godot/servers/camera/camera_feed.h
Rémi Verschelde 1426cd3b3a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".

Backported from #70885.
2023-01-10 15:26:54 +01:00

116 lines
4.8 KiB
C++

/**************************************************************************/
/* camera_feed.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#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