godot/servers/camera/camera_feed.cpp
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

267 lines
10 KiB
C++

/*************************************************************************/
/* camera_feed.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "camera_feed.h"
#include "servers/visual_server.h"
void CameraFeed::_bind_methods() {
// The setters prefixed with _ are only exposed so we can have feeds through GDNative!
// They should not be called by the end user.
ClassDB::bind_method(D_METHOD("get_id"), &CameraFeed::get_id);
ClassDB::bind_method(D_METHOD("get_name"), &CameraFeed::get_name);
ClassDB::bind_method(D_METHOD("_set_name", "name"), &CameraFeed::set_name);
ClassDB::bind_method(D_METHOD("is_active"), &CameraFeed::is_active);
ClassDB::bind_method(D_METHOD("set_active", "active"), &CameraFeed::set_active);
ClassDB::bind_method(D_METHOD("get_position"), &CameraFeed::get_position);
ClassDB::bind_method(D_METHOD("_set_position", "position"), &CameraFeed::set_position);
// Note, for transform some feeds may override what the user sets (such as ARKit)
ClassDB::bind_method(D_METHOD("get_transform"), &CameraFeed::get_transform);
ClassDB::bind_method(D_METHOD("set_transform", "transform"), &CameraFeed::set_transform);
ClassDB::bind_method(D_METHOD("_set_RGB_img", "rgb_img"), &CameraFeed::set_RGB_img);
ClassDB::bind_method(D_METHOD("_set_YCbCr_img", "ycbcr_img"), &CameraFeed::set_YCbCr_img);
ClassDB::bind_method(D_METHOD("_set_YCbCr_imgs", "y_img", "cbcr_img"), &CameraFeed::set_YCbCr_imgs);
ClassDB::bind_method(D_METHOD("_allocate_texture", "width", "height", "format", "texture_type", "data_type"), &CameraFeed::allocate_texture);
ADD_GROUP("Feed", "feed_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "feed_is_active"), "set_active", "is_active");
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "feed_transform"), "set_transform", "get_transform");
BIND_ENUM_CONSTANT(FEED_NOIMAGE);
BIND_ENUM_CONSTANT(FEED_RGB);
BIND_ENUM_CONSTANT(FEED_YCBCR);
BIND_ENUM_CONSTANT(FEED_YCBCR_SEP);
BIND_ENUM_CONSTANT(FEED_UNSPECIFIED);
BIND_ENUM_CONSTANT(FEED_FRONT);
BIND_ENUM_CONSTANT(FEED_BACK);
}
int CameraFeed::get_id() const {
return id;
}
bool CameraFeed::is_active() const {
return active;
}
void CameraFeed::set_active(bool p_is_active) {
if (p_is_active == active) {
// all good
} else if (p_is_active) {
// attempt to activate this feed
if (activate_feed()) {
print_line("Activate " + name);
active = true;
}
} else {
// just deactivate it
deactivate_feed();
print_line("Deactivate " + name);
active = false;
}
}
String CameraFeed::get_name() const {
return name;
}
void CameraFeed::set_name(String p_name) {
name = p_name;
}
int CameraFeed::get_base_width() const {
return base_width;
}
int CameraFeed::get_base_height() const {
return base_height;
}
CameraFeed::FeedDataType CameraFeed::get_datatype() const {
return datatype;
}
CameraFeed::FeedPosition CameraFeed::get_position() const {
return position;
}
void CameraFeed::set_position(CameraFeed::FeedPosition p_position) {
position = p_position;
}
Transform2D CameraFeed::get_transform() const {
return transform;
}
void CameraFeed::set_transform(const Transform2D &p_transform) {
transform = p_transform;
}
RID CameraFeed::get_texture(CameraServer::FeedImage p_which) {
return texture[p_which];
}
CameraFeed::CameraFeed() {
// initialize our feed
id = CameraServer::get_singleton()->get_free_id();
name = "???";
active = false;
datatype = CameraFeed::FEED_RGB;
position = CameraFeed::FEED_UNSPECIFIED;
transform = Transform2D(1.0, 0.0, 0.0, -1.0, 0.0, 1.0);
// create a texture object
VisualServer *vs = VisualServer::get_singleton();
texture[CameraServer::FEED_Y_IMAGE] = vs->texture_create(); // also used for RGBA
texture[CameraServer::FEED_CBCR_IMAGE] = vs->texture_create();
}
CameraFeed::CameraFeed(String p_name, FeedPosition p_position) {
// initialize our feed
id = CameraServer::get_singleton()->get_free_id();
base_width = 0;
base_height = 0;
name = p_name;
active = false;
datatype = CameraFeed::FEED_NOIMAGE;
position = p_position;
transform = Transform2D(1.0, 0.0, 0.0, -1.0, 0.0, 1.0);
// create a texture object
VisualServer *vs = VisualServer::get_singleton();
texture[CameraServer::FEED_Y_IMAGE] = vs->texture_create(); // also used for RGBA
texture[CameraServer::FEED_CBCR_IMAGE] = vs->texture_create();
}
CameraFeed::~CameraFeed() {
// Free our textures
VisualServer *vs = VisualServer::get_singleton();
vs->free(texture[CameraServer::FEED_Y_IMAGE]);
vs->free(texture[CameraServer::FEED_CBCR_IMAGE]);
}
void CameraFeed::set_RGB_img(Ref<Image> p_rgb_img) {
if (active) {
VisualServer *vs = VisualServer::get_singleton();
int new_width = p_rgb_img->get_width();
int new_height = p_rgb_img->get_height();
if ((base_width != new_width) || (base_height != new_height)) {
// We're assuming here that our camera image doesn't change around formats etc, allocate the whole lot...
base_width = new_width;
base_height = new_height;
vs->texture_allocate(texture[CameraServer::FEED_RGBA_IMAGE], new_width, new_height, 0, Image::FORMAT_RGB8, VS::TEXTURE_TYPE_2D, VS::TEXTURE_FLAGS_DEFAULT);
}
vs->texture_set_data(texture[CameraServer::FEED_RGBA_IMAGE], p_rgb_img);
datatype = CameraFeed::FEED_RGB;
}
}
void CameraFeed::set_YCbCr_img(Ref<Image> p_ycbcr_img) {
if (active) {
VisualServer *vs = VisualServer::get_singleton();
int new_width = p_ycbcr_img->get_width();
int new_height = p_ycbcr_img->get_height();
if ((base_width != new_width) || (base_height != new_height)) {
// We're assuming here that our camera image doesn't change around formats etc, allocate the whole lot...
base_width = new_width;
base_height = new_height;
vs->texture_allocate(texture[CameraServer::FEED_RGBA_IMAGE], new_width, new_height, 0, Image::FORMAT_RGB8, VS::TEXTURE_TYPE_2D, VS::TEXTURE_FLAGS_DEFAULT);
}
vs->texture_set_data(texture[CameraServer::FEED_RGBA_IMAGE], p_ycbcr_img);
datatype = CameraFeed::FEED_YCBCR;
}
}
void CameraFeed::set_YCbCr_imgs(Ref<Image> p_y_img, Ref<Image> p_cbcr_img) {
if (active) {
VisualServer *vs = VisualServer::get_singleton();
///@TODO investigate whether we can use thirdparty/misc/yuv2rgb.h here to convert our YUV data to RGB, our shader approach is potentially faster though..
// Wondering about including that into multiple projects, may cause issues.
// That said, if we convert to RGB, we could enable using texture resources again...
int new_y_width = p_y_img->get_width();
int new_y_height = p_y_img->get_height();
int new_cbcr_width = p_cbcr_img->get_width();
int new_cbcr_height = p_cbcr_img->get_height();
if ((base_width != new_y_width) || (base_height != new_y_height)) {
// We're assuming here that our camera image doesn't change around formats etc, allocate the whole lot...
base_width = new_y_width;
base_height = new_y_height;
vs->texture_allocate(texture[CameraServer::FEED_Y_IMAGE], new_y_width, new_y_height, 0, Image::FORMAT_R8, VS::TEXTURE_TYPE_2D, VS::TEXTURE_FLAG_USED_FOR_STREAMING);
///@TODO GLES2 doesn't support FORMAT_RG8, need to do some form of conversion
vs->texture_allocate(texture[CameraServer::FEED_CBCR_IMAGE], new_cbcr_width, new_cbcr_height, 0, Image::FORMAT_RG8, VS::TEXTURE_TYPE_2D, VS::TEXTURE_FLAG_USED_FOR_STREAMING);
}
vs->texture_set_data(texture[CameraServer::FEED_Y_IMAGE], p_y_img);
vs->texture_set_data(texture[CameraServer::FEED_CBCR_IMAGE], p_cbcr_img);
datatype = CameraFeed::FEED_YCBCR_SEP;
}
}
void CameraFeed::allocate_texture(int p_width, int p_height, Image::Format p_format, VisualServer::TextureType p_texture_type, FeedDataType p_data_type) {
VisualServer *vs = VisualServer::get_singleton();
if ((base_width != p_width) || (base_height != p_height)) {
// We're assuming here that our camera image doesn't change around formats etc, allocate the whole lot...
base_width = p_width;
base_height = p_height;
vs->texture_allocate(texture[0], p_width, p_height, 0, p_format, p_texture_type, VS::TEXTURE_FLAGS_DEFAULT);
}
datatype = p_data_type;
}
bool CameraFeed::activate_feed() {
// nothing to do here
return true;
}
void CameraFeed::deactivate_feed() {
// nothing to do here
}