godot/servers/camera/camera_feed.cpp
Rémi Verschelde d95794ec8a
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".
2023-01-05 13:25:55 +01:00

255 lines
9.5 KiB
C++

/**************************************************************************/
/* camera_feed.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "camera_feed.h"
#include "servers/rendering_server.h"
void CameraFeed::_bind_methods() {
// The setters prefixed with _ are only exposed so we can have feeds through GDExtension!
// They should not be called by the end user.
ClassDB::bind_method(D_METHOD("get_id"), &CameraFeed::get_id);
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_name"), &CameraFeed::get_name);
ClassDB::bind_method(D_METHOD("_set_name", "name"), &CameraFeed::set_name);
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("get_datatype"), &CameraFeed::get_datatype);
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();
base_width = 0;
base_height = 0;
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);
texture[CameraServer::FEED_Y_IMAGE] = RenderingServer::get_singleton()->texture_2d_placeholder_create();
texture[CameraServer::FEED_CBCR_IMAGE] = RenderingServer::get_singleton()->texture_2d_placeholder_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);
texture[CameraServer::FEED_Y_IMAGE] = RenderingServer::get_singleton()->texture_2d_placeholder_create();
texture[CameraServer::FEED_CBCR_IMAGE] = RenderingServer::get_singleton()->texture_2d_placeholder_create();
}
CameraFeed::~CameraFeed() {
// Free our textures
ERR_FAIL_NULL(RenderingServer::get_singleton());
RenderingServer::get_singleton()->free(texture[CameraServer::FEED_Y_IMAGE]);
RenderingServer::get_singleton()->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) {
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;
RID new_texture = RenderingServer::get_singleton()->texture_2d_create(p_rgb_img);
RenderingServer::get_singleton()->texture_replace(texture[CameraServer::FEED_RGBA_IMAGE], new_texture);
} else {
RenderingServer::get_singleton()->texture_2d_update(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) {
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;
RID new_texture = RenderingServer::get_singleton()->texture_2d_create(p_ycbcr_img);
RenderingServer::get_singleton()->texture_replace(texture[CameraServer::FEED_RGBA_IMAGE], new_texture);
} else {
RenderingServer::get_singleton()->texture_2d_update(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) {
///@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();
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;
{
RID new_texture = RenderingServer::get_singleton()->texture_2d_create(p_y_img);
RenderingServer::get_singleton()->texture_replace(texture[CameraServer::FEED_Y_IMAGE], new_texture);
}
{
RID new_texture = RenderingServer::get_singleton()->texture_2d_create(p_cbcr_img);
RenderingServer::get_singleton()->texture_replace(texture[CameraServer::FEED_CBCR_IMAGE], new_texture);
}
} else {
RenderingServer::get_singleton()->texture_2d_update(texture[CameraServer::FEED_Y_IMAGE], p_y_img);
RenderingServer::get_singleton()->texture_2d_update(texture[CameraServer::FEED_CBCR_IMAGE], p_cbcr_img);
}
datatype = CameraFeed::FEED_YCBCR_SEP;
}
}
bool CameraFeed::activate_feed() {
// nothing to do here
return true;
}
void CameraFeed::deactivate_feed() {
// nothing to do here
}