a7f49ac9a1
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
437 lines
14 KiB
Plaintext
437 lines
14 KiB
Plaintext
/*************************************************************************/
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/* camera_ios.mm */
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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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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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///@TODO this is a near duplicate of CameraOSX, we should find a way to combine those to minimize code duplication!!!!
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// If you fix something here, make sure you fix it there as wel!
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#include "camera_ios.h"
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#include "servers/camera/camera_feed.h"
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#import <AVFoundation/AVFoundation.h>
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#import <UIKit/UIKit.h>
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//////////////////////////////////////////////////////////////////////////
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// MyCaptureSession - This is a little helper class so we can capture our frames
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@interface MyCaptureSession : AVCaptureSession <AVCaptureVideoDataOutputSampleBufferDelegate> {
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Ref<CameraFeed> feed;
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size_t width[2];
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size_t height[2];
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PoolVector<uint8_t> img_data[2];
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AVCaptureDeviceInput *input;
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AVCaptureVideoDataOutput *output;
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}
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@end
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@implementation MyCaptureSession
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- (id)initForFeed:(Ref<CameraFeed>)p_feed andDevice:(AVCaptureDevice *)p_device {
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if (self = [super init]) {
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NSError *error;
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feed = p_feed;
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width[0] = 0;
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height[0] = 0;
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width[1] = 0;
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height[1] = 0;
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// prepare our device
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[p_device lockForConfiguration:&error];
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[p_device setFocusMode:AVCaptureFocusModeLocked];
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[p_device setExposureMode:AVCaptureExposureModeLocked];
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[p_device setWhiteBalanceMode:AVCaptureWhiteBalanceModeLocked];
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[p_device unlockForConfiguration];
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[self beginConfiguration];
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// setup our capture
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self.sessionPreset = AVCaptureSessionPreset1280x720;
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input = [AVCaptureDeviceInput deviceInputWithDevice:p_device error:&error];
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if (!input) {
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print_line("Couldn't get input device for camera");
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} else {
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[self addInput:input];
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}
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output = [AVCaptureVideoDataOutput new];
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if (!output) {
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print_line("Couldn't get output device for camera");
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} else {
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NSDictionary *settings = @{ (NSString *)kCVPixelBufferPixelFormatTypeKey : @(kCVPixelFormatType_420YpCbCr8BiPlanarFullRange) };
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output.videoSettings = settings;
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// discard if the data output queue is blocked (as we process the still image)
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[output setAlwaysDiscardsLateVideoFrames:YES];
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// now set ourselves as the delegate to receive new frames. Note that we're doing this on the main thread at the moment, we may need to change this..
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[output setSampleBufferDelegate:self queue:dispatch_get_main_queue()];
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[self addOutput:output];
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}
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[self commitConfiguration];
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// kick off our session..
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[self startRunning];
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};
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return self;
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}
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- (void)cleanup {
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// stop running
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[self stopRunning];
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// cleanup
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[self beginConfiguration];
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if (input) {
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[self removeInput:input];
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// don't release this
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input = nil;
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}
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if (output) {
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[self removeOutput:output];
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[output setSampleBufferDelegate:nil queue:NULL];
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[output release];
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output = nil;
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}
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[self commitConfiguration];
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}
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- (void)dealloc {
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// bye bye
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[super dealloc];
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}
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- (void)captureOutput:(AVCaptureOutput *)captureOutput didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer fromConnection:(AVCaptureConnection *)connection {
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// This gets called every time our camera has a new image for us to process.
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// May need to investigate in a way to throttle this if we get more images then we're rendering frames..
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// For now, version 1, we're just doing the bare minimum to make this work...
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CVImageBufferRef pixelBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
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// int width = CVPixelBufferGetWidth(pixelBuffer);
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// int height = CVPixelBufferGetHeight(pixelBuffer);
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// It says that we need to lock this on the documentation pages but it's not in the samples
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// need to lock our base address so we can access our pixel buffers, better safe then sorry?
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CVPixelBufferLockBaseAddress(pixelBuffer, kCVPixelBufferLock_ReadOnly);
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// get our buffers
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unsigned char *dataY = (unsigned char *)CVPixelBufferGetBaseAddressOfPlane(pixelBuffer, 0);
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unsigned char *dataCbCr = (unsigned char *)CVPixelBufferGetBaseAddressOfPlane(pixelBuffer, 1);
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if (dataY == NULL) {
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print_line("Couldn't access Y pixel buffer data");
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} else if (dataCbCr == NULL) {
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print_line("Couldn't access CbCr pixel buffer data");
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} else {
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UIInterfaceOrientation orientation = [[UIApplication sharedApplication] statusBarOrientation];
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Ref<Image> img[2];
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{
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// do Y
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int new_width = CVPixelBufferGetWidthOfPlane(pixelBuffer, 0);
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int new_height = CVPixelBufferGetHeightOfPlane(pixelBuffer, 0);
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int _bytes_per_row = CVPixelBufferGetBytesPerRowOfPlane(pixelBuffer, 0);
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if ((width[0] != new_width) || (height[0] != new_height)) {
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// printf("Camera Y plane %i, %i - %i\n", new_width, new_height, bytes_per_row);
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width[0] = new_width;
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height[0] = new_height;
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img_data[0].resize(new_width * new_height);
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}
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PoolVector<uint8_t>::Write w = img_data[0].write();
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memcpy(w.ptr(), dataY, new_width * new_height);
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img[0].instance();
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img[0]->create(new_width, new_height, 0, Image::FORMAT_R8, img_data[0]);
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}
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{
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// do CbCr
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int new_width = CVPixelBufferGetWidthOfPlane(pixelBuffer, 1);
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int new_height = CVPixelBufferGetHeightOfPlane(pixelBuffer, 1);
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int bytes_per_row = CVPixelBufferGetBytesPerRowOfPlane(pixelBuffer, 1);
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if ((width[1] != new_width) || (height[1] != new_height)) {
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// printf("Camera CbCr plane %i, %i - %i\n", new_width, new_height, bytes_per_row);
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width[1] = new_width;
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height[1] = new_height;
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img_data[1].resize(2 * new_width * new_height);
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}
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PoolVector<uint8_t>::Write w = img_data[1].write();
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memcpy(w.ptr(), dataCbCr, 2 * new_width * new_height);
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///TODO GLES2 doesn't support FORMAT_RG8, need to do some form of conversion
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img[1].instance();
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img[1]->create(new_width, new_height, 0, Image::FORMAT_RG8, img_data[1]);
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}
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// set our texture...
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feed->set_YCbCr_imgs(img[0], img[1]);
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// update our matrix to match the orientation, note, before changing anything
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// here, be aware that the project orientation settings must match your xcode
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// settings or this will go wrong!
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Transform2D display_transform;
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switch (orientation) {
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case UIInterfaceOrientationPortrait: {
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display_transform = Transform2D(0.0, -1.0, -1.0, 0.0, 1.0, 1.0);
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} break;
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case UIInterfaceOrientationLandscapeRight: {
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display_transform = Transform2D(1.0, 0.0, 0.0, -1.0, 0.0, 1.0);
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} break;
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case UIInterfaceOrientationLandscapeLeft: {
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display_transform = Transform2D(-1.0, 0.0, 0.0, 1.0, 1.0, 0.0);
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} break;
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default: {
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display_transform = Transform2D(0.0, 1.0, 1.0, 0.0, 0.0, 0.0);
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} break;
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}
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//TODO: this is correct for the camera on the back, I have a feeling this needs to be inversed for the camera on the front!
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feed->set_transform(display_transform);
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}
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// and unlock
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CVPixelBufferUnlockBaseAddress(pixelBuffer, kCVPixelBufferLock_ReadOnly);
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}
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@end
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//////////////////////////////////////////////////////////////////////////
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// CameraFeedIOS - Subclass for camera feeds in iOS
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class CameraFeedIOS : public CameraFeed {
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private:
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AVCaptureDevice *device;
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MyCaptureSession *capture_session;
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public:
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bool get_is_arkit() const;
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AVCaptureDevice *get_device() const;
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CameraFeedIOS();
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~CameraFeedIOS();
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void set_device(AVCaptureDevice *p_device);
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bool activate_feed();
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void deactivate_feed();
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};
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AVCaptureDevice *CameraFeedIOS::get_device() const {
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return device;
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};
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CameraFeedIOS::CameraFeedIOS() {
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capture_session = NULL;
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device = NULL;
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transform = Transform2D(1.0, 0.0, 0.0, 1.0, 0.0, 0.0); /* should re-orientate this based on device orientation */
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};
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void CameraFeedIOS::set_device(AVCaptureDevice *p_device) {
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device = p_device;
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[device retain];
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// get some info
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NSString *device_name = p_device.localizedName;
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name = device_name.UTF8String;
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position = CameraFeed::FEED_UNSPECIFIED;
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if ([p_device position] == AVCaptureDevicePositionBack) {
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position = CameraFeed::FEED_BACK;
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} else if ([p_device position] == AVCaptureDevicePositionFront) {
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position = CameraFeed::FEED_FRONT;
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};
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};
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CameraFeedIOS::~CameraFeedIOS() {
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if (capture_session != NULL) {
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[capture_session release];
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capture_session = NULL;
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};
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if (device != NULL) {
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[device release];
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device = NULL;
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};
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};
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bool CameraFeedIOS::activate_feed() {
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if (capture_session) {
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// already recording!
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} else {
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// start camera capture
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capture_session = [[MyCaptureSession alloc] initForFeed:this andDevice:device];
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};
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return true;
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};
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void CameraFeedIOS::deactivate_feed() {
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// end camera capture if we have one
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if (capture_session) {
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[capture_session cleanup];
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[capture_session release];
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capture_session = NULL;
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};
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};
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//////////////////////////////////////////////////////////////////////////
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// MyDeviceNotifications - This is a little helper class gets notifications
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// when devices are connected/disconnected
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@interface MyDeviceNotifications : NSObject {
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CameraIOS *camera_server;
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}
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@end
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@implementation MyDeviceNotifications
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- (void)devices_changed:(NSNotification *)notification {
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camera_server->update_feeds();
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}
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- (id)initForServer:(CameraIOS *)p_server {
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if (self = [super init]) {
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camera_server = p_server;
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[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(devices_changed:) name:AVCaptureDeviceWasConnectedNotification object:nil];
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[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(devices_changed:) name:AVCaptureDeviceWasDisconnectedNotification object:nil];
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};
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return self;
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}
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- (void)dealloc {
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// remove notifications
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[[NSNotificationCenter defaultCenter] removeObserver:self name:AVCaptureDeviceWasConnectedNotification object:nil];
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[[NSNotificationCenter defaultCenter] removeObserver:self name:AVCaptureDeviceWasDisconnectedNotification object:nil];
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[super dealloc];
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}
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@end
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MyDeviceNotifications *device_notifications = nil;
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//////////////////////////////////////////////////////////////////////////
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// CameraIOS - Subclass for our camera server on iPhone
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void CameraIOS::update_feeds() {
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// this way of doing things is deprecated but still works,
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// rewrite to using AVCaptureDeviceDiscoverySession
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AVCaptureDeviceDiscoverySession *session = [AVCaptureDeviceDiscoverySession discoverySessionWithDeviceTypes:[NSArray arrayWithObjects:AVCaptureDeviceTypeBuiltInTelephotoCamera, AVCaptureDeviceTypeBuiltInDualCamera, AVCaptureDeviceTypeBuiltInTrueDepthCamera, AVCaptureDeviceTypeBuiltInWideAngleCamera, nil] mediaType:AVMediaTypeVideo position:AVCaptureDevicePositionUnspecified];
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// remove devices that are gone..
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for (int i = feeds.size() - 1; i >= 0; i--) {
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Ref<CameraFeedIOS> feed(feeds[i]);
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if (feed.is_null()) {
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// feed not managed by us
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} else if (![session.devices containsObject:feed->get_device()]) {
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// remove it from our array, this will also destroy it ;)
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remove_feed(feed);
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};
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};
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// add new devices..
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for (AVCaptureDevice *device in session.devices) {
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bool found = false;
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for (int i = 0; i < feeds.size() && !found; i++) {
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Ref<CameraFeedIOS> feed(feeds[i]);
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if (feed.is_null()) {
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// feed not managed by us
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} else if (feed->get_device() == device) {
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found = true;
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};
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};
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if (!found) {
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Ref<CameraFeedIOS> newfeed;
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newfeed.instance();
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newfeed->set_device(device);
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add_feed(newfeed);
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};
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};
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};
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CameraIOS::CameraIOS() {
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// check if we have our usage description
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NSString *usage_desc = [[NSBundle mainBundle] objectForInfoDictionaryKey:@"NSCameraUsageDescription"];
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if (usage_desc == NULL) {
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// don't initialise if we don't get anything
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print_line("No NSCameraUsageDescription key in pList, no access to cameras.");
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return;
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} else if (usage_desc.length == 0) {
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// don't initialise if we don't get anything
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print_line("Empty NSCameraUsageDescription key in pList, no access to cameras.");
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return;
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}
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// now we'll request access.
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// If this is the first time the user will be prompted with the string (iOS will read it).
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// Once a decision is made it is returned. If the user wants to change it later on they
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// need to go into setting.
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print_line("Requesting Camera permissions");
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[AVCaptureDevice requestAccessForMediaType:AVMediaTypeVideo
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completionHandler:^(BOOL granted) {
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if (granted) {
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print_line("Access to cameras granted!");
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// Find available cameras we have at this time
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update_feeds();
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// should only have one of these....
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device_notifications = [[MyDeviceNotifications alloc] initForServer:this];
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} else {
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print_line("No access to cameras!");
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}
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}];
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};
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CameraIOS::~CameraIOS() {
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[device_notifications release];
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};
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