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Diffstat (limited to 'source/gameengine/PyDoc/VideoTexture.py')
-rw-r--r-- | source/gameengine/PyDoc/VideoTexture.py | 217 |
1 files changed, 0 insertions, 217 deletions
diff --git a/source/gameengine/PyDoc/VideoTexture.py b/source/gameengine/PyDoc/VideoTexture.py deleted file mode 100644 index 9d2148d8eaf..00000000000 --- a/source/gameengine/PyDoc/VideoTexture.py +++ /dev/null @@ -1,217 +0,0 @@ -""" -The VideoTexture 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. - -VideoTexture uses FFmpeg to load images and videos. All the formats and codecs -that FFmpeg supports are supported by VideoTexture, 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 L{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. - -Example:: - import VideoTexture - import GameLogic - - contr = GameLogic.getCurrentController() - obj = contr.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(GameLogic, 'video'): - - # identify a static texture by name - matID = VideoTexture.materialID(obj, 'IMvideo.png') - - # create a dynamic texture that will replace the static texture - GameLogic.video = VideoTexture.Texture(obj, matID) - - # define a source of image for the texture, here a movie - movie = GameLogic.expandPath('//trailer_400p.ogg') - GameLogic.video.source = VideoTexture.VideoFFmpeg(movie) - GameLogic.video.source.scale = True - - # quick off the movie, but it wont play in the background - GameLogic.video.source.play() - - # you need to call this function every frame to ensure update of the texture. - GameLogic.video.refresh(True) - - -""" -def getLastError(): - """ - Returns the description of the last error that occurred in a VideoTexture function. - - @rtype: string - """ -def imageToArray(image,mode): - """ - Returns a BGL.buffer corresponding to the current image stored in a texture source object - - @param image: Image source object. - @type image: object of type L{VideoFFmpeg}, L{ImageFFmpeg}, L{ImageBuff}, L{ImageMix}, L{ImageRender}, L{ImageMirror} or L{ImageViewport} - @param 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: BGL.buffer - @returns: 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. - """ - -def materialID(object,name): - """ - Returns a numeric value that can be used in L{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: VideoTexture.materialID(obj, 'IMvideo.png') - - @param object: the game object that uses the texture you want to make dynamic - @type object: game object - @param name: name of the texture/material you want to make dynamic. - @type name: string - @rtype: integer - """ -def 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. - - @param filename: name of error log file - @type filename: string - @rtype: integer - """ -def FilterBGR24(): - """ - Returns a new input filter object to be used with L{ImageBuff} object when the image passed - to the ImageBuff.load() function has the 3-bytes pixel format BGR. - - @rtype: object of type FilterBGR24 - """ -def FilterBlueScreen(): - """ - Does something - - @rtype: - """ -def FilterColor(): - """ - Does something - - @rtype: - """ -def FilterGray(): - """ - Does something - - @rtype: - """ -def FilterLevel(): - """ - Does something - - @rtype: - """ -def FilterNormal(): - """ - Does something - - @rtype: - """ -def FilterRGB24(): - """ - Returns a new input filter object to be used with L{ImageBuff} object when the image passed - to the ImageBuff.load() function has the 3-bytes pixel format RBG. - - @rtype: object of type FilterRGB24 - """ -def FilterRGBA32(): - """ - Returns a new input filter object to be used with L{ImageBuff} object when the image passed - to the ImageBuff.load() function has the 4-bytes pixel format RGBA. - - @rtype: object of type FilterRGBA32 - """ -def ImageBuff(): - """ - Does something - - @rtype: - """ -def ImageFFmpeg(): - """ - Does something - - @rtype: - """ -def ImageMirror(): - """ - Does something - - @rtype: - """ -def ImageMix(): - """ - Does something - - @rtype: - """ -def ImageRender(): - """ - Does something - - @rtype: - """ -def ImageViewport(): - """ - Does something - - @rtype: - """ -def Texture(): - """ - Does something - - @rtype: L{Texture} - """ -def VideoFFmpeg(): - """ - Does something - - @rtype: - """ |