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blender-archive/source/gameengine/VideoTexture/ImageRender.cpp
Benoit Bolsee 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

946 lines
33 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Copyright (c) 2007 The Zdeno Ash Miklas
*
* This source file is part of VideoTexture library
*
* Contributor(s):
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file gameengine/VideoTexture/ImageRender.cpp
* \ingroup bgevideotex
*/
// implementation
#include "EXP_PyObjectPlus.h"
#include <structmember.h>
#include <float.h>
#include <math.h>
#include "glew-mx.h"
#include "KX_PythonInit.h"
#include "DNA_scene_types.h"
#include "RAS_CameraData.h"
#include "RAS_MeshObject.h"
#include "RAS_Polygon.h"
#include "RAS_IOffScreen.h"
#include "RAS_ISync.h"
#include "BLI_math.h"
#include "ImageRender.h"
#include "ImageBase.h"
#include "BlendType.h"
#include "Exception.h"
#include "Texture.h"
ExceptionID SceneInvalid, CameraInvalid, ObserverInvalid, OffScreenInvalid;
ExceptionID MirrorInvalid, MirrorSizeInvalid, MirrorNormalInvalid, MirrorHorizontal, MirrorTooSmall;
ExpDesc SceneInvalidDesc(SceneInvalid, "Scene object is invalid");
ExpDesc CameraInvalidDesc(CameraInvalid, "Camera object is invalid");
ExpDesc ObserverInvalidDesc(ObserverInvalid, "Observer object is invalid");
ExpDesc OffScreenInvalidDesc(OffScreenInvalid, "Offscreen object is invalid");
ExpDesc MirrorInvalidDesc(MirrorInvalid, "Mirror object is invalid");
ExpDesc MirrorSizeInvalidDesc(MirrorSizeInvalid, "Mirror has no vertex or no size");
ExpDesc MirrorNormalInvalidDesc(MirrorNormalInvalid, "Cannot determine mirror plane");
ExpDesc MirrorHorizontalDesc(MirrorHorizontal, "Mirror is horizontal in local space");
ExpDesc MirrorTooSmallDesc(MirrorTooSmall, "Mirror is too small");
// constructor
ImageRender::ImageRender (KX_Scene *scene, KX_Camera * camera, PyRASOffScreen * offscreen) :
ImageViewport(offscreen),
m_render(true),
m_done(false),
m_scene(scene),
m_camera(camera),
m_owncamera(false),
m_offscreen(offscreen),
m_sync(NULL),
m_observer(NULL),
m_mirror(NULL),
m_clip(100.f),
m_mirrorHalfWidth(0.f),
m_mirrorHalfHeight(0.f)
{
// initialize background color to scene background color as default
setBackgroundFromScene(m_scene);
// retrieve rendering objects
m_engine = KX_GetActiveEngine();
m_rasterizer = m_engine->GetRasterizer();
m_canvas = m_engine->GetCanvas();
// keep a reference to the offscreen buffer
if (m_offscreen) {
Py_INCREF(m_offscreen);
}
}
// destructor
ImageRender::~ImageRender (void)
{
if (m_owncamera)
m_camera->Release();
if (m_sync)
delete m_sync;
Py_XDECREF(m_offscreen);
}
// get background color
float ImageRender::getBackground (int idx)
{
return (idx < 0 || idx > 3) ? 0.0f : m_background[idx] * 255.0f;
}
// set background color
void ImageRender::setBackground (float red, float green, float blue, float alpha)
{
m_background[0] = (red < 0.0f) ? 0.0f : (red > 255.0f) ? 1.0f : red / 255.0f;
m_background[1] = (green < 0.0f) ? 0.0f : (green > 255.0f) ? 1.0f : green / 255.0f;
m_background[2] = (blue < 0.0f) ? 0.0f : (blue > 255.0f) ? 1.0f : blue / 255.0f;
m_background[3] = (alpha < 0.0f) ? 0.0f : (alpha > 255.0f) ? 1.0f : alpha / 255.0f;
}
// set background color from scene
void ImageRender::setBackgroundFromScene (KX_Scene *scene)
{
if (scene) {
const float *background_color = scene->GetWorldInfo()->getBackColorConverted();
copy_v3_v3(m_background, background_color);
m_background[3] = 1.0f;
}
else {
const float blue_color[] = {0.0f, 0.0f, 1.0f, 1.0f};
copy_v4_v4(m_background, blue_color);
}
}
// capture image from viewport
void ImageRender::calcViewport (unsigned int texId, double ts, unsigned int format)
{
// render the scene from the camera
if (!m_done) {
if (!Render()) {
return;
}
}
else if (m_offscreen) {
m_offscreen->ofs->Bind(RAS_IOffScreen::RAS_OFS_BIND_READ);
}
// wait until all render operations are completed
WaitSync();
// get image from viewport (or FBO)
ImageViewport::calcViewport(texId, ts, format);
if (m_offscreen) {
m_offscreen->ofs->Unbind();
}
}
bool ImageRender::Render()
{
RAS_FrameFrustum frustum;
if (!m_render ||
m_rasterizer->GetDrawingMode() != RAS_IRasterizer::KX_TEXTURED || // no need for texture
m_camera->GetViewport() || // camera must be inactive
m_camera == m_scene->GetActiveCamera())
{
// no need to compute texture in non texture rendering
return false;
}
if (!m_scene->IsShadowDone())
m_engine->RenderShadowBuffers(m_scene);
if (m_mirror)
{
// mirror mode, compute camera frustum, position and orientation
// convert mirror position and normal in world space
const MT_Matrix3x3 & mirrorObjWorldOri = m_mirror->GetSGNode()->GetWorldOrientation();
const MT_Point3 & mirrorObjWorldPos = m_mirror->GetSGNode()->GetWorldPosition();
const MT_Vector3 & mirrorObjWorldScale = m_mirror->GetSGNode()->GetWorldScaling();
MT_Point3 mirrorWorldPos =
mirrorObjWorldPos + mirrorObjWorldScale * (mirrorObjWorldOri * m_mirrorPos);
MT_Vector3 mirrorWorldZ = mirrorObjWorldOri * m_mirrorZ;
// get observer world position
const MT_Point3 & observerWorldPos = m_observer->GetSGNode()->GetWorldPosition();
// get plane D term = mirrorPos . normal
MT_Scalar mirrorPlaneDTerm = mirrorWorldPos.dot(mirrorWorldZ);
// compute distance of observer to mirror = D - observerPos . normal
MT_Scalar observerDistance = mirrorPlaneDTerm - observerWorldPos.dot(mirrorWorldZ);
// if distance < 0.01 => observer is on wrong side of mirror, don't render
if (observerDistance < 0.01)
return false;
// set camera world position = observerPos + normal * 2 * distance
MT_Point3 cameraWorldPos = observerWorldPos + (MT_Scalar(2.0)*observerDistance)*mirrorWorldZ;
m_camera->GetSGNode()->SetLocalPosition(cameraWorldPos);
// set camera orientation: z=normal, y=mirror_up in world space, x= y x z
MT_Vector3 mirrorWorldY = mirrorObjWorldOri * m_mirrorY;
MT_Vector3 mirrorWorldX = mirrorObjWorldOri * m_mirrorX;
MT_Matrix3x3 cameraWorldOri(
mirrorWorldX[0], mirrorWorldY[0], mirrorWorldZ[0],
mirrorWorldX[1], mirrorWorldY[1], mirrorWorldZ[1],
mirrorWorldX[2], mirrorWorldY[2], mirrorWorldZ[2]);
m_camera->GetSGNode()->SetLocalOrientation(cameraWorldOri);
m_camera->GetSGNode()->UpdateWorldData(0.0);
// compute camera frustum:
// get position of mirror relative to camera: offset = mirrorPos-cameraPos
MT_Vector3 mirrorOffset = mirrorWorldPos - cameraWorldPos;
// convert to camera orientation
mirrorOffset = mirrorOffset * cameraWorldOri;
// scale mirror size to world scale:
// get closest local axis for mirror Y and X axis and scale height and width by local axis scale
MT_Scalar x, y;
x = fabs(m_mirrorY[0]);
y = fabs(m_mirrorY[1]);
float height = (x > y) ?
((x > fabs(m_mirrorY[2])) ? mirrorObjWorldScale[0] : mirrorObjWorldScale[2]):
((y > fabs(m_mirrorY[2])) ? mirrorObjWorldScale[1] : mirrorObjWorldScale[2]);
x = fabs(m_mirrorX[0]);
y = fabs(m_mirrorX[1]);
float width = (x > y) ?
((x > fabs(m_mirrorX[2])) ? mirrorObjWorldScale[0] : mirrorObjWorldScale[2]):
((y > fabs(m_mirrorX[2])) ? mirrorObjWorldScale[1] : mirrorObjWorldScale[2]);
width *= m_mirrorHalfWidth;
height *= m_mirrorHalfHeight;
// left = offsetx-width
// right = offsetx+width
// top = offsety+height
// bottom = offsety-height
// near = -offsetz
// far = near+100
frustum.x1 = mirrorOffset[0]-width;
frustum.x2 = mirrorOffset[0]+width;
frustum.y1 = mirrorOffset[1]-height;
frustum.y2 = mirrorOffset[1]+height;
frustum.camnear = -mirrorOffset[2];
frustum.camfar = -mirrorOffset[2]+m_clip;
}
// Store settings to be restored later
const RAS_IRasterizer::StereoMode stereomode = m_rasterizer->GetStereoMode();
RAS_Rect area = m_canvas->GetWindowArea();
// The screen area that ImageViewport will copy is also the rendering zone
if (m_offscreen) {
// bind the fbo and set the viewport to full size
m_offscreen->ofs->Bind(RAS_IOffScreen::RAS_OFS_BIND_RENDER);
// this is needed to stop crashing in canvas check
m_canvas->UpdateViewPort(0, 0, m_offscreen->ofs->GetWidth(), m_offscreen->ofs->GetHeight());
}
else {
m_canvas->SetViewPort(m_position[0], m_position[1], m_position[0]+m_capSize[0]-1, m_position[1]+m_capSize[1]-1);
}
m_canvas->ClearColor(m_background[0], m_background[1], m_background[2], m_background[3]);
m_canvas->ClearBuffer(RAS_ICanvas::COLOR_BUFFER|RAS_ICanvas::DEPTH_BUFFER);
m_rasterizer->BeginFrame(m_engine->GetClockTime());
m_scene->GetWorldInfo()->UpdateWorldSettings();
m_rasterizer->SetAuxilaryClientInfo(m_scene);
m_rasterizer->DisplayFog();
// matrix calculation, don't apply any of the stereo mode
m_rasterizer->SetStereoMode(RAS_IRasterizer::RAS_STEREO_NOSTEREO);
if (m_mirror)
{
// frustum was computed above
// get frustum matrix and set projection matrix
MT_Matrix4x4 projmat = m_rasterizer->GetFrustumMatrix(
frustum.x1, frustum.x2, frustum.y1, frustum.y2, frustum.camnear, frustum.camfar);
m_camera->SetProjectionMatrix(projmat);
}
else if (m_camera->hasValidProjectionMatrix()) {
m_rasterizer->SetProjectionMatrix(m_camera->GetProjectionMatrix());
}
else {
float lens = m_camera->GetLens();
float sensor_x = m_camera->GetSensorWidth();
float sensor_y = m_camera->GetSensorHeight();
float shift_x = m_camera->GetShiftHorizontal();
float shift_y = m_camera->GetShiftVertical();
bool orthographic = !m_camera->GetCameraData()->m_perspective;
float nearfrust = m_camera->GetCameraNear();
float farfrust = m_camera->GetCameraFar();
float aspect_ratio = 1.0f;
Scene *blenderScene = m_scene->GetBlenderScene();
MT_Matrix4x4 projmat;
// compute the aspect ratio from frame blender scene settings so that render to texture
// works the same in Blender and in Blender player
if (blenderScene->r.ysch != 0)
aspect_ratio = float(blenderScene->r.xsch*blenderScene->r.xasp) / float(blenderScene->r.ysch*blenderScene->r.yasp);
if (orthographic) {
RAS_FramingManager::ComputeDefaultOrtho(
nearfrust,
farfrust,
m_camera->GetScale(),
aspect_ratio,
m_camera->GetSensorFit(),
shift_x,
shift_y,
frustum
);
projmat = m_rasterizer->GetOrthoMatrix(
frustum.x1, frustum.x2, frustum.y1, frustum.y2, frustum.camnear, frustum.camfar);
}
else {
RAS_FramingManager::ComputeDefaultFrustum(
nearfrust,
farfrust,
lens,
sensor_x,
sensor_y,
RAS_SENSORFIT_AUTO,
shift_x,
shift_y,
aspect_ratio,
frustum);
projmat = m_rasterizer->GetFrustumMatrix(
frustum.x1, frustum.x2, frustum.y1, frustum.y2, frustum.camnear, frustum.camfar);
}
m_camera->SetProjectionMatrix(projmat);
}
MT_Transform camtrans(m_camera->GetWorldToCamera());
MT_Matrix4x4 viewmat(camtrans);
m_rasterizer->SetViewMatrix(viewmat, m_camera->NodeGetWorldOrientation(), m_camera->NodeGetWorldPosition(), m_camera->NodeGetLocalScaling(), m_camera->GetCameraData()->m_perspective);
m_camera->SetModelviewMatrix(viewmat);
// restore the stereo mode now that the matrix is computed
m_rasterizer->SetStereoMode(stereomode);
if (m_rasterizer->Stereo()) {
// stereo mode change render settings that disturb this render, cancel them all
// we don't need to restore them as they are set before each frame render.
glDrawBuffer(GL_BACK_LEFT);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDisable(GL_POLYGON_STIPPLE);
}
m_scene->CalculateVisibleMeshes(m_rasterizer,m_camera);
m_engine->UpdateAnimations(m_scene);
m_scene->RenderBuckets(camtrans, m_rasterizer);
m_scene->RenderFonts();
// restore the canvas area now that the render is completed
m_canvas->GetWindowArea() = area;
m_canvas->EndFrame();
// In case multisample is active, blit the FBO
if (m_offscreen)
m_offscreen->ofs->Blit();
// end of all render operations, let's create a sync object just in case
if (m_sync) {
// a sync from a previous render, should not happen
delete m_sync;
m_sync = NULL;
}
m_sync = m_rasterizer->CreateSync(RAS_ISync::RAS_SYNC_TYPE_FENCE);
// remember that we have done render
m_done = true;
// the image is not available at this stage
m_avail = false;
return true;
}
void ImageRender::Unbind()
{
if (m_offscreen)
{
m_offscreen->ofs->Unbind();
}
}
void ImageRender::WaitSync()
{
if (m_sync) {
m_sync->Wait();
// done with it, deleted it
delete m_sync;
m_sync = NULL;
}
if (m_offscreen) {
// this is needed to finalize the image if the target is a texture
m_offscreen->ofs->MipMap();
}
// all rendered operation done and complete, invalidate render for next time
m_done = false;
}
// cast Image pointer to ImageRender
inline ImageRender * getImageRender (PyImage *self)
{ return static_cast<ImageRender*>(self->m_image); }
// python methods
// Blender Scene type
static BlendType<KX_Scene> sceneType ("KX_Scene");
// Blender Camera type
static BlendType<KX_Camera> cameraType ("KX_Camera");
// object initialization
static int ImageRender_init(PyObject *pySelf, PyObject *args, PyObject *kwds)
{
// parameters - scene object
PyObject *scene;
// camera object
PyObject *camera;
// offscreen buffer object
PyRASOffScreen *offscreen = NULL;
// parameter keywords
static const char *kwlist[] = {"sceneObj", "cameraObj", "ofsObj", NULL};
// get parameters
if (!PyArg_ParseTupleAndKeywords(args, kwds, "OO|O",
const_cast<char**>(kwlist), &scene, &camera, &offscreen))
return -1;
try
{
// get scene pointer
KX_Scene * scenePtr (NULL);
if (scene != NULL) scenePtr = sceneType.checkType(scene);
// throw exception if scene is not available
if (scenePtr == NULL) THRWEXCP(SceneInvalid, S_OK);
// get camera pointer
KX_Camera * cameraPtr (NULL);
if (camera != NULL) cameraPtr = cameraType.checkType(camera);
// throw exception if camera is not available
if (cameraPtr == NULL) THRWEXCP(CameraInvalid, S_OK);
if (offscreen) {
if (Py_TYPE(offscreen) != &PyRASOffScreen_Type) {
THRWEXCP(OffScreenInvalid, S_OK);
}
}
// get pointer to image structure
PyImage *self = reinterpret_cast<PyImage*>(pySelf);
// create source object
if (self->m_image != NULL) delete self->m_image;
self->m_image = new ImageRender(scenePtr, cameraPtr, offscreen);
}
catch (Exception & exp)
{
exp.report();
return -1;
}
// initialization succeded
return 0;
}
static PyObject *ImageRender_refresh(PyImage *self, PyObject *args)
{
ImageRender *imageRender = getImageRender(self);
if (!imageRender) {
PyErr_SetString(PyExc_TypeError, "Incomplete ImageRender() object");
return NULL;
}
if (PyArg_ParseTuple(args, "")) {
// refresh called with no argument.
// For other image objects it simply invalidates the image buffer
// For ImageRender it triggers a render+sync
// Note that this only makes sense when doing offscreen render on texture
if (!imageRender->isDone()) {
if (!imageRender->Render()) {
Py_RETURN_FALSE;
}
// as we are not trying to read the pixels, just unbind
imageRender->Unbind();
}
// wait until all render operations are completed
// this will also finalize the texture
imageRender->WaitSync();
Py_RETURN_TRUE;
}
else {
// fallback on standard processing
PyErr_Clear();
return Image_refresh(self, args);
}
}
// refresh image
static PyObject *ImageRender_render(PyImage *self)
{
ImageRender *imageRender = getImageRender(self);
if (!imageRender) {
PyErr_SetString(PyExc_TypeError, "Incomplete ImageRender() object");
return NULL;
}
if (!imageRender->Render()) {
Py_RETURN_FALSE;
}
// we are not reading the pixels now, unbind
imageRender->Unbind();
Py_RETURN_TRUE;
}
// get background color
static PyObject *getBackground (PyImage *self, void *closure)
{
return Py_BuildValue("[ffff]",
getImageRender(self)->getBackground(0),
getImageRender(self)->getBackground(1),
getImageRender(self)->getBackground(2),
getImageRender(self)->getBackground(3));
}
// set color
static int setBackground(PyImage *self, PyObject *value, void *closure)
{
// check validity of parameter
if (value == NULL || !PySequence_Check(value) || PySequence_Size(value) != 4
|| (!PyFloat_Check(PySequence_Fast_GET_ITEM(value, 0)) && !PyLong_Check(PySequence_Fast_GET_ITEM(value, 0)))
|| (!PyFloat_Check(PySequence_Fast_GET_ITEM(value, 1)) && !PyLong_Check(PySequence_Fast_GET_ITEM(value, 1)))
|| (!PyFloat_Check(PySequence_Fast_GET_ITEM(value, 2)) && !PyLong_Check(PySequence_Fast_GET_ITEM(value, 2)))
|| (!PyFloat_Check(PySequence_Fast_GET_ITEM(value, 3)) && !PyLong_Check(PySequence_Fast_GET_ITEM(value, 3)))) {
PyErr_SetString(PyExc_TypeError, "The value must be a sequence of 4 floats or ints between 0.0 and 255.0");
return -1;
}
// set background color
getImageRender(self)->setBackground(
PyFloat_AsDouble(PySequence_Fast_GET_ITEM(value, 0)),
PyFloat_AsDouble(PySequence_Fast_GET_ITEM(value, 1)),
PyFloat_AsDouble(PySequence_Fast_GET_ITEM(value, 2)),
PyFloat_AsDouble(PySequence_Fast_GET_ITEM(value, 3)));
// success
return 0;
}
// methods structure
static PyMethodDef imageRenderMethods[] =
{ // methods from ImageBase class
{"refresh", (PyCFunction)ImageRender_refresh, METH_VARARGS, "Refresh image - invalidate its current content after optionally transferring its content to a target buffer"},
{"render", (PyCFunction)ImageRender_render, METH_NOARGS, "Render scene - run before refresh() to performs asynchronous render"},
{NULL}
};
// attributes structure
static PyGetSetDef imageRenderGetSets[] =
{
{(char*)"background", (getter)getBackground, (setter)setBackground, (char*)"background color", NULL},
// attribute from ImageViewport
{(char*)"capsize", (getter)ImageViewport_getCaptureSize, (setter)ImageViewport_setCaptureSize, (char*)"size of render area", NULL},
{(char*)"alpha", (getter)ImageViewport_getAlpha, (setter)ImageViewport_setAlpha, (char*)"use alpha in texture", NULL},
{(char*)"whole", (getter)ImageViewport_getWhole, (setter)ImageViewport_setWhole, (char*)"use whole viewport to render", NULL},
// attributes from ImageBase class
{(char*)"valid", (getter)Image_valid, NULL, (char*)"bool to tell if an image is available", NULL},
{(char*)"image", (getter)Image_getImage, NULL, (char*)"image data", NULL},
{(char*)"size", (getter)Image_getSize, NULL, (char*)"image size", NULL},
{(char*)"scale", (getter)Image_getScale, (setter)Image_setScale, (char*)"fast scale of image (near neighbor)", NULL},
{(char*)"flip", (getter)Image_getFlip, (setter)Image_setFlip, (char*)"flip image vertically", NULL},
{(char*)"zbuff", (getter)Image_getZbuff, (setter)Image_setZbuff, (char*)"use depth buffer as texture", NULL},
{(char*)"depth", (getter)Image_getDepth, (setter)Image_setDepth, (char*)"get depth information from z-buffer using unsigned int precision", NULL},
{(char*)"filter", (getter)Image_getFilter, (setter)Image_setFilter, (char*)"pixel filter", NULL},
{NULL}
};
// define python type
PyTypeObject ImageRenderType = {
PyVarObject_HEAD_INIT(NULL, 0)
"VideoTexture.ImageRender", /*tp_name*/
sizeof(PyImage), /*tp_basicsize*/
0, /*tp_itemsize*/
(destructor)Image_dealloc, /*tp_dealloc*/
0, /*tp_print*/
0, /*tp_getattr*/
0, /*tp_setattr*/
0, /*tp_compare*/
0, /*tp_repr*/
0, /*tp_as_number*/
0, /*tp_as_sequence*/
0, /*tp_as_mapping*/
0, /*tp_hash */
0, /*tp_call*/
0, /*tp_str*/
0, /*tp_getattro*/
0, /*tp_setattro*/
&imageBufferProcs, /*tp_as_buffer*/
Py_TPFLAGS_DEFAULT, /*tp_flags*/
"Image source from render", /* tp_doc */
0, /* tp_traverse */
0, /* tp_clear */
0, /* tp_richcompare */
0, /* tp_weaklistoffset */
0, /* tp_iter */
0, /* tp_iternext */
imageRenderMethods, /* tp_methods */
0, /* tp_members */
imageRenderGetSets, /* tp_getset */
0, /* tp_base */
0, /* tp_dict */
0, /* tp_descr_get */
0, /* tp_descr_set */
0, /* tp_dictoffset */
(initproc)ImageRender_init, /* tp_init */
0, /* tp_alloc */
Image_allocNew, /* tp_new */
};
// object initialization
static int ImageMirror_init(PyObject *pySelf, PyObject *args, PyObject *kwds)
{
// parameters - scene object
PyObject *scene;
// reference object for mirror
PyObject *observer;
// object holding the mirror
PyObject *mirror;
// material of the mirror
short materialID = 0;
// parameter keywords
static const char *kwlist[] = {"scene", "observer", "mirror", "material", NULL};
// get parameters
if (!PyArg_ParseTupleAndKeywords(args, kwds, "OOO|h",
const_cast<char**>(kwlist), &scene, &observer, &mirror, &materialID))
return -1;
try
{
// get scene pointer
KX_Scene * scenePtr (NULL);
if (scene != NULL && PyObject_TypeCheck(scene, &KX_Scene::Type))
scenePtr = static_cast<KX_Scene*>BGE_PROXY_REF(scene);
else
THRWEXCP(SceneInvalid, S_OK);
if (scenePtr==NULL) /* in case the python proxy reference is invalid */
THRWEXCP(SceneInvalid, S_OK);
// get observer pointer
KX_GameObject * observerPtr (NULL);
if (observer != NULL && PyObject_TypeCheck(observer, &KX_GameObject::Type))
observerPtr = static_cast<KX_GameObject*>BGE_PROXY_REF(observer);
else if (observer != NULL && PyObject_TypeCheck(observer, &KX_Camera::Type))
observerPtr = static_cast<KX_Camera*>BGE_PROXY_REF(observer);
else
THRWEXCP(ObserverInvalid, S_OK);
if (observerPtr==NULL) /* in case the python proxy reference is invalid */
THRWEXCP(ObserverInvalid, S_OK);
// get mirror pointer
KX_GameObject * mirrorPtr (NULL);
if (mirror != NULL && PyObject_TypeCheck(mirror, &KX_GameObject::Type))
mirrorPtr = static_cast<KX_GameObject*>BGE_PROXY_REF(mirror);
else
THRWEXCP(MirrorInvalid, S_OK);
if (mirrorPtr==NULL) /* in case the python proxy reference is invalid */
THRWEXCP(MirrorInvalid, S_OK);
// locate the material in the mirror
RAS_IPolyMaterial * material = getMaterial(mirror, materialID);
if (material == NULL)
THRWEXCP(MaterialNotAvail, S_OK);
// get pointer to image structure
PyImage *self = reinterpret_cast<PyImage*>(pySelf);
// create source object
if (self->m_image != NULL)
{
delete self->m_image;
self->m_image = NULL;
}
self->m_image = new ImageRender(scenePtr, observerPtr, mirrorPtr, material);
}
catch (Exception & exp)
{
exp.report();
return -1;
}
// initialization succeeded
return 0;
}
// get background color
static PyObject *getClip (PyImage *self, void *closure)
{
return PyFloat_FromDouble(getImageRender(self)->getClip());
}
// set clip
static int setClip(PyImage *self, PyObject *value, void *closure)
{
// check validity of parameter
double clip;
if (value == NULL || !PyFloat_Check(value) || (clip = PyFloat_AsDouble(value)) < 0.01 || clip > 5000.0)
{
PyErr_SetString(PyExc_TypeError, "The value must be an float between 0.01 and 5000");
return -1;
}
// set background color
getImageRender(self)->setClip(float(clip));
// success
return 0;
}
// attributes structure
static PyGetSetDef imageMirrorGetSets[] =
{
{(char*)"clip", (getter)getClip, (setter)setClip, (char*)"clipping distance", NULL},
// attribute from ImageRender
{(char*)"background", (getter)getBackground, (setter)setBackground, (char*)"background color", NULL},
// attribute from ImageViewport
{(char*)"capsize", (getter)ImageViewport_getCaptureSize, (setter)ImageViewport_setCaptureSize, (char*)"size of render area", NULL},
{(char*)"alpha", (getter)ImageViewport_getAlpha, (setter)ImageViewport_setAlpha, (char*)"use alpha in texture", NULL},
{(char*)"whole", (getter)ImageViewport_getWhole, (setter)ImageViewport_setWhole, (char*)"use whole viewport to render", NULL},
// attributes from ImageBase class
{(char*)"valid", (getter)Image_valid, NULL, (char*)"bool to tell if an image is available", NULL},
{(char*)"image", (getter)Image_getImage, NULL, (char*)"image data", NULL},
{(char*)"size", (getter)Image_getSize, NULL, (char*)"image size", NULL},
{(char*)"scale", (getter)Image_getScale, (setter)Image_setScale, (char*)"fast scale of image (near neighbor)", NULL},
{(char*)"flip", (getter)Image_getFlip, (setter)Image_setFlip, (char*)"flip image vertically", NULL},
{(char*)"zbuff", (getter)Image_getZbuff, (setter)Image_setZbuff, (char*)"use depth buffer as texture", NULL},
{(char*)"depth", (getter)Image_getDepth, (setter)Image_setDepth, (char*)"get depth information from z-buffer using unsigned int precision", NULL},
{(char*)"filter", (getter)Image_getFilter, (setter)Image_setFilter, (char*)"pixel filter", NULL},
{NULL}
};
// constructor
ImageRender::ImageRender (KX_Scene *scene, KX_GameObject *observer, KX_GameObject *mirror, RAS_IPolyMaterial *mat) :
ImageViewport(),
m_render(false),
m_done(false),
m_scene(scene),
m_offscreen(NULL),
m_observer(observer),
m_mirror(mirror),
m_clip(100.f)
{
// this constructor is used for automatic planar mirror
// create a camera, take all data by default, in any case we will recompute the frustum on each frame
RAS_CameraData camdata;
vector<RAS_TexVert*> mirrorVerts;
vector<RAS_TexVert*>::iterator it;
float mirrorArea = 0.f;
float mirrorNormal[3] = {0.f, 0.f, 0.f};
float mirrorUp[3];
float dist, vec[3], axis[3];
float zaxis[3] = {0.f, 0.f, 1.f};
float yaxis[3] = {0.f, 1.f, 0.f};
float mirrorMat[3][3];
float left, right, top, bottom, back;
// make sure this camera will delete its node
m_camera= new KX_Camera(scene, KX_Scene::m_callbacks, camdata, true, true);
m_camera->SetName("__mirror__cam__");
// don't add the camera to the scene object list, it doesn't need to be accessible
m_owncamera = true;
// retrieve rendering objects
m_engine = KX_GetActiveEngine();
m_rasterizer = m_engine->GetRasterizer();
m_canvas = m_engine->GetCanvas();
// locate the vertex assigned to mat and do following calculation in mesh coordinates
for (int meshIndex = 0; meshIndex < mirror->GetMeshCount(); meshIndex++)
{
RAS_MeshObject* mesh = mirror->GetMesh(meshIndex);
int numPolygons = mesh->NumPolygons();
for (int polygonIndex=0; polygonIndex < numPolygons; polygonIndex++)
{
RAS_Polygon* polygon = mesh->GetPolygon(polygonIndex);
if (polygon->GetMaterial()->GetPolyMaterial() == mat)
{
RAS_TexVert *v1, *v2, *v3, *v4;
float normal[3];
float area;
// this polygon is part of the mirror
v1 = polygon->GetVertex(0);
v2 = polygon->GetVertex(1);
v3 = polygon->GetVertex(2);
mirrorVerts.push_back(v1);
mirrorVerts.push_back(v2);
mirrorVerts.push_back(v3);
if (polygon->VertexCount() == 4) {
v4 = polygon->GetVertex(3);
mirrorVerts.push_back(v4);
area = normal_quad_v3(normal,(float*)v1->getXYZ(), (float*)v2->getXYZ(), (float*)v3->getXYZ(), (float*)v4->getXYZ());
}
else {
area = normal_tri_v3(normal,(float*)v1->getXYZ(), (float*)v2->getXYZ(), (float*)v3->getXYZ());
}
area = fabs(area);
mirrorArea += area;
mul_v3_fl(normal, area);
add_v3_v3v3(mirrorNormal, mirrorNormal, normal);
}
}
}
if (mirrorVerts.size() == 0 || mirrorArea < FLT_EPSILON)
{
// no vertex or zero size mirror
THRWEXCP(MirrorSizeInvalid, S_OK);
}
// compute average normal of mirror faces
mul_v3_fl(mirrorNormal, 1.0f/mirrorArea);
if (normalize_v3(mirrorNormal) == 0.f)
{
// no normal
THRWEXCP(MirrorNormalInvalid, S_OK);
}
// the mirror plane has an equation of the type ax+by+cz = d where (a,b,c) is the normal vector
// if the mirror is more vertical then horizontal, the Z axis is the up direction.
// otherwise the Y axis is the up direction.
// If the mirror is not perfectly vertical(horizontal), the Z(Y) axis projection on the mirror
// plan by the normal will be the up direction.
if (fabsf(mirrorNormal[2]) > fabsf(mirrorNormal[1]) &&
fabsf(mirrorNormal[2]) > fabsf(mirrorNormal[0]))
{
// the mirror is more horizontal than vertical
copy_v3_v3(axis, yaxis);
}
else
{
// the mirror is more vertical than horizontal
copy_v3_v3(axis, zaxis);
}
dist = dot_v3v3(mirrorNormal, axis);
if (fabsf(dist) < FLT_EPSILON)
{
// the mirror is already fully aligned with up axis
copy_v3_v3(mirrorUp, axis);
}
else
{
// projection of axis to mirror plane through normal
copy_v3_v3(vec, mirrorNormal);
mul_v3_fl(vec, dist);
sub_v3_v3v3(mirrorUp, axis, vec);
if (normalize_v3(mirrorUp) == 0.f)
{
// should not happen
THRWEXCP(MirrorHorizontal, S_OK);
return;
}
}
// compute rotation matrix between local coord and mirror coord
// to match camera orientation, we select mirror z = -normal, y = up, x = y x z
negate_v3_v3(mirrorMat[2], mirrorNormal);
copy_v3_v3(mirrorMat[1], mirrorUp);
cross_v3_v3v3(mirrorMat[0], mirrorMat[1], mirrorMat[2]);
// transpose to make it a orientation matrix from local space to mirror space
transpose_m3(mirrorMat);
// transform all vertex to plane coordinates and determine mirror position
left = FLT_MAX;
right = -FLT_MAX;
bottom = FLT_MAX;
top = -FLT_MAX;
back = -FLT_MAX; // most backward vertex (=highest Z coord in mirror space)
for (it = mirrorVerts.begin(); it != mirrorVerts.end(); it++)
{
copy_v3_v3(vec, (float*)(*it)->getXYZ());
mul_m3_v3(mirrorMat, vec);
if (vec[0] < left)
left = vec[0];
if (vec[0] > right)
right = vec[0];
if (vec[1] < bottom)
bottom = vec[1];
if (vec[1] > top)
top = vec[1];
if (vec[2] > back)
back = vec[2];
}
// now store this information in the object for later rendering
m_mirrorHalfWidth = (right-left)*0.5f;
m_mirrorHalfHeight = (top-bottom)*0.5f;
if (m_mirrorHalfWidth < 0.01f || m_mirrorHalfHeight < 0.01f)
{
// mirror too small
THRWEXCP(MirrorTooSmall, S_OK);
}
// mirror position in mirror coord
vec[0] = (left+right)*0.5f;
vec[1] = (top+bottom)*0.5f;
vec[2] = back;
// convert it in local space: transpose again the matrix to get back to mirror to local transform
transpose_m3(mirrorMat);
mul_m3_v3(mirrorMat, vec);
// mirror position in local space
m_mirrorPos.setValue(vec[0], vec[1], vec[2]);
// mirror normal vector (pointed towards the back of the mirror) in local space
m_mirrorZ.setValue(-mirrorNormal[0], -mirrorNormal[1], -mirrorNormal[2]);
m_mirrorY.setValue(mirrorUp[0], mirrorUp[1], mirrorUp[2]);
m_mirrorX = m_mirrorY.cross(m_mirrorZ);
m_render = true;
// set mirror background color to scene background color as default
setBackgroundFromScene(m_scene);
}
// define python type
PyTypeObject ImageMirrorType = {
PyVarObject_HEAD_INIT(NULL, 0)
"VideoTexture.ImageMirror", /*tp_name*/
sizeof(PyImage), /*tp_basicsize*/
0, /*tp_itemsize*/
(destructor)Image_dealloc, /*tp_dealloc*/
0, /*tp_print*/
0, /*tp_getattr*/
0, /*tp_setattr*/
0, /*tp_compare*/
0, /*tp_repr*/
0, /*tp_as_number*/
0, /*tp_as_sequence*/
0, /*tp_as_mapping*/
0, /*tp_hash */
0, /*tp_call*/
0, /*tp_str*/
0, /*tp_getattro*/
0, /*tp_setattro*/
&imageBufferProcs, /*tp_as_buffer*/
Py_TPFLAGS_DEFAULT, /*tp_flags*/
"Image source from mirror", /* tp_doc */
0, /* tp_traverse */
0, /* tp_clear */
0, /* tp_richcompare */
0, /* tp_weaklistoffset */
0, /* tp_iter */
0, /* tp_iternext */
imageRenderMethods, /* tp_methods */
0, /* tp_members */
imageMirrorGetSets, /* tp_getset */
0, /* tp_base */
0, /* tp_dict */
0, /* tp_descr_get */
0, /* tp_descr_set */
0, /* tp_dictoffset */
(initproc)ImageMirror_init, /* tp_init */
0, /* tp_alloc */
Image_allocNew, /* tp_new */
};