virtualx-engine/servers/movie_writer/movie_writer_mjpeg.cpp

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/**************************************************************************/
/* movie_writer_mjpeg.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
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/* 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. */
/**************************************************************************/
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
#include "movie_writer_mjpeg.h"
#include "core/config/project_settings.h"
uint32_t MovieWriterMJPEG::get_audio_mix_rate() const {
return mix_rate;
}
AudioServer::SpeakerMode MovieWriterMJPEG::get_audio_speaker_mode() const {
return speaker_mode;
}
bool MovieWriterMJPEG::handles_file(const String &p_path) const {
return p_path.get_extension().to_lower() == "avi";
}
void MovieWriterMJPEG::get_supported_extensions(List<String> *r_extensions) const {
r_extensions->push_back("avi");
}
Error MovieWriterMJPEG::write_begin(const Size2i &p_movie_size, uint32_t p_fps, const String &p_base_path) {
// Quick & Dirty MJPEG Code based on - https://docs.microsoft.com/en-us/windows/win32/directshow/avi-riff-file-reference
base_path = p_base_path.get_basename();
if (base_path.is_relative_path()) {
base_path = "res://" + base_path;
}
base_path += ".avi";
f = FileAccess::open(base_path, FileAccess::WRITE_READ);
fps = p_fps;
ERR_FAIL_COND_V(f.is_null(), ERR_CANT_OPEN);
f->store_buffer((const uint8_t *)"RIFF", 4);
f->store_32(0); // Total length (update later)
f->store_buffer((const uint8_t *)"AVI ", 4);
f->store_buffer((const uint8_t *)"LIST", 4);
f->store_32(300); // 4 + 4 + 4 + 56 + 4 + 4 + 132 + 4 + 4 + 84
f->store_buffer((const uint8_t *)"hdrl", 4);
f->store_buffer((const uint8_t *)"avih", 4);
f->store_32(56);
f->store_32(1000000 / p_fps); // Microsecs per frame.
f->store_32(7000); // Max bytes per second
f->store_32(0); // Padding Granularity
f->store_32(16);
total_frames_ofs = f->get_position();
f->store_32(0); // Total frames (update later)
f->store_32(0); // Initial frames
f->store_32(1); // Streams
f->store_32(0); // Suggested buffer size
f->store_32(p_movie_size.width); // Movie Width
f->store_32(p_movie_size.height); // Movie Height
for (uint32_t i = 0; i < 4; i++) {
f->store_32(0); // Reserved.
}
f->store_buffer((const uint8_t *)"LIST", 4);
f->store_32(132); // 4 + 4 + 4 + 48 + 4 + 4 + 40 + 4 + 4 + 16
f->store_buffer((const uint8_t *)"strl", 4);
f->store_buffer((const uint8_t *)"strh", 4);
f->store_32(48);
f->store_buffer((const uint8_t *)"vids", 4);
f->store_buffer((const uint8_t *)"MJPG", 4);
f->store_32(0); // Flags
f->store_16(0); // Priority
f->store_16(0); // Language
f->store_32(0); // Initial Frames
f->store_32(1); // Scale
f->store_32(p_fps); // FPS
f->store_32(0); // Start
total_frames_ofs2 = f->get_position();
f->store_32(0); // Number of frames (to be updated later)
f->store_32(0); // Suggested Buffer Size
f->store_32(0); // Quality
f->store_32(0); // Sample Size
f->store_buffer((const uint8_t *)"strf", 4);
f->store_32(40); // Size.
f->store_32(40); // Size.
f->store_32(p_movie_size.width); // Width
f->store_32(p_movie_size.height); // Width
f->store_16(1); // Planes
f->store_16(24); // Bitcount
f->store_buffer((const uint8_t *)"MJPG", 4); // Compression
f->store_32(((p_movie_size.width * 24 / 8 + 3) & 0xFFFFFFFC) * p_movie_size.height); // SizeImage
f->store_32(0); // XPelsXMeter
f->store_32(0); // YPelsXMeter
f->store_32(0); // ClrUsed
f->store_32(0); // ClrImportant
f->store_buffer((const uint8_t *)"LIST", 4);
f->store_32(16);
f->store_buffer((const uint8_t *)"odml", 4);
f->store_buffer((const uint8_t *)"dmlh", 4);
f->store_32(4); // sizes
total_frames_ofs3 = f->get_position();
f->store_32(0); // Number of frames (to be updated later)
// Audio //
const uint32_t bit_depth = 32;
uint32_t channels = 2;
switch (speaker_mode) {
case AudioServer::SPEAKER_MODE_STEREO:
channels = 2;
break;
case AudioServer::SPEAKER_SURROUND_31:
channels = 4;
break;
case AudioServer::SPEAKER_SURROUND_51:
channels = 6;
break;
case AudioServer::SPEAKER_SURROUND_71:
channels = 8;
break;
}
uint32_t blockalign = bit_depth / 8 * channels;
f->store_buffer((const uint8_t *)"LIST", 4);
f->store_32(84); // 4 + 4 + 4 + 48 + 4 + 4 + 16
f->store_buffer((const uint8_t *)"strl", 4);
f->store_buffer((const uint8_t *)"strh", 4);
f->store_32(48);
f->store_buffer((const uint8_t *)"auds", 4);
f->store_32(0); // Handler
f->store_32(0); // Flags
f->store_16(0); // Priority
f->store_16(0); // Language
f->store_32(0); // Initial Frames
f->store_32(blockalign); // Scale
f->store_32(mix_rate * blockalign); // mix rate
f->store_32(0); // Start
total_audio_frames_ofs4 = f->get_position();
f->store_32(0); // Number of frames (to be updated later)
f->store_32(12288); // Suggested Buffer Size
f->store_32(0xFFFFFFFF); // Quality
f->store_32(blockalign); // Block Align to 32 bits
audio_block_size = (mix_rate / fps) * blockalign;
f->store_buffer((const uint8_t *)"strf", 4);
f->store_32(16); // Standard format, no extra fields
f->store_16(1); // Compression code, standard PCM
f->store_16(channels);
f->store_32(mix_rate); // Samples (frames) / Sec
f->store_32(mix_rate * blockalign); // Bytes / sec
f->store_16(blockalign); // Bytes / sec
f->store_16(bit_depth); // Bytes / sec
f->store_buffer((const uint8_t *)"LIST", 4);
movi_data_ofs = f->get_position();
f->store_32(0); // Number of frames (to be updated later)
f->store_buffer((const uint8_t *)"movi", 4);
return OK;
}
Error MovieWriterMJPEG::write_frame(const Ref<Image> &p_image, const int32_t *p_audio_data) {
ERR_FAIL_COND_V(!f.is_valid(), ERR_UNCONFIGURED);
Vector<uint8_t> jpg_buffer = p_image->save_jpg_to_buffer(quality);
uint32_t s = jpg_buffer.size();
f->store_buffer((const uint8_t *)"00db", 4); // Stream 0, Video
f->store_32(jpg_buffer.size()); // sizes
f->store_buffer(jpg_buffer.ptr(), jpg_buffer.size());
if (jpg_buffer.size() & 1) {
f->store_8(0);
s++;
}
jpg_frame_sizes.push_back(s);
f->store_buffer((const uint8_t *)"01wb", 4); // Stream 1, Audio.
f->store_32(audio_block_size);
f->store_buffer((const uint8_t *)p_audio_data, audio_block_size);
frame_count++;
return OK;
}
void MovieWriterMJPEG::write_end() {
if (f.is_valid()) {
// Finalize the file (frame indices)
f->store_buffer((const uint8_t *)"idx1", 4);
f->store_32(8 * 4 * frame_count);
uint32_t ofs = 4;
uint32_t all_data_size = 0;
for (uint32_t i = 0; i < frame_count; i++) {
f->store_buffer((const uint8_t *)"00db", 4);
f->store_32(16); // AVI_KEYFRAME
f->store_32(ofs);
f->store_32(jpg_frame_sizes[i]);
ofs += jpg_frame_sizes[i] + 8;
f->store_buffer((const uint8_t *)"01wb", 4);
f->store_32(16); // AVI_KEYFRAME
f->store_32(ofs);
f->store_32(audio_block_size);
ofs += audio_block_size + 8;
all_data_size += jpg_frame_sizes[i] + audio_block_size;
}
uint32_t file_size = f->get_position();
f->seek(4);
f->store_32(file_size - 78);
f->seek(total_frames_ofs);
f->store_32(frame_count);
f->seek(total_frames_ofs2);
f->store_32(frame_count);
f->seek(total_frames_ofs3);
f->store_32(frame_count);
f->seek(total_audio_frames_ofs4);
f->store_32(frame_count * mix_rate / fps);
f->seek(movi_data_ofs);
f->store_32(all_data_size + 4 + 16 * frame_count);
f.unref();
}
}
MovieWriterMJPEG::MovieWriterMJPEG() {
mix_rate = GLOBAL_GET("editor/movie_writer/mix_rate");
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
speaker_mode = AudioServer::SpeakerMode(int(GLOBAL_GET("editor/movie_writer/speaker_mode")));
quality = GLOBAL_GET("editor/movie_writer/mjpeg_quality");
}