stash/internal/manager/generator_sprite.go
WithoutPants 076032ff8b
Custom sprite generation (#6588)
* configurable minimum/maximum number of sprites
* configurable sprite size
---------
Co-authored-by: cacheflush <github.stoneware268@passmail.com>
2026-02-20 15:09:59 +11:00

273 lines
10 KiB
Go

package manager
import (
"context"
"errors"
"fmt"
"image"
"math"
"github.com/disintegration/imaging"
"github.com/stashapp/stash/pkg/ffmpeg"
"github.com/stashapp/stash/pkg/fsutil"
"github.com/stashapp/stash/pkg/logger"
"github.com/stashapp/stash/pkg/scene/generate"
)
type SpriteGenerator struct {
Info *generatorInfo
VideoChecksum string
ImageOutputPath string
VTTOutputPath string
Config SpriteGeneratorConfig
SlowSeek bool // use alternate seek function, very slow!
Overwrite bool
g *generate.Generator
}
// SpriteGeneratorConfig holds configuration for the SpriteGenerator
type SpriteGeneratorConfig struct {
// MinimumSprites is the minimum number of sprites to generate, even if the video duration is short
// SpriteInterval will be adjusted accordingly to ensure at least this many sprites are generated.
// A value of 0 means no minimum, and the generator will use the provided SpriteInterval or
// calculate it based on the video duration and MaximumSprites
MinimumSprites int
// MaximumSprites is the maximum number of sprites to generate, even if the video duration is long
// SpriteInterval will be adjusted accordingly to ensure no more than this many sprites are generated
// A value of 0 means no maximum, and the generator will use the provided SpriteInterval or
// calculate it based on the video duration and MinimumSprites
MaximumSprites int
// SpriteInterval is the default interval in seconds between each sprite.
// If MinimumSprites or MaximumSprites are set, this value will be adjusted accordingly
// to ensure the desired number of sprites are generated
// A value of 0 means the generator will calculate the interval based on the video duration and
// the provided MinimumSprites and MaximumSprites
SpriteInterval float64
// SpriteSize is the size in pixels of the longest dimension of each sprite image.
// The other dimension will be automatically calculated to maintain the aspect ratio of the video
SpriteSize int
}
const (
// DefaultSpriteAmount is the default number of sprites to generate if no configuration is provided
// This corresponds to the legacy behavior of the generator, which generates 81 sprites at equal
// intervals across the video duration
DefaultSpriteAmount = 81
// DefaultSpriteSize is the default size in pixels of the longest dimension of each sprite image
// if no configuration is provided. This corresponds to the legacy behavior of the generator.
DefaultSpriteSize = 160
)
var DefaultSpriteGeneratorConfig = SpriteGeneratorConfig{
MinimumSprites: DefaultSpriteAmount,
MaximumSprites: DefaultSpriteAmount,
SpriteInterval: 0,
SpriteSize: DefaultSpriteSize,
}
// NewSpriteGenerator creates a new SpriteGenerator for the given video file and configuration
// It calculates the appropriate sprite interval and count based on the video duration and the provided configuration
func NewSpriteGenerator(videoFile ffmpeg.VideoFile, videoChecksum string, imageOutputPath string, vttOutputPath string, config SpriteGeneratorConfig) (*SpriteGenerator, error) {
exists, err := fsutil.FileExists(videoFile.Path)
if !exists {
return nil, err
}
if videoFile.VideoStreamDuration <= 0 {
s := fmt.Sprintf("video %s: duration(%.3f)/frame count(%d) invalid, skipping sprite creation", videoFile.Path, videoFile.VideoStreamDuration, videoFile.FrameCount)
return nil, errors.New(s)
}
config.SpriteInterval = calculateSpriteInterval(videoFile, config)
chunkCount := int(math.Ceil(videoFile.VideoStreamDuration / config.SpriteInterval))
// adjust the chunk count to the next highest perfect square, to ensure the sprite image
// is completely filled (no empty space in the grid) and the grid is as square as possible (minimizing the number of rows/columns)
gridSize := generate.GetSpriteGridSize(chunkCount)
newChunkCount := gridSize * gridSize
if newChunkCount != chunkCount {
logger.Debugf("[generator] adjusting chunk count from %d to %d to fit a %dx%d grid", chunkCount, newChunkCount, gridSize, gridSize)
chunkCount = newChunkCount
}
if config.SpriteSize <= 0 {
config.SpriteSize = DefaultSpriteSize
}
slowSeek := false
// For files with small duration / low frame count try to seek using frame number intead of seconds
if videoFile.VideoStreamDuration < 5 || (0 < videoFile.FrameCount && videoFile.FrameCount <= int64(chunkCount)) { // some files can have FrameCount == 0, only use SlowSeek if duration < 5
if videoFile.VideoStreamDuration <= 0 {
s := fmt.Sprintf("video %s: duration(%.3f)/frame count(%d) invalid, skipping sprite creation", videoFile.Path, videoFile.VideoStreamDuration, videoFile.FrameCount)
return nil, errors.New(s)
}
logger.Warnf("[generator] video %s too short (%.3fs, %d frames), using frame seeking", videoFile.Path, videoFile.VideoStreamDuration, videoFile.FrameCount)
slowSeek = true
// do an actual frame count of the file ( number of frames = read frames)
ffprobe := GetInstance().FFProbe
fc, err := ffprobe.GetReadFrameCount(videoFile.Path)
if err == nil {
if fc != videoFile.FrameCount {
logger.Warnf("[generator] updating framecount (%d) for %s with read frames count (%d)", videoFile.FrameCount, videoFile.Path, fc)
videoFile.FrameCount = fc
}
}
}
generator, err := newGeneratorInfo(videoFile)
if err != nil {
return nil, err
}
generator.ChunkCount = chunkCount
if err := generator.configure(); err != nil {
return nil, err
}
return &SpriteGenerator{
Info: generator,
VideoChecksum: videoChecksum,
ImageOutputPath: imageOutputPath,
VTTOutputPath: vttOutputPath,
Config: config,
SlowSeek: slowSeek,
g: &generate.Generator{
Encoder: instance.FFMpeg,
FFMpegConfig: instance.Config,
LockManager: instance.ReadLockManager,
ScenePaths: instance.Paths.Scene,
},
}, nil
}
func calculateSpriteInterval(videoFile ffmpeg.VideoFile, config SpriteGeneratorConfig) float64 {
// If a custom sprite interval is provided, start with that
spriteInterval := config.SpriteInterval
// If no custom interval is provided, calculate the interval based on the
// video duration and minimum sprite count
if spriteInterval <= 0 {
minSprites := config.MinimumSprites
if minSprites <= 0 {
panic("invalid configuration: MinimumSprites must be greater than 0 if SpriteInterval is not set")
}
logger.Debugf("[generator] calculating sprite interval for video duration %.3fs with minimum sprites %d", videoFile.VideoStreamDuration, minSprites)
return videoFile.VideoStreamDuration / float64(minSprites)
}
// Calculate the number of sprites that would be generated with the provided interval
spriteCount := int(math.Ceil(videoFile.VideoStreamDuration / spriteInterval))
// If the calculated sprite count is greater than the maximum, adjust the interval to meet the maximum
if config.MaximumSprites > 0 && spriteCount > int(config.MaximumSprites) {
spriteInterval = videoFile.VideoStreamDuration / float64(config.MaximumSprites)
logger.Debugf("[generator] provided sprite interval %.1fs results in %d sprites, which exceeds the maximum of %d, adjusting interval to %.1fs", config.SpriteInterval, spriteCount, config.MaximumSprites, spriteInterval)
}
// If the calculated sprite count is less than the minimum, adjust the interval to meet the minimum
if config.MinimumSprites > 0 && spriteCount < int(config.MinimumSprites) {
spriteInterval = videoFile.VideoStreamDuration / float64(config.MinimumSprites)
logger.Debugf("[generator] provided sprite interval %.1fs results in %d sprites, which is less than the minimum of %d, adjusting interval to %.1fs", config.SpriteInterval, spriteCount, config.MinimumSprites, spriteInterval)
}
return spriteInterval
}
func (g *SpriteGenerator) Generate() error {
if err := g.generateSpriteImage(); err != nil {
return err
}
if err := g.generateSpriteVTT(); err != nil {
return err
}
return nil
}
func (g *SpriteGenerator) generateSpriteImage() error {
if !g.Overwrite && g.imageExists() {
return nil
}
var images []image.Image
isPortrait := g.Info.VideoFile.Height > g.Info.VideoFile.Width
if !g.SlowSeek {
logger.Infof("[generator] generating sprite image for %s", g.Info.VideoFile.Path)
// generate `ChunkCount` thumbnails
stepSize := g.Info.VideoFile.VideoStreamDuration / float64(g.Info.ChunkCount)
for i := 0; i < g.Info.ChunkCount; i++ {
time := float64(i) * stepSize
img, err := g.g.SpriteScreenshot(context.TODO(), g.Info.VideoFile.Path, time, g.Config.SpriteSize, isPortrait)
if err != nil {
return err
}
images = append(images, img)
}
} else {
logger.Infof("[generator] generating sprite image for %s (%d frames)", g.Info.VideoFile.Path, g.Info.VideoFile.FrameCount)
stepFrame := float64(g.Info.VideoFile.FrameCount-1) / float64(g.Info.ChunkCount)
for i := 0; i < g.Info.ChunkCount; i++ {
// generate exactly `ChunkCount` thumbnails, using duplicate frames if needed
frame := math.Round(float64(i) * stepFrame)
if frame >= math.MaxInt || frame <= math.MinInt {
return errors.New("invalid frame number conversion")
}
img, err := g.g.SpriteScreenshotSlow(context.TODO(), g.Info.VideoFile.Path, int(frame), g.Config.SpriteSize)
if err != nil {
return err
}
images = append(images, img)
}
}
if len(images) == 0 {
return fmt.Errorf("images slice is empty, failed to generate sprite images for %s", g.Info.VideoFile.Path)
}
return imaging.Save(g.g.CombineSpriteImages(images), g.ImageOutputPath)
}
func (g *SpriteGenerator) generateSpriteVTT() error {
if !g.Overwrite && g.vttExists() {
return nil
}
logger.Infof("[generator] generating sprite vtt for %s", g.Info.VideoFile.Path)
var stepSize float64
if !g.SlowSeek {
stepSize = float64(g.Info.NthFrame) / g.Info.FrameRate
} else {
// for files with a low framecount (<ChunkCount) g.Info.NthFrame can be zero
// so recalculate from scratch
stepSize = float64(g.Info.VideoFile.FrameCount-1) / float64(g.Info.ChunkCount)
stepSize /= g.Info.FrameRate
}
return g.g.SpriteVTT(context.TODO(), g.VTTOutputPath, g.ImageOutputPath, stepSize, g.Info.ChunkCount)
}
func (g *SpriteGenerator) imageExists() bool {
exists, _ := fsutil.FileExists(g.ImageOutputPath)
return exists
}
func (g *SpriteGenerator) vttExists() bool {
exists, _ := fsutil.FileExists(g.VTTOutputPath)
return exists
}