camera_texture.cpp 6.4 KB

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  1. /**************************************************************************/
  2. /* camera_texture.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "camera_texture.h"
  31. #include "servers/camera/camera_feed.h"
  32. #include "servers/rendering/rendering_server.h"
  33. void CameraTexture::_bind_methods() {
  34. ClassDB::bind_method(D_METHOD("set_camera_feed_id", "feed_id"), &CameraTexture::set_camera_feed_id);
  35. ClassDB::bind_method(D_METHOD("get_camera_feed_id"), &CameraTexture::get_camera_feed_id);
  36. ClassDB::bind_method(D_METHOD("set_which_feed", "which_feed"), &CameraTexture::set_which_feed);
  37. ClassDB::bind_method(D_METHOD("get_which_feed"), &CameraTexture::get_which_feed);
  38. ClassDB::bind_method(D_METHOD("set_camera_active", "active"), &CameraTexture::set_camera_active);
  39. ClassDB::bind_method(D_METHOD("get_camera_active"), &CameraTexture::get_camera_active);
  40. ADD_PROPERTY(PropertyInfo(Variant::INT, "camera_feed_id"), "set_camera_feed_id", "get_camera_feed_id");
  41. ADD_PROPERTY(PropertyInfo(Variant::INT, "which_feed"), "set_which_feed", "get_which_feed");
  42. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "camera_is_active"), "set_camera_active", "get_camera_active");
  43. ADD_PROPERTY_DEFAULT("camera_is_active", false);
  44. }
  45. void CameraTexture::_on_format_changed() {
  46. // FIXME: `emit_changed` is more appropriate, but causes errors for some reason.
  47. callable_mp((Resource *)this, &Resource::emit_changed).call_deferred();
  48. }
  49. int CameraTexture::get_width() const {
  50. Ref<CameraFeed> feed = CameraServer::get_singleton()->get_feed_by_id(camera_feed_id);
  51. if (feed.is_valid()) {
  52. return feed->get_base_width();
  53. } else {
  54. return 0;
  55. }
  56. }
  57. int CameraTexture::get_height() const {
  58. Ref<CameraFeed> feed = CameraServer::get_singleton()->get_feed_by_id(camera_feed_id);
  59. if (feed.is_valid()) {
  60. return feed->get_base_height();
  61. } else {
  62. return 0;
  63. }
  64. }
  65. bool CameraTexture::has_alpha() const {
  66. return false;
  67. }
  68. RID CameraTexture::get_rid() const {
  69. Ref<CameraFeed> feed = CameraServer::get_singleton()->get_feed_by_id(camera_feed_id);
  70. if (feed.is_valid()) {
  71. return feed->get_texture(which_feed);
  72. } else {
  73. if (_texture.is_null()) {
  74. _texture = RenderingServer::get_singleton()->texture_2d_placeholder_create();
  75. }
  76. return _texture;
  77. }
  78. }
  79. Ref<Image> CameraTexture::get_image() const {
  80. return RenderingServer::get_singleton()->texture_2d_get(get_rid());
  81. }
  82. void CameraTexture::set_camera_feed_id(int p_new_id) {
  83. Ref<CameraFeed> feed = CameraServer::get_singleton()->get_feed_by_id(camera_feed_id);
  84. if (feed.is_valid()) {
  85. if (feed->is_connected("format_changed", callable_mp(this, &CameraTexture::_on_format_changed))) {
  86. feed->disconnect("format_changed", callable_mp(this, &CameraTexture::_on_format_changed));
  87. }
  88. }
  89. camera_feed_id = p_new_id;
  90. feed = CameraServer::get_singleton()->get_feed_by_id(camera_feed_id);
  91. if (feed.is_valid()) {
  92. feed->connect("format_changed", callable_mp(this, &CameraTexture::_on_format_changed));
  93. }
  94. notify_property_list_changed();
  95. callable_mp((Resource *)this, &Resource::emit_changed).call_deferred();
  96. }
  97. int CameraTexture::get_camera_feed_id() const {
  98. return camera_feed_id;
  99. }
  100. void CameraTexture::set_which_feed(CameraServer::FeedImage p_which) {
  101. which_feed = p_which;
  102. notify_property_list_changed();
  103. callable_mp((Resource *)this, &Resource::emit_changed).call_deferred();
  104. }
  105. CameraServer::FeedImage CameraTexture::get_which_feed() const {
  106. return which_feed;
  107. }
  108. void CameraTexture::set_camera_active(bool p_active) {
  109. Ref<CameraFeed> feed = CameraServer::get_singleton()->get_feed_by_id(camera_feed_id);
  110. if (feed.is_valid()) {
  111. feed->set_active(p_active);
  112. notify_property_list_changed();
  113. callable_mp((Resource *)this, &Resource::emit_changed).call_deferred();
  114. }
  115. }
  116. bool CameraTexture::get_camera_active() const {
  117. Ref<CameraFeed> feed = CameraServer::get_singleton()->get_feed_by_id(camera_feed_id);
  118. if (feed.is_valid()) {
  119. return feed->is_active();
  120. } else {
  121. return false;
  122. }
  123. }
  124. CameraTexture::CameraTexture() {
  125. // Note: When any CameraTexture is created, we need to automatically activate monitoring
  126. // of camera feeds. This may incur a small lag spike, so it may be preferable to
  127. // enable it manually before creating the camera texture.
  128. CameraServer::get_singleton()->set_monitoring_feeds(true);
  129. }
  130. CameraTexture::~CameraTexture() {
  131. if (_texture.is_valid()) {
  132. ERR_FAIL_NULL(RenderingServer::get_singleton());
  133. RenderingServer::get_singleton()->free_rid(_texture);
  134. }
  135. }