camera_texture.cpp 6.3 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. void CameraTexture::_bind_methods() {
  33. ClassDB::bind_method(D_METHOD("set_camera_feed_id", "feed_id"), &CameraTexture::set_camera_feed_id);
  34. ClassDB::bind_method(D_METHOD("get_camera_feed_id"), &CameraTexture::get_camera_feed_id);
  35. ClassDB::bind_method(D_METHOD("set_which_feed", "which_feed"), &CameraTexture::set_which_feed);
  36. ClassDB::bind_method(D_METHOD("get_which_feed"), &CameraTexture::get_which_feed);
  37. ClassDB::bind_method(D_METHOD("set_camera_active", "active"), &CameraTexture::set_camera_active);
  38. ClassDB::bind_method(D_METHOD("get_camera_active"), &CameraTexture::get_camera_active);
  39. ADD_PROPERTY(PropertyInfo(Variant::INT, "camera_feed_id"), "set_camera_feed_id", "get_camera_feed_id");
  40. ADD_PROPERTY(PropertyInfo(Variant::INT, "which_feed"), "set_which_feed", "get_which_feed");
  41. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "camera_is_active"), "set_camera_active", "get_camera_active");
  42. ADD_PROPERTY_DEFAULT("camera_is_active", false);
  43. }
  44. void CameraTexture::_on_format_changed() {
  45. // FIXME: `emit_changed` is more appropriate, but causes errors for some reason.
  46. callable_mp((Resource *)this, &Resource::emit_changed).call_deferred();
  47. }
  48. int CameraTexture::get_width() const {
  49. Ref<CameraFeed> feed = CameraServer::get_singleton()->get_feed_by_id(camera_feed_id);
  50. if (feed.is_valid()) {
  51. return feed->get_base_width();
  52. } else {
  53. return 0;
  54. }
  55. }
  56. int CameraTexture::get_height() const {
  57. Ref<CameraFeed> feed = CameraServer::get_singleton()->get_feed_by_id(camera_feed_id);
  58. if (feed.is_valid()) {
  59. return feed->get_base_height();
  60. } else {
  61. return 0;
  62. }
  63. }
  64. bool CameraTexture::has_alpha() const {
  65. return false;
  66. }
  67. RID CameraTexture::get_rid() const {
  68. Ref<CameraFeed> feed = CameraServer::get_singleton()->get_feed_by_id(camera_feed_id);
  69. if (feed.is_valid()) {
  70. return feed->get_texture(which_feed);
  71. } else {
  72. if (_texture.is_null()) {
  73. _texture = RenderingServer::get_singleton()->texture_2d_placeholder_create();
  74. }
  75. return _texture;
  76. }
  77. }
  78. Ref<Image> CameraTexture::get_image() const {
  79. return RenderingServer::get_singleton()->texture_2d_get(get_rid());
  80. }
  81. void CameraTexture::set_camera_feed_id(int p_new_id) {
  82. Ref<CameraFeed> feed = CameraServer::get_singleton()->get_feed_by_id(camera_feed_id);
  83. if (feed.is_valid()) {
  84. if (feed->is_connected("format_changed", callable_mp(this, &CameraTexture::_on_format_changed))) {
  85. feed->disconnect("format_changed", callable_mp(this, &CameraTexture::_on_format_changed));
  86. }
  87. }
  88. camera_feed_id = p_new_id;
  89. feed = CameraServer::get_singleton()->get_feed_by_id(camera_feed_id);
  90. if (feed.is_valid()) {
  91. feed->connect("format_changed", callable_mp(this, &CameraTexture::_on_format_changed));
  92. }
  93. notify_property_list_changed();
  94. callable_mp((Resource *)this, &Resource::emit_changed).call_deferred();
  95. }
  96. int CameraTexture::get_camera_feed_id() const {
  97. return camera_feed_id;
  98. }
  99. void CameraTexture::set_which_feed(CameraServer::FeedImage p_which) {
  100. which_feed = p_which;
  101. notify_property_list_changed();
  102. callable_mp((Resource *)this, &Resource::emit_changed).call_deferred();
  103. }
  104. CameraServer::FeedImage CameraTexture::get_which_feed() const {
  105. return which_feed;
  106. }
  107. void CameraTexture::set_camera_active(bool p_active) {
  108. Ref<CameraFeed> feed = CameraServer::get_singleton()->get_feed_by_id(camera_feed_id);
  109. if (feed.is_valid()) {
  110. feed->set_active(p_active);
  111. notify_property_list_changed();
  112. callable_mp((Resource *)this, &Resource::emit_changed).call_deferred();
  113. }
  114. }
  115. bool CameraTexture::get_camera_active() const {
  116. Ref<CameraFeed> feed = CameraServer::get_singleton()->get_feed_by_id(camera_feed_id);
  117. if (feed.is_valid()) {
  118. return feed->is_active();
  119. } else {
  120. return false;
  121. }
  122. }
  123. CameraTexture::CameraTexture() {
  124. // Note: When any CameraTexture is created, we need to automatically activate monitoring
  125. // of camera feeds. This may incur a small lag spike, so it may be preferable to
  126. // enable it manually before creating the camera texture.
  127. CameraServer::get_singleton()->set_monitoring_feeds(true);
  128. }
  129. CameraTexture::~CameraTexture() {
  130. if (_texture.is_valid()) {
  131. ERR_FAIL_NULL(RenderingServer::get_singleton());
  132. RenderingServer::get_singleton()->free(_texture);
  133. }
  134. }