virtualx-engine/servers/movie_writer/movie_writer_mjpeg.h

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/**************************************************************************/
/* movie_writer_mjpeg.h */
/**************************************************************************/
/* 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. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* 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
#ifndef MOVIE_WRITER_MJPEG_H
#define MOVIE_WRITER_MJPEG_H
#include "servers/movie_writer/movie_writer.h"
class MovieWriterMJPEG : public MovieWriter {
GDCLASS(MovieWriterMJPEG, MovieWriter)
uint32_t mix_rate = 48000;
AudioServer::SpeakerMode speaker_mode = AudioServer::SPEAKER_MODE_STEREO;
String base_path;
uint32_t frame_count = 0;
uint32_t fps = 0;
float quality = 0.75;
uint32_t audio_block_size = 0;
Vector<uint32_t> jpg_frame_sizes;
uint64_t total_frames_ofs = 0;
uint64_t total_frames_ofs2 = 0;
uint64_t total_frames_ofs3 = 0;
uint64_t total_audio_frames_ofs4 = 0;
uint64_t movi_data_ofs = 0;
Ref<FileAccess> f;
protected:
virtual uint32_t get_audio_mix_rate() const override;
virtual AudioServer::SpeakerMode get_audio_speaker_mode() const override;
virtual void get_supported_extensions(List<String> *r_extensions) const override;
virtual Error write_begin(const Size2i &p_movie_size, uint32_t p_fps, const String &p_base_path) override;
virtual Error write_frame(const Ref<Image> &p_image, const int32_t *p_audio_data) override;
virtual void write_end() override;
virtual bool handles_file(const String &p_path) const override;
public:
MovieWriterMJPEG();
};
#endif // MOVIE_WRITER_MJPEG_H