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		49646383f1
		
			
		
	
	
	
	
		
			
			Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7)
		
	
			
		
			
				
	
	
		
			115 lines
		
	
	
	
		
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			C++
		
	
	
	
	
	
			
		
		
	
	
			115 lines
		
	
	
	
		
			4.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  camera_feed.h                                                        */
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| /*************************************************************************/
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| /*                       This file is part of:                           */
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| /*                           GODOT ENGINE                                */
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| /*                      https://godotengine.org                          */
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| /*************************************************************************/
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| /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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| /*                                                                       */
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| /* Permission is hereby granted, free of charge, to any person obtaining */
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| /* a copy of this software and associated documentation files (the       */
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| /* "Software"), to deal in the Software without restriction, including   */
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| /* without limitation the rights to use, copy, modify, merge, publish,   */
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| /* distribute, sublicense, and/or sell copies of the Software, and to    */
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| /* permit persons to whom the Software is furnished to do so, subject to */
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| /* the following conditions:                                             */
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| /*                                                                       */
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| /* The above copyright notice and this permission notice shall be        */
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| /* included in all copies or substantial portions of the Software.       */
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| /*                                                                       */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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| /*************************************************************************/
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| 
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| #ifndef CAMERA_FEED_H
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| #define CAMERA_FEED_H
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| 
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| #include "core/image.h"
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| #include "core/math/transform_2d.h"
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| #include "servers/camera_server.h"
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| #include "servers/visual_server.h"
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| 
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| /**
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| 	@author Bastiaan Olij <mux213@gmail.com>
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| 
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| 	The camera server is a singleton object that gives access to the various
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| 	camera feeds that can be used as the background for our environment.
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| **/
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| 
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| class CameraFeed : public Reference {
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| 	GDCLASS(CameraFeed, Reference);
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| 
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| public:
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| 	enum FeedDataType {
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| 		FEED_NOIMAGE, // we don't have an image yet
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| 		FEED_RGB, // our texture will contain a normal RGB texture that can be used directly
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| 		FEED_YCBCR, // our texture will contain a YCbCr texture that needs to be converted to RGB before output
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| 		FEED_YCBCR_SEP // our camera is split into two textures, first plane contains Y data, second plane contains CbCr data
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| 	};
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| 
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| 	enum FeedPosition {
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| 		FEED_UNSPECIFIED, // we have no idea
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| 		FEED_FRONT, // this is a camera on the front of the device
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| 		FEED_BACK // this is a camera on the back of the device
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| 	};
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| 
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| private:
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| 	int id; // unique id for this, for internal use in case feeds are removed
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| 	int base_width;
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| 	int base_height;
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| 
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| protected:
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| 	String name; // name of our camera feed
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| 	FeedDataType datatype; // type of texture data stored
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| 	FeedPosition position; // position of camera on the device
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| 	Transform2D transform; // display transform
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| 
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| 	bool active; // only when active do we actually update the camera texture each frame
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| 	RID texture[CameraServer::FEED_IMAGES]; // texture images needed for this
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| 
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| 	static void _bind_methods();
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| 
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| public:
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| 	int get_id() const;
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| 	bool is_active() const;
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| 	void set_active(bool p_is_active);
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| 
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| 	String get_name() const;
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| 	void set_name(String p_name);
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| 
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| 	int get_base_width() const;
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| 	int get_base_height() const;
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| 
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| 	FeedPosition get_position() const;
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| 	void set_position(FeedPosition p_position);
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| 
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| 	Transform2D get_transform() const;
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| 	void set_transform(const Transform2D &p_transform);
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| 
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| 	RID get_texture(CameraServer::FeedImage p_which);
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| 
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| 	CameraFeed();
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| 	CameraFeed(String p_name, FeedPosition p_position = CameraFeed::FEED_UNSPECIFIED);
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| 	virtual ~CameraFeed();
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| 
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| 	FeedDataType get_datatype() const;
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| 	void set_RGB_img(Ref<Image> p_rgb_img);
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| 	void set_YCbCr_img(Ref<Image> p_ycbcr_img);
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| 	void set_YCbCr_imgs(Ref<Image> p_y_img, Ref<Image> p_cbcr_img);
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| 	void allocate_texture(int p_width, int p_height, Image::Format p_format, VisualServer::TextureType p_texture_type, FeedDataType p_data_type);
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| 
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| 	virtual bool activate_feed();
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| 	virtual void deactivate_feed();
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| };
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| 
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| VARIANT_ENUM_CAST(CameraFeed::FeedDataType);
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| VARIANT_ENUM_CAST(CameraFeed::FeedPosition);
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| 
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| #endif /* !CAMERA_FEED_H */
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