/usr/src/castle-game-engine-4.1.1/images/castlevideos.pas is in castle-game-engine-src 4.1.1-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2008-2013 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
unit CastleVideos;
interface
uses SysUtils, CastleImages, FGL;
type
EInvalidFadeFrames = class(Exception);
{ Video.
It can load movie from a sequence of image files.
With the help of ffmpeg, it can also load any normal movie file format,
like avi (compressed by anything ffmpeg can handle), OggTheora and
many others. ffmpeg really handles probably everything you will
ever want.
Video is stored simply as a sequence of loaded images in memory.
This is not good for a real movies, so don't even try to open
any real, 2 hour, full dvd resolution movie --- loading will
take hours and you will clog your memory. This class is @italic(not)
supposed to be used in a real movie player.
However, this simple storage is perfect to load a short movie
for some effect in a game, for example a simple movie with flames
or smoke to be shown as texture in your 3D game.
Memory and loading time is acceptable then,
and you want to prepare all your textures before the game starts anyway
(for a 3D game, there's no time to decode some movie format while
playing...).
See example program
@code(castle_game_engine/examples/images_videos/simple_video_editor.lpr)
in our engine for example of a simple movie player/editor implemented on top
of this class.
Note that some properties and methods of this class may look familiar
to properties of TCastlePrecalculatedAnimation. And indeed they are familiar
and work in an analogous way. Since both of these classes implement
some sort of animation loading and playing, it's most sensible that
some ideas find use in both of them. For example the idea of
LoadFromFile / checking Loaded / Close. For example the idea that
the programmer interface is mainly through ImageFromTime
(like TCastlePrecalculatedAnimation.Scene). For example the way
TimeLoop and TimeBackwards properties work. }
TVideo = class
private
FItems: array of TCastleImage;
function GetItems(Index: Integer): TCastleImage;
private
FLoaded: boolean;
FTimeLoop: boolean;
FTimeBackwards: boolean;
FFramesPerSecond: Single;
public
constructor Create;
destructor Destroy; override;
{ Loaded video properties.
Use these only when @link(Loaded) is @true.
Time is supposed to be in seconds. (Actually, we don't care;
but when the movie file says to play "25 frames per second", then
we will make 25 frames per this Time unit. So you probably
want to count the Time in seconds too.)
@link(Count) is always >= 1 when the video is loaded.
That is, we don't allow videos with zero frames (I don't
know if any movie format allows this.)
@groupBegin }
function Count: Integer;
property Items [Index: Integer]: TCastleImage read GetItems;
function Width: Cardinal;
function Height: Cardinal;
function IndexFromTime(const Time: Single): Integer;
function ImageFromTime(const Time: Single): TCastleImage;
{ @groupEnd }
{ Duration of the video. In seconds (or, more precisely, in the
same time units as for ImageFromTime and other methods).
Note that this doesn't count the "backwards" running time,
so it ignores TimeBackwards and TimeLoop values.
Use this only when @link(Loaded). }
function TimeDuration: Single;
{ Number of frames per second for this video.
For formats with varying frame-rate (although we do not support
any such format right now), this will be just average frame-rate.
The idea is that this property is just to show the user, so (s)he
can judge the quality of the video. }
property FramesPerSecond: Single read FFramesPerSecond;
{ Loads video from file or URL.
URL is downloaded using CastleDownload unit.
As always, if you all you care about is loading normal files, then just pass
a normal filename (absolute or relative to the current directory)
as the URL parameter.
Supported video formats:
@unorderedList(
@item(We recognize video URLs by extension, and then try
to load them through ffmpeg. So ffmpeg must be available
on $PATH for this. See view3dscene docs for some links.
Internally, for now we just use ffmpeg to decompose the video to
single images, and then proceed to load this image sequence.
So this takes some time and drains memory for longer movies,
and it's not supposed to be really used to load longer movies.
Of course, this may get improved (and some simple video formats
may be handled without ffmpeg dependency) in the future,
if the need arises. For now, it's enough for me --- all I want
is to load some simple texture movies (like smoke or fire
or dense fog animations) to use as billboards in games.
For such short movies, loading time and memory use are acceptable.)
@item(We can also load a sequence of images with a URL
like image@@counter(1).png.
We use FormatNameCounter to recognize URLs with
@code(@@counter(*)) macro. If it contains @code(@@counter(*)) macro,
then we try to load image sequence starting from counter 1.
If not, we just load a single image (and treat it as a movie with only
one frame).
Note that this allows you to have alpha channel for the video.
Since we just load the sequence of images, they can have
alpha channel just like any still image (e.g. PNG) can have it.
So your animated texture of fire / smoke
etc. will be rendered will all the features of alpha channel
(blending or alha testing, depending on alpha channel type).
I don't know if any video file format supports any kind of
alpha channel, so using image sequence may be actually your
only choice for videos with alpha channel.)
) }
procedure LoadFromFile(const URL: string);
{ Save video to file (or image sequence).
Handled formats: just like LoadFromFile. Also, just like LoadFromFile,
we need ffmpeg on $PATH to save to any single-file movie format. }
procedure SaveToFile(const URL: string);
{ This releases all resources allocared by Load (or LoadFromFile).
@link(Loaded) property changes to @false after calling this.
It's safe to call this even if @link(Loaded) is already @false --- then
this will do nothing. }
procedure Close;
property Loaded: boolean read FLoaded;
{ @abstract(Should the video be played in a loop?)
If yes, then IndexFromTime and ImageFromTime will return information
that causes the video to be played in an infinite loop.
This cooperates with TimeBackwards:
If TimeBackwards is also @true, then each loop step will play
video once forward, and once backward --- infinitely.
It's Ok to change the value of this property at any time
(even when video is not yet loaded), since this doesn't really
cause any internal recalculation. It only affects what
*FromTime methods return. }
property TimeLoop: boolean read FTimeLoop write FTimeLoop default false;
{ @abstract(Should the video be played backwards after playing forward?)
This cooperates with TimeLoop. If this is @true and TimeLoop = @false,
video will be played once forward, once backward, and then stop.
If this is @true and TimeLoop = also @true, then the video
will be played forward, then backward, infinitely.
It's Ok to change the value of this property at any time
(even when video is not yet loaded), since this doesn't really
cause any internal recalculation. It only affects what
*FromTime methods return. }
property TimeBackwards: boolean
read FTimeBackwards write FTimeBackwards default false;
{ Mix the video with itself played backwards,
to force the video to play seamless in a loop.
This edits the loaded video, such that every frame becomes a mix
between itself and the corresponding frame from the second half
of the video. This forces any
movie to become seamless when played in a loop.
After this, the movie frames count is halved and TimeBackwards
is set to @true. This is to conserve memory (and running time of
this function), since there's no point in keeping both halves of the
movie anymore --- they are identical (except reversed in time)
after such operation.
@italic(Unfortunately, this doesn't look perfect, human eye can easily
notice the extreme time points (in the middle and at the end),
when objects in the video reverse their directions etc.
So the video is seamless, and it's a better trick than just setting
TimeBackwards := true, but it still doesn't really look good.)
If ProgressTitle <> '' this will call Progress.Init/Step/Fini
from CastleProgress to indicate progress of operation. }
procedure MixWithSelfBackwards(const ProgressTitle: string);
{ Edit the video beginning to fade with the video ending,
thus forcing the video to play seamless in a loop.
The idea is to take out last FadeFrames from the video
(FadeFrames must be >= 0 and <= Count div 2). And then mix
the beginning of the video, such that the beginning FadeFrames
frames gradually fade from the original end of video to original
begin of the video.
Video must be loaded when using this.
If ProgressTitle <> '' this will call Progress.Init/Step/Fini
from CastleProgress to indicate progress of operation.
@raises(EInvalidFadeFrames When FadeFrames is wrong.) }
procedure FadeWithSelf(FadeFrames: Cardinal;
const ProgressTitle: string);
{ Similar to IndexFromTime, this is a class method that calculates
frame index using the same algorithm. (Actually, IndexFromTime
just calls this, but this is implementation detail...).
The idea is that you can reuse the same algorithm in cases when
you somehow have the video data but do not have an instance
of TVideo class.
In particular, this public for TGLVideo.IndexFromTime,
TGLVideo.GLTextureFromTime methods. }
class function FrameIndexFromTime(const Time: Single;
const ACount: Integer;
const AFramesPerSecond: Single;
const ATimeLoop, ATimeBackwards: boolean): Integer;
{ Alpha channel type of loaded video.
See TCastleImage.AlphaChannel for precise meaning of this.
Currently based on the first video image, so it's fast although
in some cases possibly inaccurate. }
function AlphaChannel(
const AlphaTolerance: Byte = DefaultAlphaTolerance;
const WrongPixelsTolerance: Single = DefaultAlphaWrongPixelsTolerance): TAlphaChannel;
end;
{ A cache of loaded videos.
The idea is that instead of creating TVideo instance and calling
TVideo.LoadFromFile, you instead call
@code(Video := Cache.Video_IncReference(...)).
Later, instead of freeing this video, call
@code(Video_DecReference(Video)). From your point of view, things
will work the same. But if you expect to load many videos from the
same URL, then you will get a great speed and memory saving,
because video will only be actually loaded once. This may happen
e.g. if you have a VRML / X3D file with lots of MovieTexture nodes
with the same urls.
Notes:
@unorderedList(
@item(All passed here URLs must be absolute.)
@item(Note that in case of problems with loading,
Video_IncReference may raise an exception, just like normal
TVideo.LoadFromFile. In this case it's guaranteed that no reference will
be incremented, of course. If Video_IncReference returns
in a normal way, then it will return something non-@nil for sure.)
@item(Video_DecReference alwas sets Video to @nil, like FreeAndNil.)
@item(All videos handled here are always loaded.
So Video_IncReference always returns TVideo with TVideo.Loaded = @true.
And you are forbidden from closing this video by TVideo.Close
yourself.)
)
Note that before destroying this object you must free all videos,
i.e. call Video_DecReference for all videos allocated by
Video_IncReference. @italic(This class is not a lousy way
of avoiding memory leaks) --- it would be a bad idea, because it would
cause sloppy programming, where memory is unnecessarily allocated for
a long time. In fact, this class asserts in destructor that no videos
are in cache anymore, so if you compiled with assertions enabled,
this class does the job of memory-leak detector. }
TVideosCache = class
private
type
TCachedVideo = class
References: Cardinal;
URL: string;
Video: TVideo;
AlphaChannel: TAlphaChannel;
end;
TCachedVideoList = specialize TFPGObjectList<TCachedVideo>;
var
CachedVideos: TCachedVideoList;
FOnEmpty: TProcedure;
protected
{ If cache is empty, calls OnEmpty. Note that OnEmpty may destroy current
instance, so call CheckEmpty only when you finished processing
--- Self may be invalid afterwards. }
procedure CheckEmpty;
public
constructor Create;
destructor Destroy; override;
function Video_IncReference(const URL: string; out AlphaChannel: TAlphaChannel): TVideo;
procedure Video_DecReference(var Video: TVideo);
function Empty: boolean; virtual;
{ Called when cache becomes empty. This is only for internal usage
by X3DNodes unit for now. }
property OnEmpty: TProcedure read FOnEmpty write FOnEmpty;
end;
{ Does given MIME type looks like a video file extension
that can be handled (encoded or decoded) by ffmpeg.
FfmpegOutput = @true means that you want to encode this video
(use this as output of ffmpeg). FfmpegOutput = @false means you
want to decode the video, that is use this as an input to ffmpeg. }
function FfmpegVideoMimeType(const MimeType: string;
const FfmpegOutput: boolean): boolean;
implementation
uses Classes, CastleClassUtils,
CastleUtils, Math, CastleStringUtils, CastleWarnings, CastleFilesUtils,
CastleProgress, CastleTextureImages, CastleLog, CastleDownload, CastleURIUtils;
{ TVideo --------------------------------------------------------------------- }
constructor TVideo.Create;
begin
inherited;
FLoaded := false;
{ This is just constant for now }
FFramesPerSecond := 25.0;
end;
destructor TVideo.Destroy;
begin
Close;
inherited;
end;
function TVideo.Count: Integer;
begin
Assert(Loaded);
Result := High(FItems) + 1;
end;
function TVideo.GetItems(Index: Integer): TCastleImage;
begin
Assert(Loaded);
Result := FItems[Index];
end;
class function TVideo.FrameIndexFromTime(const Time: Single;
const ACount: Integer;
const AFramesPerSecond: Single;
const ATimeLoop, ATimeBackwards: boolean): Integer;
var
DivResult: SmallInt;
ModResult: Word;
begin
Result := Floor(Time * AFramesPerSecond);
DivUnsignedMod(Result, ACount, DivResult, ModResult);
if ATimeLoop then
begin
if ATimeBackwards and Odd(DivResult) then
Result := ACount - 1 - ModResult else
Result := ModResult;
end else
begin
if ATimeBackwards then
begin
if (DivResult < 0) or (DivResult > 1) then
Result := 0 else
if DivResult = 1 then
Result := ACount - 1 - ModResult;
{ else DivResult = 0, so Result is already correct }
end else
begin
if DivResult < 0 then
Result := 0 else
if DivResult > 0 then
Result := ACount - 1;
end;
end;
end;
function TVideo.IndexFromTime(const Time: Single): Integer;
begin
Assert(Loaded);
Result := FrameIndexFromTime(Time, Count, FramesPerSecond,
TimeLoop, TimeBackwards);
end;
function TVideo.ImageFromTime(const Time: Single): TCastleImage;
begin
Result := FItems[IndexFromTime(Time)];
end;
function TVideo.TimeDuration: Single;
begin
{ Use Count, not High(FItems) (Count = High(FItems) + 1).
Reason: we want the last frame to be treated as well as the others. }
Result := Count / FramesPerSecond;
end;
procedure TVideo.Close;
var
I: Integer;
begin
for I := 0 to High(FItems) do
FreeAndNil(FItems[I]);
SetLength(FItems, 0);
FLoaded := false;
end;
procedure TVideo.LoadFromFile(const URL: string);
{ Load from an image sequence (possibly just a single image).
When RemoveLoadedTempImages, we will remove the loaded image files,
in this case the URL @italic(must) be a filename. }
procedure LoadFromImages(const URL: string;
RemoveLoadedTempImages: boolean);
var
Index, ReplacementsDone: Cardinal;
URLComplete: string;
NewItem: TCastleImage;
begin
FormatNameCounter(URL, 0, false, ReplacementsDone);
if ReplacementsDone > 0 then
begin
Index := 1;
URLComplete := FormatNameCounter(URL, Index, false);
while true do
begin
try
{ LoadImage will raise an exception
for invalid / not existing / not readable image file / url.
Don't increase FItems before NewItem is successfully loaded. }
NewItem := LoadImage(URLComplete, TextureImageClasses);
except
Break;
end;
SetLength(FItems, Length(FItems) + 1);
FItems[High(FItems)] := NewItem;
if RemoveLoadedTempImages then
CheckDeleteFile(URLComplete, true);
Inc(Index);
URLComplete := FormatNameCounter(URL, Index, false);
end;
if Length(FItems) = 0 then
raise Exception.CreateFmt('First video image "%s" not found, cannot load the video',
[URLComplete]);
end else
begin
NewItem := LoadImage(URL, TextureImageClasses);
SetLength(FItems, 1);
FItems[0] := NewItem;
{ when RemoveLoadedTempImages, we know URL is a filename and can be safely
passed to CheckDeleteFile }
if RemoveLoadedTempImages then
CheckDeleteFile(URL, true);
end;
end;
{ Load a single video file from an URL. }
procedure LoadFromFfmpeg(const URL: string);
var
MovieFileName: string;
MovieFileNameTemporary: boolean;
TemporaryImagesPrefix, FfmpegTemporaryImagesPattern, OurTemporaryImagesPattern: string;
FileRec: TSearchRec;
SearchError: Integer;
Executable: string;
S: TStream;
begin
Executable := PathFileSearch(
{$ifdef MSWINDOWS} 'ffmpeg.exe' {$endif}
{$ifdef UNIX} 'ffmpeg' {$endif});
if Executable = '' then
begin
raise Exception.Create('You must have "ffmpeg" program from ' +
'[http://ffmpeg.mplayerhq.hu/] installed and available on $PATH to be able to ' +
'load movie files');
end else
begin
{ initialize TemporaryImagesPrefix, TemporaryImagesPattern }
TemporaryImagesPrefix := GetTempFileName('', ApplicationName) + '_' +
{ Although GetTempFileName should add some randomization here,
there's no guarantee. And we really need randomization ---
we load ffmpeg output using image %d pattern, so we don't want to
accidentaly pick up other images in the temporary directory. }
IntToStr(Random(MaxInt)) + '_';
{ Check is it really Ok. }
SearchError := FindFirst(TemporaryImagesPrefix + '*', faReallyAnyFile,
FileRec);
try
if SearchError = 0 then
raise Exception.CreateFmt('Failed to generate unique temporary file prefix "%s": filename "%s" already exists',
[TemporaryImagesPrefix, FileRec.Name]);
finally FindClose(FileRec) end;
FfmpegTemporaryImagesPattern := TemporaryImagesPrefix + '%d.png';
OurTemporaryImagesPattern := TemporaryImagesPrefix + '@counter(1).png';
MovieFileName := URIToFilenameSafe(URL);
MovieFileNameTemporary := false;
{ If URL isn't a local file (maybe it's http, maybe data URI) then
download it ourselves to a temporary file.
We don't let ffmpeg to download video. Although ffmpeg can handle
http URLs, but then progress of download is not visible using
our progress (OTOH, it is streamed and converted during downloading).
Most important: ffmpeg can't handle data URI (we could not even
pass such long strings on the command-line). }
if MovieFileName = '' then
begin
MovieFileName := GetTempFileNameCheck;
MovieFileNameTemporary := true;
S := Download(URL);
try
StreamSaveToFile(S, MovieFileName);
finally FreeAndNil(S) end;
end;
try
{ ffmpeg call will output some things on stdout anyway.
So it's Ok that we also output something, stdout is required
by ffmpeg anyway... }
Writeln(Output, 'FFMpeg found, executing...');
Writeln(Output, Executable + ' -i "' + MovieFileName +
'" -y -sameq -f image2 "' + FfmpegTemporaryImagesPattern + '"');
ExecuteProcess(Executable,
[ '-i', MovieFileName, '-y', '-sameq', '-f', 'image2', FfmpegTemporaryImagesPattern ]);
finally
if MovieFileNameTemporary then
CheckDeleteFile(MovieFileName, true);
end;
LoadFromImages(OurTemporaryImagesPattern, true);
end;
end;
begin
Close;
if FfmpegVideoMimeType(URIMimeType(URL), true) then
LoadFromFfmpeg(URL) else
LoadFromImages(URL, false);
FLoaded := true;
end;
procedure TVideo.SaveToFile(const URL: string);
procedure SaveToImages(const URL: string);
var
Index, ReplacementsDone: Cardinal;
S: string;
begin
FormatNameCounter(URL, 0, true, ReplacementsDone);
if ReplacementsDone > 0 then
begin
{ Note that Index is 1-based, that's how FormatNameCounter
works for LoadFromFile and ffmpeg, so also here. }
for Index := 1 to Count do
begin
S := FormatNameCounter(URL, Index, true);
SaveImage(FItems[Index - 1], S);
end;
end else
begin
{ single image file --- suitable only if video has exactly one frame }
if Count <> 1 then
raise Exception.CreateFmt('Single image URL detected ("%s"), but saved video doesn''t have exactly one frame (it has %d frames). Cannot save',
[URL, Count]);
SaveImage(FItems[0], URL);
end;
end;
procedure RemoveTemporaryImages(const FileName: string);
var
Index, ReplacementsDone: Cardinal;
S: string;
begin
Write(Output, 'Removing temporary image files "', FileName, '" ...');
FormatNameCounter(FileName, 0, true, ReplacementsDone);
if ReplacementsDone > 0 then
begin
for Index := 1 to Count do
begin
S := FormatNameCounter(FileName, Index, true);
if not DeleteFile(S) then
OnWarning(wtMinor, 'Video', Format('Cannot delete temporary file "%s"', [S]));
end;
end else
begin
if not DeleteFile(FileName) then
OnWarning(wtMinor, 'Video', Format('Cannot delete temporary file "%s"', [FileName]));
end;
Writeln('done.');
end;
procedure SaveToFfmpeg(const FileName: string);
var
TemporaryImagesPrefix, TemporaryImagesPattern: string;
FileRec: TSearchRec;
SearchError: Integer;
Executable: string;
begin
Executable := PathFileSearch(
{$ifdef MSWINDOWS} 'ffmpeg.exe' {$endif}
{$ifdef UNIX} 'ffmpeg' {$endif});
if Executable = '' then
begin
raise Exception.Create('You must have "ffmpeg" program from ' +
'[http://ffmpeg.mplayerhq.hu/] installed and available on $PATH to be able to ' +
'save movie files');
end else
begin
{ initialize TemporaryImagesPrefix, TemporaryImagesPattern }
TemporaryImagesPrefix := GetTempFileName('', ApplicationName) + '_' +
{ Although GetTempFileName should add some randomization here,
there's no guarentee. And we really need randomization ---
we pass to ffmpeg input using image %d pattern, so we don't want to
accidentaly pick up other images in the temporary directory. }
IntToStr(Random(MaxInt)) + '_';
{ Check is it really Ok. }
SearchError := FindFirst(TemporaryImagesPrefix + '*', faReallyAnyFile,
FileRec);
try
if SearchError = 0 then
raise Exception.CreateFmt('Failed to generate unique temporary file prefix "%s": filename "%s" already exists',
[TemporaryImagesPrefix, FileRec.Name]);
finally FindClose(FileRec) end;
TemporaryImagesPattern := TemporaryImagesPrefix + '%d.png';
SaveToImages(TemporaryImagesPattern);
{ ffmpeg call will output some things on stdout anyway.
So it's Ok that we also output something, stdout is required
by ffmpeg anyway... }
Writeln(Output, 'FFMpeg found, executing...');
Writeln(Output, Executable + ' -f image2 -i "' + TemporaryImagesPattern +
'" -y -sameq "' + FileName + '"');
ExecuteProcess(Executable,
['-f', 'image2', '-i', TemporaryImagesPattern, '-y', '-sameq', FileName]);
RemoveTemporaryImages(TemporaryImagesPattern);
end;
end;
begin
Assert(Loaded);
if FfmpegVideoMimeType(URIMimeType(URL), false) then
SaveToFfmpeg(URL) else
SaveToImages(URIToFilenameSafe(URL));
end;
function TVideo.Width: Cardinal;
begin
Assert(Loaded);
Result := Items[0].Width;
end;
function TVideo.Height: Cardinal;
begin
Assert(Loaded);
Result := Items[0].Height;
end;
procedure TVideo.MixWithSelfBackwards(const ProgressTitle: string);
var
I, NewCount: Integer;
begin
Assert(Loaded);
if ProgressTitle <> '' then
Progress.Init((Count div 2) * 2, ProgressTitle);
try
for I := 0 to Count div 2 do
begin
Items[I].LerpWith(0.5, Items[Count - 1 - I]);
if ProgressTitle <> '' then Progress.Step;
end;
{ shrink count to half }
NewCount := (Count div 2) + (Count mod 2);
for I := NewCount to Count - 1 do
begin
FreeAndNil(FItems[I]);
if ProgressTitle <> '' then Progress.Step;
end;
SetLength(FItems, NewCount);
TimeBackwards := true;
finally
if ProgressTitle <> '' then Progress.Fini;
end;
end;
procedure TVideo.FadeWithSelf(FadeFrames: Cardinal;
const ProgressTitle: string);
var
I, NewCount: Integer;
begin
Assert(Loaded);
if FadeFrames > Cardinal(Count) div 2 then
raise EInvalidFadeFrames.CreateFmt('FadeFrames for FadeWithSelf too large: are %d, but frames count div 2 = %s',
[FadeFrames, Count div 2]);
if ProgressTitle <> '' then
Progress.Init(FadeFrames * 2, ProgressTitle);
try
for I := 0 to FadeFrames - 1 do
begin
Items[I].LerpWith(1 - I / FadeFrames, Items[Count - FadeFrames + I]);
if ProgressTitle <> '' then Progress.Step;
end;
NewCount := Count - FadeFrames;
for I := NewCount to Count - 1 do
begin
FreeAndNil(FItems[I]);
if ProgressTitle <> '' then Progress.Step;
end;
SetLength(FItems, NewCount);
finally
if ProgressTitle <> '' then Progress.Fini;
end;
end;
function TVideo.AlphaChannel(
const AlphaTolerance: Byte;
const WrongPixelsTolerance: Single): TAlphaChannel;
begin
Assert(Loaded);
Result := Items[0].AlphaChannel(AlphaTolerance, WrongPixelsTolerance);
end;
{ TVideosCache --------------------------------------------------------------- }
{ $define DEBUG_CACHE}
constructor TVideosCache.Create;
begin
inherited;
CachedVideos := TCachedVideoList.Create;
end;
destructor TVideosCache.Destroy;
begin
if CachedVideos <> nil then
begin
Assert(CachedVideos.Count = 0, ' Some references to videos still exist ' +
'when freeing TVideosCache');
FreeAndNil(CachedVideos);
end;
inherited;
end;
function TVideosCache.Video_IncReference(const URL: string;
out AlphaChannel: TAlphaChannel): TVideo;
var
I: Integer;
C: TCachedVideo;
begin
for I := 0 to CachedVideos.Count - 1 do
begin
C := CachedVideos[I];
if C.URL = URL then
begin
Inc(C.References);
AlphaChannel := C.AlphaChannel;
{$ifdef DEBUG_CACHE}
Writeln('++ : video ', URL, ' : ', C.References);
{$endif}
Exit(C.Video);
end;
end;
{ Initialize Result first, before calling CachedVideos.Add.
That's because in case TVideo.LoadFromFile raises exception,
we don't want to add video to cache (because caller would have
no way to call Video_DecReference later). }
Result := TVideo.Create;
try
Result.LoadFromFile(URL);
except
FreeAndNil(Result);
raise;
end;
C := TCachedVideo.Create;
CachedVideos.Add(C);
C.References := 1;
C.URL := URL;
C.Video := Result;
C.AlphaChannel := Result.AlphaChannel;
AlphaChannel := C.AlphaChannel;
{$ifdef DEBUG_CACHE}
Writeln('++ : video ', URL, ' : ', 1);
{$endif}
if Log and (AlphaChannel <> acNone) then
WritelnLog('Alpha Detection', 'Video ' + URL +
' detected as simple yes/no alpha channel: ' + BoolToStr[AlphaChannel = acSimpleYesNo]);
end;
procedure TVideosCache.Video_DecReference(var Video: TVideo);
var
I: Integer;
C: TCachedVideo;
begin
for I := 0 to CachedVideos.Count - 1 do
begin
C := CachedVideos[I];
if C.Video = Video then
begin
{$ifdef DEBUG_CACHE}
Writeln('-- : video ', C.URL, ' : ', C.References - 1);
{$endif}
Video := nil;
if C.References = 1 then
begin
FreeAndNil(C.Video);
CachedVideos.Delete(I);
CheckEmpty;
end else
Dec(C.References);
Exit;
end;
end;
raise EInternalError.CreateFmt(
'TVideosCache.Video_DecReference: no reference found for video %s',
[PointerToStr(Video)]);
end;
function TVideosCache.Empty: boolean;
begin
Result := (CachedVideos.Count = 0);
end;
procedure TVideosCache.CheckEmpty;
begin
{ Check Assigned(OnEmpty) first, as it's usually not assigned. }
if Assigned(OnEmpty) and Empty then
OnEmpty();
end;
{ non-object routines -------------------------------------------------------- }
function FfmpegVideoMimeType(const MimeType: string;
const FfmpegOutput: boolean): boolean;
begin
{ For now we ignore FfmpegOutput, all formats below are good
for both input and output. (Actually, MIME (always from file extension now)
specifies only "container" data type, not actual encoding,
so there's no guarentee, but potentially it's all possible.)
See "ffmpeg -formats". }
Result :=
(MimeType = 'video/x-msvideo') or
(MimeType = 'video/mpeg') or
(MimeType = 'video/ogg') or
(MimeType = 'video/quicktime') or
(MimeType = 'video/x-flv') or
(MimeType = 'application/x-shockwave-flash') or
(MimeType = 'video/mp4');
end;
end.
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