123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271 |
- /*************************************************************************/
- /* camera_feed.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2022 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(const Ref<Image> &p_rgb_img) {
- ERR_FAIL_COND(p_rgb_img.is_null());
- 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(const Ref<Image> &p_ycbcr_img) {
- ERR_FAIL_COND(p_ycbcr_img.is_null());
- 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(const Ref<Image> &p_y_img, const Ref<Image> &p_cbcr_img) {
- ERR_FAIL_COND(p_y_img.is_null());
- ERR_FAIL_COND(p_cbcr_img.is_null());
- 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
- }
|