//---------------------------------------------------------------------------------------------------------------------- void DrawPreviewImage(ref PreviewDrawInfo drawInfo, TimelineClip clip, StreamingImageSequencePlayableAsset sisAsset) { int imageIndex = sisAsset.LocalTimeToImageIndex(clip, drawInfo.LocalTime); IList <string> imageFileNames = sisAsset.GetImageFileNames(); //Load string imagePath = sisAsset.GetImageFilePath(imageIndex); ImageLoader.GetImageDataInto(imagePath, StreamingImageSequenceConstants.IMAGE_TYPE_PREVIEW , out ImageData readResult); switch (readResult.ReadStatus) { case StreamingImageSequenceConstants.READ_STATUS_LOADING: break; case StreamingImageSequenceConstants.READ_STATUS_SUCCESS: { Texture2D tex = PreviewTextureFactory.GetOrCreate(imagePath, ref readResult); if (null != tex) { Graphics.DrawTexture(drawInfo.DrawRect, tex); } break; } default: { ImageLoader.RequestLoadPreviewImage(imagePath, (int)drawInfo.DrawRect.width, (int)drawInfo.DrawRect.height); break; } } }
//---------------------------------------------------------------------------------------------------------------------- void DrawPreviewImage(ref PreviewDrawInfo drawInfo, TimelineClip clip, RenderCachePlayableAsset renderCachePlayableAsset) { double normalizedLocalTime = drawInfo.LocalTime / clip.duration; IList <string> imageFileNames = renderCachePlayableAsset.GetImageFileNames(); Assert.IsNotNull(imageFileNames); int count = imageFileNames.Count; Assert.IsTrue(imageFileNames.Count > 0); int index = Mathf.RoundToInt(count * (float)normalizedLocalTime); index = Mathf.Clamp(index, 0, count - 1); //Load string imagePath = renderCachePlayableAsset.GetImageFilePath(index); if (!File.Exists(imagePath)) { return; } ImageLoader.GetImageDataInto(imagePath, StreamingImageSequenceConstants.IMAGE_TYPE_PREVIEW , out ImageData imageData); switch (imageData.ReadStatus) { case StreamingImageSequenceConstants.READ_STATUS_LOADING: break; case StreamingImageSequenceConstants.READ_STATUS_SUCCESS: { Texture2D tex = PreviewTextureFactory.GetOrCreate(imagePath, ref imageData); if (null != tex) { Graphics.DrawTexture(drawInfo.DrawRect, tex); } break; } default: { ImageLoader.RequestLoadPreviewImage(imagePath, (int)drawInfo.DrawRect.width, (int)drawInfo.DrawRect.height); break; } } }
internal static void EnumeratePreviewImages(ref PreviewClipInfo clipInfo, Action <PreviewDrawInfo> drawPreviewFunc) { double visibleLocalStartTime = clipInfo.VisibleLocalStartTime; double visibleLocalEndTime = clipInfo.VisibleLocalEndTime; Rect visibleRect = clipInfo.VisibleRect; double visibleDuration = visibleLocalEndTime - visibleLocalStartTime; double scaledFramePerSecond = clipInfo.FramePerSecond / clipInfo.TimeScale; double scaledClipDuration = clipInfo.Duration * clipInfo.TimeScale; //Calculate rect for one image. float dimensionRatio = clipInfo.ImageDimensionRatio; int widthPerPreviewImage = (int)(dimensionRatio * visibleRect.height); int heightPerPreviewImage = (int)visibleRect.height; //Calculate the time first visible frame int firstFrame = (int )Math.Floor((float)(visibleLocalStartTime * scaledFramePerSecond)); double firstFrameTime = firstFrame / scaledFramePerSecond; int numAllPreviewImages = 0; { //Calculate the width if we are showing the whole clip //Eq: (visibleWidth / visibleDuration = fullClipWidth / fullDuration) float fullClipWidth = Mathf.Ceil((float)(visibleRect.width * scaledClipDuration / visibleDuration)); //Calculate the number of preview images available for this clip, at least 1 (incl. the invisible ones) numAllPreviewImages = Mathf.Max(Mathf.FloorToInt(fullClipWidth / widthPerPreviewImage), 1); //All frames for the clip (including the invisible ones) int numAllFrames = Mathf.RoundToInt((float)(clipInfo.Duration * clipInfo.FramePerSecond)); numAllPreviewImages = Mathf.Min(numAllPreviewImages, numAllFrames); } if (numAllPreviewImages <= 0) { return; } double localTimeCounter = scaledClipDuration / numAllPreviewImages; //Base the firstFrameTime on localTimeCounter, which was calculated using full clip length and fullWidth, //so that they transition smoothly when we slide the slider in Timeline window firstFrameTime = Mathf.Floor((float)firstFrameTime / (float )localTimeCounter) * localTimeCounter; double firstFrameRectX = FindFrameXPos(firstFrameTime, visibleLocalStartTime, visibleDuration, visibleRect.x, visibleRect.width); //Loop to render all preview Images, ignoring those outside the visible Rect float startVisibleRectX = visibleRect.x - widthPerPreviewImage; //for rendering preview images that are partly visible PreviewDrawInfo drawInfo = new PreviewDrawInfo() { DrawRect = new Rect() { x = (float)firstFrameRectX, y = visibleRect.y, width = widthPerPreviewImage, height = heightPerPreviewImage, }, LocalTime = firstFrameTime, }; //minor optimization by executing FindFrameXPos() less double secondFrameRectX = (float)FindFrameXPos(drawInfo.LocalTime + localTimeCounter, visibleLocalStartTime, visibleDuration, visibleRect.x, visibleRect.width); float xCounter = (float)(secondFrameRectX - firstFrameRectX); //Shouldn't happen, but xCounter can be minus when moving the horizontal slider ? if (xCounter <= 0) { return; } float endVisibleRectX = (visibleRect.x + visibleRect.width) - (xCounter * 0.5f); while (drawInfo.DrawRect.x < (endVisibleRectX)) { //drawInfo.DrawRect.x = (float) FindFrameXPos(drawInfo.LocalTime, visibleLocalStartTime, visibleDuration, visibleRect.x, visibleRect.width); if (drawInfo.DrawRect.x >= startVisibleRectX) { drawPreviewFunc(drawInfo); } drawInfo.DrawRect.x += xCounter; drawInfo.LocalTime += localTimeCounter; } #if DEBUG_PREVIEW_IMAGES Debug.Log($"Width: {visibleRect.width} numAllPreviewImages: {numPreviewImagesToDraw}, " + $"firstFrameRectX: {firstFrameRectX}, firstFrameTime: {firstFrameTime}, " + $"VisibleRect: {visibleRect}, xCounter: {xCounter}, " + $"VisibleLocalStartTime: {visibleLocalStartTime}, VisibleLocalEndTime: {visibleLocalEndTime}, " + $"widthPerPreviewImage: {widthPerPreviewImage}, DimensionRatio: {dimensionRatio}, " + $"ClipTimeScale: {clipInfo.TimeScale}, ClipIn: {clipInfo.ClipIn}"); #endif }