[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [51469] trunk/blender: BGE VideoTexture: add depth buffer access to ImageViewport and ImageRender.
Benoit Bolsee
benoit.bolsee at online.be
Sun Oct 21 00:28:45 CEST 2012
Revision: 51469
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=51469
Author: ben2610
Date: 2012-10-20 22:28:44 +0000 (Sat, 20 Oct 2012)
Log Message:
-----------
BGE VideoTexture: add depth buffer access to ImageViewport and ImageRender.
2 new attributes to ImageViewport and ImageRender object:
depth: set to True to retrieve the depth buffer as an array of float
(not suitable for texture source).
zbuff: set to True to retrieve the depth buffer as a grey scale pixel array
(suitable for texture source).
A new mode 'F' is added to VideoTexture.imageToArray() to allow returning the image
buffer as a one dimensional array of float. This mode should only be used to retrieve
the depth buffer of ImageViewport and ImageRender objects.
Example:
viewport = VideoTexture.ImageViewport()
viewport.depth = True
depth = VideoTexture.imageToArray(viewport,'F')
# show depth of bottom left pixel
# 1.0 = infinite, 0.0 = on near clip plane.
print(depth[0])
Modified Paths:
--------------
trunk/blender/doc/python_api/rst/bge.texture.rst
trunk/blender/source/gameengine/VideoTexture/FilterBase.h
trunk/blender/source/gameengine/VideoTexture/FilterSource.h
trunk/blender/source/gameengine/VideoTexture/ImageBase.cpp
trunk/blender/source/gameengine/VideoTexture/ImageBase.h
trunk/blender/source/gameengine/VideoTexture/ImageRender.cpp
trunk/blender/source/gameengine/VideoTexture/ImageViewport.cpp
Modified: trunk/blender/doc/python_api/rst/bge.texture.rst
===================================================================
--- trunk/blender/doc/python_api/rst/bge.texture.rst 2012-10-20 20:46:42 UTC (rev 51468)
+++ trunk/blender/doc/python_api/rst/bge.texture.rst 2012-10-20 22:28:44 UTC (rev 51469)
@@ -351,6 +351,15 @@
use whole viewport to render
+ .. attribute:: 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')
+
+ .. attribute:: zbuff
+
+ use depth component of render as grey scale color - suitable for texture source
+
.. class:: ImageViewport()
Image source from viewport
@@ -399,6 +408,15 @@
use whole viewport to capture
+ .. attribute:: 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')
+
+ .. attribute:: zbuff
+
+ use depth component of viewport as grey scale color - suitable for texture source
+
.. class:: Texture(gameObj)
Texture objects
@@ -518,13 +536,16 @@
0 to force a fixed 0 color channel and 1 to force a fixed 255 color channel.
Example: "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 ImageViewport and ImageRender object.
The default mode is "RGBA".
+
:type mode: string
:rtype: :class:`~bgl.buffer`
:return: A 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.
+ parameter. For mode 'F', the array is a one dimensional array of float of size (width*height).
.. function:: materialID(object,name)
Modified: trunk/blender/source/gameengine/VideoTexture/FilterBase.h
===================================================================
--- trunk/blender/source/gameengine/VideoTexture/FilterBase.h 2012-10-20 20:46:42 UTC (rev 51468)
+++ trunk/blender/source/gameengine/VideoTexture/FilterBase.h 2012-10-20 22:28:44 UTC (rev 51469)
@@ -95,6 +95,10 @@
virtual unsigned int filter (unsigned int * src, short x, short y,
short * size, unsigned int pixSize, unsigned int val = 0)
{ return val; }
+ /// filter pixel, source float buffer
+ virtual unsigned int filter (float * src, short x, short y,
+ short * size, unsigned int pixSize, unsigned int val = 0)
+ { return val; }
/// get source pixel size
virtual unsigned int getPixelSize (void) { return 1; }
Modified: trunk/blender/source/gameengine/VideoTexture/FilterSource.h
===================================================================
--- trunk/blender/source/gameengine/VideoTexture/FilterSource.h 2012-10-20 20:46:42 UTC (rev 51468)
+++ trunk/blender/source/gameengine/VideoTexture/FilterSource.h 2012-10-20 22:28:44 UTC (rev 51469)
@@ -31,7 +31,6 @@
#include "FilterBase.h"
-
/// class for RGB24 conversion
class FilterRGB24 : public FilterBase
{
@@ -97,6 +96,65 @@
{ VT_RGBA(val,src[2],src[1],src[0],0xFF); return val; }
};
+/// class for Z_buffer conversion
+class FilterZZZA : public FilterBase
+{
+public:
+ /// constructor
+ FilterZZZA (void) {}
+ /// destructor
+ virtual ~FilterZZZA (void) {}
+
+ /// get source pixel size
+ virtual unsigned int getPixelSize (void) { return 1; }
+
+protected:
+ /// filter pixel, source float buffer
+ virtual unsigned int filter (float * src, short x, short y,
+ short * size, unsigned int pixSize, unsigned int val)
+ {
+ // calculate gray value
+ // convert float to unsigned char
+ unsigned int depth = int(src[0] * 255);
+ // return depth scale value
+ VT_R(val) = depth;
+ VT_G(val) = depth;
+ VT_B(val) = depth;
+ VT_A(val) = 0xFF;
+
+ return val;
+ }
+};
+
+
+/// class for Z_buffer conversion
+class FilterDEPTH : public FilterBase
+{
+public:
+ /// constructor
+ FilterDEPTH (void) {}
+ /// destructor
+ virtual ~FilterDEPTH (void) {}
+
+ /// get source pixel size
+ virtual unsigned int getPixelSize (void) { return 1; }
+
+protected:
+ /// filter pixel, source float buffer
+ virtual unsigned int filter (float * src, short x, short y,
+ short * size, unsigned int pixSize, unsigned int val)
+ {
+ // Copy the float value straight away
+ // The user can retrieve the original float value by using
+ // 'F' mode in BGL buffer
+ memcpy(&val, src, sizeof (unsigned int));
+ return val;
+ }
+};
+
+
+
+
/// class for YV12 conversion
class FilterYV12 : public FilterBase
{
Modified: trunk/blender/source/gameengine/VideoTexture/ImageBase.cpp
===================================================================
--- trunk/blender/source/gameengine/VideoTexture/ImageBase.cpp 2012-10-20 20:46:42 UTC (rev 51468)
+++ trunk/blender/source/gameengine/VideoTexture/ImageBase.cpp 2012-10-20 22:28:44 UTC (rev 51469)
@@ -49,6 +49,8 @@
// constructor
ImageBase::ImageBase (bool staticSrc) : m_image(NULL), m_imgSize(0),
m_avail(false), m_scale(false), m_scaleChange(false), m_flip(false),
+m_zbuff(false),
+m_depth(false),
m_staticSources(staticSrc), m_pyfilter(NULL)
{
m_size[0] = m_size[1] = 0;
@@ -402,6 +404,18 @@
{
buffer = BGL_MakeBuffer( GL_BYTE, 1, &dimensions, image);
}
+ else if (!strcasecmp(mode, "F"))
+ {
+ // this mode returns the image as an array of float.
+ // This makes sense ONLY for the depth buffer:
+ // source = VideoTexture.ImageViewport()
+ // source.depth = True
+ // depth = VideoTexture.imageToArray(source, 'F')
+
+ // adapt dimension from byte to float
+ dimensions /= sizeof(float);
+ buffer = BGL_MakeBuffer( GL_FLOAT, 1, &dimensions, image);
+ }
else
{
int i, c, ncolor, pixels;
@@ -532,7 +546,53 @@
return 0;
}
+// get zbuff
+PyObject * Image_getZbuff (PyImage * self, void * closure)
+{
+ if (self->m_image != NULL && self->m_image->getZbuff()) Py_RETURN_TRUE;
+ else Py_RETURN_FALSE;
+}
+// set zbuff
+int Image_setZbuff (PyImage * self, PyObject * value, void * closure)
+{
+ // check parameter, report failure
+ if (value == NULL || !PyBool_Check(value))
+ {
+ PyErr_SetString(PyExc_TypeError, "The value must be a bool");
+ return -1;
+ }
+ // set scale
+ if (self->m_image != NULL) self->m_image->setZbuff(value == Py_True);
+ // success
+ return 0;
+}
+
+// get depth
+PyObject * Image_getDepth (PyImage * self, void * closure)
+{
+ if (self->m_image != NULL && self->m_image->getDepth()) Py_RETURN_TRUE;
+ else Py_RETURN_FALSE;
+}
+
+// set depth
+int Image_setDepth (PyImage * self, PyObject * value, void * closure)
+{
+ // check parameter, report failure
+ if (value == NULL || !PyBool_Check(value))
+ {
+ PyErr_SetString(PyExc_TypeError, "The value must be a bool");
+ return -1;
+ }
+ // set scale
+ if (self->m_image != NULL) self->m_image->setDepth(value == Py_True);
+ // success
+ return 0;
+}
+
+
+
+
// get filter source object
PyObject *Image_getSource (PyImage *self, PyObject *args)
{
Modified: trunk/blender/source/gameengine/VideoTexture/ImageBase.h
===================================================================
--- trunk/blender/source/gameengine/VideoTexture/ImageBase.h 2012-10-20 20:46:42 UTC (rev 51468)
+++ trunk/blender/source/gameengine/VideoTexture/ImageBase.h 2012-10-20 22:28:44 UTC (rev 51469)
@@ -78,6 +78,14 @@
bool getFlip (void) { return m_flip; }
/// set vertical flip
void setFlip (bool flip) { m_flip = flip; }
+ /// get Z buffer
+ bool getZbuff (void) { return m_zbuff; }
+ /// set Z buffer
+ void setZbuff (bool zbuff) { m_zbuff = zbuff; }
+ /// get depth
+ bool getDepth (void) { return m_depth; }
+ /// set depth
+ void setDepth (bool depth) { m_depth = depth; }
/// get source object
PyImage * getSource (const char * id);
@@ -111,6 +119,10 @@
bool m_scaleChange;
/// flip image vertically
bool m_flip;
+ /// use the Z buffer as a texture
+ bool m_zbuff;
+ /// extract the Z buffer with unisgned int precision
+ bool m_depth;
/// source image list
ImageSourceList m_sources;
@@ -347,7 +359,15 @@
PyObject *Image_getSource (PyImage *self, PyObject *args);
// set filter source object
PyObject *Image_setSource (PyImage *self, PyObject *args);
-
+// get Z buffer
+PyObject * Image_getZbuff (PyImage * self, void * closure);
+// set Z buffer
+int Image_setZbuff (PyImage * self, PyObject * value, void * closure);
+// get depth
+PyObject * Image_getDepth (PyImage * self, void * closure);
+// set depth
+int Image_setDepth (PyImage * self, PyObject * value, void * closure);
+
// get pixel filter object
PyObject *Image_getFilter (PyImage *self, void *closure);
// set pixel filter object
Modified: trunk/blender/source/gameengine/VideoTexture/ImageRender.cpp
===================================================================
--- trunk/blender/source/gameengine/VideoTexture/ImageRender.cpp 2012-10-20 20:46:42 UTC (rev 51468)
+++ trunk/blender/source/gameengine/VideoTexture/ImageRender.cpp 2012-10-20 22:28:44 UTC (rev 51469)
@@ -385,6 +385,8 @@
{(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}
};
@@ -547,6 +549,8 @@
{(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},
@@ Diff output truncated at 10240 characters. @@
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