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+"""
+Video Capture with DeckLink
++++++++++++++++++++++++++++
+Video frames captured with DeckLink cards have pixel formats that are generally not directly
+usable by OpenGL, they must be processed by a shader. The three shaders presented here should
+cover all common video capture cases.
+
+This file reflects the current video transfer method implemented in the Decklink module:
+whenever possible the video images are transferred as float texture because this is more
+compatible with GPUs. Of course, only the pixel formats that have a correspondant GL format
+can be transferred as float. Look for fg_shaders in this file for an exhaustive list.
+
+Other pixel formats will be transferred as 32 bits integer red-channel texture but this
+won't work with certain GPU (Intel GMA); the corresponding shaders are not shown here.
+However, it should not be necessary to use any of them as the list below covers all practical
+cases of video capture with all types of Decklink product.
+
+In other words, only use one of the pixel format below and you will be fine. Note that depending
+on the video stream, only certain pixel formats will be allowed (others will throw an exception).
+For example, to capture a PAL video stream, you must use one of the YUV formats.
+
+To find which pixel format is suitable for a particular video stream, use the 'Media Express'
+utility that comes with the Decklink software : if you see the video in the 'Log and Capture'
+Window, you have selected the right pixel format and you can use the same in Blender.
+
+Notes: * these shaders only decode the RGB channel and set the alpha channel to a fixed
+value (look for color.a = ). It's up to you to add postprocessing to the color.
+ * these shaders are compatible with 2D and 3D video stream
+"""
+import bge
+from bge import logic
+from bge import texture as vt
+
+# The default vertex shader, because we need one
+#
+VertexShader = """
+#version 130
+ void main()
+ {
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+ }
+
+"""
+
+# For use with RGB video stream: the pixel is directly usable
+#
+FragmentShader_R10l = """
+ #version 130
+ uniform sampler2D tex;
+ // stereo = 1.0 if 2D image, =0.5 if 3D (left eye below, right eye above)
+ uniform float stereo;
+ // eye = 0.0 for the left eye, 0.5 for the right eye
+ uniform float eye;
+
+ void main(void)
+ {
+ vec4 color;
+ float tx, ty;
+ tx = gl_TexCoord[0].x;
+ ty = eye+gl_TexCoord[0].y*stereo;
+ color = texture(tex, vec2(tx,ty));
+ color.a = 0.7;
+ gl_FragColor = color;
+ }
+"""
+
+# For use with YUV video stream
+#
+FragmentShader_2vuy = """
+ #version 130
+ uniform sampler2D tex;
+ // stereo = 1.0 if 2D image, =0.5 if 3D (left eye below, right eye above)
+ uniform float stereo;
+ // eye = 0.0 for the left eye, 0.5 for the right eye
+ uniform float eye;
+
+ void main(void)
+ {
+ vec4 color;
+ float tx, ty, width, Y, Cb, Cr;
+ int px;
+ tx = gl_TexCoord[0].x;
+ ty = eye+gl_TexCoord[0].y*stereo;
+ width = float(textureSize(tex, 0).x);
+ color = texture(tex, vec2(tx, ty));
+ px = int(floor(fract(tx*width)*2.0));
+ switch (px) {
+ case 0:
+ Y = color.g;
+ break;
+ case 1:
+ Y = color.a;
+ break;
+ }
+ Y = (Y - 0.0625) * 1.168949772;
+ Cb = (color.b - 0.0625) * 1.142857143 - 0.5;
+ Cr = (color.r - 0.0625) * 1.142857143 - 0.5;
+ color.r = Y + 1.5748 * Cr;
+ color.g = Y - 0.1873 * Cb - 0.4681 * Cr;
+ color.b = Y + 1.8556 * Cb;
+ color.a = 0.7;
+ gl_FragColor = color;
+ }
+"""
+
+# For use with high resolution YUV
+#
+FragmentShader_v210 = """
+ #version 130
+ uniform sampler2D tex;
+ // stereo = 1.0 if 2D image, =0.5 if 3D (left eye below, right eye above)
+ uniform float stereo;
+ // eye = 0.0 for the left eye, 0.5 for the right eye
+ uniform float eye;
+
+ void main(void)
+ {
+ vec4 color, color1, color2, color3;
+ int px;
+ float tx, ty, width, sx, dx, bx, Y, Cb, Cr;
+ tx = gl_TexCoord[0].x;
+ ty = eye+gl_TexCoord[0].y*stereo;
+ width = float(textureSize(tex, 0).x);
+ // to sample macro pixels (6 pixels in 4 words)
+ sx = tx*width*0.25+0.01;
+ // index of display pixel in the macro pixel 0..5
+ px = int(floor(fract(sx)*6.0));
+ // increment as we sample the macro pixel
+ dx = 1.0/width;
+ // base x coord of macro pixel
+ bx = (floor(sx)+0.01)*dx*4.0;
+ color = texture(tex, vec2(bx, ty));
+ color1 = texture(tex, vec2(bx+dx, ty));
+ color2 = texture(tex, vec2(bx+dx*2.0, ty));
+ color3 = texture(tex, vec2(bx+dx*3.0, ty));
+ switch (px) {
+ case 0:
+ case 1:
+ Cb = color.b;
+ Cr = color.r;
+ break;
+ case 2:
+ case 3:
+ Cb = color1.g;
+ Cr = color2.b;
+ break;
+ default:
+ Cb = color2.r;
+ Cr = color3.g;
+ break;
+ }
+ switch (px) {
+ case 0:
+ Y = color.g;
+ break;
+ case 1:
+ Y = color1.b;
+ break;
+ case 2:
+ Y = color1.r;
+ break;
+ case 3:
+ Y = color2.g;
+ break;
+ case 4:
+ Y = color3.b;
+ break;
+ default:
+ Y = color3.r;
+ break;
+ }
+ Y = (Y - 0.0625) * 1.168949772;
+ Cb = (Cb - 0.0625) * 1.142857143 - 0.5;
+ Cr = (Cr - 0.0625) * 1.142857143 - 0.5;
+ color.r = Y + 1.5748 * Cr;
+ color.g = Y - 0.1873 * Cb - 0.4681 * Cr;
+ color.b = Y + 1.8556 * Cb;
+ color.a = 0.7;
+ gl_FragColor = color;
+ }
+"""
+
+# The exhausitve list of pixel formats that are transferred as float texture
+# Only use those for greater efficiency and compatiblity.
+#
+fg_shaders = {
+ '2vuy' :FragmentShader_2vuy,
+ '8BitYUV' :FragmentShader_2vuy,
+ 'v210' :FragmentShader_v210,
+ '10BitYUV' :FragmentShader_v210,
+ '8BitBGRA' :FragmentShader_R10l,
+ 'BGRA' :FragmentShader_R10l,
+ '8BitARGB' :FragmentShader_R10l,
+ '10BitRGBXLE':FragmentShader_R10l,
+ 'R10l' :FragmentShader_R10l
+ }
+
+
+#
+# Helper function to attach a pixel shader to the material that receives the video frame.
+#
+
+def config_video(obj, format, pixel, is3D=False, mat=0, card=0):
+ if pixel not in fg_shaders:
+ raise('Unsuported shader')
+ shader = obj.meshes[0].materials[mat].getShader()
+ if shader is not None and not shader.isValid():
+ shader.setSource(VertexShader, fg_shaders[pixel], True)
+ shader.setSampler('tex', 0)
+ shader.setUniformEyef("eye")
+ shader.setUniform1f("stereo", 0.5 if is3D else 1.0)
+ tex = vt.Texture(obj, mat)
+ tex.source = vt.VideoDeckLink(format + "/" + pixel + ("/3D" if is3D else ""), card)
+ print("frame rate: ", tex.source.framerate)
+ tex.source.play()
+ obj["video"] = tex
+
+#
+# Attach this function to an object that has a material with texture
+# and call it once to initialize the object
+#
+def init(cont):
+ # config_video(cont.owner, 'HD720p5994', '8BitBGRA')
+ # config_video(cont.owner, 'HD720p5994', '8BitYUV')
+ # config_video(cont.owner, 'pal ', '10BitYUV')
+ config_video(cont.owner, 'pal ', '8BitYUV')
+
+
+#
+# To be called on every frame
+#
+def play(cont):
+ obj = cont.owner
+ video = obj.get("video")
+ if video is not None:
+ video.refresh(True)