Video Texture (bge.texture)

Introduction

The bge.texture module allows you to manipulate textures during the game.

Several sources for texture are possible: video files, image files, video capture, memory buffer, camera render or a mix of that.

The video and image files can be loaded from the internet using an URL instead of a file name.

In addition, you can apply filters on the images before sending them to the GPU, allowing video effect: blue screen, color band, gray, normal map.

bge.texture uses FFmpeg to load images and videos. All the formats and codecs that FFmpeg supports are supported by this module, including but not limited to:

  • AVI
  • Ogg
  • Xvid
  • Theora
  • dv1394 camera
  • video4linux capture card (this includes many webcams)
  • videoForWindows capture card (this includes many webcams)
  • JPG

The principle is simple: first you identify a texture on an existing object using the materialID function, then you create a new texture with dynamic content and swap the two textures in the GPU.

The GE is not aware of the substitution and continues to display the object as always, except that you are now in control of the texture.

When the texture object is deleted, the new texture is deleted and the old texture restored.

Basic Video Playback

Example of how to replace a texture in game with a video. It needs to run everyframe.

import bge
from bge import texture
from bge import logic

cont = logic.getCurrentController()
obj = cont.owner

# the creation of the texture must be done once: save the
# texture object in an attribute of bge.logic module makes it persistent
if not hasattr(logic, 'video'):

    # identify a static texture by name
    matID = texture.materialID(obj, 'IMvideo.png')

    # create a dynamic texture that will replace the static texture
    logic.video = texture.Texture(obj, matID)

    # define a source of image for the texture, here a movie
    movie = logic.expandPath('//trailer_400p.ogg')
    logic.video.source = texture.VideoFFmpeg(movie)
    logic.video.source.scale = True

    # quick off the movie, but it wont play in the background
    logic.video.source.play()

# you need to call this function every frame to ensure update of the texture.
logic.video.refresh(True)

Texture Replacement

Example of how to replace a texture in game with an external image. createTexture() and removeTexture() are to be called from a

"""
from bge import logic
from bge import texture


def createTexture(cont):
    """Create a new Dynamic Texture"""
    obj = cont.owner

    # get the reference pointer (ID) of the internal texture
    ID = texture.materialID(obj, 'IMoriginal.png')

    # create a texture object
    object_texture = texture.Texture(obj, ID)

    # create a new source with an external image
    url = logic.expandPath("//newtexture.jpg")
    new_source = texture.ImageFFmpeg(url)

    # the texture has to be stored in a permanent Python object
    logic.texture = object_texture

    # update/replace the texture
    logic.texture.source = new_source
    logic.texture.refresh(False)


def removeTexture(cont):
    """Delete the Dynamic Texture, reversing back the final to its original state."""
    try:
        del logic.texture
    except:
        pass

Video classes

class bge.texture.VideoFFmpeg(file, capture=-1, rate=25.0, width=0, height=0)

FFmpeg video source.

Parameters:
  • file (str) – Path to the video to load; if capture >= 0 on Windows, this parameter will not be used.
  • capture (int) – Capture device number; if >= 0, the corresponding webcam will be used. (optional)
  • rate (float) – Capture rate. (optional, used only if capture >= 0)
  • width (int) – Capture width. (optional, used only if capture >= 0)
  • height (int) – Capture height. (optional, used only if capture >= 0)
status

Video status. (readonly)

Type:int
Value:see FFmpeg Video and Image Status.
range

Replay range.

Type:sequence of two floats
repeat

Repeat count, -1 for infinite repeat.

Type:int
framerate

Frame rate.

Type:float
valid

Tells if an image is available. (readonly)

Type:bool
image

Image data. (readonly)

Type:Buffer or None
size

Image size. (readonly)

Type:tuple of two ints
scale

Fast scale of image (near neighbour).

Type:bool
flip

Flip image vertically.

Type:bool
filter

Pixel filter.

Type:

one of...

preseek

Number of frames of preseek.

Type:int
deinterlace

Deinterlace image.

Type:bool
play()

Play (restart) video.

Returns:Whether the video was ready or stopped.
Return type:bool
pause()

Pause video.

Returns:Whether the video was playing.
Return type:bool
stop()

Stop video (play will replay it from start).

Returns:Whether the video was playing.
Return type:bool
refresh()

Refresh video - get its status.

Value:see FFmpeg Video and Image Status.
Return type:int

Image classes

class bge.texture.ImageFFmpeg(file)

FFmpeg image source.

Parameters:file (str) – Path to the image to load.
status

Image status. (readonly)

Type:int
Value:see FFmpeg Video and Image Status.
valid

Tells if an image is available. (readonly)

Type:bool
image

Image data. (readonly)

Type:Buffer or None
size

Image size. (readonly)

Type:tuple of two ints
scale

Fast scale of image (near neighbour).

Type:bool
flip

Flip image vertically.

Type:bool
filter

Pixel filter.

Type:

one of...

refresh()

Refresh image, i.e. load it.

Value:see FFmpeg Video and Image Status.
Return type:int
reload(newname=None)

Reload image, i.e. reopen it.

Parameters:newname (str) – Path to a new image. (optional)
class bge.texture.ImageBuff(width, height, color=0, scale=False)

Image source from image buffer.

Parameters:
  • width (int) – Width of the image.
  • height (int) – Height of the image.
  • color (int in [0, 255]) – Value to initialize RGB channels with. The initialized buffer will have all pixels set to (color, color, color, 255). (optional)
  • scale (bool) – Image uses scaling. (optional)
filter

Pixel filter.

Type:

one of...

flip

Flip image vertically.

Type:bool
image

Image data. (readonly)

Type:Buffer or None
load(imageBuffer, width, height)

Load image from buffer.

Parameters:
  • imageBuffer (Buffer or Python object implementing the buffer protocol (f.ex. bytes)) – Buffer to load the image from.
  • width (int) – Width of the image to load.
  • height (int) – Height of the image to load.
plot(imageBuffer, width, height, positionX, positionY, mode=IMB_BLEND_COPY)

Update image buffer.

Parameters:
  • imageBuffer (Buffer, ImageBuff or Python object implementing the buffer protocol (f.ex. bytes)) – Buffer to load the new data from.
  • width (int) – Width of the data to load.
  • height (int) – Height of the data to load.
  • positionX (int) – Left boundary of the region to be drawn on.
  • positionY (int) – Upper boundary of the region to be drawn on.
  • mode (int) – Drawing mode, see Image Blending Modes.
scale

Fast scale of image (near neighbour).

Type:bool
size

Image size. (readonly)

Type:tuple of two ints
valid

Tells if an image is available. (readonly)

Type:bool
class bge.texture.ImageMirror(scene, observer, mirror, material=0)

Image source from mirror.

Parameters:
  • scene (KX_Scene) – Scene in which the image has to be taken.
  • observer (KX_GameObject) – Reference object for the mirror (the object from which the mirror has to be looked at, for example a camera).
  • mirror (KX_GameObject) – Object holding the mirror.
  • material (int) – ID of the mirror’s material to be used for mirroring. (optional)
alpha

Use alpha in texture.

Type:bool
background

Background color.

Type:int or float list [r, g, b, a] in [0.0, 255.0]
capsize

Size of render area.

Type:sequence of two ints
clip

Clipping distance.

Type:float in [0.01, 5000.0]
filter

Pixel filter.

Type:

one of...

flip

Flip image vertically.

Type:bool
image

Image data. (readonly)

Type:Buffer or None
refresh()

Refresh image - invalidate its current content.

scale

Fast scale of image (near neighbour).

Type:bool
size

Image size (readonly).

Type:tuple of two ints
valid

Tells if an image is available. (readonly)

Type:bool
whole

Use whole viewport to render.

Type:bool
class bge.texture.ImageMix

Image mixer.

filter

Pixel filter.

Type:

one of...

flip

Flip image vertically.

Type:bool
getSource(id)

Get image source.

Parameters:id (str) – Identifier of the source to get.
Returns:Image source.
Return type:one of...
getWeight(id)

Get image source weight.

Parameters:id (str) – Identifier of the source.
Returns:Weight of the source.
Return type:int
image

Image data. (readonly)

Type:Buffer or None
refresh()

Refresh image - invalidate its current content.

scale

Fast scale of image (near neighbour).

Type:bool
size

Image size. (readonly)

Type:tuple of two ints
setSource(id, image)

Set image source - all sources must have the same size.

Parameters:
setWeight(id, weight)

Set image source weight - the sum of the weights should be 256 to get full color intensity in the output.

Parameters:
  • id (str) – Identifier of the source.
  • weight (int) – Weight of the source.
valid

Tells if an image is available. (readonly)

Type:bool
class bge.texture.ImageRender(scene, camera)

Image source from render.

Parameters:
  • scene (KX_Scene) – Scene in which the image has to be taken.
  • camera (KX_Camera) – Camera from which the image has to be taken.
alpha

Use alpha in texture.

Type:bool
background

Background color.

Type:int or float list [r, g, b, a] in [0.0, 255.0]
capsize

Size of render area.

Type:sequence of two ints
filter

Pixel filter.

Type:

one of...

flip

Flip image vertically.

Type:bool
image

Image data. (readonly)

Type:Buffer or None
refresh()

Refresh image - invalidate its current content.

scale

Fast scale of image (near neighbour).

Type:bool
size

Image size. (readonly)

Type:tuple of two ints
valid

Tells if an image is available. (readonly)

Type:bool
whole

Use whole viewport to render.

Type:bool
depth

Use depth component of render as array of float - not suitable for texture source, should only be used with bge.texture.imageToArray(mode=’F’).

Type:bool
zbuff

Use depth component of render as grey scale color - suitable for texture source.

Type:bool
class bge.texture.ImageViewport

Image source from viewport.

alpha

Use alpha in texture.

Type:bool
capsize

Size of viewport area being captured.

Type:sequence of two ints
filter

Pixel filter.

Type:

one of...

flip

Flip image vertically.

Type:bool
image

Image data. (readonly)

Type:Buffer or None
position

Upper left corner of the captured area.

Type:sequence of two ints
refresh()

Refresh image - invalidate its current content.

scale

Fast scale of image (near neighbour).

Type:bool
size

Image size. (readonly)

Type:tuple of two ints
valid

Tells if an image is available. (readonly)

Type:bool
whole

Use whole viewport to capture.

Type:bool
depth

Use depth component of viewport as array of float - not suitable for texture source, should only be used with bge.texture.imageToArray(mode=’F’).

Type:bool
zbuff

Use depth component of viewport as grey scale color - suitable for texture source.

Type:bool

Texture classes

class bge.texture.Texture(gameObj, materialID=0, textureID=0, textureObj=None)

Texture object.

Parameters:
  • gameObj (KX_GameObject) – Game object to be created a video texture on.
  • materialID (int) – Material ID. (optional)
  • textureID (int) – Texture ID. (optional)
  • textureObj (Texture) – Texture object with shared bindId. (optional)
bindId

OpenGL Bind Name. (readonly)

Type:int
close()

Close dynamic texture and restore original.

mipmap

Mipmap texture.

Type:bool
refresh(refresh_source=True, ts=-1.0)

Refresh texture from source.

Parameters:
  • refresh_source (bool) – Whether to also refresh the image source of the texture.
  • ts (float) – If the texture controls a VideoFFmpeg object: timestamp (in seconds from the start of the movie) of the frame to be loaded; this can be used for video-sound synchonization by passing time to it. (optional)
source

Source of texture.

Type:

one of...

Filter classes

class bge.texture.FilterBGR24

Source filter BGR24.

class bge.texture.FilterBlueScreen

Filter for Blue Screen. The RGB channels of the color are left unchanged, while the output alpha is obtained as follows:

  • if the square of the euclidian distance between the RGB color and the filter’s reference color is smaller than the filter’s lower limit, the output alpha is set to 0;
  • if that square is bigger than the filter’s upper limit, the output alpha is set to 255;
  • otherwise the output alpha is linarly extrapoled between 0 and 255 in the interval of the limits.
color

Reference color.

Type:sequence of three ints
Default:(0, 0, 255)
limits

Reference color limits.

Type:sequence of two ints
Default:(64, 64)
previous

Previous pixel filter.

Type:

one of...

class bge.texture.FilterColor

Filter for color calculations. The output color is obtained by multiplying the reduced 4x4 matrix with the input color and adding the remaining column to the result.

matrix

Matrix [4][5] for color calculation.

Type:sequence of four sequences of five ints
Default:((256, 0, 0, 0, 0), (0, 256, 0, 0, 0), (0, 0, 256, 0, 0), (0, 0, 0, 256, 0))
previous

Previous pixel filter.

Type:

one of...

class bge.texture.FilterGray

Filter for gray scale effect. Proportions of R, G and B contributions in the output gray scale are 28:151:77.

previous

Previous pixel filter.

Type:

one of...

class bge.texture.FilterLevel

Filter for levels calculations. Each output color component is obtained as follows:

  • if it is smaller than its corresponding min value, it is set to 0;
  • if it is bigger than its corresponding max value, it is set to 255;
  • Otherwise it is linearly extrapoled between 0 and 255 in the (min, max) interval.
levels

Levels matrix [4] (min, max).

Type:sequence of four sequences of two ints
Default:((0, 255), (0, 255), (0, 255), (0, 255))
previous

Previous pixel filter.

Type:

one of...

class bge.texture.FilterNormal

Normal map filter.

colorIdx

Index of color used to calculate normal (0 - red, 1 - green, 2 - blue, 3 - alpha).

Type:int in [0, 3]
Default:0
depth

Depth of relief.

Type:float
Default:4.0
previous

Previous pixel filter.

Type:

one of...

class bge.texture.FilterRGB24

Returns a new input filter object to be used with ImageBuff object when the image passed to the ImageBuff.load() function has the 3-bytes pixel format BGR.

class bge.texture.FilterRGBA32

Source filter RGBA32.

Functions

bge.texture.getLastError()

Last error that occurred in a bge.texture function.

Returns:The description of the last error occurred in a bge.texture function.
Return type:str
bge.texture.imageToArray(image, mode)

Returns a Buffer corresponding to the current image stored in a texture source object.

Parameters:
  • image

    Image source object of type ...

  • mode (str) –

    Optional argument representing the pixel format.

    • You can use the characters R, G, B for the 3 color channels, A for the alpha channel, 0 to force a fixed 0 color channel and 1 to force a fixed 255 color channel.
      Examples:
      • “BGR” will return 3 bytes per pixel with the Blue, Green and Red channels in that order.
      • “RGB1” will return 4 bytes per pixel with the Red, Green, Blue channels in that order and the alpha channel forced to 255.
    • A special mode “F” allows to return the image as an array of float. This mode should only be used to retrieve the depth buffer of the class:ImageViewport and ImageRender objects. The default mode is “RGBA”.
Returns:

An object representing the image as one dimensional array of bytes of size (pixel_size*width*height), line by line starting from the bottom of the image. The pixel size and format is determined by the mode parameter. For mode ‘F’, the array is a one dimensional array of float of size (width*height).

Return type:

Buffer

bge.texture.materialID(object, name)

Returns a numeric value that can be used in Texture to create a dynamic texture.

The value corresponds to an internal material number that uses the texture identified by name. name is a string representing a texture name with IM prefix if you want to identify the texture directly. This method works for basic tex face and for material, provided the material has a texture channel using that particular texture in first position of the texture stack. name can also have MA prefix if you want to identify the texture by material. In that case the material must have a texture channel in first position.

If the object has no material that matches name, it generates a runtime error. Use try/except to catch the exception.

Ex: bge.texture.materialID(obj, 'IMvideo.png')

Parameters:
  • object (KX_GameObject) – The game object that uses the texture you want to make dynamic.
  • name (str) – Name of the texture/material you want to make dynamic.
Returns:

The internal material number.

Return type:

int

bge.texture.setLogFile(filename)

Sets the name of a text file in which runtime error messages will be written, in addition to the printing of the messages on the Python console. Only the runtime errors specific to the VideoTexture module are written in that file, ordinary runtime time errors are not written.

Parameters:filename (str) – Name of the error log file.
Returns:-1 if the parameter name is invalid (not of type string), else 0.
Return type:int

Constants

FFmpeg Video and Image Status

bge.texture.SOURCE_ERROR
bge.texture.SOURCE_EMPTY
bge.texture.SOURCE_READY
bge.texture.SOURCE_PLAYING
bge.texture.SOURCE_STOPPED

Image Blending Modes

See Wikipedia’s Blend Modes for reference.

bge.texture.IMB_BLEND_MIX
bge.texture.IMB_BLEND_ADD
bge.texture.IMB_BLEND_SUB
bge.texture.IMB_BLEND_MUL
bge.texture.IMB_BLEND_LIGHTEN
bge.texture.IMB_BLEND_DARKEN
bge.texture.IMB_BLEND_ERASE_ALPHA
bge.texture.IMB_BLEND_ADD_ALPHA
bge.texture.IMB_BLEND_OVERLAY
bge.texture.IMB_BLEND_HARDLIGHT
bge.texture.IMB_BLEND_COLORBURN
bge.texture.IMB_BLEND_LINEARBURN
bge.texture.IMB_BLEND_COLORDODGE
bge.texture.IMB_BLEND_SCREEN
bge.texture.IMB_BLEND_SOFTLIGHT
bge.texture.IMB_BLEND_PINLIGHT
bge.texture.IMB_BLEND_VIVIDLIGHT
bge.texture.IMB_BLEND_LINEARLIGHT
bge.texture.IMB_BLEND_DIFFERENCE
bge.texture.IMB_BLEND_EXCLUSION
bge.texture.IMB_BLEND_HUE
bge.texture.IMB_BLEND_SATURATION
bge.texture.IMB_BLEND_LUMINOSITY
bge.texture.IMB_BLEND_COLOR
bge.texture.IMB_BLEND_COPY
bge.texture.IMB_BLEND_COPY_RGB
bge.texture.IMB_BLEND_COPY_ALPHA