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author | BastiaanOlij <mux213@gmail.com> | 2017-08-21 00:17:24 +1000 |
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committer | Bastiaan Olij <mux213@gmail.com> | 2019-06-15 21:30:32 +1000 |
commit | 02ea99129e8f3882914431374c60a7d80c5146e1 (patch) | |
tree | 6e41adaa70a2d5a3441ba6c1d455d9b63ea8c1de /drivers/gles2/rasterizer_scene_gles2.h | |
parent | 0a3c21d999559617cc9cdfe261d631e6d1267374 (diff) | |
download | redot-engine-02ea99129e8f3882914431374c60a7d80c5146e1.tar.gz |
Adding a new Camera Server implementation to Godot.
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.
Diffstat (limited to 'drivers/gles2/rasterizer_scene_gles2.h')
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.h | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h index d5a691d0b9..c95385eb24 100644 --- a/drivers/gles2/rasterizer_scene_gles2.h +++ b/drivers/gles2/rasterizer_scene_gles2.h @@ -354,6 +354,8 @@ public: float bg_energy; float sky_ambient; + int camera_feed_id; + Color ambient_color; float ambient_energy; float ambient_sky_contribution; @@ -381,6 +383,7 @@ public: sky_custom_fov(0.0), bg_energy(1.0), sky_ambient(0), + camera_feed_id(0), ambient_energy(1.0), ambient_sky_contribution(0.0), canvas_max_layer(0), @@ -413,6 +416,7 @@ public: virtual void environment_set_bg_energy(RID p_env, float p_energy); virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer); virtual void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0); + virtual void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id); virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality); virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality); |