private void CallPluginRenderLoop() { // Rendering of scene objects can happen here // Add the movie to the render plugin queue so it gets rendered if (Movie.Bink != IntPtr.Zero) { if (Type == BinkPluginType.GPUTexture && !usingOpenGL()) { if (renderer) { renderer.enabled = BinkRenderIsTextureSetReady(Movie.TextureSet) && m_yRenderTexture.IsCreated(); } } //TextureSet was invalidated by window resize, re-create it. if (!usingOpenGL() && Movie.TextureSet == IntPtr.Zero) { CreateTextureSet(); //Do not attempt to render if we cannot create the texture set if (Movie.TextureSet == IntPtr.Zero) { return; } } xScale = 1.0f; yScale = 1.0f; //For multiple-movie testing, scale and offset the second one so you can see it. UpdateBinkRenderParameters(Movie.BinkWidth, Movie.BinkHeight); if (Type == BinkPluginType.GPUTexture && !usingOpenGL()) { if (!m_yRenderTexture.IsCreated()) { m_yRenderTexture.Create(); m_cBRenderTexture.Create(); m_cRRenderTexture.Create(); if (UseAlpha) { m_ARenderTexture.Create(); } CreateTextureSet(); CacheNativeRenderPointer(); BinkRenderMarkReset(Movie.TextureSet, true); } } bool tickAutomatically = true; #if BINK_QUEUE_TICK_MANUALLY tickAutomatically = false; // Bink.BINKSUMMARY summary = new Bink.BINKSUMMARY(); Bink.BinkGetSummary(Movie.Bink, ref summary); uint targetFrame = this.getTargetFrame(summary); bool skip = false; if (targetFrame == Movie.lastRenderedFrame) { skip = true; } if (!BinkRenderOkToRender()) { skip = true; } if (!this.Movie.visible && this.SmartRender && Movie.lastRenderedFrame >= 0) { //only render if visible, or if first frame of video. skip = true; } this.Movie.visible = false; //will be set to true if any camera can see it. if (!skip) { BinkRenderRespondToReset(Movie.Bink, Movie.TextureSet, NativeYTexture, NativecBTexture, NativecRTexture, NativeATexture); BinkRenderPreUpdate(Movie.Bink, Movie.TextureSet, NativeYTexture, NativecBTexture, NativecRTexture, NativeATexture); //Bink.BinkSetWillLoop(Movie.Bink,1); //test me. // Notify plugin we're about to update Bink // Bink.BinkDoFrameAsync(Movie.Bink, (uint)this.threadA, (uint)this.threadB); Bink.BinkDoFrameAsyncWait(Movie.Bink, -1); int frameDiff = ((int)targetFrame - Movie.currentFrame); if (frameDiff < -1 || // We have already gone past the target frame. We must rewind frameDiff > this.getFrameRate(summary) * 0.5f) // The target frame is after us, but by a significant amount so we should jump { Bink.BinkGoto(Movie.Bink, targetFrame, 0); Movie.currentFrame = (int)targetFrame; } // // Decompress a frame // Movie.lastRenderedFrame = Movie.currentFrame; Movie.currentFrame++; Movie.needsBlit = true; // // Keep playing the Movie. // Bink.BinkNextFrame(Movie.Bink); //Bink.BinkDoFrameAsync(Movie.Bink,(uint)this.threadA,(uint)this.threadB); //UnityEngine.Debug.Log ("woo?"); // // Notify plugin we're done updating // BinkRenderPostUpdate(Movie.Bink); } #endif //BINK_QUEUE_TICK_MANUALLY BinkRenderQueueAdd(Movie.Bink, Movie.TextureSet, tickAutomatically, Movie.BinkWidth, Movie.BinkHeight, (int)(Screen.width * xScale), (int)(Screen.height * yScale), XOffset, YOffset, xScale, yScale, 1.0f, 0, NativeYTexture, NativecBTexture, NativecRTexture, NativeATexture); } }
private IEnumerator CallPluginAtEndOfFrames() { while (true) { // Wait until all frame rendering is done yield return(new WaitForEndOfFrame()); if (!this.movieLoaded) { continue; } BinkPlayOptions bpo = this.getBinkPluginOptions(); if (bpo == null) { continue; } if (bpo.playAfterSeconds > 0f) { if (bpo.movieSpeed > 0f) { // Simple delay before movie starts playing bpo.playAfterSeconds -= this.getDeltaTime(); } } else { bpo.movieTime += bpo.movieSpeed * this.getDeltaTime(); } // We want bink to render the first frame even if playAfterSeconds is still counting down, // so everything below gets run regardless if (Type == BinkPluginType.Overlay || (Type == BinkPluginType.GPUTexture && !usingOpenGL())) { CallPluginRenderLoop(); // Issue a plugin event with arbitrary integer identifier. // The plugin can distinguish between different // things it needs to do based on this ID. // For our simple plugin, it does not matter which ID we pass here. GL.IssuePluginEvent(1); } else { if (Movie.Bink != IntPtr.Zero) { // // Notify plugin we're about to update Bink // Bink.BINKSUMMARY summary = new Bink.BINKSUMMARY(); Bink.BinkGetSummary(Movie.Bink, ref summary); if (Bink.BinkWait(Movie.Bink) == 0) { BinkRenderPreUpdate(Movie.Bink, Movie.TextureSet, IntPtr.Zero, IntPtr.Zero, IntPtr.Zero, IntPtr.Zero); // // Decompress a frame // Bink.BinkDoFrame(Movie.Bink); // // if we are falling behind, decompress an extra frame to catch up // while (Bink.BinkShouldSkip(Movie.Bink) != 0) { Bink.BinkNextFrame(Movie.Bink); Bink.BinkDoFrame(Movie.Bink); } BinkConvertToTexture(Movie); // // Keep playing the Movie. // Bink.BinkNextFrame(Movie.Bink); BinkRenderPostUpdate(Movie.Bink); } } } } }