b5334d14f7
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
291 lines
11 KiB
C++
291 lines
11 KiB
C++
/*************************************************************************/
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/* camera_feed.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "camera_feed.h"
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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_position"), &CameraFeed::get_position);
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ClassDB::bind_method(D_METHOD("_set_position", "position"), &CameraFeed::set_position);
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// Note, for transform some feeds may override what the user sets (such as ARKit)
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ClassDB::bind_method(D_METHOD("get_transform"), &CameraFeed::get_transform);
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ClassDB::bind_method(D_METHOD("set_transform", "transform"), &CameraFeed::set_transform);
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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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ADD_GROUP("Feed", "feed_");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "feed_is_active"), "set_active", "is_active");
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ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "feed_transform"), "set_transform", "get_transform");
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BIND_ENUM_CONSTANT(FEED_NOIMAGE);
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BIND_ENUM_CONSTANT(FEED_RGB);
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BIND_ENUM_CONSTANT(FEED_YCBCR);
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BIND_ENUM_CONSTANT(FEED_YCBCR_SEP);
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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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return id;
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}
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bool CameraFeed::is_active() const {
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return active;
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}
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void CameraFeed::set_active(bool p_is_active) {
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if (p_is_active == active) {
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// all good
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} else if (p_is_active) {
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// attempt to activate this feed
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if (activate_feed()) {
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print_line("Activate " + name);
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active = true;
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}
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} else {
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// just deactivate it
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deactivate_feed();
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print_line("Deactivate " + name);
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active = false;
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}
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}
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String CameraFeed::get_name() const {
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return name;
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}
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void CameraFeed::set_name(String p_name) {
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name = p_name;
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}
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int CameraFeed::get_base_width() const {
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return base_width;
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}
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int CameraFeed::get_base_height() const {
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return base_height;
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}
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CameraFeed::FeedDataType CameraFeed::get_datatype() const {
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return datatype;
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}
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CameraFeed::FeedPosition CameraFeed::get_position() const {
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return position;
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}
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void CameraFeed::set_position(CameraFeed::FeedPosition p_position) {
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position = p_position;
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}
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Transform2D CameraFeed::get_transform() const {
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return transform;
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}
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void CameraFeed::set_transform(const Transform2D &p_transform) {
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transform = p_transform;
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}
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RID CameraFeed::get_texture(CameraServer::FeedImage p_which) {
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return texture[p_which];
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}
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CameraFeed::CameraFeed() {
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// initialize our feed
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id = CameraServer::get_singleton()->get_free_id();
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name = "???";
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active = false;
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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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// initialize our feed
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id = CameraServer::get_singleton()->get_free_id();
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base_width = 0;
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base_height = 0;
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name = p_name;
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active = false;
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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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}
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void CameraFeed::set_RGB_img(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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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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if ((base_width != new_width) || (base_height != new_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_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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}
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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(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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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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if ((base_width != new_width) || (base_height != new_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_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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}
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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(Ref<Image> p_y_img, 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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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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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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}
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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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}
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void CameraFeed::deactivate_feed() {
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// nothing to do here
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}
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