[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [26689] trunk/blender/source/gameengine: BGE: add audio/video synchronization capability to VideoTexture

Benoit Bolsee benoit.bolsee at online.be
Sun Feb 7 20:18:00 CET 2010


Revision: 26689
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=26689
Author:   ben2610
Date:     2010-02-07 20:18:00 +0100 (Sun, 07 Feb 2010)

Log Message:
-----------
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)

Modified Paths:
--------------
    trunk/blender/source/gameengine/PyDoc/VideoTexture.py
    trunk/blender/source/gameengine/VideoTexture/ImageBase.cpp
    trunk/blender/source/gameengine/VideoTexture/ImageBase.h
    trunk/blender/source/gameengine/VideoTexture/ImageMix.cpp
    trunk/blender/source/gameengine/VideoTexture/ImageMix.h
    trunk/blender/source/gameengine/VideoTexture/ImageRender.cpp
    trunk/blender/source/gameengine/VideoTexture/ImageRender.h
    trunk/blender/source/gameengine/VideoTexture/ImageViewport.cpp
    trunk/blender/source/gameengine/VideoTexture/ImageViewport.h
    trunk/blender/source/gameengine/VideoTexture/Texture.cpp
    trunk/blender/source/gameengine/VideoTexture/VideoFFmpeg.cpp
    trunk/blender/source/gameengine/VideoTexture/VideoFFmpeg.h

Modified: trunk/blender/source/gameengine/PyDoc/VideoTexture.py
===================================================================
--- trunk/blender/source/gameengine/PyDoc/VideoTexture.py	2010-02-07 19:07:56 UTC (rev 26688)
+++ trunk/blender/source/gameengine/PyDoc/VideoTexture.py	2010-02-07 19:18:00 UTC (rev 26689)
@@ -1,33 +1,94 @@
 # $Id$
 """
-Documentation for the VideoTexture module.
+The VideoTexture 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. 
+VideoTexture uses FFmpeg to load images and videos. All the formats and codecs
+that FFmpeg supports are supported by VideoTexture, 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 L{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. At the end, the new texture is
+deleted and the old texture restored. 
+
 Example:
 	import VideoTexture
 	import GameLogic
 
+	contr = GameLogic.getCurrentController()
+	obj = contr.getOwner()
+	
+	# the creation of the texture must be done once: save the 
+	# texture object in an attribute of GameLogic module makes it persistent
+	if not hasattr(GameLogic, 'video'):
+	
+		# identify a static texture by name
+		matID = VideoTexture.materialID(obj, 'IMvideo.png')
+		
+		# create a dynamic texture that will replace the static texture
+		GameLogic.video = VideoTexture.Texture(obj, matID)
+		
+		# define a source of image for the texture, here a movie
+		movie = GameLogic.expandPath('//trailer_400p.ogg')
+		GameLogic.video.source = VideoTexture.VideoFFmpeg(movie)
+		GameLogic.video.source.scale = True
+		
+		# quick off the movie, but it wont play in the background
+		GameLogic.video.source.play()	
+		
+		# you need to call this function every frame to ensure update of the texture.
+		GameLogic.video.refresh(True)
+	
+
 """
 def getLastError():
 	"""
-	Does something
+	Returns the description of the last error that occured in a VideoTexture function.
 	
-	@rtype: 
+	@rtype: string
 	"""
 def imageToArray(image):
 	"""
-	Does something
+	Returns a string corresponding to the current image stored in a texture source object
 
-	@param image: Image ID
-	@type image: integer
-	@rtype: array
+	@param image: Image source object.
+	@type image: object of type L{VideoFFmpeg}, L{ImageFFmpeg}, L{ImageBuff}, L{ImageMix}, L{ImageRender}, L{ImageMirror} or L{ImageViewport}
+	@rtype: string representing the image, 4 bytes per pixel in the RGBA order, line per line, starting from the bottom of the image.
 	"""
-def materialID(material):
+def materialID(object,name):
 	"""
-	Gets the ID of a material
-
-	@param material: the name of the material
-	@type material: string
-	@rtype: 
+	Returns a numeric value that can be used in L{Texture} to 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 IM prefix 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 have MA prefix 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/catch to catch the exception.
+	
+	Ex: VideoTexture.materialID(obj, 'IMvideo.png')
+	
+	@param object: the game object that uses the texture you want to make dynamic
+	@type object: game object
+	@param name: name of the texture/material you want to make dynamic. 
+	@type name: string
+	@rtype: integer
 	"""
 def setLogFile():
 	"""

Modified: trunk/blender/source/gameengine/VideoTexture/ImageBase.cpp
===================================================================
--- trunk/blender/source/gameengine/VideoTexture/ImageBase.cpp	2010-02-07 19:07:56 UTC (rev 26688)
+++ trunk/blender/source/gameengine/VideoTexture/ImageBase.cpp	2010-02-07 19:18:00 UTC (rev 26689)
@@ -71,7 +71,7 @@
 
 
 // get image
-unsigned int * ImageBase::getImage (unsigned int texId)
+unsigned int * ImageBase::getImage (unsigned int texId, double ts)
 {
 	// if image is not available
 	if (!m_avail)
@@ -82,12 +82,12 @@
 			// get images from sources
 			for (ImageSourceList::iterator it = m_sources.begin(); it != m_sources.end(); ++it)
 				// get source image
-				(*it)->getImage();
+				(*it)->getImage(ts);
 			// init image
 			init(m_sources[0]->getSize()[0], m_sources[0]->getSize()[1]);
 		}
 		// calculate new image
-		calcImage(texId);
+		calcImage(texId, ts);
 	}
 	// if image is available, return it, otherwise NULL
 	return m_avail ? m_image : NULL;
@@ -305,12 +305,12 @@
 
 
 // get image from source
-unsigned int * ImageSource::getImage (void)
+unsigned int * ImageSource::getImage (double ts)
 {
 	// if source is available
 	if (m_source != NULL)
 		// get image from source
-		m_image = m_source->m_image->getImage();
+		m_image = m_source->m_image->getImage(0, ts);
 	// otherwise reset buffer
 	else
 		m_image = NULL;

Modified: trunk/blender/source/gameengine/VideoTexture/ImageBase.h
===================================================================
--- trunk/blender/source/gameengine/VideoTexture/ImageBase.h	2010-02-07 19:07:56 UTC (rev 26688)
+++ trunk/blender/source/gameengine/VideoTexture/ImageBase.h	2010-02-07 19:18:00 UTC (rev 26689)
@@ -54,7 +54,7 @@
 	virtual bool release (void);
 
 	/// get image
-	unsigned int * getImage (unsigned int texId = 0);
+	unsigned int * getImage (unsigned int texId = 0, double timestamp=-1.0);
 	/// get image size
 	short * getSize (void) { return m_size; }
 	/// get image buffer size
@@ -123,7 +123,7 @@
 	bool checkSourceSizes (void);
 
 	/// calculate image from sources and set its availability
-	virtual void calcImage (unsigned int texId) {}
+	virtual void calcImage (unsigned int texId, double ts) {}
 
 	/// perform loop detection
 	bool loopDetect (ImageBase * img);
@@ -269,7 +269,7 @@
 	void setSource (PyImage * source);
 
 	/// get image from source
-	unsigned int * getImage (void);
+	unsigned int * getImage (double ts=-1.0);
 	/// get buffered image
 	unsigned int * getImageBuf (void) { return m_image; }
 	/// refresh source

Modified: trunk/blender/source/gameengine/VideoTexture/ImageMix.cpp
===================================================================
--- trunk/blender/source/gameengine/VideoTexture/ImageMix.cpp	2010-02-07 19:07:56 UTC (rev 26688)
+++ trunk/blender/source/gameengine/VideoTexture/ImageMix.cpp	2010-02-07 19:18:00 UTC (rev 26689)
@@ -63,7 +63,7 @@
 ExpDesc ImageSizesNotMatchDesc (ImageSizesNotMatch, "Image sizes of sources are different");
 
 // calculate image from sources and set its availability
-void ImageMix::calcImage (unsigned int texId)
+void ImageMix::calcImage (unsigned int texId, double ts)
 {
 	// check source sizes
 	if (!checkSourceSizes()) THRWEXCP(ImageSizesNotMatch, S_OK);

Modified: trunk/blender/source/gameengine/VideoTexture/ImageMix.h
===================================================================
--- trunk/blender/source/gameengine/VideoTexture/ImageMix.h	2010-02-07 19:07:56 UTC (rev 26688)
+++ trunk/blender/source/gameengine/VideoTexture/ImageMix.h	2010-02-07 19:18:00 UTC (rev 26689)
@@ -78,7 +78,7 @@
 	virtual ImageSource * newSource (const char * id) { return new ImageSourceMix(id); }
 
 	/// calculate image from sources and set its availability
-	virtual void calcImage (unsigned int texId);
+	virtual void calcImage (unsigned int texId, double ts);
 };
 
 

Modified: trunk/blender/source/gameengine/VideoTexture/ImageRender.cpp
===================================================================
--- trunk/blender/source/gameengine/VideoTexture/ImageRender.cpp	2010-02-07 19:07:56 UTC (rev 26688)
+++ trunk/blender/source/gameengine/VideoTexture/ImageRender.cpp	2010-02-07 19:18:00 UTC (rev 26689)
@@ -92,7 +92,7 @@
 
 
 // capture image from viewport
-void ImageRender::calcImage (unsigned int texId)
+void ImageRender::calcImage (unsigned int texId, double ts)
 {
     if (m_rasterizer->GetDrawingMode() != RAS_IRasterizer::KX_TEXTURED ||   // no need for texture
         m_camera->GetViewport() ||        // camera must be inactive
@@ -105,7 +105,7 @@
     // render the scene from the camera
     Render();
 	// get image from viewport
-	ImageViewport::calcImage(texId);
+	ImageViewport::calcImage(texId, ts);
     // restore OpenGL state
     m_canvas->EndFrame();
 }

Modified: trunk/blender/source/gameengine/VideoTexture/ImageRender.h
===================================================================
--- trunk/blender/source/gameengine/VideoTexture/ImageRender.h	2010-02-07 19:07:56 UTC (rev 26688)
+++ trunk/blender/source/gameengine/VideoTexture/ImageRender.h	2010-02-07 19:18:00 UTC (rev 26689)
@@ -90,7 +90,7 @@
 
 
 	/// render 3d scene to image
-	virtual void calcImage (unsigned int texId);
+	virtual void calcImage (unsigned int texId, double ts);
 
 	void Render();
 	void SetupRenderFrame(KX_Scene *scene, KX_Camera* cam);

Modified: trunk/blender/source/gameengine/VideoTexture/ImageViewport.cpp
===================================================================
--- trunk/blender/source/gameengine/VideoTexture/ImageViewport.cpp	2010-02-07 19:07:56 UTC (rev 26688)
+++ trunk/blender/source/gameengine/VideoTexture/ImageViewport.cpp	2010-02-07 19:18:00 UTC (rev 26689)
@@ -105,7 +105,7 @@
 
 
 // capture image from viewport
-void ImageViewport::calcImage (unsigned int texId)
+void ImageViewport::calcImage (unsigned int texId, double ts)
 {
 	// if scale was changed
 	if (m_scaleChange)


@@ Diff output truncated at 10240 characters. @@




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