godot/servers/camera/camera_feed.cpp

271 lines
10 KiB
C++

/*************************************************************************/
/* camera_feed.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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
}