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2016-06-11BGE: DeckLink card support for video capture and streaming.Benoit Bolsee
You can capture and stream video in the BGE using the DeckLink video cards from Black Magic Design. You need a card and Desktop Video software version 10.4 or above to use these features in the BGE. Many thanks to Nuno Estanquiero who tested the patch extensively on a variety of Decklink products, it wouldn't have been possible without his help. You can find a brief summary of the decklink features here: https://wiki.blender.org/index.php/Dev:Source/GameEngine/Decklink The full API details and samples are in the Python API documentation. bge.texture.VideoDeckLink(format, capture=0): Use this object to capture a video stream. the format argument describes the video and pixel formats and the capture argument the card number. This object can be used as a source for bge.texture.Texture so that the frame is sent to the GPU, or by itself using the new refresh method to get the video frame in a buffer. The frames are usually not in RGB but in YUV format (8bit or 10bit); they require a shader to extract the RGB components in the GPU. Details and sample shaders in the documentation. 3D video capture is supported: the frames are double height with left and right eyes in top-bottom order. The 'eye' uniform (see setUniformEyef) can be used to sample the 3D frame when the BGE is also in stereo mode. This allows to composite a 3D video stream with a 3D scene and render it in stereo. In Windows, and if you have a nVidia Quadro GPU, you can benefit of an additional performance boost by using 'GPUDirect': a method to send a video frame to the GPU without going through the OGL driver. The 'pinned memory' OGL extension is also supported (only on high-end AMD GPU) with the same effect. bge.texture.DeckLink(cardIdx=0, format=""): Use this object to send video frame to a DeckLink card. Only the immediate mode is supported, the scheduled mode is not implemented. This object is similar to bge.texture.Texture: you need to attach a image source and call refresh() to compute and send the frame to the card. This object is best suited for video keying: a video stream (not captured) flows through the card and the frame you send to the card are displayed above it (the card does the compositing automatically based on the alpha channel). At the time of this commit, 3D video keying is supported in the BGE but not in the DeckLink card due to a color space issue.
2014-10-08Ghost Context RefactorJason Wilkins
https://developer.blender.org/D643 Separates graphics context creation from window code in Ghost so that they can vary separately.
2013-07-15clang/cmake - quiet warnings for external libs and reference moto as a ↵Campbell Barton
system include.
2012-05-14Make blender compilable by gcc-4.7 and strict compilation flags:Sergey Sharybin
- Remove strict flags from files, which are using FFmpeg stuff We're still using some symbols which are marked as deprecated. Ideally, we shall switch to new API, but it's a bit larger challenge because we don't want to break compatibility withotu actual need. - Replace MAKE_ID with BT_MAKE_ID in bullet library. This is needed to prevent re-definition of MAKE_ID in bullet library. Seems it's only used to read blender files, so should be quite safe change.
2011-11-26Add missing GLEW_STATIC definition, causing link errors.Antony Riakiotakis
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-09-05Code cleanup: warning fixes.Brecht Van Lommel
2011-07-17cmake: cleanup include paths, some duplicates and going up some unneeded dirs.Campbell Barton
2011-06-18rename cmake include/libraries to conform with suggested cmake namesCampbell Barton
2011-05-31cmake maintenanceCampbell Barton
blender_add_lib now takes a separate include argument to suppress warnings in system includes (mostly ffmpeg & python). also only build wm_apple.c on apple+carbon configuration.
2011-05-28== FFMPEG ==Peter Schlaile
Added central compatibility header file, which enables blender to compile against very old ffmpeg versions as well as very new versions using the *NEW* API. (Old API functions are simulated using macros and inline functions) Added a whole lot of additional checks, tested against 6 different versions down the timeline, hopefully, now finally all is well.
2011-05-07Code cleanup: remove source/kernel module, this wasn't really the kernel ofBrecht Van Lommel
anything, only contained a hash map and functions to pass command line args to the game engine. Moved those to container and BlenderRoutines modules.
2011-04-06add option WITH_BUILTIN_GLEW, so linux packagers can disable to use their ↵Campbell Barton
own glew library.
2010-12-23rename blenderlib to blender_add_libCampbell Barton
2010-12-08use lowercase for cmake builtin names and macros, remove contents in else() ↵Campbell Barton
and endif() which is no longer needed.
2010-11-30Add option for CMake to build libredcode, also use CODEC prefix for ffmpeg, ↵Campbell Barton
quicktime & sndfile options.
2010-11-29fix for error when changing DISBALE_PYTHON -> WITH_PYTHON,Campbell Barton
This define wasn't set in some parts of the BGE causing problems with the view matrix. in CMake define for the entire BGE fixes this.
2010-11-29include headers in cmake source, added a script to check for consistency, ↵Campbell Barton
reporting missing headers & C files. this is important so IDE's using CMake integration always get blender headers. - QtCreator & MSVC for eg, probably others too.
2010-11-18rename libs internal libs for CMake + SCons (used in MSVC project files)Campbell Barton
for game engine use "ge_" prefix & make names generally more descriptive.
2010-10-31rename and negate DISABLE_PYTHON --> WITH_PYTHONCampbell Barton
2010-10-26Added function RNA_property_update_check() to check if an update call is needed,Campbell Barton
Simple python benchmark shows this to be about 3x faster in the case where an update isn't needed. This also speeds up rna function argument parsing, since each arg in a function call did 2 string lookups on the context which were never needed.
2010-10-23use explicit file paths for CMake rather then globing, This is recommended ↵Campbell Barton
by cmake devs. globbing vs explicit is discussed here. http://www.cmake.org/pipermail/cmake/2008-December/025694.html Practical implications are: - developers need to keep CMakeLists.txt files up to date. - Users wont get strange linking errors if they build after a file is added, since CMake detects CMakeLists.txt is modified and automatically reconfigure.
2010-09-07- added back zlib include (needed for win32).Campbell Barton
- use list append in more places. - remove non existing include dir.
2010-08-03remove commented scons lines from cmake files, fixed use of pointer poll ↵Campbell Barton
function for ID drobdowns (currently unused)
2010-02-22VideoTexture: improvements to image data access API. Benoit Bolsee
- Use BGL buffer instead of string for image data. - Add buffer interface to image source. - Allow customization of pixel format. - Add valid property to check if the image data is available. The image property of all Image source objects will now return a BGL 'buffer' object. Previously it was returning a string, which was not working at all with Python 3.1. The BGL buffer type allows sequence access to bytes and is directly usable in BGL OpenGL wrapper functions. The buffer is formated as a 1 dimensional array of bytes with 4 bytes per pixel in RGBA order. BGL buffers will also be accepted in the ImageBuff load() and plot() functions. It is possible to customize the pixel format by using the VideoTexture.imageToArray(image, mode) function: the first argument is a Image source object, the second optional argument is a format string using the R, G, B, A, 0 and 1 characters. For example "BGR" means that each pixel will be 3 bytes, corresponding to the Blue, Green and Red channel in that order. Use 0 for a fixed hex 00 value, 1 for hex FF. The default mode is "RGBA". All Image source objects now support the buffer interface which allows to create memoryview objects for direct access to the image internal buffer without memory copy. The buffer format is one dimensional array of bytes with 4 bytes per pixel in RGBA order. The buffer is writable, which allows custom modifications of the image data. v = memoryview(source) A bug in the Python 3.1 buffer API will cause a crash if the memoryview object cannot be created. Therefore, you must always check first that an image data is available before creating a memoryview object. Use the new valid attribute for that: if source.valid: v = memoryview(source) ... Note: the BGL buffer object itself does not yet support the buffer interface. Note: the valid attribute makes sense only if you use image source in conjunction with texture object like this: # refresh texture but keep image data in memory texture.refresh(False) if texture.source.valid: v = memoryview(texture.source) # process image ... # invalidate image for next texture refresh texture.source.refresh() Limitation: While memoryview objects exist, the image cannot be resized. Resizing occurs with ImageViewport objects when the viewport size is changed or with ImageFFmpeg when a new image is reloaded for example. Any attempt to resize will cause a runtime error. Delete the memoryview objects is you want to resize an image source object.
2010-02-12correct fsf addressCampbell Barton
2009-09-30option to build the BGE without python, uses existing python check (cmake ↵Campbell Barton
and scons) when python is disabled videotextures are not built.
2009-09-06white space commit. (2 spaces -> tab).Campbell Barton
Was annoying to use a different editor for cmake only. theeth says this should be ok with gsoc and merges from branches.
2009-08-102.5 audio cleanup:Joerg Mueller
* Removed CD Actuator * Removed bSample and bSoundListener * Removed SoundSystem * Removed -noaudio parameter
2009-03-182.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r18677:19317 Notes: * Sequence transform strip uses G.scene global, this is commented out now, should be fixed. * Etch-a-ton code was most difficult to merge. The files already in 2.5 got merged, but no new files were added. Calls to these files are commented out with "XXX etch-a-ton". editarmature.c and transform_snap.c were complex to merge. Martin, please check? * Game engine compiles and links again here for scons/make/cmake (player still fails to link).
2009-03-05VideoTexture: reactivate VideoTexture for scons/cmake/makefile compilation ↵Benoit Bolsee
systems, fix video streaming, fix camera support in Linux, add multi-thread cache service, fix crash when a VideoFFmpeg object could not be created. The multi-thread cache service is activated only on multi-core processors. It consists in loading, decoding and caching the video frames in a separate thread. The cache size is 5 decoded frames and 30 raw frames. Note that the opening of video file/stream/camera is not multi-thread: you will still experience a delay at the VideoFFmpeg object creation. Processing of the video frame (resize, loading to texture) is still done in the main thread. Caching is automatically enabled for video file, video streaming and video camera. Video streaming now works correctly: the videos frames are loaded at the correct rate. Network delays and frequency drifts are automatically compensated. Note: an http video source is always treated as a streaming source, even though the http protocol allows seeking. For the user it means that he cannot define start/stop range and cannot restart the video except by reopening the source. Pause/play is however possible. Video camera is now correctly handled on Linux: it will not slow down the BGE. A video camera is treated as a streaming source.
2008-12-12started whiping cmake into shape for 2.5 still need to figure outKent Mein
the rna stuff but its close. Need to get it working for blender then copy over same to game engine. Kent
2008-11-01Fix Cmake for MSVC 32bitBenoit Bolsee
2008-11-01VideoTexture module.Benoit Bolsee
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