virtualx-engine/servers/movie_writer/movie_writer.cpp

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Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
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/*************************************************************************/
/* movie_writer.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "movie_writer.h"
#include "core/config/project_settings.h"
#include "core/io/dir_access.h"
#include "core/os/time.h"
#include "servers/display_server.h"
Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
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MovieWriter *MovieWriter::writers[MovieWriter::MAX_WRITERS];
uint32_t MovieWriter::writer_count = 0;
void MovieWriter::add_writer(MovieWriter *p_writer) {
ERR_FAIL_COND(writer_count == MAX_WRITERS);
writers[writer_count++] = p_writer;
}
MovieWriter *MovieWriter::find_writer_for_file(const String &p_file) {
for (int32_t i = writer_count - 1; i >= 0; i--) { // More recent last, to have override ability.
if (writers[i]->handles_file(p_file)) {
return writers[i];
}
}
return nullptr;
}
uint32_t MovieWriter::get_audio_mix_rate() const {
uint32_t ret = 0;
if (GDVIRTUAL_REQUIRED_CALL(_get_audio_mix_rate, ret)) {
return ret;
}
return 48000;
}
AudioServer::SpeakerMode MovieWriter::get_audio_speaker_mode() const {
AudioServer::SpeakerMode ret = AudioServer::SPEAKER_MODE_STEREO;
if (GDVIRTUAL_REQUIRED_CALL(_get_audio_speaker_mode, ret)) {
return ret;
}
return AudioServer::SPEAKER_MODE_STEREO;
}
Error MovieWriter::write_begin(const Size2i &p_movie_size, uint32_t p_fps, const String &p_base_path) {
Error ret = OK;
if (GDVIRTUAL_REQUIRED_CALL(_write_begin, p_movie_size, p_fps, p_base_path, ret)) {
return ret;
}
return ERR_UNCONFIGURED;
}
Error MovieWriter::write_frame(const Ref<Image> &p_image, const int32_t *p_audio_data) {
Error ret = OK;
if (GDVIRTUAL_REQUIRED_CALL(_write_frame, p_image, p_audio_data, ret)) {
return ret;
}
return ERR_UNCONFIGURED;
}
void MovieWriter::write_end() {
GDVIRTUAL_REQUIRED_CALL(_write_end);
}
bool MovieWriter::handles_file(const String &p_path) const {
bool ret = false;
if (GDVIRTUAL_REQUIRED_CALL(_handles_file, p_path, ret)) {
return ret;
}
return false;
}
void MovieWriter::get_supported_extensions(List<String> *r_extensions) const {
Vector<String> exts;
if (GDVIRTUAL_REQUIRED_CALL(_get_supported_extensions, exts)) {
for (int i = 0; i < exts.size(); i++) {
r_extensions->push_back(exts[i]);
}
}
}
void MovieWriter::begin(const Size2i &p_movie_size, uint32_t p_fps, const String &p_base_path) {
project_name = GLOBAL_GET("application/config/name");
print_line(vformat("Movie Maker mode enabled, recording movie at %d FPS...", p_fps));
// Check for available disk space and warn the user if needed.
Ref<DirAccess> dir = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
String path = p_base_path.get_basename();
if (path.is_relative_path()) {
path = "res://" + path;
}
dir->open(path);
if (dir->get_space_left() < 10 * Math::pow(1024.0, 3.0)) {
// Less than 10 GiB available.
WARN_PRINT(vformat("Current available space on disk is low (%s). MovieWriter will fail during movie recording if the disk runs out of available space.", String::humanize_size(dir->get_space_left())));
}
Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
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mix_rate = get_audio_mix_rate();
AudioDriverDummy::get_dummy_singleton()->set_mix_rate(mix_rate);
AudioDriverDummy::get_dummy_singleton()->set_speaker_mode(AudioDriver::SpeakerMode(get_audio_speaker_mode()));
fps = p_fps;
if ((mix_rate % fps) != 0) {
WARN_PRINT("MovieWriter's audio mix rate (" + itos(mix_rate) + ") can not be divided by the recording FPS (" + itos(fps) + "). Audio may go out of sync over time.");
Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-17 00:55:19 +02:00
}
audio_channels = AudioDriverDummy::get_dummy_singleton()->get_channels();
audio_mix_buffer.resize(mix_rate * audio_channels / fps);
write_begin(p_movie_size, p_fps, p_base_path);
}
void MovieWriter::_bind_methods() {
ClassDB::bind_static_method("MovieWriter", D_METHOD("add_writer", "writer"), &MovieWriter::add_writer);
GDVIRTUAL_BIND(_get_audio_mix_rate)
GDVIRTUAL_BIND(_get_audio_speaker_mode)
GDVIRTUAL_BIND(_handles_file, "path")
GDVIRTUAL_BIND(_write_begin, "movie_size", "fps", "base_path")
GDVIRTUAL_BIND(_write_frame, "frame_image", "audio_frame_block")
GDVIRTUAL_BIND(_write_end)
GLOBAL_DEF("editor/movie_writer/mix_rate", 48000);
ProjectSettings::get_singleton()->set_custom_property_info("editor/movie_writer/mix_rate", PropertyInfo(Variant::INT, "editor/movie_writer/mix_rate", PROPERTY_HINT_RANGE, "8000,192000,1,suffix:Hz"));
Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
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GLOBAL_DEF("editor/movie_writer/speaker_mode", 0);
ProjectSettings::get_singleton()->set_custom_property_info("editor/movie_writer/speaker_mode", PropertyInfo(Variant::INT, "editor/movie_writer/speaker_mode", PROPERTY_HINT_ENUM, "Stereo,3.1,5.1,7.1"));
GLOBAL_DEF("editor/movie_writer/mjpeg_quality", 0.75);
ProjectSettings::get_singleton()->set_custom_property_info("editor/movie_writer/mjpeg_quality", PropertyInfo(Variant::FLOAT, "editor/movie_writer/mjpeg_quality", PROPERTY_HINT_RANGE, "0.01,1.0,0.01"));
Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
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// used by the editor
GLOBAL_DEF_BASIC("editor/movie_writer/movie_file", "");
GLOBAL_DEF_BASIC("editor/movie_writer/disable_vsync", false);
GLOBAL_DEF_BASIC("editor/movie_writer/fps", 60);
ProjectSettings::get_singleton()->set_custom_property_info("editor/movie_writer/fps", PropertyInfo(Variant::INT, "editor/movie_writer/fps", PROPERTY_HINT_RANGE, "1,300,1,suffix:FPS"));
Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
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}
void MovieWriter::set_extensions_hint() {
RBSet<String> found;
for (uint32_t i = 0; i < writer_count; i++) {
List<String> extensions;
writers[i]->get_supported_extensions(&extensions);
for (const String &ext : extensions) {
found.insert(ext);
}
}
String ext_hint;
for (const String &S : found) {
if (ext_hint != "") {
ext_hint += ",";
}
ext_hint += "*." + S;
}
ProjectSettings::get_singleton()->set_custom_property_info("editor/movie_writer/movie_file", PropertyInfo(Variant::STRING, "editor/movie_writer/movie_file", PROPERTY_HINT_GLOBAL_SAVE_FILE, ext_hint));
}
void MovieWriter::add_frame(const Ref<Image> &p_image) {
const int movie_time_seconds = Engine::get_singleton()->get_frames_drawn() / fps;
const String movie_time = vformat("%s:%s:%s",
String::num(movie_time_seconds / 3600).pad_zeros(2),
String::num((movie_time_seconds % 3600) / 60).pad_zeros(2),
String::num(movie_time_seconds % 60).pad_zeros(2));
#ifdef DEBUG_ENABLED
DisplayServer::get_singleton()->window_set_title(vformat("MovieWriter: Frame %d (time: %s) - %s (DEBUG)", Engine::get_singleton()->get_frames_drawn(), movie_time, project_name));
#else
DisplayServer::get_singleton()->window_set_title(vformat("MovieWriter: Frame %d (time: %s) - %s", Engine::get_singleton()->get_frames_drawn(), movie_time, project_name));
#endif
Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
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AudioDriverDummy::get_dummy_singleton()->mix_audio(mix_rate / fps, audio_mix_buffer.ptr());
write_frame(p_image, audio_mix_buffer.ptr());
}
void MovieWriter::end() {
write_end();
// Print a report with various statistics.
print_line("----------------");
String movie_path = Engine::get_singleton()->get_write_movie_path();
if (movie_path.is_relative_path()) {
// Print absolute path to make finding the file easier,
// and to make it clickable in terminal emulators that support this.
movie_path = ProjectSettings::get_singleton()->globalize_path("res://").path_join(movie_path);
}
print_line(vformat("Done recording movie at path: %s", movie_path));
const int movie_time_seconds = Engine::get_singleton()->get_frames_drawn() / fps;
const String movie_time = vformat("%s:%s:%s",
String::num(movie_time_seconds / 3600).pad_zeros(2),
String::num((movie_time_seconds % 3600) / 60).pad_zeros(2),
String::num(movie_time_seconds % 60).pad_zeros(2));
const int real_time_seconds = Time::get_singleton()->get_ticks_msec() / 1000;
const String real_time = vformat("%s:%s:%s",
String::num(real_time_seconds / 3600).pad_zeros(2),
String::num((real_time_seconds % 3600) / 60).pad_zeros(2),
String::num(real_time_seconds % 60).pad_zeros(2));
print_line(vformat("%d frames at %d FPS (movie length: %s), recorded in %s (%d%% of real-time speed).", Engine::get_singleton()->get_frames_drawn(), fps, movie_time, real_time, (float(movie_time_seconds) / real_time_seconds) * 100));
print_line("----------------");
Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
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}