2016-06-18 14:46:12 +02:00
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/*************************************************************************/
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/* image_loader_jpegd.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 14:16:55 +02:00
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/* https://godotengine.org */
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2016-06-18 14:46:12 +02:00
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/*************************************************************************/
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2022-01-03 21:27:34 +01:00
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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2016-06-18 14:46:12 +02:00
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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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2018-01-05 00:50:27 +01:00
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2016-01-03 21:14:28 +01:00
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#include "image_loader_jpegd.h"
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2018-09-11 18:13:45 +02:00
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#include "core/os/os.h"
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2020-11-07 23:33:38 +01:00
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#include "core/string/print_string.h"
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2016-10-10 00:03:33 +02:00
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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).
2022-06-17 00:55:19 +02:00
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#include "thirdparty/jpeg-compressor/jpgd.h"
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#include "thirdparty/jpeg-compressor/jpge.h"
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2016-01-03 21:14:28 +01:00
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#include <string.h>
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2016-03-12 14:44:12 +01:00
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Error jpeg_load_image_from_buffer(Image *p_image, const uint8_t *p_buffer, int p_buffer_len) {
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jpgd::jpeg_decoder_mem_stream mem_stream(p_buffer, p_buffer_len);
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2016-01-03 21:14:28 +01:00
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jpgd::jpeg_decoder decoder(&mem_stream);
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if (decoder.get_error_code() != jpgd::JPGD_SUCCESS) {
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return ERR_CANT_OPEN;
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}
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const int image_width = decoder.get_width();
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const int image_height = decoder.get_height();
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2018-10-04 00:12:00 +02:00
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const int comps = decoder.get_num_components();
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2020-05-14 16:41:43 +02:00
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if (comps != 1 && comps != 3) {
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2018-10-04 00:12:00 +02:00
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return ERR_FILE_CORRUPT;
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2020-05-14 16:41:43 +02:00
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}
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2016-01-03 21:14:28 +01:00
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2020-05-14 16:41:43 +02:00
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if (decoder.begin_decoding() != jpgd::JPGD_SUCCESS) {
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2016-01-03 21:14:28 +01:00
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return ERR_FILE_CORRUPT;
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2020-05-14 16:41:43 +02:00
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}
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2016-01-03 21:14:28 +01:00
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const int dst_bpl = image_width * comps;
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2020-02-17 22:06:54 +01:00
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Vector<uint8_t> data;
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2016-01-03 21:14:28 +01:00
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data.resize(dst_bpl * image_height);
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2020-02-17 22:06:54 +01:00
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uint8_t *dw = data.ptrw();
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2016-01-03 21:14:28 +01:00
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2020-02-17 22:06:54 +01:00
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jpgd::uint8 *pImage_data = (jpgd::uint8 *)dw;
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2016-01-03 21:14:28 +01:00
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for (int y = 0; y < image_height; y++) {
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const jpgd::uint8 *pScan_line;
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2016-01-05 13:15:02 +01:00
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jpgd::uint scan_line_len;
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2016-01-03 21:14:28 +01:00
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if (decoder.decode((const void **)&pScan_line, &scan_line_len) != jpgd::JPGD_SUCCESS) {
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return ERR_FILE_CORRUPT;
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}
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jpgd::uint8 *pDst = pImage_data + y * dst_bpl;
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2018-10-04 00:12:00 +02:00
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if (comps == 1) {
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memcpy(pDst, pScan_line, dst_bpl);
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} else {
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// For images with more than 1 channel pScan_line will always point to a buffer
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// containing 32-bit RGBA pixels. Alpha is always 255 and we ignore it.
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for (int x = 0; x < image_width; x++) {
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pDst[0] = pScan_line[x * 4 + 0];
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pDst[1] = pScan_line[x * 4 + 1];
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pDst[2] = pScan_line[x * 4 + 2];
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pDst += 3;
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}
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}
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2016-01-03 21:14:28 +01:00
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}
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//all good
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Image::Format fmt;
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2020-05-14 16:41:43 +02:00
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if (comps == 1) {
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2016-10-03 21:33:42 +02:00
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fmt = Image::FORMAT_L8;
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2020-05-14 16:41:43 +02:00
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} else {
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2018-10-04 00:12:00 +02:00
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fmt = Image::FORMAT_RGB8;
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2020-05-14 16:41:43 +02:00
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}
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2016-01-03 21:14:28 +01:00
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2020-05-14 11:00:19 +02:00
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p_image->create(image_width, image_height, false, fmt, data);
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2016-01-03 21:14:28 +01:00
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return OK;
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}
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2022-07-08 15:01:02 +02:00
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Error ImageLoaderJPG::load_image(Ref<Image> p_image, Ref<FileAccess> f, BitField<ImageFormatLoader::LoaderFlags> p_flags, float p_scale) {
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2020-02-17 22:06:54 +01:00
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Vector<uint8_t> src_image;
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2021-05-25 08:58:49 +02:00
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uint64_t src_image_len = f->get_length();
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2016-03-12 14:44:12 +01:00
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ERR_FAIL_COND_V(src_image_len == 0, ERR_FILE_CORRUPT);
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src_image.resize(src_image_len);
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2020-02-17 22:06:54 +01:00
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uint8_t *w = src_image.ptrw();
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2016-03-12 14:44:12 +01:00
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f->get_buffer(&w[0], src_image_len);
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2020-02-17 22:06:54 +01:00
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Error err = jpeg_load_image_from_buffer(p_image.ptr(), w, src_image_len);
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2016-03-12 14:44:12 +01:00
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return err;
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}
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2016-01-03 21:14:28 +01:00
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void ImageLoaderJPG::get_recognized_extensions(List<String> *p_extensions) const {
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p_extensions->push_back("jpg");
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p_extensions->push_back("jpeg");
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}
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2017-05-17 12:36:47 +02:00
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static Ref<Image> _jpegd_mem_loader_func(const uint8_t *p_png, int p_size) {
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Ref<Image> img;
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2021-06-18 00:03:09 +02:00
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img.instantiate();
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2017-05-17 12:36:47 +02:00
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Error err = jpeg_load_image_from_buffer(img.ptr(), p_png, p_size);
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2018-07-14 19:42:37 +02:00
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ERR_FAIL_COND_V(err, Ref<Image>());
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2016-03-12 14:44:12 +01:00
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return img;
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}
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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).
2022-06-17 00:55:19 +02:00
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static Error _jpgd_save_func(const String &p_path, const Ref<Image> &p_img, float p_quality) {
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return OK;
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}
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class ImageLoaderJPGOSFile : public jpge::output_stream {
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public:
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Ref<FileAccess> f;
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virtual bool put_buf(const void *Pbuf, int len) {
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f->store_buffer((const uint8_t *)Pbuf, len);
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return true;
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}
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};
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class ImageLoaderJPGOSBuffer : public jpge::output_stream {
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public:
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Vector<uint8_t> *buffer = nullptr;
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virtual bool put_buf(const void *Pbuf, int len) {
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uint32_t base = buffer->size();
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buffer->resize(base + len);
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memcpy(buffer->ptrw() + base, Pbuf, len);
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return true;
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}
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};
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static Vector<uint8_t> _jpgd_buffer_save_func(const Ref<Image> &p_img, float p_quality) {
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ERR_FAIL_COND_V(p_img.is_null() || p_img->is_empty(), Vector<uint8_t>());
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Ref<Image> image = p_img;
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if (image->get_format() != Image::FORMAT_RGB8) {
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image->convert(Image::FORMAT_ETC2_RGB8);
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}
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jpge::params p;
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p.m_quality = CLAMP(p_quality * 100, 1, 100);
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Vector<uint8_t> output;
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ImageLoaderJPGOSBuffer ob;
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ob.buffer = &output;
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jpge::jpeg_encoder enc;
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enc.init(&ob, image->get_width(), image->get_height(), 3, p);
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const uint8_t *src_data = image->get_data().ptr();
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for (int i = 0; i < image->get_height(); i++) {
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enc.process_scanline(&src_data[i * image->get_width() * 3]);
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}
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enc.process_scanline(nullptr);
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return output;
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}
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2016-03-12 14:44:12 +01:00
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ImageLoaderJPG::ImageLoaderJPG() {
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Image::_jpg_mem_loader_func = _jpegd_mem_loader_func;
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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).
2022-06-17 00:55:19 +02:00
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Image::save_jpg_func = _jpgd_save_func;
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Image::save_jpg_buffer_func = _jpgd_buffer_save_func;
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2016-01-03 21:14:28 +01:00
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}
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