godot/servers/camera/camera_feed.h

116 lines
4.7 KiB
C++

/*************************************************************************/
/* camera_feed.h */
/*************************************************************************/
/* 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 */
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/* "Software"), to deal in the Software without restriction, including */
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/* 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, */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/*************************************************************************/
#ifndef CAMERA_FEED_H
#define CAMERA_FEED_H
#include "core/image.h"
#include "core/math/transform_2d.h"
#include "servers/camera_server.h"
#include "servers/visual_server.h"
/**
@author Bastiaan Olij <mux213@gmail.com>
The camera server is a singleton object that gives access to the various
camera feeds that can be used as the background for our environment.
**/
class CameraFeed : public Reference {
GDCLASS(CameraFeed, Reference);
public:
enum FeedDataType {
FEED_NOIMAGE, // we don't have an image yet
FEED_RGB, // our texture will contain a normal RGB texture that can be used directly
FEED_YCBCR, // our texture will contain a YCbCr texture that needs to be converted to RGB before output
FEED_YCBCR_SEP // our camera is split into two textures, first plane contains Y data, second plane contains CbCr data
};
enum FeedPosition {
FEED_UNSPECIFIED, // we have no idea
FEED_FRONT, // this is a camera on the front of the device
FEED_BACK // this is a camera on the back of the device
};
private:
int id; // unique id for this, for internal use in case feeds are removed
int base_width;
int base_height;
protected:
String name; // name of our camera feed
FeedDataType datatype; // type of texture data stored
FeedPosition position; // position of camera on the device
Transform2D transform; // display transform
bool active; // only when active do we actually update the camera texture each frame
RID texture[CameraServer::FEED_IMAGES]; // texture images needed for this
static void _bind_methods();
public:
int get_id() const;
bool is_active() const;
void set_active(bool p_is_active);
String get_name() const;
void set_name(String p_name);
int get_base_width() const;
int get_base_height() const;
FeedPosition get_position() const;
void set_position(FeedPosition p_position);
Transform2D get_transform() const;
void set_transform(const Transform2D &p_transform);
RID get_texture(CameraServer::FeedImage p_which);
CameraFeed();
CameraFeed(String p_name, FeedPosition p_position = CameraFeed::FEED_UNSPECIFIED);
virtual ~CameraFeed();
FeedDataType get_datatype() const;
void set_RGB_img(const Ref<Image> &p_rgb_img);
void set_YCbCr_img(const Ref<Image> &p_ycbcr_img);
void set_YCbCr_imgs(const Ref<Image> &p_y_img, const Ref<Image> &p_cbcr_img);
void allocate_texture(int p_width, int p_height, Image::Format p_format, VisualServer::TextureType p_texture_type, FeedDataType p_data_type);
virtual bool activate_feed();
virtual void deactivate_feed();
};
VARIANT_ENUM_CAST(CameraFeed::FeedDataType);
VARIANT_ENUM_CAST(CameraFeed::FeedPosition);
#endif // CAMERA_FEED_H