コード例 #1
0
    private uint getTargetFrame(Bink.BINKSUMMARY summary)
    {
        uint result = (uint)(this.MovieTime * this.getFrameRate(summary));

        if (this.LoopMovie)
        {
            result %= summary.TotalFrames;
        }
        else if (result > summary.TotalFrames)
        {
            result = summary.TotalFrames;
        }
        return(result);
    }
コード例 #2
0
 private float getFrameRate(Bink.BINKSUMMARY summary)
 {
     return(summary.FrameRate / (float)summary.FrameRateDiv);
 }
コード例 #3
0
    //Load a movie and add it to the playing movie list
    public bool _LoadMovie(String name)
    {
        this.threadA = BinkPlugin.currThread % BinkPlugin.NUM_THREADS;
        currThread++;
        this.threadB = BinkPlugin.currThread % BinkPlugin.NUM_THREADS;
        currThread++;

        long flags = Bink.BINKALPHA;

        switch (Type)
        {
        case BinkPluginType.Overlay:
                #if UNITY_WIN
            flags = Bink.BINKALPHA | Bink.BINKIOPROCESSOR;
            if (!usingOpenGL())
            {
                flags |= Bink.BINKNOFRAMEBUFFERS;
            }
                #endif
            break;

        case BinkPluginType.CPUTexture:
        case BinkPluginType.GPUTexture:
                #if UNITY_WIN
            flags = Bink.BINKALPHA | Bink.BINKIOPROCESSOR;
                #endif
            break;

        default:
            break;
        }

        Movie.Bink = Bink.BinkOpen(name, flags);

        if (Movie.Bink != IntPtr.Zero)
        {
            Bink.BINKSUMMARY summary = new Bink.BINKSUMMARY();
            Bink.BinkGetSummary(Movie.Bink, ref summary);
            Movie.BinkWidth  = (int)summary.Width;
            Movie.BinkHeight = (int)summary.Height;

            UseAlpha = Alpha && BinkRenderMovieHasAlpha(Movie.Bink);

            if (!usingOpenGL())
            {
                CreateRenderTextures();
            }

            CreateTextureSet();

            if (!usingOpenGL() && Movie.TextureSet == IntPtr.Zero)
            {
                UnityEngine.Debug.LogError(String.Format("Failed to create Bink texture set for {0}", name));
            }
        }
        else
        {
            UnityEngine.Debug.LogError(String.Format("BinkOpen failed to open {0}", name));
            return(false);
        }

        this.movieLoaded = true;
        return(true);
    }
コード例 #4
0
    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);
        }
    }
コード例 #5
0
    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);
                    }
                }
            }
        }
    }