2016-10-17 06:50:25 +00:00
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#!/usr/bin/env python
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2020-03-30 06:28:32 +00:00
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Import("env")
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Import("env_modules")
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2016-10-09 22:03:33 +00:00
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2016-10-13 16:54:00 +00:00
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env_jpg = env_modules.Clone()
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2016-10-09 22:03:33 +00:00
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# Thirdparty source files
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2020-12-17 15:01:36 +00:00
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thirdparty_obj = []
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2016-10-09 22:03:33 +00:00
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# Not unbundled for now as they are not commonly available as shared library
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thirdparty_dir = "#thirdparty/jpeg-compressor/"
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2016-10-13 16:54:00 +00:00
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thirdparty_sources = [
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2016-10-30 17:44:57 +00:00
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"jpgd.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).
2022-06-16 22:55:19 +00:00
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"jpge.cpp",
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2016-10-09 22:03:33 +00:00
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]
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2016-10-13 16:54:00 +00:00
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thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
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2016-10-09 22:03:33 +00:00
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2019-04-30 11:12:02 +00:00
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env_jpg.Prepend(CPPPATH=[thirdparty_dir])
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2016-10-09 22:03:33 +00:00
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2018-09-28 11:29:52 +00:00
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env_thirdparty = env_jpg.Clone()
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env_thirdparty.disable_warnings()
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2020-12-17 15:01:36 +00:00
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env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
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env.modules_sources += thirdparty_obj
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# Godot source files
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module_obj = []
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env_jpg.add_source_files(module_obj, "*.cpp")
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env.modules_sources += module_obj
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2018-09-28 11:29:52 +00:00
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2020-12-17 15:01:36 +00:00
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# Needed to force rebuilding the module files when the thirdparty library is updated.
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env.Depends(module_obj, thirdparty_obj)
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