Commit Graph

18 Commits

Author SHA1 Message Date
40f1c4f343 BGE: Various render improvements.
bge.logic.setRender(flag) to enable/disable render.
    The render pass is enabled by default but it can be disabled with
    bge.logic.setRender(False).
    Once disabled, the render pass is skipped and a new logic frame starts
    immediately. Note that VSync no longer limits the fps when render is off
    but the 'Use Frame Rate' option in the Render Properties still does.
    To run as many frames as possible, untick the option
    This function is useful when you don't need the default render, e.g.
    when doing offscreen render to an alternate device than the monitor.
    Note that without VSync, you must limit the frame rate by other means.

fbo = bge.render.offScreenCreate(width,height,[,samples=0][,target=bge.render.RAS_OFS_RENDER_BUFFER])
    Use this method to create an offscreen buffer of given size, with given MSAA
    samples and targetting either a render buffer (bge.render.RAS_OFS_RENDER_BUFFER)
    or a texture (bge.render.RAS_OFS_RENDER_TEXTURE). Use the former if you want to
    retrieve the frame buffer on the host and the latter if you want to pass the render
    to another context (texture are proper OGL object, render buffers aren't)
    The object created by this function can only be used as a parameter of the
    bge.texture.ImageRender() constructor to send the the render to the FBO rather
    than to the frame buffer. This is best suited when you want to create a render
    of specific size, or if you need an image with an alpha channel.

bge.texture.<imagetype>.refresh(buffer=None, format="RGBA", ts=-1.0)
    Without arg, the refresh method of the image objects is pretty much a no-op, it
    simply invalidates the image so that on next texture refresh, the image will
    be recalculated.
    It is now possible to pass an optional buffer object to transfer the image (and
    recalculate it if it was invalid) to an external object. The object must implement
    the 'buffer protocol'. The image will be transfered as "RGBA" or "BGRA" pixels
    depending on format argument (only those 2 formats are supported) and ts is an
    optional timestamp in the image depends on it (e.g. VideoFFmpeg playing a video file).
    With this function you don't need anymore to link the image object to a Texture
    object to use: the image object is self-sufficient.

bge.texture.ImageRender(scene, camera, fbo=None)
    Render to buffer is possible by passing a FBO object (see offScreenCreate).

bge.texture.ImageRender.render()
    Allows asynchronous render: call this method to render the scene but without
    extracting the pixels yet. The function returns as soon as the render commands
    have been send to the GPU. The render will proceed asynchronously in the GPU
    while the host can perform other tasks.
    To complete the render, you can either call refresh() directly of refresh the texture
    to which this object is the source. Asynchronous render is useful to achieve optimal
    performance: call render() on frame N and refresh() on frame N+1 to give as much as
    time as possible to the GPU to render the frame while the game engine can perform other tasks.

Support negative scale on camera.
    Camera scale was previously ignored in the BGE.
    It is now injected in the modelview matrix as a vertical or horizontal flip
    of the scene (respectively if scaleY<0 and scaleX<0).
    Note that the actual value of the scale is not used, only the sign.
    This allows to flip the image produced by ImageRender() without any performance
    degradation: the flip is integrated in the render itself.

Optimized image transfer from ImageRender to buffer.
    Previously, images that were transferred to the host were always going through
    buffers in VideoTexture. It is now possible to transfer ImageRender
    images to external buffer without intermediate copy (i.e. directly from OGL to buffer)
    if the attributes of the ImageRender objects are set as follow:
       flip=False, alpha=True, scale=False, depth=False, zbuff=False.
       (if you need to flip the image, use camera negative scale)
2016-06-11 22:05:20 +02:00
6d63446710 BGE: Fix for precision lost in setBackground/getBackground at Video Texture
Now internally the variables are processed as floats avoiding int->float->char conversions that are causing precision lost.

A check for int numbers is maintained to keep compatibility with old behaviour.

Reviewers: ben2610, campbellbarton, moguri, hg1

Reviewed By: moguri, hg1

Subscribers: campbellbarton

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1301
2015-06-16 00:05:25 +02:00
dc95ca92ca BGE: Fix T43822 Videotexture does not use sky color for off-screen
rendering

Make scene background color as default for render-to-texture instead of
current blue color (0, 0, 255).

It is very useful for mirrors setups.

Reviewers: moguri, ben2610, sybren, panzergame, hg1

Reviewed By: panzergame, hg1, moguri

Subscribers: mpan3

Differential Revision: https://developer.blender.org/D1287
2015-05-10 00:56:51 +02:00
cf9fe8f329 BGE Rasterizer Cleanup: Removing RAS_IRenderTools and moving the functionality to RAS_IRasterizer. RAS_OpenGLRasterizer is a bit of a mess now with references to Ketsji and other modules it shouldn't be accessing. 2013-11-04 19:21:07 +00:00
ab41583bc2 style cleanup 2013-03-29 06:21:28 +00:00
8b57f7502b code cleanup: gpl header update (formatting) 2012-11-18 00:30:06 +00:00
b5b8306685 code cleanup: includes, also correct some py example typos 2012-06-16 20:20:07 +00:00
80dca0a06d style cleanup: consistent names for header guards. 2012-03-09 19:17:19 +00:00
89a963fb7f style cleanup: comment blocks 2012-03-09 18:28:30 +00:00
4a04f72069 remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n 2011-10-23 17:52:20 +00:00
c27926896f spaces -> tabs (whitespace only changes) 2011-10-06 22:04:01 +00:00
Nathan Letwory
1f4fc992ef doxygen: bge scenegraph and videotexture 2011-02-22 19:30:37 +00:00
cd97253502 - added GCC warning -Wstrict-prototypes
- fixed bug in paste material, exposed by stricter warnings.
- removed/renamed various shadowed vars.
- removed BGE lamp.colour, only allow lamp.color attribute.
2010-12-03 12:30:59 +00:00
a8a99a628f BGE: add audio/video synchronization capability to VideoTexture
Add optional parameter to VideoTexture.Texture refresh() method
to specify timestamp (in seconds from start of movie) of the frame
to be loaded. This value is passed down to image source and for
VideoFFmpeg source, it is used instead of current time to load
the frame from the video file.

When combined with an audio actuator, it can be used to synchronize
the sound and the image: specify the same video file in the sound
actuator and use the KX_SoundActuator time attribute as timestamp
to refresh: the frame corresponding to the sound will be loaded:

GameLogic.video.refresh(True, soundAct.time)
2010-02-07 19:18:00 +00:00
cd47292745 ImageMirror: add clip attribute to limit clipping distance of mirror rendering 2008-12-09 14:16:10 +00:00
149d231d69 VideoTexture: new ImageMirror class for easy mirror (and portal) creation
The new class VideoTexture.ImageMirror() is available to perform
automatic mirror rendering.

Constructor:

  VideoTexture.ImageMirror(scene,observer,mirror,material)
    scene:    reference to the scene that will be rendered.
              Both observer and mirror must be part of that scene.
    observer: reference to a game object used as view point for
              mirror rendering: the scene will be rendered through
              the mirror as if the active camera was at the observer 
              location. Usually the observer is the active camera
              but you can use any game obejct.
    mirror:   reference to the mesh object holding the mirror.
    material: material ID of the mirror texture as returned by 
              VideoTexture.materialID(). The mirror is formed by 
              the polygons mapped to that material.

There are no specific methods or attributes. ImageMirror inherits 
all methods and attributes from ImageRender. You must refresh the
parent VideoTexture.Texture object regularly to update the mirror 
rendering.

Guidelines on how to create a working mirror:
- Use a texture that is specific to the mirror so that the mirror 
  rendering only appears on the mirror.
- The mirror must be planar; the algorithm works well only for planar
  or quasi planar mirror. For spherical mirror, you will get better
  results with ImageRender and a camera at the center of the mirror. 
  ImageMirror automatically computes the mirror orientation and 
  position. The mirror doesn't need to be rectangular, it can be 
  circular or take any form provided it is planar.
- The mirror up direction must be along the Z axis in local mesh
  coordinates. If the mirror is not vertical, ImageMirror will 
  compute the up direction as being the projection of the Z axis
  on the mirror plane.
- UV mapping must be set right to get correct mirror rendering:
  - make a planar projection of the mirror polygons (Unwrap or projection from view)
  - eventually rotate the projection so that UV up direction corresponds to the mesh Z axis
  - scale the projection so that the extreme points touch the border of the texture
  - flip the UV projection horizontally (scale -1 on X axis). This is needed
    because the mirror texture is rendered from the back of the mirror and
    thus is reversed from the view point of the observer. Horizontal flip 
    in the UV map restores the correct orientation.

Besides these simple rules, the mirror rendering is completely automatic. 
In particular, you don't need to allocate a camera for the rendering, 
ImageMirror creates dynamically a camera for that. The reflection is correct
even on large angles. The mirror can be a dynamic and moving object, the 
algorithm always computes the correct camera position based on observer 
relative position. You don't have to worry about mirror position in the scene: 
the algorithm automatically computes the camera frustum so that any object 
behind the mirror is not rendered.

Warnings:
- observer and mirror are references to game objects. ImageMirror keeps
  a pointer to them but does not increment the reference count. You must ensure 
  that these game objects are not deleted as long as you refresh() the ImageMirror
  object. You must release the ImageMirror object before you delete the game
  objects. To release the ImageMirror object (normally stored in GameLogic),
  just assign it to None.
- Mirror rendering is automatically skipped when the observer is behind the mirror
  but it is not disabled when the mirror is out of sight of the observer.
  You should only refresh the mirror when you know that the observer is likely to see it.
  For example, no need to refresh a car inner mirror when the player is not in the car.

Example:

  contr = GameLogic.getCurrentController()
  # object holding the mirror
  mirror = contr.getOwner()
  scene = GameLogic.getCurrentScene()
  # observer will be the active camere
  camera = scene.getObjectList()['OBCamera']
  matID = VideoTexture.materialID(mirror, 'IMmirror.png')
  GameLogic.mirror = VideoTexture.Texture(mirror, matID)
  GameLogic.mirror.source = VideoTexture.ImageMirror(scene,camera,mirror,matID)
  # to render the mirror, just call GameLogic.mirror.refresh(True) on each frame.

You can download a demo game (with a video file) here:

  http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.zip

For those who have already downloaded the demo, you can just update the blend file:

  http://home.scarlet.be/~tsi46445/blender/MirrorTextureDemo.blend
2008-12-04 16:07:46 +00:00
6a51ba54cd VideoTexture: new ImageRender class for Render To Texture
The new class VideoTexture.ImageRender() is available to perform
render to texture in the GE.

Constructor:

  VideoTexture.ImageRender(scene,cam)
    cam  : camera object that will be used for the render.
           It must be an inactive camera.
    scene: reference to the scene that will be rendered.
           The camera must be part of that scene.
  Returns an object that can be used as a source of a VideoTexture.Texture object

Methods: none

Attributes:

  background: 
     4-tuple representing the background color of the rendering
     as RGBA color components, each component being an integer 
     between 0 and 255. 
     Default value = [0,0,255,255] (=saturated blue)
     Note: athough the alpha component can be specified, it is not
           supported at the moment, the alpha channel of the rendered
           texture will always be 255. You can however introduce an
           alpha channel by appending a FilterBlueScreen() filter, it
           will set the alpha to 0 (transparent) on all pixels that were
           not rendered.

  capsize:
     2-tuple representing the size of the render area as [x,y] number of pixels.
     Default value = largest rectangle with power of 2 dimensions that fits in the canvas 
     You may want to reduce the render area to increase performance. For example,
     a render area of [256,128] is probably sufficient to implement a car inner mirror.
     For best performance, use power of 2 dimensions and don't set any filter: this
     allows direct transfer between the GPU frame buffer and texture memory
     without going through the host.

  alpha: 
     Boolean indicating if the render alpha channel should be copied to the texture.
     Default value: False
     Experimental, do not use.

  whole:
     Boolean indicating if the entire canvas should be used for the rendering. 
     Default value: False
     Note: There is no reason to set this attribute to True: the rendering will
           in any case be scaled down to the largest rectangle with power of 2
           dimensions before transfering to the texture.

Attributes inherited from the ImageBase class:

  image : image binary data, read-only
  size  : [x,y] size of the texture, read-only
  scale : set to True for fast scale down in case the render area dimensions are not power of 2
  flip  : set to True for vertical flip. 
  filter: set a post-processing filter on the render.

Notes:

* Aspect Ratio
For consistent results in Blender and Blenderplayer, the same aspect ratio used
by Blender to draw the camera viewport (Scene(F10)->Format tab->Size X/Size Y) 
is also used during the rendering. You can control the portion of the scene that
will be rendered by "looking through the camera": the zone inside the outer dotted 
rectangle will be rendered to the texture.
In order to reproduce the scene without X/Y distortion, you must apply the texture
on an object or portion of object that has the same aspect ratio.

* Order of rendering
The rendereing is performed when you call the refresh() method of the parent 
Texture object. This happens outside the normal frame rendering and will have no 
effect on it.
However, if you want to use ImageViewport and ImageRender at the same time, be 
sure to refresh the viewport texture before the render texture because the latter
will destroy the frame buffer that is used by the former to update the texture.

* Scene status
The meshes are not updated during the render to texture: the rendered texture
is one frame late to the rendered frame with regards to mesh deformation.

* Example:

  cont = GameLogic.getCurrentController()
  # object that receives the texture
  obj = contr.getOwner()
  scene = GameLogic.getCurrentScene()
  # camera used for the render
  tvcam = scene.getObjectList()['OBtvcam']
  # assume obj has some faces UV assigned to tv.png
  matID = VideoTexture.materialID(obj, 'IMtv.png')
  GameLogic.tv = VideoTexture.Texture(obj, matID)
  GameLogic.tv.source = VideoTexture.ImageRender(scene,tvcam)
  GameLogic.tv.source.capsize = [256,256]
  # to render the texture, just call GameLogic.tv.refresh(True) on each frame.

You can download a demo game (with a video file) here:

  http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.zip

For those who have already downloaded the demo, you can just update the blend file:

  http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.blend
2008-11-26 17:47:42 +00:00
a8c4eef326 VideoTexture module.
The only compilation system that works for sure is the MSVC project files. I've tried my best to
update the other compilation system but I count on the community to check and fix them.
 
This is Zdeno Miklas video texture plugin ported to trunk. 
The original plugin API is maintained (can be found here http://home.scarlet.be/~tsi46445/blender/blendVideoTex.html)
EXCEPT for the following:

The module name is changed to VideoTexture (instead of blendVideoTex).

A new (and only) video source is now available: VideoFFmpeg()
You must pass 1 to 4 arguments when you create it (you can use named arguments):

VideoFFmpeg(file) : play a video file
VideoFFmpeg(file, capture, rate, width, height) : start a live video capture

file:
In the first form, file is a video file name, relative to startup directory.
It can also be a URL, FFmpeg will happily stream a video from a network source.
In the second form, file is empty or is a hint for the format of the video capture.
In Windows, file is ignored and should be empty or not specified.
In Linux, ffmpeg supports two types of device: VideoForLinux and DV1394. 
The user specifies the type of device with the file parameter:
   [<device_type>][:<standard>]
   <device_type> : 'v4l' for VideoForLinux, 'dv1394' for DV1394; default to 'v4l'
   <standard>    : 'pal', 'secam' or 'ntsc', default to 'ntsc'
The driver name is constructed automatically from the device types:
   v4l   : /dev/video<capture>
   dv1394: /dev/dv1394/<capture>
If you have different driver name, you can specify the driver name explicitely 
instead of device type. Examples of valid file parameter:
   /dev/v4l/video0:pal
   /dev/ieee1394/1:ntsc
   dv1394:ntsc
   v4l:pal
   :secam

capture: 
Defines the index number of the capture source, starting from 0. The first capture device is always 0.
The VideoTexutre modules knows that you want to start a live video capture when you set this parameter to a number >= 0. Setting this parameter < 0 indicates a video file playback. Default value is -1.

rate: 
the capture frame rate, by default 25 frames/sec

width: 
height: 
Width and height of the video capture in pixel, default value 0.
In Windows you must specify these values and they must fit with the capture device capability. 
For example, if you have a webcam that can capture at 160x120, 320x240 or 640x480, 
you must specify one of these couple of values or the opening of the video source will fail.
In Linux, default values are provided by the VideoForLinux driver if you don't specify width and height.

Simple example
**************
1. Texture definition script:

import VideoTexture

contr = GameLogic.getCurrentController()
obj = contr.getOwner()
if not hasattr(GameLogic, 'video'):
	matID = VideoTexture.materialID(obj, 'MAVideoMat')
	GameLogic.video = VideoTexture.Texture(obj, matID)
	GameLogic.vidSrc = VideoTexture.VideoFFmpeg('trailer_400p.ogg')
	# Streaming is also possible:
	#GameLogic.vidSrc = VideoTexture.VideoFFmpeg('http://10.32.1.10/trailer_400p.ogg')
	GameLogic.vidSrc.repeat = -1
	# If the video dimensions are not a power of 2, scaling must be done before
	# sending the texture to the GPU. This is done by default with gluScaleImage()
	# but you can also use a faster, but less precise, scaling by setting scale
	# to True. Best approach is to convert the video offline and set the dimensions right.
	GameLogic.vidSrc.scale = True
	# FFmpeg always delivers the video image upside down, so flipping is enabled automatically
	#GameLogic.vidSrc.flip = True

if contr.getSensors()[0].isPositive():
	GameLogic.video.source = GameLogic.vidSrc
	GameLogic.vidSrc.play()


2. Texture refresh script:

obj = GameLogic.getCurrentController().getOwner()
if hasattr(GameLogic, 'video') != 0:
  GameLogic.video.refresh(True)

You can download this demo here: 
http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.blend
http://home.scarlet.be/~tsi46445/blender/trailer_400p.ogg
2008-10-31 22:35:52 +00:00