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This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server. Other parts of Godot can interact with this to obtain images from the camera as textures. This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
95 lines
4.2 KiB
C++
95 lines
4.2 KiB
C++
/*************************************************************************/
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/* camera_win.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "camera_win.h"
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///@TODO sorry guys, I got about 80% through implementing this using DirectShow only to find out Microsoft deprecated half the API and its replacement is as confusing as they could make it
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// Joey suggested looking into libuvc which offers a more direct route to webcams over USB and this is very promissing but it wouldn't compile on windows for me...
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// I've gutted the classes I implemented DirectShow in just to have a skeleton for someone to work on, mail me for more details or if you want a copy....
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//////////////////////////////////////////////////////////////////////////
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// CameraFeedWindows - Subclass for our camera feed on windows
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/// @TODO need to implement this
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class CameraFeedWindows : public CameraFeed {
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private:
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protected:
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public:
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CameraFeedWindows();
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virtual ~CameraFeedWindows();
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bool activate_feed();
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void deactivate_feed();
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};
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CameraFeedWindows::CameraFeedWindows(){
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///@TODO implement this, should store information about our available camera
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};
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CameraFeedWindows::~CameraFeedWindows() {
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// make sure we stop recording if we are!
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if (is_active()) {
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deactivate_feed();
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};
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///@TODO free up anything used by this
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};
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bool CameraFeedWindows::activate_feed() {
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///@TODO this should activate our camera and start the process of capturing frames
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return true;
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};
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///@TODO we should probably have a callback method here that is being called by the camera API which provides frames and call back into the CameraServer to update our texture
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void CameraFeedWindows::deactivate_feed(){
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///@TODO this should deactivate our camera and stop the process of capturing frames
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};
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//////////////////////////////////////////////////////////////////////////
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// CameraWindows - Subclass for our camera server on windows
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void CameraWindows::add_active_cameras(){
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///@TODO scan through any active cameras and create CameraFeedWindows objects for them
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};
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CameraWindows::CameraWindows() {
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// Find cameras active right now
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add_active_cameras();
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// need to add something that will react to devices being connected/removed...
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};
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CameraWindows::~CameraWindows(){
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};
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