Removing Blender Game Engine from Blender 2.8
Folders removed entirely: * //extern/recastnavigation * //intern/decklink * //intern/moto * //source/blender/editors/space_logic * //source/blenderplayer * //source/gameengine This includes DNA data and any reference to the BGE code in Blender itself. We are bumping the subversion. Pending tasks: * Tile/clamp code in image editor draw code. * Viewport drawing code (so much of this will go away because of BI removal that we can wait until then to remove this.
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@@ -1,37 +0,0 @@
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"""
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Basic Physics Constraint
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++++++++++++++++++++++++
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Example of how to create a hinge Physics Constraint between two objects.
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"""
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from bge import logic
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from bge import constraints
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# get object list
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objects = logic.getCurrentScene().objects
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# get object named Object1 and Object 2
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object_1 = objects["Object1"]
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object_2 = objects["Object2"]
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# want to use Edge constraint type
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constraint_type = 2
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# get Object1 and Object2 physics IDs
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physics_id_1 = object_1.getPhysicsId()
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physics_id_2 = object_2.getPhysicsId()
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# use bottom right edge of Object1 for hinge position
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edge_position_x = 1.0
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edge_position_y = 0.0
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edge_position_z = -1.0
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# rotate the pivot z axis about 90 degrees
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edge_angle_x = 0.0
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edge_angle_y = 0.0
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edge_angle_z = 90.0
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# create an edge constraint
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constraints.createConstraint(physics_id_1, physics_id_2,
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constraint_type,
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edge_position_x, edge_position_y, edge_position_z,
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edge_angle_x, edge_angle_y, edge_angle_z)
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@@ -1,40 +0,0 @@
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"""
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Texture Replacement
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+++++++++++++++++++
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Example of how to replace a texture in game with an external image.
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``createTexture()`` and ``removeTexture()`` are to be called from a
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module Python Controller.
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"""
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from bge import logic
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from bge import texture
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def createTexture(cont):
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"""Create a new Dynamic Texture"""
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obj = cont.owner
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# get the reference pointer (ID) of the internal texture
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ID = texture.materialID(obj, 'IMoriginal.png')
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# create a texture object
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object_texture = texture.Texture(obj, ID)
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# create a new source with an external image
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url = logic.expandPath("//newtexture.jpg")
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new_source = texture.ImageFFmpeg(url)
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# the texture has to be stored in a permanent Python object
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logic.texture = object_texture
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# update/replace the texture
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logic.texture.source = new_source
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logic.texture.refresh(False)
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def removeTexture(cont):
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"""Delete the Dynamic Texture, reversing back the final to its original state."""
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try:
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del logic.texture
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except:
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pass
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@@ -1,237 +0,0 @@
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"""
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Video Capture with DeckLink
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+++++++++++++++++++++++++++
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Video frames captured with DeckLink cards have pixel formats that are generally not directly
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usable by OpenGL, they must be processed by a shader. The three shaders presented here should
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cover all common video capture cases.
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This file reflects the current video transfer method implemented in the Decklink module:
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whenever possible the video images are transferred as float texture because this is more
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compatible with GPUs. Of course, only the pixel formats that have a correspondant GL format
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can be transferred as float. Look for fg_shaders in this file for an exhaustive list.
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Other pixel formats will be transferred as 32 bits integer red-channel texture but this
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won't work with certain GPU (Intel GMA); the corresponding shaders are not shown here.
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However, it should not be necessary to use any of them as the list below covers all practical
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cases of video capture with all types of Decklink product.
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In other words, only use one of the pixel format below and you will be fine. Note that depending
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on the video stream, only certain pixel formats will be allowed (others will throw an exception).
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For example, to capture a PAL video stream, you must use one of the YUV formats.
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To find which pixel format is suitable for a particular video stream, use the 'Media Express'
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utility that comes with the Decklink software : if you see the video in the 'Log and Capture'
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Window, you have selected the right pixel format and you can use the same in Blender.
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Notes: * these shaders only decode the RGB channel and set the alpha channel to a fixed
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value (look for color.a = ). It's up to you to add postprocessing to the color.
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* these shaders are compatible with 2D and 3D video stream
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"""
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import bge
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from bge import logic
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from bge import texture as vt
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# The default vertex shader, because we need one
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#
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VertexShader = """
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#version 130
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void main()
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{
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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}
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"""
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# For use with RGB video stream: the pixel is directly usable
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#
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FragmentShader_R10l = """
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#version 130
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uniform sampler2D tex;
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// stereo = 1.0 if 2D image, =0.5 if 3D (left eye below, right eye above)
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uniform float stereo;
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// eye = 0.0 for the left eye, 0.5 for the right eye
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uniform float eye;
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void main(void)
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{
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vec4 color;
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float tx, ty;
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tx = gl_TexCoord[0].x;
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ty = eye+gl_TexCoord[0].y*stereo;
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color = texture(tex, vec2(tx,ty));
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color.a = 0.7;
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gl_FragColor = color;
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}
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"""
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# For use with YUV video stream
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#
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FragmentShader_2vuy = """
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#version 130
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uniform sampler2D tex;
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// stereo = 1.0 if 2D image, =0.5 if 3D (left eye below, right eye above)
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uniform float stereo;
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// eye = 0.0 for the left eye, 0.5 for the right eye
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uniform float eye;
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void main(void)
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{
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vec4 color;
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float tx, ty, width, Y, Cb, Cr;
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int px;
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tx = gl_TexCoord[0].x;
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ty = eye+gl_TexCoord[0].y*stereo;
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width = float(textureSize(tex, 0).x);
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color = texture(tex, vec2(tx, ty));
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px = int(floor(fract(tx*width)*2.0));
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switch (px) {
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case 0:
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Y = color.g;
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break;
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case 1:
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Y = color.a;
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break;
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}
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Y = (Y - 0.0625) * 1.168949772;
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Cb = (color.b - 0.0625) * 1.142857143 - 0.5;
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Cr = (color.r - 0.0625) * 1.142857143 - 0.5;
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color.r = Y + 1.5748 * Cr;
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color.g = Y - 0.1873 * Cb - 0.4681 * Cr;
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color.b = Y + 1.8556 * Cb;
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color.a = 0.7;
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gl_FragColor = color;
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}
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"""
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# For use with high resolution YUV
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#
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FragmentShader_v210 = """
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#version 130
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uniform sampler2D tex;
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// stereo = 1.0 if 2D image, =0.5 if 3D (left eye below, right eye above)
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uniform float stereo;
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// eye = 0.0 for the left eye, 0.5 for the right eye
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uniform float eye;
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void main(void)
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{
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vec4 color, color1, color2, color3;
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int px;
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float tx, ty, width, sx, dx, bx, Y, Cb, Cr;
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tx = gl_TexCoord[0].x;
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ty = eye+gl_TexCoord[0].y*stereo;
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width = float(textureSize(tex, 0).x);
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// to sample macro pixels (6 pixels in 4 words)
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sx = tx*width*0.25+0.01;
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// index of display pixel in the macro pixel 0..5
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px = int(floor(fract(sx)*6.0));
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// increment as we sample the macro pixel
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dx = 1.0/width;
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// base x coord of macro pixel
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bx = (floor(sx)+0.01)*dx*4.0;
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color = texture(tex, vec2(bx, ty));
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color1 = texture(tex, vec2(bx+dx, ty));
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color2 = texture(tex, vec2(bx+dx*2.0, ty));
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color3 = texture(tex, vec2(bx+dx*3.0, ty));
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switch (px) {
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case 0:
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case 1:
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Cb = color.b;
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Cr = color.r;
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break;
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case 2:
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case 3:
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Cb = color1.g;
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Cr = color2.b;
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break;
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default:
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Cb = color2.r;
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Cr = color3.g;
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break;
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}
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switch (px) {
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case 0:
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Y = color.g;
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break;
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case 1:
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Y = color1.b;
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break;
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case 2:
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Y = color1.r;
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break;
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case 3:
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Y = color2.g;
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break;
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case 4:
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Y = color3.b;
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break;
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default:
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Y = color3.r;
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break;
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}
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Y = (Y - 0.0625) * 1.168949772;
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Cb = (Cb - 0.0625) * 1.142857143 - 0.5;
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Cr = (Cr - 0.0625) * 1.142857143 - 0.5;
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color.r = Y + 1.5748 * Cr;
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color.g = Y - 0.1873 * Cb - 0.4681 * Cr;
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color.b = Y + 1.8556 * Cb;
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color.a = 0.7;
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gl_FragColor = color;
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}
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"""
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# The exhausitve list of pixel formats that are transferred as float texture
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# Only use those for greater efficiency and compatiblity.
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#
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fg_shaders = {
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'2vuy' :FragmentShader_2vuy,
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'8BitYUV' :FragmentShader_2vuy,
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'v210' :FragmentShader_v210,
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'10BitYUV' :FragmentShader_v210,
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'8BitBGRA' :FragmentShader_R10l,
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'BGRA' :FragmentShader_R10l,
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'8BitARGB' :FragmentShader_R10l,
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'10BitRGBXLE':FragmentShader_R10l,
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'R10l' :FragmentShader_R10l
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}
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#
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# Helper function to attach a pixel shader to the material that receives the video frame.
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#
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def config_video(obj, format, pixel, is3D=False, mat=0, card=0):
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if pixel not in fg_shaders:
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raise('Unsuported shader')
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shader = obj.meshes[0].materials[mat].getShader()
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if shader is not None and not shader.isValid():
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shader.setSource(VertexShader, fg_shaders[pixel], True)
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shader.setSampler('tex', 0)
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shader.setUniformEyef("eye")
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shader.setUniform1f("stereo", 0.5 if is3D else 1.0)
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tex = vt.Texture(obj, mat)
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tex.source = vt.VideoDeckLink(format + "/" + pixel + ("/3D" if is3D else ""), card)
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print("frame rate: ", tex.source.framerate)
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tex.source.play()
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obj["video"] = tex
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#
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# Attach this function to an object that has a material with texture
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# and call it once to initialize the object
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#
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def init(cont):
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# config_video(cont.owner, 'HD720p5994', '8BitBGRA')
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# config_video(cont.owner, 'HD720p5994', '8BitYUV')
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# config_video(cont.owner, 'pal ', '10BitYUV')
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config_video(cont.owner, 'pal ', '8BitYUV')
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#
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# To be called on every frame
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#
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def play(cont):
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obj = cont.owner
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video = obj.get("video")
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if video is not None:
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video.refresh(True)
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@@ -1,46 +0,0 @@
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"""
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Basic Video Playback
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++++++++++++++++++++
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Example of how to replace a texture in game with a video.
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It needs to run everyframe.
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To avoid any confusion with the location of the file,
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we will use ``GameLogic.expandPath()`` to build an absolute file name,
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assuming the video file is in the same directory as the blend-file.
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"""
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import bge
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from bge import texture
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from bge import logic
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cont = logic.getCurrentController()
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obj = cont.owner
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# the creation of the texture must be done once: save the
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# texture object in an attribute of bge.logic module makes it persistent
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if not hasattr(logic, 'video'):
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# identify a static texture by name
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matID = texture.materialID(obj, 'IMvideo.png')
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# create a dynamic texture that will replace the static texture
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logic.video = texture.Texture(obj, matID)
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# define a source of image for the texture, here a movie
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movie = logic.expandPath('//trailer_400p.ogg')
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logic.video.source = texture.VideoFFmpeg(movie)
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logic.video.source.scale = True
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# Note that we can change the ``Texture`` source at any time.
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# Suppose we want to switch between two movies during the game:
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logic.mySources[0] = texture.VideoFFmpeg('movie1.avi')
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logic.mySources[1] = texture.VideoFFmpeg('movie2.avi')
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#And then assign (and reassign) the source during the game
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logic.video.source = logic.mySources[movieSel]
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# quick off the movie, but it wont play in the background
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logic.video.source.play()
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# Video playback is not a background process: it happens only when we refresh the texture.
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# So you need to call this function every frame to ensure update of the texture.
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logic.video.refresh(True)
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