[Bf-blender-cvs] [5ef966e] experimental-build: Decklink test build
Benoit Bolsee
noreply at git.blender.org
Wed May 18 23:57:01 CEST 2016
Commit: 5ef966e3978eb1abccd5dc32790d9fe119394b61
Author: Benoit Bolsee
Date: Wed May 18 23:55:06 2016 +0200
Branches: experimental-build
https://developer.blender.org/rB5ef966e3978eb1abccd5dc32790d9fe119394b61
Decklink test build
===================================================================
M CMakeLists.txt
M build_files/cmake/macros.cmake
A doc/python_api/examples/bge.texture.2.py
M doc/python_api/rst/bge.logic.rst
M doc/python_api/rst/bge.render.rst
M doc/python_api/rst/bge.texture.rst
M doc/python_api/rst/bge_types/bge.types.BL_Shader.rst
M intern/CMakeLists.txt
M intern/atomic/intern/atomic_ops_unix.h
A intern/decklink/CMakeLists.txt
A intern/decklink/DeckLinkAPI.cpp
A intern/decklink/DeckLinkAPI.h
A intern/decklink/linux/DeckLinkAPI.h
A intern/decklink/linux/DeckLinkAPIConfiguration.h
A intern/decklink/linux/DeckLinkAPIConfiguration_v10_2.h
A intern/decklink/linux/DeckLinkAPIDeckControl.h
A intern/decklink/linux/DeckLinkAPIDiscovery.h
A intern/decklink/linux/DeckLinkAPIDispatch.cpp
A intern/decklink/linux/DeckLinkAPIDispatch_v7_6.cpp
A intern/decklink/linux/DeckLinkAPIDispatch_v8_0.cpp
A intern/decklink/linux/DeckLinkAPIModes.h
A intern/decklink/linux/DeckLinkAPITypes.h
A intern/decklink/linux/DeckLinkAPIVersion.h
A intern/decklink/linux/DeckLinkAPI_v10_2.h
A intern/decklink/linux/DeckLinkAPI_v7_1.h
A intern/decklink/linux/DeckLinkAPI_v7_3.h
A intern/decklink/linux/DeckLinkAPI_v7_6.h
A intern/decklink/linux/DeckLinkAPI_v7_9.h
A intern/decklink/linux/DeckLinkAPI_v8_0.h
A intern/decklink/linux/DeckLinkAPI_v8_1.h
A intern/decklink/linux/DeckLinkAPI_v9_2.h
A intern/decklink/linux/DeckLinkAPI_v9_9.h
A intern/decklink/linux/LinuxCOM.h
A intern/decklink/win/DeckLinkAPI_h.h
A intern/decklink/win/DeckLinkAPI_i.c
M intern/ghost/CMakeLists.txt
M intern/ghost/GHOST_ISystem.h
M intern/ghost/GHOST_Types.h
M intern/ghost/intern/GHOST_ContextGLX.cpp
M intern/ghost/intern/GHOST_ContextGLX.h
M intern/ghost/intern/GHOST_ContextWGL.cpp
M intern/ghost/intern/GHOST_ContextWGL.h
M intern/ghost/intern/GHOST_System.cpp
M intern/ghost/intern/GHOST_System.h
M intern/ghost/intern/GHOST_SystemWin32.cpp
M intern/ghost/intern/GHOST_SystemX11.cpp
M intern/ghost/intern/GHOST_WindowWin32.cpp
M intern/ghost/intern/GHOST_WindowWin32.h
M intern/ghost/intern/GHOST_WindowX11.cpp
M intern/ghost/intern/GHOST_WindowX11.h
A intern/gpudirect/CMakeLists.txt
A intern/gpudirect/dvpapi.cpp
A intern/gpudirect/dvpapi.h
M intern/moto/include/MT_Matrix4x4.h
M source/blender/gpu/GPU_texture.h
M source/blender/gpu/intern/gpu_framebuffer.c
M source/blender/gpu/intern/gpu_texture.c
M source/blender/python/generic/bgl.c
M source/blenderplayer/CMakeLists.txt
M source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
M source/gameengine/GamePlayer/ghost/GPG_Application.cpp
M source/gameengine/GamePlayer/ghost/GPG_Application.h
M source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
M source/gameengine/Ketsji/BL_Shader.cpp
M source/gameengine/Ketsji/BL_Shader.h
M source/gameengine/Ketsji/KX_Dome.cpp
M source/gameengine/Ketsji/KX_KetsjiEngine.cpp
M source/gameengine/Ketsji/KX_KetsjiEngine.h
M source/gameengine/Ketsji/KX_PythonInit.cpp
M source/gameengine/Ketsji/KX_Scene.cpp
M source/gameengine/Ketsji/KX_Scene.h
M source/gameengine/Rasterizer/CMakeLists.txt
A source/gameengine/Rasterizer/RAS_IOffScreen.h
M source/gameengine/Rasterizer/RAS_IRasterizer.h
A source/gameengine/Rasterizer/RAS_ISync.h
M source/gameengine/Rasterizer/RAS_OpenGLRasterizer/CMakeLists.txt
M source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
A source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLOffScreen.cpp
A source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLOffScreen.h
M source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
M source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
A source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLSync.cpp
A source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLSync.h
M source/gameengine/VideoTexture/CMakeLists.txt
M source/gameengine/VideoTexture/Common.h
A source/gameengine/VideoTexture/DeckLink.cpp
A source/gameengine/VideoTexture/DeckLink.h
M source/gameengine/VideoTexture/Exception.cpp
M source/gameengine/VideoTexture/Exception.h
M source/gameengine/VideoTexture/FilterBase.h
M source/gameengine/VideoTexture/FilterSource.h
M source/gameengine/VideoTexture/ImageBase.cpp
M source/gameengine/VideoTexture/ImageBase.h
M source/gameengine/VideoTexture/ImageMix.cpp
M source/gameengine/VideoTexture/ImageRender.cpp
M source/gameengine/VideoTexture/ImageRender.h
M source/gameengine/VideoTexture/ImageViewport.cpp
M source/gameengine/VideoTexture/ImageViewport.h
M source/gameengine/VideoTexture/Texture.cpp
M source/gameengine/VideoTexture/VideoBase.cpp
M source/gameengine/VideoTexture/VideoBase.h
A source/gameengine/VideoTexture/VideoDeckLink.cpp
A source/gameengine/VideoTexture/VideoDeckLink.h
M source/gameengine/VideoTexture/VideoFFmpeg.cpp
M source/gameengine/VideoTexture/blendVideoTex.cpp
===================================================================
diff --git a/CMakeLists.txt b/CMakeLists.txt
index 408cf22..6305350 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -231,6 +231,7 @@ option(WITH_SYSTEM_BULLET "Use the systems bullet library (currently unsupported
mark_as_advanced(WITH_SYSTEM_BULLET)
option(WITH_GAMEENGINE "Enable Game Engine" ${_init_GAMEENGINE})
option(WITH_PLAYER "Build Player" OFF)
+option(WITH_DECKLINK "Support BlackMagicDesign DeckLink cards in the BGE" OFF)
option(WITH_OPENCOLORIO "Enable OpenColorIO color management" ${_init_OPENCOLORIO})
# Compositor
@@ -274,6 +275,7 @@ endif()
if(WITH_X11)
option(WITH_X11_XINPUT "Enable X11 Xinput (tablet support and unicode input)" ON)
option(WITH_X11_XF86VMODE "Enable X11 video mode switching" ON)
+ option(WITH_X11_ALPHA "Enable X11 transparent background" ON)
endif()
if(UNIX AND NOT APPLE)
@@ -714,6 +716,7 @@ if(WITH_GHOST_SDL OR WITH_HEADLESS)
set(WITH_X11 OFF)
set(WITH_X11_XINPUT OFF)
set(WITH_X11_XF86VMODE OFF)
+ set(WITH_X11_ALPHA OFF)
set(WITH_GHOST_XDND OFF)
set(WITH_INPUT_IME OFF)
endif()
@@ -853,6 +856,16 @@ if(WITH_X11)
endif()
endif()
+ if(WITH_X11_ALPHA)
+ find_library(X11_Xrender_LIB Xrender ${X11_LIB_SEARCH_PATH})
+ mark_as_advanced(X11_Xrender_LIB)
+ if (X11_Xrender_LIB)
+ list(APPEND PLATFORM_LINKLIBS ${X11_Xrender_LIB})
+ else()
+ set(WITH_X11_ALPHA OFF)
+ endif()
+ endif()
+
endif()
@@ -3204,6 +3217,7 @@ if(FIRST_RUN)
info_cfg_text("System Options:")
info_cfg_option(WITH_INSTALL_PORTABLE)
+ info_cfg_option(WITH_X11_ALPHA)
info_cfg_option(WITH_X11_XF86VMODE)
info_cfg_option(WITH_X11_XINPUT)
info_cfg_option(WITH_MEM_JEMALLOC)
diff --git a/build_files/cmake/macros.cmake b/build_files/cmake/macros.cmake
index 239371c..a73eb9f 100644
--- a/build_files/cmake/macros.cmake
+++ b/build_files/cmake/macros.cmake
@@ -687,6 +687,14 @@ function(SETUP_BLENDER_SORTED_LIBS)
list_insert_after(BLENDER_SORTED_LIBS "ge_logic_ngnetwork" "extern_bullet")
endif()
+ if(WITH_DECKLINK)
+ list(APPEND BLENDER_SORTED_LIBS bf_intern_decklink)
+ endif()
+
+ if(WIN32)
+ list(APPEND BLENDER_SORTED_LIBS bf_intern_gpudirect)
+ endif()
+
if(WITH_OPENSUBDIV)
list(APPEND BLENDER_SORTED_LIBS bf_intern_opensubdiv)
endif()
diff --git a/doc/python_api/examples/bge.texture.2.py b/doc/python_api/examples/bge.texture.2.py
new file mode 100644
index 0000000..f7e0170
--- /dev/null
+++ b/doc/python_api/examples/bge.texture.2.py
@@ -0,0 +1,239 @@
+"""
+Video Capture with DeckLink
++++++++++++++++++++++++++++
+Video frames captured with DeckLink cards have pixel formats that are generally not directly
+usable by OpenGL, they must be processed by a shader. The three shaders presented here should
+cover all common video capture cases.
+
+This file reflects the current video transfer method implemented in the Decklink module:
+whenever possible the video images are transferred as float texture because this is more
+compatible with GPUs. Of course, only the pixel formats that have a correspondant GL format
+can be transferred as float. Look for fg_shaders in this file for an exhaustive list.
+
+Other pixel formats will be transferred as 32 bits integer red-channel texture but this
+won't work with certain GPU (Intel GMA); the corresponding shaders are not shown here.
+However, it should not be necessary to use any of them as the list below covers all practical
+cases of video capture with all types of Decklink product.
+
+In other words, only use one of the pixel format below and you will be fine. Note that depending
+on the video stream, only certain pixel formats will be allowed (others will throw an exception).
+For example, to capture a PAL video stream, you must use one of the YUV formats.
+
+To find which pixel format is suitable for a particular video stream, use the 'Media Express'
+utility that comes with the Decklink software : if you see the video in the 'Log and Capture'
+Window, you have selected the right pixel format and you can use the same in Blender.
+
+Notes: * these shaders only decode the RGB channel and set the alpha channel to a fixed
+value (look for color.a = ). It's up to you to add postprocessing to the color.
+ * these shaders are compatible with 2D and 3D video stream
+"""
+import bge
+from bge import logic
+from bge import texture as vt
+
+# The default vertex shader, because we need one
+#
+VertexShader = """
+#version 130
+ void main()
+ {
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+ }
+
+"""
+
+# For use with RGB video stream: the pixel is directly usable
+#
+FragmentShader_R10l = """
+ #version 130
+ uniform sampler2D tex;
+ // stereo = 1.0 if 2D image, =0.5 if 3D (left eye below, right eye above)
+ uniform float stereo;
+ // eye = 0.0 for the left eye, 0.5 for the right eye
+ uniform float eye;
+
+ void main(void)
+ {
+ vec4 color;
+ float tx, ty;
+ tx = gl_TexCoord[0].x;
+ ty = eye+gl_TexCoord[0].y*stereo;
+ color = texture(tex, vec2(tx,ty));
+ color.a = 0.7;
+ gl_FragColor = color;
+ }
+"""
+
+# For use with YUV video stream
+#
+FragmentShader_2vuy = """
+ #version 130
+ uniform sampler2D tex;
+ // stereo = 1.0 if 2D image, =0.5 if 3D (left eye below, right eye above)
+ uniform float stereo;
+ // eye = 0.0 for the left eye, 0.5 for the right eye
+ uniform float eye;
+
+ void main(void)
+ {
+ vec4 color;
+ float tx, ty, width, Y, Cb, Cr;
+ int px;
+ tx = gl_TexCoord[0].x;
+ ty = eye+gl_TexCoord[0].y*stereo;
+ width = float(textureSize(tex, 0).x);
+ color = texture(tex, vec2(tx, ty));
+ px = int(floor(fract(tx*width)*2.0));
+ switch (px) {
+ case 0:
+ Y = color.g;
+ break;
+ case 1:
+ Y = color.a;
+ break;
+ }
+ Y = (Y - 0.0625) * 1.168949772;
+ Cb = (color.b - 0.0625) * 1.142857143 - 0.5;
+ Cr = (color.r - 0.0625) * 1.142857143 - 0.5;
+ color.r = Y + 1.5748 * Cr;
+ color.g = Y - 0.1873 * Cb - 0.4681 * Cr;
+ color.b = Y + 1.8556 * Cb;
+ color.a = 0.7;
+ gl_FragColor = color;
+ }
+"""
+
+# For use with high resolution YUV
+#
+FragmentShader_v210 = """
+ #version 130
+ uniform sampler2D tex;
+ // stereo = 1.0 if 2D image, =0.5 if 3D (left eye below, right eye above)
+ uniform float stereo;
+ // eye = 0.0 for the left eye, 0.5 for the right eye
+ uniform float eye;
+
+ void main(void)
+ {
+ vec4 color, color1, color2, color3;
+ int px;
+ float tx, ty, width, sx, dx, bx, Y, Cb, Cr;
+ tx = gl_TexCoord[0].x;
+ ty = eye+gl_TexCoord[0].y*stereo;
+ width = float(textureSize(tex, 0).x);
+ // to sample macro pixels (6 pixels in 4 words)
+ sx = tx*width*0.25+0.01;
+ // index of display pixel in the macro pixel 0..5
+ px = int(floor(fract(sx)*6.0));
+ // increment as we sample the macro pixel
+ dx = 1.0/width;
+ // base x coord of macro pixel
+ bx = (floor(sx)+0.01)*dx*4.0;
+ color = texture(tex, vec2(bx, ty));
+ color1 = texture(tex, vec2(bx+dx, ty));
+ color2 = texture(tex, vec2(bx+dx*2.0, ty));
+ color3 = texture(tex, vec2(bx+dx*3.0, ty));
+ switch (px) {
+ case 0:
+ case 1:
+ Cb = color.b;
+ Cr = color.r;
+ break;
+ case 2:
+ case 3:
+ Cb = color1.g;
+ Cr = color2.b;
+ break;
+ default:
+ Cb = color2.r;
+ Cr = color3.g;
+ break;
+ }
+ switch (px) {
+ case 0:
+ Y = color.g;
+ break;
+ case 1:
+ Y = color1.b;
+ break;
+ case 2:
+ Y = color1.r;
+ break;
+ case 3:
+ Y = color2.g;
+ break;
+ case 4:
+ Y = color3.b;
+ break;
+ default:
+ Y = color3.r;
+ break;
+ }
+ Y = (Y - 0.0625) * 1.168949772;
+ Cb = (Cb - 0.0625) * 1.142857143 - 0.5;
+ Cr = (Cr - 0.0625) * 1.142857143 - 0.5;
+ color.r = Y + 1.5748 * Cr;
+ color.g = Y - 0.1873 * Cb - 0.4681 * Cr;
+ color.b = Y + 1.8556 * Cb;
+ color.a = 0.7;
+ gl_FragColor = color;
+ }
+"""
+
+# The exhausitve list of pixel formats that are transferred as float texture
+# Only use those for greater efficiency and compatiblity.
+#
+fg_shaders = {
+ '2vuy' :FragmentShader_2vuy,
+ '8BitYUV' :FragmentShader_2vuy,
+ 'v210' :FragmentShader_v210,
+ '10BitYUV' :FragmentShader_v210,
+ '8BitBGRA' :FragmentShader_R10l,
+ 'BGRA' :FragmentShader_R10l,
+ '8BitARGB' :FragmentShader_R10l,
+ '10BitRGBXLE':FragmentShader_R10l,
+ 'R10l' :FragmentShader_R10l
+ }
+
+
+
+
+#
+# Helper function to attach a pixel shader to the material that receives the video frame.
+#
+
+def config_video(obj, format, pixel, is3D=False, mat=0, card=0):
+ if not pixel in fg_shaders:
+ raise('Unsuported shader')
+ shader = obj.meshes[0].materials[mat].getShader()
+ if shader != None and not shader.isValid():
+ shader.setSource(VertexShader, fg_shaders[pixel], True)
+ shader.setSampler('tex', 0)
+ shader.setUniformEyef("eye")
+ shader.setUniform1f("stereo", 0.5 if is3D else 1.0)
+ tex = vt.Texture(obj, mat)
+ tex.source = vt.VideoDeckLink(format + "/" + pixel + ("/3D" if is3D else ""), card)
+ print("frame rate: ", tex.source.framerate)
+ tex.source.play()
+ obj["video"] = tex
+
+#
+# Attach this function to an object that has a material with texture
+# and call it once to initialize the object
+#
+def init(cont):
+ #config_video(cont.owner, 'HD720p5994', '8BitBGRA')
+ #config_video(cont.owner, 'HD720p5994', '8BitYUV')
+ #config_video(cont.owner, 'pal ', '10BitYUV')
+ config_video(cont.owner, 'pal ', '8BitYUV')
+
@@ Diff output truncated at 10240 characters. @@
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