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1 #+title: Capture Live Video Feeds from JMonkeyEngine
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2 #+author: Robert McIntyre
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3 #+email: rlm@mit.edu
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4 #+description: Capture video from a JMonkeyEngine3 Application with Xuggle, and use gstreamer to compress the video to upload to YouTube.
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5 #+keywords: JME3, video, Xuggle, JMonkeyEngine, youtube, capture video, Java
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6 #+SETUPFILE: ../../aurellem/org/setup.org
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7 #+INCLUDE: ../../aurellem/org/level-0.org
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8
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9
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10 * The Problem
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11 So you've made your cool new JMonkeyEngine3 game and you want to
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12 create a demo video to show off your hard work. Screen capturing is
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13 the most straightforward way to do this, but it can slow down your
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14 game and produce low-quality video as a result. A better way is to
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15 record a video feed directly from the game while it is running.
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16
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17 In this post, I'll explain how you can alter your JMonkeyEngine3 game
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18 to output video while it is running. The main trick is to alter the
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19 pace of JMonkeyEngine3's in-game time: we allow the engine as much
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20 time as it needs to compute complicated in-game events and to encode
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21 video frames. As a result, the game appears to speed up and slow down
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22 as the computational demands shift, but the end result is perfectly
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23 smooth video output at a constant framerate.
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24
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25
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26 * Video recording requires a steady framerate
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27 ** The built-in =Timer= rushes to keep up.
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28 #* Game-time vs. User-time vs. Video-time
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29
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30 Standard JME3 applications use a =Timer= object to manage time in the
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31 simulated world. Because most JME3 applications (e.g. games) are
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32 supposed to happen \ldquo{}live\rdquo{}, the built-in =Timer= requires
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33 simulated time to match real time. This means that the application
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34 must rush to finish all of its calculations on schedule: the more
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35 complicated the calculations, the more the application is obligated to
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36 rush. And if the workload becomes too much to handle on schedule,
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37 =Timer= forces the application to cut corners: it demands fast,
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38 approximate answers instead of careful, accurate ones. Although this
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39 policy sometimes causes physically impossible glitches and choppy
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40 framerates, it ensures that the user will never be kept waiting while
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41 the computer stops to make a complicated calculation.
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42
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43 Now, the built-in =Timer= values speed over accuracy because real-time
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44 applications require it. On the other hand, if your goal is to record
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45 a glitch-free video, you need a =Timer= that will take its time to
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46 ensure that all calculations are accurate, even if they take a long
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47 time. In the next section, we will create a new kind of
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48 =Timer=\mdash{}called =IsoTimer=\mdash{}which slows down to let the
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49 computer finish all its calculations. The result is a perfectly steady
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50 framerate and a flawless physical simulation.
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51
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52 # are supposed to happen \ldquo live \rdquo, this =Timer= requires the
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53 # application to update in real-time. In order to keep up with the
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54 # real world, JME applications cannot afford to take too much time on
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55 # expensive computations. Whenever the workload becomes too much for
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56 # the computer to handle on schedule, =Timer= forces the computer to
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57 # cut corners, giving fast, approximate answers instead of careful,
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58 # accurate ones. Although physical accuracy sometimes suffers as a
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59 # result, this policy ensures that the user will never be kept waiting
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60 # while the computer stops to make a complicated calculation.
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61
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62 #fast answers are more important than accurate ones.
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63
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64 # A standard JME3 application that extends =SimpleApplication= or
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65 # =Application= tries as hard as it can to keep in sync with
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66 # /user-time/. If a ball is rolling at 1 game-mile per game-hour in
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67 # the game, and you wait for one user-hour as measured by the clock on
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68 # your wall, then the ball should have traveled exactly one
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69 # game-mile. In order to keep sync with the real world, the game
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70 # throttles its physics engine and graphics display. If the
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71 # computations involved in running the game are too intense, then the
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72 # game will first skip frames, then sacrifice physics accuracy. If
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73 # there are particuraly demanding computations, then you may only get
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74 # 1 fps, and the ball may tunnel through the floor or obstacles due to
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75 # inaccurate physics simulation, but after the end of one user-hour,
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76 # that ball will have traveled one game-mile.
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77
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78 # When we're recording video, we don't care if the game-time syncs
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79 # with user-time, but instead whether the time in the recorded video
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80 # (video-time) syncs with user-time. To continue the analogy, if we
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81 # recorded the ball rolling at 1 game-mile per game-hour and watched
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82 # the video later, we would want to see 30 fps video of the ball
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83 # rolling at 1 video-mile per /user-hour/. It doesn't matter how much
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84 # user-time it took to simulate that hour of game-time to make the
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85 # high-quality recording.
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86 ** COMMENT Two examples to clarify the point:
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87 *** Recording from a Simple Simulation
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88
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89 **** Without a Special Timer
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90 You have a simulation of a ball rolling on an infinite empty plane at
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91 one game-mile per game-hour, and a really good computer. Normally,
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92 JME3 will throttle the physics engine and graphics display to sync the
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93 game-time with user-time. If it takes one-thousandth of a second
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94 user-time to simulate one-sixtieth of a second game time and another
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95 one-thousandth of a second to draw to the screen, then JME3 will just
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96 sit around for the remainder of $\frac{1}{60} - \frac{2}{1000}$
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97 user-seconds, then calculate the next frame in $\frac{2}{1000}$
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98 user-seconds, then wait, and so on. For every second of user time that
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99 passes, one second of game-time passes, and the game will run at 60
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100 frames per user-second.
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101
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102
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103 **** With a Special Timer
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104 Then, you change the game's timer so that user-time will be synced to
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105 video-time. Assume that encoding a single frame takes 0 seconds
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106 user-time to complete.
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107
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108 Now, JME3 takes advantage of all available resources. It still takes
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109 one-thousandth of a second to calculate a physics tick, and another
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110 one-thousandth to render to the screen. Then it takes 0 seconds to
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111 write the video frame to disk and encode the video. In only one second
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112 of user time, JME3 will complete 500 physics-tick/render/encode-video
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113 cycles, and $\frac{500}{60}=8\frac{1}{3}$ seconds of game-time will
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114 have passed. Game-time appears to dilate $8\frac{1}{3}\times$ with
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115 respect to user-time, and in only 7.2 minutes user-time, one hour of
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116 video will have been recorded. The game itself will run at 500 fps.
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117 When someone watches the video, they will see 60 frames per
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118 user-second, and $\frac{1}{60}$ video-seconds will pass each frame. It
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119 will take exactly one hour user-time (and one hour video-time) for the
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120 ball in the video to travel one video-mile.
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121
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122 *** Recording from a Complex Simulation
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123
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124 *** Without a Special Timer
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125 You have a simulation of a ball rolling on an infinite empty plane at
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126 one game-mile per game-hour accompanied by multiple explosions
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127 involving thousands of nodes, particle effects, and complicated shadow
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128 shaders to create realistic shadows. You also have a slow
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129 laptop. Normally, JME3 must sacrifice rendering and physics simulation
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130 to try to keep up. If it takes $\frac{1}{120}$ of a user-second to
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131 calculate $\frac{1}{60}$ game-seconds, and an additional
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132 $\frac{1}{60}$ of a user-second to render to screen, then JME3 has
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133 it's work cut out for it. In order to render to the screen, it will
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134 first step the game forward by up to four physics ticks before
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135 rendering to the screen. If it still isn't fast enough then it will
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136 decrease the accuracy of the physics engine until game-time and user
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137 time are synched or a certain threshold is reached, at which point the
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138 game visibly slows down. In this case, JME3 continuously repeat a
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139 cycle of two physics ticks, and one screen render. For every
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140 user-second that passes, one game-second will pass, but the game will
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141 run at 30 fps instead of 60 fps like before.
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142
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143 *** With a Special Timer
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144 Then, you change the game's timer so that user-time will be synced to
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145 video-time. Once again, assume video encoding takes $\frac{1}{60}$ of
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146 a user-second.
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147
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148 Now, JME3 will spend $\frac{1}{120}$ of a user-second to step the
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149 physics tick $\frac{1}{60}$ game-seconds, $\frac{1}{60}$ to draw to
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150 the screen, and an additional $\frac{1}{60}$ to encode the video and
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151 write the frame to disk. This is a total of $\frac{1}{24}$
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152 user-seconds for each $\frac{1}{60}$ game-seconds. It will take
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153 $(\frac{60}{24} = 2.5)$ user-hours to record one game-hour and
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154 game-time will appear to flow two-fifths as fast as user time while
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155 the game is running. However, just as in example one, when all is said
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156 and done we will have an hour long video at 60 fps.
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157
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158
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159 ** COMMENT proposed names for the new timer
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160 # METRONOME
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161 # IsoTimer
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162 # EvenTimer
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163 # PulseTimer
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164 # FixedTimer
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165 # RigidTimer
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166 # FixedTempo
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167 # RegularTimer
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168 # MetronomeTimer
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169 # ConstantTimer
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170 # SteadyTimer
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171
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172
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173 ** =IsoTimer= records time like a metronome
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174
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175 The easiest way to achieve this special timing is to create a new
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176 timer that always reports the same framerate to JME3 every time it is
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177 called.
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178
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179
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180 =./src/com/aurellem/capture/IsoTimer.java=
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181 #+include ../../jmeCapture/src/com/aurellem/capture/IsoTimer.java src java
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182
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183 If an Application uses this =IsoTimer= instead of the normal one, we
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184 can be sure that every call to =simpleUpdate=, for example,
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185 corresponds to exactly $(\frac{1}{fps})$ seconds of game-time.
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186
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187 * =VideoRecorder= manages video feeds in JMonkeyEngine.
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188
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189
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190 ** =AbstractVideoRecorder= provides a general framework for managing videos.
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191
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192 Now that the issue of time is solved, we just need a function that
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193 writes each frame to a video. We can put this function somewhere
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194 where it will be called exactly once per frame.
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195
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196 The basic functions that a =VideoRecorder= should support are
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197 recording, starting, stopping, and possibly a cleanup step
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198 where it finalizes the recording (e.g. by writing headers for a video
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199 file).
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200
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201 An appropiate interface describing this behaviour could look like
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202 this:
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203
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204 =./src/com/aurellem/capture/video/VideoRecorder.java=
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205 #+include ../../jmeCapture/src/com/aurellem/capture/video/VideoRecorder.java src java
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206
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207
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208 JME3 already provides exactly the class we need: the =SceneProcessor=
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209 class can be attached to any viewport and the methods defined therein
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210 will be called at the appropriate points in the rendering process.
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211
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212 However, it is also important to properly close the video stream and
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213 write headers and such, and even though =SceneProcessor= has a
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214 =.cleanup()= method, it is only called when the =SceneProcessor= is
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215 removed from the =RenderManager=, not when the game is shutting down
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216 when the user pressed ESC, for example. To obtain reliable shutdown
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217 behaviour, we also have to implement =AppState=, which provides a
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218 =.cleanup()= method that /is/ called on shutdown.
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219
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220 Here is an AbstractVideoRecorder class that takes care of the details
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221 of setup and teardown.
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222
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223 =./src/com/aurellem/capture/video/AbstractVideoRecorder.java=
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224 #+include ../../jmeCapture/src/com/aurellem/capture/video/AbstractVideoRecorder.java src java
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225
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226
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227 ** There are many options for handling video files in Java
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228
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229 If you want to generate video from Java, a great option is [[http://www.xuggle.com/][Xuggle]]. It
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230 takes care of everything related to video encoding and decoding and
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231 runs on Windows, Linux and Mac. Out of all the video frameworks for
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232 Java, I personally like this one the best.
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233
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234 Here is a =VideoRecorder= that uses [[http://www.xuggle.com/][Xuggle]] to write each frame to a
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235 video file.
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236
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237 =./src/com/aurellem/capture/video/XuggleVideoRecorder.java=
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238 #+include ../../jmeCapture/src/com/aurellem/capture/video/XuggleVideoRecorder.java src java
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239
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240 With this, we are able to record video!
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241
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242 However, it can be hard to properly install Xuggle. If you would
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243 rather not use Xuggle, here is an alternate class that uses [[http://www.randelshofer.ch/blog/2008/08/writing-avi-videos-in-pure-java/][Werner
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244 Randelshofer's]] excellent pure Java AVI file writer.
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245
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246 =./src/com/aurellem/capture/video/AVIVideoRecorder.java=
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247 #+include ../../jmeCapture/src/com/aurellem/capture/video/AVIVideoRecorder.java src java
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248
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249 This =AVIVideoRecorder= is more limited than the
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250 =XuggleVideoRecorder=, but requires less external dependencies.
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251
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252 Finally, for those of you who prefer to create the final video from a
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253 sequence of images, there is the =FileVideoRecorder=, which records
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254 each frame to a folder as a sequentially numbered image file. Note
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255 that you have to remember the FPS at which you recorded the video, as
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256 this information is lost when saving each frame to a file.
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257
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258 =./src/com/aurellem/capture/video/FileVideoRecorder.java=
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259 #+include ../../jmeCapture/src/com/aurellem/capture/video/FileVideoRecorder.java src java
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260
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261
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262
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263
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264 * How to record videos yourself
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265
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266 ** Include this code.
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267
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268 No matter how complicated your application is, it's easy to add
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269 support for video output with just a few lines of code.
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270 # You can also record from multiple ViewPorts as the above example shows.
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271
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272 And although you can use =VideoRecorder= to record advanced
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273 split-screen videos with multiple views, in the simplest case, you
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274 want to capture a single view\mdash{} exactly what's on screen. In
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275 this case, the following simple =captureVideo= method will do the job:
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276
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277 #+begin_src java
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278 public static void captureVideo(final Application app,
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279 final File file) throws IOException{
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280 final AbstractVideoRecorder videoRecorder;
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281 if (file.getCanonicalPath().endsWith(".avi")){
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282 videoRecorder = new AVIVideoRecorder(file);}
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283 else if (file.isDirectory()){
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284 videoRecorder = new FileVideoRecorder(file);}
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285 else { videoRecorder = new XuggleVideoRecorder(file);}
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286
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287 Callable<Object> thunk = new Callable<Object>(){
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288 public Object call(){
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289 ViewPort viewPort =
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290 app.getRenderManager()
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291 .createPostView("aurellem record", app.getCamera());
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292 viewPort.setClearFlags(false, false, false);
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293 // get GUI node stuff
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294 for (Spatial s : app.getGuiViewPort().getScenes()){
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295 viewPort.attachScene(s);
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296 }
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297 app.getStateManager().attach(videoRecorder);
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298 viewPort.addProcessor(videoRecorder);
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299 return null;
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300 }
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301 };
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302 app.enqueue(thunk);
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303 }
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304 #+end_src
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305
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306 This method selects the appropriate =VideoRecorder= class for the file
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307 type you specify, and instructs your application to record video to
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308 the file.
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309
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310 Now that you have a =captureVideo= method, you use it like this:
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311
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312 - Establish an =Isotimer= and set its framerate :: For example, if
|
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313 you want to record video with a framerate of 30 fps, include
|
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314 the following line of code somewhere in the initializtion of
|
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315 your application:
|
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316 #+begin_src java :exports code
|
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317 this.setTimer(new IsoTimer(30));
|
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318 #+end_src
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319
|
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320 - Choose the output file :: If you want to record from the game's
|
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321 main =ViewPort= to a file called =/home/r/record.flv=, then
|
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322 include the following line of code somewhere before you call
|
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323 =app.start()=;
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324
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325 #+begin_src java :exports code
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326 Capture.captureVideo(app, new File("/home/r/record.flv"));
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327 #+end_src
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328
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329
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330 ** Simple example
|
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331
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332
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333 This example will record video from the ocean scene from the
|
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334 JMonkeyEngine test suite.
|
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335 #+begin_src java
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336 File video = File.createTempFile("JME-water-video", ".avi");
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337 captureVideo(app, video);
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338 app.start();
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339 System.out.println(video.getCanonicalPath());
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340 #+end_src
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341
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342
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343 I've added support for this under a class called
|
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344 =com.aurellem.capture.Capture=. You can get it [[http://hg.bortreb.com/jmeCapture/][here]].
|
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345
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346
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347 ** Hello Video! example
|
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348
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349 I've taken [[http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/helloworld/HelloLoop.java][=./jme3/src/test/jme3test/helloworld/HelloLoop.java=]] and
|
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350 augmented it with video output as follows:
|
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351
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352 =./src/com/aurellem/capture/examples/HelloVideo.java=
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353 #+include ../../src/com/aurellem/capture/examples/HelloVideo.java src java
|
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354
|
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355 The videos are created in the =hello-video= directory
|
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356
|
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357 #+begin_src sh :results verbatim :exports both
|
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358 du -h hello-video/*
|
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359 #+end_src
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360
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361 #+results:
|
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362 : 932K hello-video/hello-video-moving.flv
|
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363 : 640K hello-video/hello-video-static.flv
|
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364
|
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365 And can be immediately uploaded to youtube
|
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366
|
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367 - [[http://www.youtube.com/watch?v=C8gxVAySaPg][hello-video-moving.flv]]
|
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368 #+BEGIN_HTML
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369 <iframe width="425" height="349"
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370 src="http://www.youtube.com/embed/C8gxVAySaPg"
|
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371 frameborder="0" allowfullscreen>
|
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372 </iframe>
|
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373 #+END_HTML
|
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374 - [[http://www.youtube.com/watch?v=pHcFOtIS07Q][hello-video-static.flv]]
|
rlm@0
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375 #+BEGIN_HTML
|
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376 <iframe width="425" height="349"
|
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377 src="http://www.youtube.com/embed/pHcFOtIS07Q"
|
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378 frameborder="0" allowfullscreen>
|
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379 </iframe>
|
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380
|
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381 #+END_HTML
|
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382
|
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383
|
ocsenave@275
|
384 * COMMENT More Examples
|
rlm@42
|
385 ** COMMENT Hello Physics
|
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|
386
|
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387 =HelloVideo= is boring. Let's add some video capturing to
|
rlm@280
|
388 =HelloPhysics= and create something fun!
|
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|
389
|
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390 This example is a modified version of =HelloPhysics= that creates four
|
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391 simultaneous views of the same scene of cannonballs careening into a
|
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392 brick wall.
|
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393
|
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|
394 =./jme3/src/test/jme3test/helloworld/HelloPhysicsWithVideo.java=
|
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|
395 #+include ./jme3/src/test/jme3test/helloworld/HelloPhysicsWithVideo.java src java
|
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|
396
|
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397 Running the program outputs four videos into the =./physics-videos=
|
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|
398 directory.
|
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|
399
|
rlm@0
|
400 #+begin_src sh :exports both :results verbatim
|
rlm@0
|
401 ls ./physics-videos | grep -
|
rlm@0
|
402 #+end_src
|
rlm@0
|
403
|
rlm@0
|
404 #+results:
|
rlm@0
|
405 : lower-left.flv
|
rlm@0
|
406 : lower-right.flv
|
rlm@0
|
407 : upper-left.flv
|
rlm@0
|
408 : upper-right.flv
|
rlm@0
|
409
|
rlm@0
|
410 The videos are fused together with the following =gstreamer= commands:
|
rlm@0
|
411
|
rlm@0
|
412 #+begin_src sh :results silent
|
rlm@0
|
413 cd physics-videos
|
rlm@0
|
414
|
rlm@0
|
415 gst-launch-0.10 \
|
rlm@0
|
416 filesrc location=./upper-right.flv ! decodebin ! \
|
rlm@0
|
417 videoscale ! ffmpegcolorspace ! \
|
rlm@0
|
418 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
|
rlm@0
|
419 videobox border-alpha=0 left=-640 ! \
|
rlm@0
|
420 videomixer name=mix ! ffmpegcolorspace ! videorate ! \
|
rlm@0
|
421 video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \
|
rlm@0
|
422 jpegenc ! avimux ! filesink location=upper.flv \
|
rlm@0
|
423 \
|
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|
424 filesrc location=./upper-left.flv ! decodebin ! \
|
rlm@0
|
425 videoscale ! ffmpegcolorspace ! \
|
rlm@0
|
426 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
|
rlm@0
|
427 videobox right=-640 ! mix.
|
rlm@0
|
428 #+end_src
|
rlm@0
|
429
|
rlm@0
|
430 #+begin_src sh :results silent
|
rlm@0
|
431 cd physics-videos
|
rlm@0
|
432
|
rlm@0
|
433 gst-launch-0.10 \
|
rlm@0
|
434 filesrc location=./lower-left.flv ! decodebin ! \
|
rlm@0
|
435 videoscale ! ffmpegcolorspace ! \
|
rlm@0
|
436 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
|
rlm@0
|
437 videobox border-alpha=0 left=-640 ! \
|
rlm@0
|
438 videomixer name=mix ! ffmpegcolorspace ! videorate ! \
|
rlm@0
|
439 video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \
|
rlm@0
|
440 jpegenc ! avimux ! filesink location=lower.flv \
|
rlm@0
|
441 \
|
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|
442 filesrc location=./lower-right.flv ! decodebin ! \
|
rlm@0
|
443 videoscale ! ffmpegcolorspace ! \
|
rlm@0
|
444 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
|
rlm@0
|
445 videobox right=-640 ! mix.
|
rlm@0
|
446 #+end_src
|
rlm@0
|
447
|
rlm@0
|
448 #+begin_src sh :results silent
|
rlm@0
|
449 cd physics-videos
|
rlm@0
|
450
|
rlm@0
|
451 gst-launch-0.10 \
|
rlm@0
|
452 filesrc location=./upper.flv ! decodebin ! \
|
rlm@0
|
453 videoscale ! ffmpegcolorspace ! \
|
rlm@0
|
454 video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \
|
rlm@0
|
455 videobox border-alpha=0 bottom=-480 ! \
|
rlm@0
|
456 videomixer name=mix ! ffmpegcolorspace ! videorate ! \
|
rlm@0
|
457 video/x-raw-yuv, width=1280, height=960, framerate=25/1 ! \
|
rlm@0
|
458 jpegenc ! avimux ! filesink location=../youtube/helloPhysics.flv \
|
rlm@0
|
459 \
|
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|
460 filesrc location=./lower.flv ! decodebin ! \
|
rlm@0
|
461 videoscale ! ffmpegcolorspace ! \
|
rlm@0
|
462 video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \
|
rlm@0
|
463 videobox top=-480 ! mix.
|
rlm@0
|
464 #+end_src
|
rlm@0
|
465
|
rlm@0
|
466 #+begin_src sh :results verbatim
|
rlm@0
|
467 du -h youtube/helloPhysics.flv
|
rlm@0
|
468 #+end_src
|
rlm@0
|
469
|
rlm@0
|
470 #+results:
|
rlm@0
|
471 : 180M physics-videos/helloPhysics.flv
|
rlm@0
|
472
|
rlm@0
|
473
|
rlm@0
|
474 Thats a terribly large size!
|
rlm@0
|
475 Let's compress it:
|
rlm@0
|
476
|
rlm@42
|
477 ** COMMENT Compressing the HelloPhysics Video
|
rlm@0
|
478 First, we'll scale the video, then, we'll decrease it's bitrate. The
|
rlm@0
|
479 end result will be perfect for upload to YouTube.
|
rlm@0
|
480
|
rlm@0
|
481 #+begin_src sh :results silent
|
rlm@0
|
482 cd youtube
|
rlm@0
|
483
|
rlm@0
|
484 gst-launch-0.10 \
|
rlm@0
|
485 filesrc location=./helloPhysics.flv ! decodebin ! \
|
rlm@0
|
486 videoscale ! ffmpegcolorspace ! \
|
rlm@0
|
487 `: # the original size is 1280 by 960` \
|
rlm@0
|
488 video/x-raw-yuv, width=1280, height=960, framerate=25/1 ! \
|
rlm@0
|
489 videoscale ! \
|
rlm@0
|
490 `: # here we scale the video down` \
|
rlm@0
|
491 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
|
rlm@0
|
492 `: # and here we limit the bitrate` \
|
rlm@0
|
493 theoraenc bitrate=1024 quality=30 ! \
|
rlm@0
|
494 oggmux ! progressreport update-freq=1 ! \
|
rlm@0
|
495 filesink location=./helloPhysics.ogg
|
rlm@0
|
496 #+end_src
|
rlm@0
|
497
|
rlm@0
|
498 #+begin_src sh :results verbatim
|
rlm@0
|
499 du -h youtube/helloPhysics.ogg
|
rlm@0
|
500 #+end_src
|
rlm@0
|
501
|
rlm@0
|
502 #+results:
|
rlm@0
|
503 : 13M youtube/helloPhysics.ogg
|
rlm@0
|
504
|
rlm@0
|
505 [[http://www.youtube.com/watch?v=WIJt9aRGusc][helloPhysics.ogg]]
|
rlm@0
|
506
|
rlm@0
|
507 #+begin_html
|
rlm@0
|
508 <iframe width="425" height="349"
|
rlm@0
|
509 src="http://www.youtube.com/embed/WIJt9aRGusc?hl=en&fs=1"
|
rlm@0
|
510 frameborder="0" allowfullscreen>
|
rlm@0
|
511 </iframe>
|
rlm@0
|
512 #+end_html
|
rlm@0
|
513
|
rlm@0
|
514
|
rlm@0
|
515 ** COMMENT failed attempts
|
rlm@0
|
516 Let's try the [[http://diracvideo.org/][Dirac]] video encoder.
|
rlm@0
|
517
|
rlm@0
|
518 #+begin_src sh :results verbatim
|
rlm@0
|
519 cd youtube
|
rlm@0
|
520 START=$(date +%s)
|
rlm@0
|
521 gst-launch-0.10 \
|
rlm@0
|
522 filesrc location=./helloPhysics.flv ! decodebin ! \
|
rlm@0
|
523 videoscale ! ffmpegcolorspace ! \
|
rlm@0
|
524 video/x-raw-yuv, width=1280, height=960, framerate=25/1 ! \
|
rlm@0
|
525 schroenc ! filesink location=./helloPhysics.drc > /dev/null
|
rlm@0
|
526 echo `expr $(( $(date +%s) - $START))`
|
rlm@0
|
527 #+end_src
|
rlm@0
|
528
|
rlm@0
|
529
|
rlm@0
|
530 #+results:
|
rlm@0
|
531 : 142
|
rlm@0
|
532
|
rlm@0
|
533 That took 142 seconds. Let's see how it does compression-wise:
|
rlm@0
|
534
|
rlm@0
|
535 #+begin_src sh :results verbatim
|
rlm@0
|
536 du -h ./youtube/helloPhysics.drc
|
rlm@0
|
537 #+end_src
|
rlm@0
|
538
|
rlm@0
|
539 #+results:
|
rlm@0
|
540 : 22M ./physics-videos/helloPhysics.drc
|
rlm@0
|
541
|
rlm@0
|
542
|
rlm@0
|
543 #+begin_src sh :results verbatim
|
rlm@0
|
544 cd youtube
|
rlm@0
|
545 START=$(date +%s)
|
rlm@0
|
546 gst-launch-0.10 \
|
rlm@0
|
547 filesrc location=./helloPhysics.flv ! decodebin ! \
|
rlm@0
|
548 videoscale ! ffmpegcolorspace ! \
|
rlm@0
|
549 video/x-raw-yuv, width=1280, height=960, framerate=25/1 ! \
|
rlm@0
|
550 theoraenc ! oggmux ! filesink location=./helloPhysics.ogg \
|
rlm@0
|
551 > /dev/null
|
rlm@0
|
552 echo `expr $(( $(date +%s) - $START))`
|
rlm@0
|
553 #+end_src
|
rlm@0
|
554
|
rlm@0
|
555 #+results:
|
rlm@0
|
556 : 123
|
rlm@0
|
557
|
rlm@0
|
558 #+begin_src sh :results verbatim
|
rlm@0
|
559 du -h youtube/helloPhysics.ogg
|
rlm@0
|
560 #+end_src
|
rlm@0
|
561
|
rlm@0
|
562 #+results:
|
rlm@0
|
563 : 59M physics-videos/helloPhysics.ogg
|
rlm@0
|
564
|
rlm@0
|
565
|
rlm@0
|
566 =*.drc= files can not be uploaded to YouTube, so I'll go for the
|
rlm@0
|
567 avi file.
|
rlm@0
|
568
|
rlm@0
|
569
|
rlm@0
|
570 ** COMMENT text for videos
|
rlm@0
|
571 Video output from JMonkeyEngine3 (www.jmonkeyengine.org/) using Xuggle
|
rlm@0
|
572 (www.xuggle.com/). Everything is explained at
|
rlm@0
|
573 http://aurellem.org/cortex/capture-video.html.
|
rlm@0
|
574
|
rlm@0
|
575
|
rlm@0
|
576 Video output from JMonkeyEngine3 (www.jmonkeyengine.org/) HelloPhysics
|
rlm@0
|
577 demo application using Xuggle (www.xuggle.com/). Everything is
|
rlm@0
|
578 explained at http://aurellem.org/cortex/capture-video.html. Here,
|
rlm@0
|
579 four points of view are simultaneously recorded and then glued
|
rlm@0
|
580 together later.
|
rlm@0
|
581
|
rlm@280
|
582 JME3 Xuggle Aurellem video capture
|
rlm@0
|
583
|
rlm@0
|
584
|
ocsenave@275
|
585 * Showcase of recorded videos
|
rlm@0
|
586 I encoded most of the original JME3 Hello demos for your viewing
|
rlm@42
|
587 pleasure, all using the =Capture= and =IsoTimer= classes.
|
rlm@0
|
588
|
rlm@0
|
589 ** HelloTerrain
|
rlm@0
|
590 [[http://youtu.be/5_4wyDFwrVQ][HelloTerrain.avi]]
|
rlm@0
|
591
|
rlm@0
|
592 #+begin_html
|
rlm@0
|
593 <iframe width="425" height="349"
|
rlm@0
|
594 src="http://www.youtube.com/embed/5_4wyDFwrVQ"
|
rlm@0
|
595 frameborder="0" allowfullscreen>
|
rlm@0
|
596 </iframe>
|
rlm@0
|
597 #+end_html
|
rlm@0
|
598
|
rlm@0
|
599 ** HelloAssets
|
rlm@0
|
600 [[http://www.youtube.com/watch?v=oGg-Q6k1BM4][HelloAssets.avi]]
|
rlm@0
|
601
|
rlm@0
|
602 #+begin_html
|
rlm@0
|
603 <iframe width="425" height="349"
|
rlm@0
|
604 src="http://www.youtube.com/embed/oGg-Q6k1BM4?hl=en&fs=1"
|
rlm@0
|
605 frameborder="0" allowfullscreen>
|
rlm@0
|
606 </iframe>
|
rlm@0
|
607 #+end_html
|
rlm@0
|
608
|
rlm@0
|
609 ** HelloEffects
|
rlm@0
|
610 [[http://www.youtube.com/watch?v=TuxlLMe53hA][HelloEffects]]
|
rlm@0
|
611
|
rlm@0
|
612 #+begin_html
|
rlm@0
|
613 <iframe width="425" height="349"
|
rlm@0
|
614 src="http://www.youtube.com/embed/TuxlLMe53hA?hl=en&fs=1"
|
rlm@0
|
615 frameborder="0" allowfullscreen>
|
rlm@0
|
616 </iframe>
|
rlm@0
|
617 #+end_html
|
rlm@0
|
618
|
rlm@0
|
619 ** HelloCollision
|
rlm@0
|
620 [[http://www.youtube.com/watch?v=GPlvJkiZfFw][HelloCollision.avi]]
|
rlm@0
|
621
|
rlm@0
|
622 #+begin_html
|
rlm@0
|
623 <iframe width="425" height="349"
|
rlm@0
|
624 src="http://www.youtube.com/embed/GPlvJkiZfFw?hl=en&fs=1"
|
rlm@0
|
625 frameborder="0" allowfullscreen>
|
rlm@0
|
626 </iframe>
|
rlm@0
|
627 #+end_html
|
rlm@0
|
628
|
rlm@0
|
629 ** HelloAnimation
|
rlm@0
|
630 [[http://www.youtube.com/watch?v=SDCfOSPYUkg][HelloAnimation.avi]]
|
rlm@0
|
631
|
rlm@0
|
632 #+begin_html
|
rlm@0
|
633 <iframe width="425" height="349"
|
rlm@0
|
634 src="http://www.youtube.com/embed/SDCfOSPYUkg?hl=en&fs=1"
|
rlm@0
|
635 frameborder="0" allowfullscreen>
|
rlm@0
|
636 </iframe>
|
rlm@0
|
637 #+end_html
|
rlm@0
|
638
|
rlm@0
|
639 ** HelloNode
|
rlm@0
|
640 [[http://www.youtube.com/watch?v=pL-0fR0-ilQ][HelloNode.avi]]
|
rlm@0
|
641
|
rlm@0
|
642 #+begin_html
|
rlm@0
|
643 <iframe width="425" height="349"
|
rlm@0
|
644 src="http://www.youtube.com/embed/pL-0fR0-ilQ?hl=en&fs=1"
|
rlm@0
|
645 frameborder="0" allowfullscreen>
|
rlm@0
|
646 </iframe>
|
rlm@0
|
647 #+end_html
|
rlm@0
|
648
|
rlm@0
|
649 ** HelloLoop
|
rlm@0
|
650 [[http://www.youtube.com/watch?v=mosZzzcdE5w][HelloLoop.avi]]
|
rlm@0
|
651
|
rlm@0
|
652 #+begin_html
|
rlm@0
|
653 <iframe width="425" height="349"
|
rlm@0
|
654 src="http://www.youtube.com/embed/mosZzzcdE5w?hl=en&fs=1"
|
rlm@0
|
655 frameborder="0" allowfullscreen>
|
rlm@0
|
656 </iframe>
|
rlm@0
|
657 #+end_html
|
rlm@0
|
658
|
rlm@0
|
659
|
rlm@0
|
660 *** COMMENT x-form the other stupid
|
rlm@0
|
661 progressreport update-freq=1
|
rlm@0
|
662
|
rlm@0
|
663 gst-launch-0.10 \
|
rlm@0
|
664 filesrc location=./helloPhy ! decodebin ! \
|
rlm@0
|
665 videoscale ! ffmpegcolorspace ! \
|
rlm@0
|
666 video/x-raw-yuv, width=1280, height=960, framerate=25/1 ! \
|
rlm@0
|
667 x264enc ! avimux ! filesink location=helloPhysics.avi \
|
rlm@0
|
668
|
rlm@0
|
669
|
rlm@0
|
670 gst-launch-0.10 \
|
rlm@0
|
671 filesrc location=./HelloAnimationStatic.flv ! decodebin ! \
|
rlm@0
|
672 videoscale ! ffmpegcolorspace ! \
|
rlm@0
|
673 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
|
rlm@0
|
674 videobox border-alpha=0 left=-640 ! \
|
rlm@0
|
675 videomixer name=mix ! ffmpegcolorspace ! videorate ! \
|
rlm@0
|
676 video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \
|
rlm@0
|
677 x264enc ! avimux ! progressreport update-freq=1 ! \
|
rlm@0
|
678 filesink location=../youtube/HelloAnimation.avi \
|
rlm@0
|
679 \
|
rlm@0
|
680 filesrc location=./HelloAnimationMotion.flv ! decodebin ! \
|
rlm@0
|
681 videoscale ! ffmpegcolorspace ! \
|
rlm@0
|
682 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
|
rlm@0
|
683 videobox right=-640 ! mix.
|
rlm@0
|
684
|
rlm@0
|
685 gst-launch-0.10 \
|
rlm@0
|
686 filesrc location=./HelloCollisionMotion.flv ! decodebin ! \
|
rlm@0
|
687 videoscale ! ffmpegcolorspace ! \
|
rlm@0
|
688 video/x-raw-yuv, width=800, height=600, framerate=25/1 ! \
|
rlm@0
|
689 x264enc bitrate=1024 ! avimux ! \
|
rlm@0
|
690 filesink location=../youtube/HelloCollision.avi
|
rlm@0
|
691
|
rlm@0
|
692 gst-launch-0.10 \
|
rlm@0
|
693 filesrc location=./HelloEffectsStatic.flv ! decodebin ! \
|
rlm@0
|
694 videoscale ! ffmpegcolorspace ! \
|
rlm@0
|
695 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
|
rlm@0
|
696 videobox border-alpha=0 left=-640 ! \
|
rlm@0
|
697 videomixer name=mix ! ffmpegcolorspace ! videorate ! \
|
rlm@0
|
698 video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \
|
rlm@0
|
699 x264enc bitrate=1024 ! avimux ! progressreport update-freq=1 ! \
|
rlm@0
|
700 filesink location=../youtube/HelloEffects.avi \
|
rlm@0
|
701 \
|
rlm@0
|
702 filesrc location=./HelloEffectsMotion.flv ! decodebin ! \
|
rlm@0
|
703 videoscale ! ffmpegcolorspace ! \
|
rlm@0
|
704 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
|
rlm@0
|
705 videobox right=-640 ! mix.
|
rlm@0
|
706
|
rlm@0
|
707 gst-launch-0.10 \
|
rlm@0
|
708 filesrc location=./HelloTerrainMotion.flv ! decodebin ! \
|
rlm@0
|
709 videoscale ! ffmpegcolorspace ! \
|
rlm@0
|
710 video/x-raw-yuv, width=800, height=600, framerate=25/1 ! \
|
rlm@0
|
711 x264enc bitrate=1024 ! avimux ! \
|
rlm@0
|
712 filesink location=../youtube/HelloTerrain.avi
|
rlm@0
|
713
|
rlm@0
|
714
|
rlm@0
|
715 gst-launch-0.10 \
|
rlm@0
|
716 filesrc location=./HelloAssetsStatic.flv ! decodebin ! \
|
rlm@0
|
717 videoscale ! ffmpegcolorspace ! \
|
rlm@0
|
718 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
|
rlm@0
|
719 videobox border-alpha=0 left=-640 ! \
|
rlm@0
|
720 videomixer name=mix ! ffmpegcolorspace ! videorate ! \
|
rlm@0
|
721 video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \
|
rlm@0
|
722 x264enc bitrate=1024 ! avimux ! progressreport update-freq=1 ! \
|
rlm@0
|
723 filesink location=../youtube/HelloAssets.avi \
|
rlm@0
|
724 \
|
rlm@0
|
725 filesrc location=./HelloAssetsMotion.flv ! decodebin ! \
|
rlm@0
|
726 videoscale ! ffmpegcolorspace ! \
|
rlm@0
|
727 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
|
rlm@0
|
728 videobox right=-640 ! mix.
|
rlm@0
|
729
|
rlm@0
|
730
|
rlm@0
|
731 gst-launch-0.10 \
|
rlm@0
|
732 filesrc location=./HelloNodeStatic.flv ! decodebin ! \
|
rlm@0
|
733 videoscale ! ffmpegcolorspace ! \
|
rlm@0
|
734 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
|
rlm@0
|
735 videobox border-alpha=0 left=-640 ! \
|
rlm@0
|
736 videomixer name=mix ! ffmpegcolorspace ! videorate ! \
|
rlm@0
|
737 video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \
|
rlm@0
|
738 x264enc bitrate=1024 ! avimux ! progressreport update-freq=1 ! \
|
rlm@0
|
739 filesink location=../youtube/HelloNode.avi \
|
rlm@0
|
740 \
|
rlm@0
|
741 filesrc location=./HelloNodeMotion.flv ! decodebin ! \
|
rlm@0
|
742 videoscale ! ffmpegcolorspace ! \
|
rlm@0
|
743 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
|
rlm@0
|
744 videobox right=-640 ! mix.
|
rlm@0
|
745
|
rlm@0
|
746 gst-launch-0.10 \
|
rlm@0
|
747 filesrc location=./HelloLoopStatic.flv ! decodebin ! \
|
rlm@0
|
748 videoscale ! ffmpegcolorspace ! \
|
rlm@0
|
749 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
|
rlm@0
|
750 videobox border-alpha=0 left=-640 ! \
|
rlm@0
|
751 videomixer name=mix ! ffmpegcolorspace ! videorate ! \
|
rlm@0
|
752 video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \
|
rlm@0
|
753 x264enc bitrate=1024 ! avimux ! progressreport update-freq=1 ! \
|
rlm@0
|
754 filesink location=../youtube/HelloLoop.avi \
|
rlm@0
|
755 \
|
rlm@0
|
756 filesrc location=./HelloLoopMotion.flv ! decodebin ! \
|
rlm@0
|
757 videoscale ! ffmpegcolorspace ! \
|
rlm@0
|
758 video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
|
rlm@0
|
759 videobox right=-640 ! mix.
|