godot/modules/jpg/image_loader_jpegd.cpp

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/**************************************************************************/
/* image_loader_jpegd.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. */
/* 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. */
/**************************************************************************/
#include "image_loader_jpegd.h"
#include "core/os/os.h"
#include "core/string/print_string.h"
#include <jpgd.h>
#include <jpge.h>
#include <string.h>
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);
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();
const int comps = decoder.get_num_components();
if (comps != 1 && comps != 3) {
return ERR_FILE_CORRUPT;
}
if (decoder.begin_decoding() != jpgd::JPGD_SUCCESS) {
return ERR_FILE_CORRUPT;
}
const int dst_bpl = image_width * comps;
Vector<uint8_t> data;
data.resize(dst_bpl * image_height);
uint8_t *dw = data.ptrw();
jpgd::uint8 *pImage_data = (jpgd::uint8 *)dw;
for (int y = 0; y < image_height; y++) {
const jpgd::uint8 *pScan_line;
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jpgd::uint scan_line_len;
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;
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;
}
}
}
//all good
Image::Format fmt;
if (comps == 1) {
fmt = Image::FORMAT_L8;
} else {
fmt = Image::FORMAT_RGB8;
}
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p_image->set_data(image_width, image_height, false, fmt, data);
return OK;
}
Error ImageLoaderJPG::load_image(Ref<Image> p_image, Ref<FileAccess> f, BitField<ImageFormatLoader::LoaderFlags> p_flags, float p_scale) {
Vector<uint8_t> src_image;
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uint64_t src_image_len = f->get_length();
ERR_FAIL_COND_V(src_image_len == 0, ERR_FILE_CORRUPT);
src_image.resize(src_image_len);
uint8_t *w = src_image.ptrw();
f->get_buffer(&w[0], src_image_len);
Error err = jpeg_load_image_from_buffer(p_image.ptr(), w, src_image_len);
return err;
}
void ImageLoaderJPG::get_recognized_extensions(List<String> *p_extensions) const {
p_extensions->push_back("jpg");
p_extensions->push_back("jpeg");
}
static Ref<Image> _jpegd_mem_loader_func(const uint8_t *p_png, int p_size) {
Ref<Image> img;
img.instantiate();
Error err = jpeg_load_image_from_buffer(img.ptr(), p_png, p_size);
ERR_FAIL_COND_V(err, Ref<Image>());
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).
2022-06-17 06:55:19 +08:00
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;
}
};
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);
Ref<Image> image = p_img->duplicate();
if (image->is_compressed()) {
Error error = image->decompress();
ERR_FAIL_COND_V_MSG(error != OK, error, "Couldn't decompress image.");
}
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 06:55:19 +08:00
if (image->get_format() != Image::FORMAT_RGB8) {
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).
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}
jpge::params p;
p.m_quality = CLAMP(p_quality * 100, 1, 100);
jpge::jpeg_encoder enc;
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).
2022-06-17 06:55:19 +08:00
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);
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).
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return output;
}
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);
}
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).
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Image::save_jpg_func = _jpgd_save_func;
Image::save_jpg_buffer_func = _jpgd_buffer_save_func;
}