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)
31 KiB
Sphinx Warnings
39: ERROR: Error in "warning" directive: unknown option: "start-line". .. warning:: include not available in preview: ../examples/bge.texture.py :start-line: 1 :end-line: 5 43: ERROR: Error in "warning" directive: unknown option: "lines". .. warning:: include not available in preview: ../examples/bge.texture.py :lines: 7- 46: ERROR: Error in "warning" directive: unknown option: "start-line". .. warning:: include not available in preview: ../examples/bge.texture.1.py :start-line: 1 :end-line: 6 50: ERROR: Error in "warning" directive: unknown option: "lines". .. warning:: include not available in preview: ../examples/bge.texture.1.py :lines: 8- 689: WARNING: duplicate object description of bge.texture.ImageRender.refresh, other instance in contents, use :noindex: for one of them
Note the preview is not accurate and warnings may not indicate real issues.
Video Texture (bge.texture)
Introduction
The bge.texture module allows you to manipulate textures during the game.
Several sources for texture are possible: video files, image files, video capture, memory buffer, camera render or a mix of that.
The video and image files can be loaded from the internet using an URL instead of a file name.
In addition, you can apply filters on the images before sending them to the GPU, allowing video effect: blue screen, color band, gray, normal map.
bge.texture uses FFmpeg to load images and videos. All the formats and codecs that FFmpeg supports are supported by this module, including but not limited to:
AVI
Ogg
Xvid
Theora
dv1394 camera
video4linux capture card (this includes many webcams)
videoForWindows capture card (this includes many webcams)
JPG
The principle is simple: first you identify a texture on an existing object using
the materialID function, then you create a new texture with dynamic content
and swap the two textures in the GPU.
The GE is not aware of the substitution and continues to display the object as always, except that you are now in control of the texture.
When the texture object is deleted, the new texture is deleted and the old texture restored.
Video classes
- class bge.texture.VideoFFmpeg(file, capture=-1, rate=25.0, width=0, height=0)
FFmpeg video source.
- Parameters:
file (str) – Path to the video to load; if capture >= 0 on Windows, this parameter will not be used.
capture (int) – Capture device number; if >= 0, the corresponding webcam will be used. (optional)
rate (float) – Capture rate. (optional, used only if capture >= 0)
width (int) – Capture width. (optional, used only if capture >= 0)
height (int) – Capture height. (optional, used only if capture >= 0)
- status
Video status. (readonly)
- Type:
int
- Value:
- range
Replay range.
- Type:
sequence of two floats
- repeat
Repeat count, -1 for infinite repeat.
- Type:
int
- framerate
Frame rate.
- Type:
float
- valid
Tells if an image is available. (readonly)
- Type:
bool
- image
Image data. (readonly)
- Type:
Bufferor None
- size
Image size. (readonly)
- Type:
tuple of two ints
- scale
Fast scale of image (near neighbour).
- Type:
bool
- flip
Flip image vertically.
- Type:
bool
- filter
Pixel filter.
- preseek
Number of frames of preseek.
- Type:
int
- deinterlace
Deinterlace image.
- Type:
bool
- play()
Play (restart) video.
- Returns:
Whether the video was ready or stopped.
- Return type:
bool
- pause()
Pause video.
- Returns:
Whether the video was playing.
- Return type:
bool
- stop()
Stop video (play will replay it from start).
- Returns:
Whether the video was playing.
- Return type:
bool
- refresh(buffer=None, format='RGBA', timestamp=-1.0)
Refresh video - get its status and optionally copy the frame to an external buffer.
- Parameters:
buffer (any buffer type) – An optional object that implements the buffer protocol. If specified, the image is copied to the buffer, which must be big enough or an exception is thrown.
format (str) – An optional image format specifier for the image that will be copied to the buffer. Only valid values are “RGBA” or “BGRA”
timestamp (float) – An optional timestamp (in seconds from the start of the movie) of the frame to be copied to the buffer.
- Returns:
- Return type:
int
Image classes
- class bge.texture.ImageFFmpeg(file)
FFmpeg image source.
- Parameters:
file (str) – Path to the image to load.
- status
Image status. (readonly)
- Type:
int
- Value:
- valid
Tells if an image is available. (readonly)
- Type:
bool
- image
Image data. (readonly)
- Type:
Bufferor None
- size
Image size. (readonly)
- Type:
tuple of two ints
- scale
Fast scale of image (near neighbour).
- Type:
bool
- flip
Flip image vertically.
- Type:
bool
- filter
Pixel filter.
- refresh(buffer=None, format='RGBA')
Refresh image, get its status and optionally copy the frame to an external buffer.
- Parameters:
buffer (any buffer type) – An optional object that implements the buffer protocol. If specified, the image is copied to the buffer, which must be big enough or an exception is thrown.
format (str) – An optional image format specifier for the image that will be copied to the buffer. Only valid values are “RGBA” or “BGRA”
- Returns:
- Return type:
int
- reload(newname=None)
Reload image, i.e. reopen it.
- Parameters:
newname (str) – Path to a new image. (optional)
- class bge.texture.ImageBuff(width, height, color=0, scale=False)
Image source from image buffer.
- Parameters:
width (int) – Width of the image.
height (int) – Height of the image.
color (int in [0, 255]) – Value to initialize RGB channels with. The initialized buffer will have all pixels set to (color, color, color, 255). (optional)
scale (bool) – Image uses scaling. (optional)
- filter
Pixel filter.
- flip
Flip image vertically.
- Type:
bool
- image
Image data. (readonly)
- Type:
Bufferor None
- load(imageBuffer, width, height)
Load image from buffer.
- Parameters:
imageBuffer (
Bufferor Python object implementing the buffer protocol (f.ex. bytes)) – Buffer to load the image from.width (int) – Width of the image to load.
height (int) – Height of the image to load.
- plot(imageBuffer, width, height, positionX, positionY, mode=IMB_BLEND_COPY)
Update image buffer.
- Parameters:
imageBuffer (
Buffer,ImageBuffor Python object implementing the buffer protocol (f.ex. bytes)) – Buffer to load the new data from.width (int) – Width of the data to load.
height (int) – Height of the data to load.
positionX (int) – Left boundary of the region to be drawn on.
positionY (int) – Upper boundary of the region to be drawn on.
mode (int) – Drawing mode, see Image Blending Modes.
- scale
Fast scale of image (near neighbour).
- Type:
bool
- size
Image size. (readonly)
- Type:
tuple of two ints
- valid
Tells if an image is available. (readonly)
- Type:
bool
- class bge.texture.ImageMirror(scene, observer, mirror, material=0)
Image source from mirror.
- Parameters:
scene (
KX_Scene) – Scene in which the image has to be taken.observer (
KX_GameObject) – Reference object for the mirror (the object from which the mirror has to be looked at, for example a camera).mirror (
KX_GameObject) – Object holding the mirror.material (int) – ID of the mirror’s material to be used for mirroring. (optional)
- alpha
Use alpha in texture.
- Type:
bool
- background
Background color.
- Type:
int or float list [r, g, b, a] in [0.0, 255.0]
- capsize
Size of render area.
- Type:
sequence of two ints
- clip
Clipping distance.
- Type:
float in [0.01, 5000.0]
- filter
Pixel filter.
- flip
Flip image vertically.
- Type:
bool
- image
Image data. (readonly)
- Type:
Bufferor None
- refresh(buffer=None, format='RGBA')
Refresh image - render and copy the image to an external buffer (optional) then invalidate its current content.
- Parameters:
buffer (any buffer type) – An optional object that implements the buffer protocol. If specified, the image is rendered and copied to the buffer, which must be big enough or an exception is thrown.
format (str) – An optional image format specifier for the image that will be copied to the buffer. Only valid values are “RGBA” or “BGRA”
- scale
Fast scale of image (near neighbour).
- Type:
bool
- size
Image size (readonly).
- Type:
tuple of two ints
- valid
Tells if an image is available. (readonly)
- Type:
bool
- whole
Use whole viewport to render.
- Type:
bool
- class bge.texture.ImageMix
Image mixer.
- filter
Pixel filter.
- flip
Flip image vertically.
- Type:
bool
- getSource(id)
Get image source.
- Parameters:
id (str) – Identifier of the source to get.
- Returns:
Image source.
- Return type:
one of…
- getWeight(id)
Get image source weight.
- Parameters:
id (str) – Identifier of the source.
- Returns:
Weight of the source.
- Return type:
int
- image
Image data. (readonly)
- Type:
Bufferor None
- refresh(buffer=None, format='RGBA')
Refresh image - calculate and copy the image to an external buffer (optional) then invalidate its current content.
- Parameters:
buffer (any buffer type) – An optional object that implements the buffer protocol. If specified, the image is calculated and copied to the buffer, which must be big enough or an exception is thrown.
format (str) – An optional image format specifier for the image that will be copied to the buffer. Only valid values are “RGBA” or “BGRA”
- scale
Fast scale of image (near neighbour).
- Type:
bool
- size
Image size. (readonly)
- Type:
tuple of two ints
- setSource(id, image)
Set image source - all sources must have the same size.
- Parameters:
id (str) – Identifier of the source to set.
image –
Image source of type…
- setWeight(id, weight)
Set image source weight - the sum of the weights should be 256 to get full color intensity in the output.
- Parameters:
id (str) – Identifier of the source.
weight (int) – Weight of the source.
- valid
Tells if an image is available. (readonly)
- Type:
bool
- class bge.texture.ImageRender(scene, camera, fbo=None)
Image source from render. The render is done on a custom framebuffer object if fbo is specified, otherwise on the default framebuffer.
- Parameters:
scene (
KX_Scene) – Scene in which the image has to be taken.camera (
KX_Camera) – Camera from which the image has to be taken.fbo (
RASOffScreen) – Off-screen render buffer object (optional)
- alpha
Use alpha in texture.
- Type:
bool
- background
Background color.
- Type:
int or float list [r, g, b, a] in [0.0, 255.0]
- capsize
Size of render area.
- Type:
sequence of two ints
- filter
Pixel filter.
- flip
Flip image vertically.
- Type:
bool
- image
Image data. (readonly)
- Type:
Bufferor None
- scale
Fast scale of image (near neighbour).
- Type:
bool
- size
Image size. (readonly)
- Type:
tuple of two ints
- valid
Tells if an image is available. (readonly)
- Type:
bool
- whole
Use whole viewport to render.
- Type:
bool
- depth
Use depth component of render as array of float - not suitable for texture source, should only be used with bge.texture.imageToArray(mode=’F’).
- Type:
bool
- zbuff
Use depth component of render as grey scale color - suitable for texture source.
- Type:
bool
- render()
Render the scene but do not extract 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 of which this object is the source. This method is useful to implement asynchronous render for 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.- Returns:
True if the render was initiated, False if the render cannot be performed (e.g. the camera is active)
- Return type:
bool
- refresh()
- refresh(buffer, format='RGBA')
Refresh video - render and optionally copy the image to an external buffer then invalidate its current content. The render may have been started earlier with the
render()method, in which case this function simply waits for the render operations to complete. When called without argument, the pixels are not extracted but the render is guaranteed to be completed when the function returns. This only makes sense with offscreen render on texture target (seeoffScreenCreate()).- Parameters:
buffer (any buffer type of sufficient size) – An object that implements the buffer protocol. If specified, the image is copied to the buffer, which must be big enough or an exception is thrown. The transfer to the buffer is optimal if no processing of the image is needed. This is the case if
flip=False, alpha=True, scale=False, whole=True, depth=False, zbuff=Falseand no filter is set.format (str) – An optional image format specifier for the image that will be copied to the buffer. Only valid values are “RGBA” or “BGRA”
- Returns:
True if the render is complete, False if the render cannot be performed (e.g. the camera is active)
- Return type:
bool
- class bge.texture.ImageViewport
Image source from viewport.
- alpha
Use alpha in texture.
- Type:
bool
- capsize
Size of viewport area being captured.
- Type:
sequence of two ints
- filter
Pixel filter.
- flip
Flip image vertically.
- Type:
bool
- image
Image data. (readonly)
- Type:
Bufferor None
- position
Upper left corner of the captured area.
- Type:
sequence of two ints
- refresh(buffer=None, format='RGBA')
Refresh video - copy the viewport to an external buffer (optional) then invalidate its current content.
- Parameters:
buffer (any buffer type) – An optional object that implements the buffer protocol. If specified, the image is copied to the buffer, which must be big enough or an exception is thrown. The transfer to the buffer is optimal if no processing of the image is needed. This is the case if
flip=False, alpha=True, scale=False, whole=True, depth=False, zbuff=Falseand no filter is set.format (str) – An optional image format specifier for the image that will be copied to the buffer. Only valid values are “RGBA” or “BGRA”
- scale
Fast scale of image (near neighbour).
- Type:
bool
- size
Image size. (readonly)
- Type:
tuple of two ints
- valid
Tells if an image is available. (readonly)
- Type:
bool
- whole
Use whole viewport to capture.
- Type:
bool
- depth
Use depth component of viewport as array of float - not suitable for texture source, should only be used with bge.texture.imageToArray(mode=’F’).
- Type:
bool
- zbuff
Use depth component of viewport as grey scale color - suitable for texture source.
- Type:
bool
Texture classes
- class bge.texture.Texture(gameObj, materialID=0, textureID=0, textureObj=None)
Texture object.
- Parameters:
gameObj (
KX_GameObject) – Game object to be created a video texture on.materialID (int) – Material ID. (optional)
textureID (int) – Texture ID. (optional)
textureObj (
Texture) – Texture object with shared bindId. (optional)
- bindId
OpenGL Bind Name. (readonly)
- Type:
int
- close()
Close dynamic texture and restore original.
- mipmap
Mipmap texture.
- Type:
bool
- refresh(refresh_source=True, ts=-1.0)
Refresh texture from source.
- Parameters:
refresh_source (bool) – Whether to also refresh the image source of the texture.
ts (float) – If the texture controls a VideoFFmpeg object: timestamp (in seconds from the start of the movie) of the frame to be loaded; this can be used for video-sound synchonization by passing
timeto it. (optional)
- source
Source of texture.
- Type:
one of…
Filter classes
- class bge.texture.FilterBGR24
Source filter BGR24.
- class bge.texture.FilterBlueScreen
Filter for Blue Screen. The RGB channels of the color are left unchanged, while the output alpha is obtained as follows:
if the square of the euclidian distance between the RGB color and the filter’s reference color is smaller than the filter’s lower limit, the output alpha is set to 0;
if that square is bigger than the filter’s upper limit, the output alpha is set to 255;
otherwise the output alpha is linarly extrapoled between 0 and 255 in the interval of the limits.
- color
Reference color.
- Type:
sequence of three ints
- Default:
(0, 0, 255)
- limits
Reference color limits.
- Type:
sequence of two ints
- Default:
(64, 64)
- previous
Previous pixel filter.
- class bge.texture.FilterColor
Filter for color calculations. The output color is obtained by multiplying the reduced 4x4 matrix with the input color and adding the remaining column to the result.
- matrix
Matrix [4][5] for color calculation.
- Type:
sequence of four sequences of five ints
- Default:
((256, 0, 0, 0, 0), (0, 256, 0, 0, 0), (0, 0, 256, 0, 0), (0, 0, 0, 256, 0))
- previous
Previous pixel filter.
- class bge.texture.FilterGray
Filter for gray scale effect. Proportions of R, G and B contributions in the output gray scale are 28:151:77.
- previous
Previous pixel filter.
- class bge.texture.FilterLevel
Filter for levels calculations. Each output color component is obtained as follows:
if it is smaller than its corresponding min value, it is set to 0;
if it is bigger than its corresponding max value, it is set to 255;
Otherwise it is linearly extrapoled between 0 and 255 in the (min, max) interval.
- levels
Levels matrix [4] (min, max).
- Type:
sequence of four sequences of two ints
- Default:
((0, 255), (0, 255), (0, 255), (0, 255))
- previous
Previous pixel filter.
- class bge.texture.FilterNormal
Normal map filter.
- colorIdx
Index of color used to calculate normal (0 - red, 1 - green, 2 - blue, 3 - alpha).
- Type:
int in [0, 3]
- Default:
0
- depth
Depth of relief.
- Type:
float
- Default:
4.0
- previous
Previous pixel filter.
- class bge.texture.FilterRGB24
Returns a new input filter object to be used with
ImageBuffobject when the image passed to theImageBuff.load()function has the 3-bytes pixel format BGR.
- class bge.texture.FilterRGBA32
Source filter RGBA32.
Functions
- bge.texture.getLastError()
Last error that occurred in a bge.texture function.
- Returns:
The description of the last error occurred in a bge.texture function.
- Return type:
str
- bge.texture.imageToArray(image, mode)
Returns a
Buffercorresponding to the current image stored in a texture source object.- Parameters:
image –
Image source object of type …
mode (str) –
Optional argument representing the pixel format.
You can use the characters R, G, B for the 3 color channels, A for the alpha channel, 0 to force a fixed 0 color channel and 1 to force a fixed 255 color channel.
- Examples:
”BGR” will return 3 bytes per pixel with the Blue, Green and Red channels in that order.
”RGB1” will return 4 bytes per pixel with the Red, Green, Blue channels in that order and the alpha channel forced to 255.
A special mode “F” allows to return the image as an array of float. This mode should only be used to retrieve the depth buffer of the class:ImageViewport and
ImageRenderobjects. The default mode is “RGBA”.
- Returns:
An object representing the image as one dimensional array of bytes of size (pixel_size*width*height), line by line starting from the bottom of the image. The pixel size and format is determined by the mode parameter. For mode ‘F’, the array is a one dimensional array of float of size (width*height).
- Return type:
Buffer
- bge.texture.materialID(object, name)
Returns a numeric value that can be used in
Textureto create a dynamic texture.The value corresponds to an internal material number that uses the texture identified by name. name is a string representing a texture name with
IMprefix if you want to identify the texture directly. This method works for basic tex face and for material, provided the material has a texture channel using that particular texture in first position of the texture stack. name can also haveMAprefix if you want to identify the texture by material. In that case the material must have a texture channel in first position.If the object has no material that matches name, it generates a runtime error. Use try/except to catch the exception.
Ex:
bge.texture.materialID(obj, 'IMvideo.png')- Parameters:
object (
KX_GameObject) – The game object that uses the texture you want to make dynamic.name (str) – Name of the texture/material you want to make dynamic.
- Returns:
The internal material number.
- Return type:
int
- bge.texture.setLogFile(filename)
Sets the name of a text file in which runtime error messages will be written, in addition to the printing of the messages on the Python console. Only the runtime errors specific to the VideoTexture module are written in that file, ordinary runtime time errors are not written.
- Parameters:
filename (str) – Name of the error log file.
- Returns:
-1 if the parameter name is invalid (not of type string), else 0.
- Return type:
int
Constants
FFmpeg Video and Image Status
- bge.texture.SOURCE_ERROR
- bge.texture.SOURCE_EMPTY
- bge.texture.SOURCE_READY
- bge.texture.SOURCE_PLAYING
- bge.texture.SOURCE_STOPPED
Image Blending Modes
See Wikipedia’s Blend Modes for reference.
- bge.texture.IMB_BLEND_MIX
- bge.texture.IMB_BLEND_ADD
- bge.texture.IMB_BLEND_SUB
- bge.texture.IMB_BLEND_MUL
- bge.texture.IMB_BLEND_LIGHTEN
- bge.texture.IMB_BLEND_DARKEN
- bge.texture.IMB_BLEND_ERASE_ALPHA
- bge.texture.IMB_BLEND_ADD_ALPHA
- bge.texture.IMB_BLEND_OVERLAY
- bge.texture.IMB_BLEND_HARDLIGHT
- bge.texture.IMB_BLEND_COLORBURN
- bge.texture.IMB_BLEND_LINEARBURN
- bge.texture.IMB_BLEND_COLORDODGE
- bge.texture.IMB_BLEND_SCREEN
- bge.texture.IMB_BLEND_SOFTLIGHT
- bge.texture.IMB_BLEND_PINLIGHT
- bge.texture.IMB_BLEND_VIVIDLIGHT
- bge.texture.IMB_BLEND_LINEARLIGHT
- bge.texture.IMB_BLEND_DIFFERENCE
- bge.texture.IMB_BLEND_EXCLUSION
- bge.texture.IMB_BLEND_HUE
- bge.texture.IMB_BLEND_SATURATION
- bge.texture.IMB_BLEND_LUMINOSITY
- bge.texture.IMB_BLEND_COLOR
- bge.texture.IMB_BLEND_COPY
- bge.texture.IMB_BLEND_COPY_RGB
- bge.texture.IMB_BLEND_COPY_ALPHA