2016-06-18 12:46:12 +00:00
|
|
|
/*************************************************************************/
|
|
|
|
/* image_loader_jpegd.cpp */
|
|
|
|
/*************************************************************************/
|
|
|
|
/* This file is part of: */
|
|
|
|
/* GODOT ENGINE */
|
2017-08-27 12:16:55 +00:00
|
|
|
/* https://godotengine.org */
|
2016-06-18 12:46:12 +00:00
|
|
|
/*************************************************************************/
|
2022-01-03 20:27:34 +00:00
|
|
|
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
|
|
|
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
2016-06-18 12:46:12 +00:00
|
|
|
/* */
|
|
|
|
/* 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. */
|
|
|
|
/*************************************************************************/
|
2018-01-04 23:50:27 +00:00
|
|
|
|
2016-01-03 20:14:28 +00:00
|
|
|
#include "image_loader_jpegd.h"
|
|
|
|
|
2018-09-11 16:13:45 +00:00
|
|
|
#include "core/os/os.h"
|
2020-11-07 22:33:38 +00:00
|
|
|
#include "core/string/print_string.h"
|
2016-10-09 22:03:33 +00:00
|
|
|
|
2022-10-05 12:29:22 +00:00
|
|
|
#include <jpgd.h>
|
|
|
|
#include <jpge.h>
|
2016-01-03 20:14:28 +00:00
|
|
|
#include <string.h>
|
|
|
|
|
2016-03-12 13:44:12 +00:00
|
|
|
Error jpeg_load_image_from_buffer(Image *p_image, const uint8_t *p_buffer, int p_buffer_len) {
|
|
|
|
jpgd::jpeg_decoder_mem_stream mem_stream(p_buffer, p_buffer_len);
|
2016-01-03 20:14:28 +00:00
|
|
|
|
|
|
|
jpgd::jpeg_decoder decoder(&mem_stream);
|
|
|
|
|
|
|
|
if (decoder.get_error_code() != jpgd::JPGD_SUCCESS) {
|
|
|
|
return ERR_CANT_OPEN;
|
|
|
|
}
|
|
|
|
|
|
|
|
const int image_width = decoder.get_width();
|
|
|
|
const int image_height = decoder.get_height();
|
2018-10-03 22:12:00 +00:00
|
|
|
const int comps = decoder.get_num_components();
|
2020-05-14 14:41:43 +00:00
|
|
|
if (comps != 1 && comps != 3) {
|
2018-10-03 22:12:00 +00:00
|
|
|
return ERR_FILE_CORRUPT;
|
2020-05-14 14:41:43 +00:00
|
|
|
}
|
2016-01-03 20:14:28 +00:00
|
|
|
|
2020-05-14 14:41:43 +00:00
|
|
|
if (decoder.begin_decoding() != jpgd::JPGD_SUCCESS) {
|
2016-01-03 20:14:28 +00:00
|
|
|
return ERR_FILE_CORRUPT;
|
2020-05-14 14:41:43 +00:00
|
|
|
}
|
2016-01-03 20:14:28 +00:00
|
|
|
|
|
|
|
const int dst_bpl = image_width * comps;
|
|
|
|
|
2020-02-17 21:06:54 +00:00
|
|
|
Vector<uint8_t> data;
|
2016-01-03 20:14:28 +00:00
|
|
|
|
|
|
|
data.resize(dst_bpl * image_height);
|
|
|
|
|
2020-02-17 21:06:54 +00:00
|
|
|
uint8_t *dw = data.ptrw();
|
2016-01-03 20:14:28 +00:00
|
|
|
|
2020-02-17 21:06:54 +00:00
|
|
|
jpgd::uint8 *pImage_data = (jpgd::uint8 *)dw;
|
2016-01-03 20:14:28 +00:00
|
|
|
|
|
|
|
for (int y = 0; y < image_height; y++) {
|
|
|
|
const jpgd::uint8 *pScan_line;
|
2016-01-05 12:15:02 +00:00
|
|
|
jpgd::uint scan_line_len;
|
2016-01-03 20:14:28 +00:00
|
|
|
if (decoder.decode((const void **)&pScan_line, &scan_line_len) != jpgd::JPGD_SUCCESS) {
|
|
|
|
return ERR_FILE_CORRUPT;
|
|
|
|
}
|
|
|
|
|
|
|
|
jpgd::uint8 *pDst = pImage_data + y * dst_bpl;
|
2018-10-03 22:12:00 +00:00
|
|
|
|
|
|
|
if (comps == 1) {
|
|
|
|
memcpy(pDst, pScan_line, dst_bpl);
|
|
|
|
} else {
|
|
|
|
// For images with more than 1 channel pScan_line will always point to a buffer
|
|
|
|
// containing 32-bit RGBA pixels. Alpha is always 255 and we ignore it.
|
|
|
|
for (int x = 0; x < image_width; x++) {
|
|
|
|
pDst[0] = pScan_line[x * 4 + 0];
|
|
|
|
pDst[1] = pScan_line[x * 4 + 1];
|
|
|
|
pDst[2] = pScan_line[x * 4 + 2];
|
|
|
|
pDst += 3;
|
|
|
|
}
|
|
|
|
}
|
2016-01-03 20:14:28 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//all good
|
|
|
|
|
|
|
|
Image::Format fmt;
|
2020-05-14 14:41:43 +00:00
|
|
|
if (comps == 1) {
|
2016-10-03 19:33:42 +00:00
|
|
|
fmt = Image::FORMAT_L8;
|
2020-05-14 14:41:43 +00:00
|
|
|
} else {
|
2018-10-03 22:12:00 +00:00
|
|
|
fmt = Image::FORMAT_RGB8;
|
2020-05-14 14:41:43 +00:00
|
|
|
}
|
2016-01-03 20:14:28 +00:00
|
|
|
|
2020-05-14 09:00:19 +00:00
|
|
|
p_image->create(image_width, image_height, false, fmt, data);
|
2016-01-03 20:14:28 +00:00
|
|
|
|
|
|
|
return OK;
|
|
|
|
}
|
|
|
|
|
2022-07-08 13:01:02 +00:00
|
|
|
Error ImageLoaderJPG::load_image(Ref<Image> p_image, Ref<FileAccess> f, BitField<ImageFormatLoader::LoaderFlags> p_flags, float p_scale) {
|
2020-02-17 21:06:54 +00:00
|
|
|
Vector<uint8_t> src_image;
|
2021-05-25 06:58:49 +00:00
|
|
|
uint64_t src_image_len = f->get_length();
|
2016-03-12 13:44:12 +00:00
|
|
|
ERR_FAIL_COND_V(src_image_len == 0, ERR_FILE_CORRUPT);
|
|
|
|
src_image.resize(src_image_len);
|
|
|
|
|
2020-02-17 21:06:54 +00:00
|
|
|
uint8_t *w = src_image.ptrw();
|
2016-03-12 13:44:12 +00:00
|
|
|
|
|
|
|
f->get_buffer(&w[0], src_image_len);
|
|
|
|
|
2020-02-17 21:06:54 +00:00
|
|
|
Error err = jpeg_load_image_from_buffer(p_image.ptr(), w, src_image_len);
|
2016-03-12 13:44:12 +00:00
|
|
|
|
|
|
|
return err;
|
|
|
|
}
|
|
|
|
|
2016-01-03 20:14:28 +00:00
|
|
|
void ImageLoaderJPG::get_recognized_extensions(List<String> *p_extensions) const {
|
|
|
|
p_extensions->push_back("jpg");
|
|
|
|
p_extensions->push_back("jpeg");
|
|
|
|
}
|
|
|
|
|
2017-05-17 10:36:47 +00:00
|
|
|
static Ref<Image> _jpegd_mem_loader_func(const uint8_t *p_png, int p_size) {
|
|
|
|
Ref<Image> img;
|
2021-06-17 22:03:09 +00:00
|
|
|
img.instantiate();
|
2017-05-17 10:36:47 +00:00
|
|
|
Error err = jpeg_load_image_from_buffer(img.ptr(), p_png, p_size);
|
2018-07-14 17:42:37 +00:00
|
|
|
ERR_FAIL_COND_V(err, Ref<Image>());
|
2016-03-12 13:44:12 +00:00
|
|
|
return img;
|
|
|
|
}
|
|
|
|
|
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
|
|
|
class ImageLoaderJPGOSFile : public jpge::output_stream {
|
|
|
|
public:
|
|
|
|
Ref<FileAccess> f;
|
|
|
|
|
|
|
|
virtual bool put_buf(const void *Pbuf, int len) {
|
|
|
|
f->store_buffer((const uint8_t *)Pbuf, len);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
class ImageLoaderJPGOSBuffer : public jpge::output_stream {
|
|
|
|
public:
|
|
|
|
Vector<uint8_t> *buffer = nullptr;
|
|
|
|
virtual bool put_buf(const void *Pbuf, int len) {
|
|
|
|
uint32_t base = buffer->size();
|
|
|
|
buffer->resize(base + len);
|
|
|
|
memcpy(buffer->ptrw() + base, Pbuf, len);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
2022-10-05 12:29:22 +00:00
|
|
|
static Error _jpgd_save_to_output_stream(jpge::output_stream *p_output_stream, const Ref<Image> &p_img, float p_quality) {
|
|
|
|
ERR_FAIL_COND_V(p_img.is_null() || p_img->is_empty(), ERR_INVALID_PARAMETER);
|
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
|
|
|
Ref<Image> image = p_img;
|
|
|
|
if (image->get_format() != Image::FORMAT_RGB8) {
|
2022-10-05 12:29:22 +00:00
|
|
|
image->convert(Image::FORMAT_RGB8);
|
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
|
|
|
}
|
|
|
|
|
|
|
|
jpge::params p;
|
|
|
|
p.m_quality = CLAMP(p_quality * 100, 1, 100);
|
|
|
|
|
|
|
|
jpge::jpeg_encoder enc;
|
2022-10-05 12:29:22 +00:00
|
|
|
enc.init(p_output_stream, image->get_width(), image->get_height(), 3, p);
|
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
|
|
|
|
|
|
|
const uint8_t *src_data = image->get_data().ptr();
|
|
|
|
for (int i = 0; i < image->get_height(); i++) {
|
|
|
|
enc.process_scanline(&src_data[i * image->get_width() * 3]);
|
|
|
|
}
|
|
|
|
|
|
|
|
enc.process_scanline(nullptr);
|
|
|
|
|
2022-10-05 12:29:22 +00:00
|
|
|
return OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
static Vector<uint8_t> _jpgd_buffer_save_func(const Ref<Image> &p_img, float p_quality) {
|
|
|
|
Vector<uint8_t> output;
|
|
|
|
ImageLoaderJPGOSBuffer ob;
|
|
|
|
ob.buffer = &output;
|
|
|
|
if (_jpgd_save_to_output_stream(&ob, p_img, p_quality) != OK) {
|
|
|
|
return Vector<uint8_t>();
|
|
|
|
}
|
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
|
|
|
return output;
|
|
|
|
}
|
|
|
|
|
2022-10-05 12:29:22 +00:00
|
|
|
static Error _jpgd_save_func(const String &p_path, const Ref<Image> &p_img, float p_quality) {
|
|
|
|
Error err;
|
|
|
|
Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::WRITE, &err);
|
|
|
|
ERR_FAIL_COND_V_MSG(err, err, vformat("Can't save JPG at path: '%s'.", p_path));
|
|
|
|
ImageLoaderJPGOSFile ob;
|
|
|
|
ob.f = file;
|
|
|
|
return _jpgd_save_to_output_stream(&ob, p_img, p_quality);
|
|
|
|
}
|
|
|
|
|
2016-03-12 13:44:12 +00:00
|
|
|
ImageLoaderJPG::ImageLoaderJPG() {
|
|
|
|
Image::_jpg_mem_loader_func = _jpegd_mem_loader_func;
|
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
|
|
|
Image::save_jpg_func = _jpgd_save_func;
|
|
|
|
Image::save_jpg_buffer_func = _jpgd_buffer_save_func;
|
2016-01-03 20:14:28 +00:00
|
|
|
}
|