Port camera feed to the new RenderingServer API.
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@ -10,7 +10,60 @@
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<tutorials>
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</tutorials>
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<methods>
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<method name="get_datatype" qualifiers="const">
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<return type="int" enum="CameraFeed.FeedDataType" />
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<description>
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Returns feed image data type.
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</description>
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</method>
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<method name="get_id" qualifiers="const">
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<return type="int" />
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<description>
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Returns the unique ID for this feed.
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</description>
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</method>
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<method name="get_name" qualifiers="const">
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<return type="String" />
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<description>
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Returns the camera's name.
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</description>
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</method>
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<method name="get_position" qualifiers="const">
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<return type="int" enum="CameraFeed.FeedPosition" />
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<description>
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Returns the position of camera on the device.
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</description>
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</method>
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</methods>
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<members>
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<member name="feed_is_active" type="bool" setter="set_active" getter="is_active" default="false">
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If [code]true[/code], the feed is active.
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</member>
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<member name="feed_transform" type="Transform2D" setter="set_transform" getter="get_transform" default="Transform2D(1, 0, 0, -1, 0, 1)">
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The transform applied to the camera's image.
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</member>
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</members>
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<constants>
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<constant name="FEED_NOIMAGE" value="0" enum="FeedDataType">
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No image set for the feed.
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</constant>
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<constant name="FEED_RGB" value="1" enum="FeedDataType">
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Feed supplies RGB images.
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</constant>
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<constant name="FEED_YCBCR" value="2" enum="FeedDataType">
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Feed supplies YCbCr images that need to be converted to RGB.
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</constant>
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<constant name="FEED_YCBCR_SEP" value="3" enum="FeedDataType">
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Feed supplies separate Y and CbCr images that need to be combined and converted to RGB.
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</constant>
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<constant name="FEED_UNSPECIFIED" value="0" enum="FeedPosition">
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Unspecified position.
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</constant>
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<constant name="FEED_FRONT" value="1" enum="FeedPosition">
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Camera is mounted at the front of the device.
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</constant>
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<constant name="FEED_BACK" value="2" enum="FeedPosition">
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Camera is mounted at the back of the device.
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</constant>
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</constants>
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</class>
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@ -33,18 +33,17 @@
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#include "servers/rendering_server.h"
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void CameraFeed::_bind_methods() {
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// FIXME: Disabled during Vulkan refactoring, should be ported.
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#if 0
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// The setters prefixed with _ are only exposed so we can have feeds through GDNative!
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// They should not be called by the end user.
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ClassDB::bind_method(D_METHOD("get_id"), &CameraFeed::get_id);
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ClassDB::bind_method(D_METHOD("get_name"), &CameraFeed::get_name);
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ClassDB::bind_method(D_METHOD("_set_name", "name"), &CameraFeed::set_name);
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ClassDB::bind_method(D_METHOD("is_active"), &CameraFeed::is_active);
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ClassDB::bind_method(D_METHOD("set_active", "active"), &CameraFeed::set_active);
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ClassDB::bind_method(D_METHOD("get_name"), &CameraFeed::get_name);
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ClassDB::bind_method(D_METHOD("_set_name", "name"), &CameraFeed::set_name);
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ClassDB::bind_method(D_METHOD("get_position"), &CameraFeed::get_position);
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ClassDB::bind_method(D_METHOD("_set_position", "position"), &CameraFeed::set_position);
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@ -54,7 +53,8 @@ void CameraFeed::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_set_RGB_img", "rgb_img"), &CameraFeed::set_RGB_img);
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ClassDB::bind_method(D_METHOD("_set_YCbCr_img", "ycbcr_img"), &CameraFeed::set_YCbCr_img);
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ClassDB::bind_method(D_METHOD("_allocate_texture", "width", "height", "format", "texture_type", "data_type"), &CameraFeed::allocate_texture);
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ClassDB::bind_method(D_METHOD("get_datatype"), &CameraFeed::get_datatype);
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ADD_GROUP("Feed", "feed_");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "feed_is_active"), "set_active", "is_active");
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@ -68,7 +68,6 @@ void CameraFeed::_bind_methods() {
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BIND_ENUM_CONSTANT(FEED_UNSPECIFIED);
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BIND_ENUM_CONSTANT(FEED_FRONT);
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BIND_ENUM_CONSTANT(FEED_BACK);
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#endif
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}
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int CameraFeed::get_id() const {
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@ -144,14 +143,6 @@ CameraFeed::CameraFeed() {
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datatype = CameraFeed::FEED_RGB;
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position = CameraFeed::FEED_UNSPECIFIED;
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transform = Transform2D(1.0, 0.0, 0.0, -1.0, 0.0, 1.0);
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// FIXME: Disabled during Vulkan refactoring, should be ported.
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#if 0
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// create a texture object
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RenderingServer *vs = RenderingServer::get_singleton();
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texture[CameraServer::FEED_Y_IMAGE] = vs->texture_create(); // also used for RGBA
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texture[CameraServer::FEED_CBCR_IMAGE] = vs->texture_create();
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#endif
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}
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CameraFeed::CameraFeed(String p_name, FeedPosition p_position) {
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@ -164,33 +155,21 @@ CameraFeed::CameraFeed(String p_name, FeedPosition p_position) {
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datatype = CameraFeed::FEED_NOIMAGE;
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position = p_position;
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transform = Transform2D(1.0, 0.0, 0.0, -1.0, 0.0, 1.0);
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// FIXME: Disabled during Vulkan refactoring, should be ported.
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#if 0
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// create a texture object
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RenderingServer *vs = RenderingServer::get_singleton();
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texture[CameraServer::FEED_Y_IMAGE] = vs->texture_create(); // also used for RGBA
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texture[CameraServer::FEED_CBCR_IMAGE] = vs->texture_create();
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#endif
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}
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CameraFeed::~CameraFeed() {
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// FIXME: Disabled during Vulkan refactoring, should be ported.
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#if 0
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// Free our textures
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RenderingServer *vs = RenderingServer::get_singleton();
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vs->free(texture[CameraServer::FEED_Y_IMAGE]);
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vs->free(texture[CameraServer::FEED_CBCR_IMAGE]);
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#endif
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if (texture[CameraServer::FEED_Y_IMAGE].is_valid()) {
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RenderingServer::get_singleton()->free(texture[CameraServer::FEED_Y_IMAGE]);
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}
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if (texture[CameraServer::FEED_CBCR_IMAGE].is_valid()) {
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RenderingServer::get_singleton()->free(texture[CameraServer::FEED_CBCR_IMAGE]);
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}
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}
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void CameraFeed::set_RGB_img(const Ref<Image> &p_rgb_img) {
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// FIXME: Disabled during Vulkan refactoring, should be ported.
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#if 0
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ERR_FAIL_COND(p_rgb_img.is_null());
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if (active) {
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RenderingServer *vs = RenderingServer::get_singleton();
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int new_width = p_rgb_img->get_width();
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int new_height = p_rgb_img->get_height();
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@ -198,23 +177,23 @@ void CameraFeed::set_RGB_img(const Ref<Image> &p_rgb_img) {
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// We're assuming here that our camera image doesn't change around formats etc, allocate the whole lot...
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base_width = new_width;
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base_height = new_height;
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vs->texture_allocate(texture[CameraServer::FEED_RGBA_IMAGE], new_width, new_height, 0, Image::FORMAT_RGB8, RS::TEXTURE_TYPE_2D, RS::TEXTURE_FLAGS_DEFAULT);
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if (texture[CameraServer::FEED_RGBA_IMAGE].is_null()) {
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texture[CameraServer::FEED_RGBA_IMAGE] = RenderingServer::get_singleton()->texture_2d_create(p_rgb_img);
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} else {
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RID new_texture = RenderingServer::get_singleton()->texture_2d_create(p_rgb_img);
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RenderingServer::get_singleton()->texture_replace(texture[CameraServer::FEED_RGBA_IMAGE], new_texture);
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}
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} else {
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RenderingServer::get_singleton()->texture_2d_update(texture[CameraServer::FEED_RGBA_IMAGE], p_rgb_img);
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}
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vs->texture_set_data(texture[CameraServer::FEED_RGBA_IMAGE], p_rgb_img);
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datatype = CameraFeed::FEED_RGB;
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}
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#endif
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}
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void CameraFeed::set_YCbCr_img(const Ref<Image> &p_ycbcr_img) {
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// FIXME: Disabled during Vulkan refactoring, should be ported.
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#if 0
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ERR_FAIL_COND(p_ycbcr_img.is_null());
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if (active) {
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RenderingServer *vs = RenderingServer::get_singleton();
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int new_width = p_ycbcr_img->get_width();
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int new_height = p_ycbcr_img->get_height();
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@ -222,68 +201,57 @@ void CameraFeed::set_YCbCr_img(const Ref<Image> &p_ycbcr_img) {
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// We're assuming here that our camera image doesn't change around formats etc, allocate the whole lot...
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base_width = new_width;
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base_height = new_height;
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vs->texture_allocate(texture[CameraServer::FEED_RGBA_IMAGE], new_width, new_height, 0, Image::FORMAT_RGB8, RS::TEXTURE_TYPE_2D, RS::TEXTURE_FLAGS_DEFAULT);
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if (texture[CameraServer::FEED_RGBA_IMAGE].is_null()) {
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texture[CameraServer::FEED_RGBA_IMAGE] = RenderingServer::get_singleton()->texture_2d_create(p_ycbcr_img);
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} else {
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RID new_texture = RenderingServer::get_singleton()->texture_2d_create(p_ycbcr_img);
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RenderingServer::get_singleton()->texture_replace(texture[CameraServer::FEED_RGBA_IMAGE], new_texture);
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}
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} else {
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RenderingServer::get_singleton()->texture_2d_update(texture[CameraServer::FEED_RGBA_IMAGE], p_ycbcr_img);
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}
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vs->texture_set_data(texture[CameraServer::FEED_RGBA_IMAGE], p_ycbcr_img);
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datatype = CameraFeed::FEED_YCBCR;
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}
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#endif
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}
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void CameraFeed::set_YCbCr_imgs(const Ref<Image> &p_y_img, const Ref<Image> &p_cbcr_img) {
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// FIXME: Disabled during Vulkan refactoring, should be ported.
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#if 0
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ERR_FAIL_COND(p_y_img.is_null());
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ERR_FAIL_COND(p_cbcr_img.is_null());
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if (active) {
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RenderingServer *vs = RenderingServer::get_singleton();
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///@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..
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// Wondering about including that into multiple projects, may cause issues.
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// That said, if we convert to RGB, we could enable using texture resources again...
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int new_y_width = p_y_img->get_width();
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int new_y_height = p_y_img->get_height();
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int new_cbcr_width = p_cbcr_img->get_width();
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int new_cbcr_height = p_cbcr_img->get_height();
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if ((base_width != new_y_width) || (base_height != new_y_height)) {
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// We're assuming here that our camera image doesn't change around formats etc, allocate the whole lot...
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base_width = new_y_width;
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base_height = new_y_height;
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if (texture[CameraServer::FEED_Y_IMAGE].is_null()) {
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texture[CameraServer::FEED_Y_IMAGE] = RenderingServer::get_singleton()->texture_2d_create(p_y_img);
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} else {
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RID new_texture = RenderingServer::get_singleton()->texture_2d_create(p_y_img);
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RenderingServer::get_singleton()->texture_replace(texture[CameraServer::FEED_Y_IMAGE], new_texture);
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}
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vs->texture_allocate(texture[CameraServer::FEED_Y_IMAGE], new_y_width, new_y_height, 0, Image::FORMAT_R8, RS::TEXTURE_TYPE_2D, RS::TEXTURE_FLAG_USED_FOR_STREAMING);
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///@TODO GLES2 doesn't support FORMAT_RG8, need to do some form of conversion
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vs->texture_allocate(texture[CameraServer::FEED_CBCR_IMAGE], new_cbcr_width, new_cbcr_height, 0, Image::FORMAT_RG8, RS::TEXTURE_TYPE_2D, RS::TEXTURE_FLAG_USED_FOR_STREAMING);
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if (texture[CameraServer::FEED_CBCR_IMAGE].is_null()) {
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texture[CameraServer::FEED_CBCR_IMAGE] = RenderingServer::get_singleton()->texture_2d_create(p_cbcr_img);
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} else {
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RID new_texture = RenderingServer::get_singleton()->texture_2d_create(p_cbcr_img);
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RenderingServer::get_singleton()->texture_replace(texture[CameraServer::FEED_CBCR_IMAGE], new_texture);
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}
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} else {
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RenderingServer::get_singleton()->texture_2d_update(texture[CameraServer::FEED_Y_IMAGE], p_y_img);
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RenderingServer::get_singleton()->texture_2d_update(texture[CameraServer::FEED_CBCR_IMAGE], p_cbcr_img);
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}
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vs->texture_set_data(texture[CameraServer::FEED_Y_IMAGE], p_y_img);
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vs->texture_set_data(texture[CameraServer::FEED_CBCR_IMAGE], p_cbcr_img);
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datatype = CameraFeed::FEED_YCBCR_SEP;
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}
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#endif
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}
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// FIXME: Disabled during Vulkan refactoring, should be ported.
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#if 0
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void CameraFeed::allocate_texture(int p_width, int p_height, Image::Format p_format, RenderingServer::TextureType p_texture_type, FeedDataType p_data_type) {
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RenderingServer *vs = RenderingServer::get_singleton();
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if ((base_width != p_width) || (base_height != p_height)) {
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// We're assuming here that our camera image doesn't change around formats etc, allocate the whole lot...
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base_width = p_width;
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base_height = p_height;
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vs->texture_allocate(texture[0], p_width, p_height, 0, p_format, p_texture_type, RS::TEXTURE_FLAGS_DEFAULT);
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}
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datatype = p_data_type;
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}
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#endif
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bool CameraFeed::activate_feed() {
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// nothing to do here
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return true;
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@ -103,10 +103,6 @@ public:
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void set_RGB_img(const Ref<Image> &p_rgb_img);
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void set_YCbCr_img(const Ref<Image> &p_ycbcr_img);
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void set_YCbCr_imgs(const Ref<Image> &p_y_img, const Ref<Image> &p_cbcr_img);
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// FIXME: Disabled during Vulkan refactoring, should be ported.
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#if 0
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void allocate_texture(int p_width, int p_height, Image::Format p_format, RenderingServer::TextureType p_texture_type, FeedDataType p_data_type);
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#endif
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virtual bool activate_feed();
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virtual void deactivate_feed();
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