, file is a video file name, relative to startup directory.
It can also be a URL, FFmpeg will happily stream a video from a network source.
In the second form, file is empty or is a hint for the format of the video capture.
In Windows, file is ignored and should be empty or not specified.
In Linux, ffmpeg supports two types of device: VideoForLinux and DV1394.
The user specifies the type of device with the file parameter:
[<device_type>][:<standard>]
<device_type> : 'v4l' for VideoForLinux, 'dv1394' for DV1394; default to 'v4l'
<standard> : 'pal', 'secam' or 'ntsc', default to 'ntsc'
The driver name is constructed automatically from the device types:
v4l : /dev/video<capture>
dv1394: /dev/dv1394/<capture>
If you have different driver name, you can specify the driver name explicitely
instead of device type. Examples of valid file parameter:
/dev/v4l/video0:pal
/dev/ieee1394/1:ntsc
dv1394:ntsc
v4l:pal
:secam
capture:
Defines the index number of the capture source, starting from 0. The first capture device is always 0.
The VideoTexutre modules knows that you want to start a live video capture when you set this parameter to a number >= 0. Setting this parameter < 0 indicates a video file playback. Default value is -1.
rate:
the capture frame rate, by default 25 frames/sec
width:
height:
Width and height of the video capture in pixel, default value 0.
In Windows you must specify these values and they must fit with the capture device capability.
For example, if you have a webcam that can capture at 160x120, 320x240 or 640x480,
you must specify one of these couple of values or the opening of the video source will fail.
In Linux, default values are provided by the VideoForLinux driver if you don't specify width and height.
Simple example
**************
1. Texture definition script:
import VideoTexture
contr = GameLogic.getCurrentController()
obj = contr.getOwner()
if not hasattr(GameLogic, 'video'):
matID = VideoTexture.materialID(obj, 'MAVideoMat')
GameLogic.video = VideoTexture.Texture(obj, matID)
GameLogic.vidSrc = VideoTexture.VideoFFmpeg('trailer_400p.ogg')
# Streaming is also possible:
#GameLogic.vidSrc = VideoTexture.VideoFFmpeg('http://10.32.1.10/trailer_400p.ogg')
GameLogic.vidSrc.repeat = -1
# If the video dimensions are not a power of 2, scaling must be done before
# sending the texture to the GPU. This is done by default with gluScaleImage()
# but you can also use a faster, but less precise, scaling by setting scale
# to True. Best approach is to convert the video offline and set the dimensions right.
GameLogic.vidSrc.scale = True
# FFmpeg always delivers the video image upside down, so flipping is enabled automatically
#GameLogic.vidSrc.flip = True
if contr.getSensors()[0].isPositive():
GameLogic.video.source = GameLogic.vidSrc
GameLogic.vidSrc.play()
2. Texture refresh script:
obj = GameLogic.getCurrentController().getOwner()
if hasattr(GameLogic, 'video') != 0:
GameLogic.video.refresh(True)
You can download this demo here:
http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.blend
http://home.scarlet.be/~tsi46445/blender/trailer_400p.ogg
Diffstat (limited to 'source/gameengine/VideoTexture/ImageRender.h')
-rw-r--r-- | source/gameengine/VideoTexture/ImageRender.h | 90 |
1 files changed, 90 insertions, 0 deletions
diff --git a/source/gameengine/VideoTexture/ImageRender.h b/source/gameengine/VideoTexture/ImageRender.h new file mode 100644 index 00000000000..66255f04d2c --- /dev/null +++ b/source/gameengine/VideoTexture/ImageRender.h @@ -0,0 +1,90 @@ +/* $Id$ +----------------------------------------------------------------------------- +This source file is part of VideoTexture library + +Copyright (c) 2007 The Zdeno Ash Miklas + +This program is free software; you can redistribute it and/or modify it under +the terms of the GNU Lesser General Public License as published by the Free Software +Foundation; either version 2 of the License, or (at your option) any later +version. + +This program is distributed in the hope that it will be useful, but WITHOUT +ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS +FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. + +You should have received a copy of the GNU Lesser General Public License along with +this program; if not, write to the Free Software Foundation, Inc., 59 Temple +Place - Suite 330, Boston, MA 02111-1307, USA, or go to +http://www.gnu.org/copyleft/lesser.txt. +----------------------------------------------------------------------------- +*/ + +#if !defined IMAGERENDER_H +#define IMAGERENDER_H + + +#include "Common.h" + +#include <KX_Scene.h> +#include <KX_Camera.h> +#include <DNA_screen_types.h> +#include <RAS_ICanvas.h> +#include <RAS_IRasterizer.h> +#include <RAS_IRenderTools.h> + +#include "ImageViewport.h" + + +/// class for render 3d scene +class ImageRender : public ImageViewport +{ +public: + /// constructor + ImageRender (KX_Scene * scene, KX_Camera * camera); + + /// destructor + virtual ~ImageRender (void); + + /// get background color + unsigned char * getBackground (void) { return m_background; } + /// set background color + void setBackground (unsigned char red, unsigned char green, unsigned char blue); + +protected: + /// rendered scene + KX_Scene * m_scene; + /// camera for render + KX_Camera * m_camera; + + /// screen area for rendering + ScrArea m_area; + /// rendering device + RAS_ICanvas * m_canvas; + /// rasterizer + RAS_IRasterizer * m_rasterizer; + /// render tools + RAS_IRenderTools * m_rendertools; + + /// background colour + unsigned char m_background[3]; + + + /// render 3d scene to image + virtual void calcImage (unsigned int texId); + + /// refresh lights + void refreshLights (void); + /// methods from KX_KetsjiEngine + bool BeginFrame(); + void EndFrame(); + void Render(); + void SetupRenderFrame(KX_Scene *scene, KX_Camera* cam); + void RenderFrame(KX_Scene* scene, KX_Camera* cam); + void SetBackGround(KX_WorldInfo* wi); + void SetWorldSettings(KX_WorldInfo* wi); +}; + + +#endif + |