using UnityEngine; using System.Collections; using System.Collections.Generic; //----------------------------------------------------------------------------- // Copyright 2015-2024 RenderHeads Ltd. All rights reserved. //----------------------------------------------------------------------------- namespace RenderHeads.Media.AVProVideo { public static class Helper { public const string AVProVideoVersion = "3.0.8"; public sealed class ExpectedPluginVersion { public const string Windows = "3.0.8"; public const string WinRT = "3.0.8"; public const string Android = "3.0.8"; public const string Apple = "3.0.8"; } public const string UnityBaseTextureName = "_MainTex"; public const string UnityBaseTextureName_URP = "_BaseMap"; public const string UnityBaseTextureName_HDRP = "_BaseColorMap"; public static string GetPath(MediaPathType location) { string result = string.Empty; switch (location) { case MediaPathType.AbsolutePathOrURL: break; case MediaPathType.RelativeToDataFolder: result = Application.dataPath; break; case MediaPathType.RelativeToPersistentDataFolder: result = Application.persistentDataPath; break; case MediaPathType.RelativeToProjectFolder: #if !UNITY_WINRT_8_1 string path = ".."; #if UNITY_STANDALONE_OSX && !UNITY_EDITOR_OSX path += "/.."; #endif result = System.IO.Path.GetFullPath(System.IO.Path.Combine(Application.dataPath, path)); result = result.Replace('\\', '/'); #endif break; case MediaPathType.RelativeToStreamingAssetsFolder: result = Application.streamingAssetsPath; break; } return result; } public static string GetFilePath(string path, MediaPathType location) { string result = string.Empty; if (!string.IsNullOrEmpty(path)) { switch (location) { case MediaPathType.AbsolutePathOrURL: result = path; break; case MediaPathType.RelativeToDataFolder: case MediaPathType.RelativeToPersistentDataFolder: case MediaPathType.RelativeToProjectFolder: case MediaPathType.RelativeToStreamingAssetsFolder: result = System.IO.Path.Combine(GetPath(location), path); break; } } return result; } public static string GetFriendlyResolutionName(int width, int height, float fps) { // List of common 16:9 resolutions int[] areas = { 0, 7680 * 4320, 3840 * 2160, 2560 * 1440, 1920 * 1080, 1280 * 720, 853 * 480, 640 * 360, 426 * 240, 256 * 144 }; string[] names = { "Unknown", "8K", "4K", "1440p", "1080p", "720p", "480p", "360p", "240p", "144p" }; Debug.Assert(areas.Length == names.Length); // Find the closest resolution int closestAreaIndex = 0; int area = width * height; int minDelta = int.MaxValue; for (int i = 0; i < areas.Length; i++) { int d = Mathf.Abs(areas[i] - area); // TODO: add a maximum threshold to ignore differences that are too high if (d < minDelta) { closestAreaIndex = i; minDelta = d; // If the exact mode is found, early out if (d == 0) { break; } } } string result = names[closestAreaIndex]; // Append frame rate if valid if (fps > 0f && !float.IsNaN(fps)) { result += fps.ToString("0.##"); } return result; } public static string GetErrorMessage(ErrorCode code) { string result = string.Empty; switch (code) { case ErrorCode.None: result = "No Error"; break; case ErrorCode.LoadFailed: result = "Loading failed. File not found, codec not supported, video resolution too high or insufficient system resources."; #if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN // Add extra information for older Windows versions that don't have support for modern codecs if (SystemInfo.operatingSystem.StartsWith("Windows XP") || SystemInfo.operatingSystem.StartsWith("Windows Vista")) { result += " NOTE: Windows XP and Vista don't have native support for H.264 codec. Consider using an older codec such as DivX or installing 3rd party codecs such as LAV Filters."; } #endif break; case ErrorCode.DecodeFailed: result = "Decode failed. Possible codec not supported, video resolution/bit-depth too high, or insufficient system resources."; #if UNITY_ANDROID result += " On Android this is generally due to the hardware not having enough resources to decode the video. Most Android devices can only handle a maximum of one 4K video at once."; #endif break; } return result; } public static string GetPlatformName(Platform platform) { string result = "Unknown"; switch (platform) { case Platform.WindowsUWP: result = "Windows UWP"; break; default: result = platform.ToString(); break; } return result; } public static string[] GetPlatformNames() { return new string[] { GetPlatformName(Platform.Windows), GetPlatformName(Platform.macOS), GetPlatformName(Platform.iOS), GetPlatformName(Platform.tvOS), GetPlatformName(Platform.visionOS), GetPlatformName(Platform.Android), GetPlatformName(Platform.WindowsUWP), GetPlatformName(Platform.WebGL), }; } #if AVPROVIDEO_DISABLE_LOGGING [System.Diagnostics.Conditional("ALWAYS_FALSE")] #endif public static void LogInfo(string message, Object context = null) { if (context == null) { Debug.Log("[AVProVideo] " + message); } else { Debug.Log("[AVProVideo] " + message, context); } } public static int GetUnityAudioSampleRate() { // For standalone builds (not in the editor): // In Unity 4.6, 5.0, 5.1 when audio is disabled there is no indication from the API. // But in 5.2.0 and above, it logs an error when trying to call // AudioSettings.GetDSPBufferSize() or AudioSettings.outputSampleRate // So to prevent the error, check if AudioSettings.GetConfiguration().sampleRate == 0 return (AudioSettings.GetConfiguration().sampleRate == 0) ? 0 : AudioSettings.outputSampleRate; } public static int GetUnityAudioSpeakerCount() { switch (AudioSettings.GetConfiguration().speakerMode) { case AudioSpeakerMode.Mono: return 1; case AudioSpeakerMode.Stereo: return 2; case AudioSpeakerMode.Quad: return 4; case AudioSpeakerMode.Surround: return 5; case AudioSpeakerMode.Mode5point1: return 6; case AudioSpeakerMode.Mode7point1: return 8; case AudioSpeakerMode.Prologic: return 2; } return 0; } // Returns a valid range to use for a timeline display // Either it will return the range 0..duration, or // for live streams it will return first seekable..last seekable time public static TimeRange GetTimelineRange(double duration, TimeRanges seekable) { TimeRange result = new TimeRange(); if (duration >= 0.0 && duration < 2e10) { // Duration is valid result.startTime = 0f; result.duration = duration; } else { // Duration is invalid, so it could be a live stream, so derive from seekable range result.startTime = seekable.MinTime; result.duration = seekable.Duration; } return result; } public const double SecondsToHNS = 10000000.0; public const double MilliSecondsToHNS = 10000.0; public static string GetTimeString(double timeSeconds, bool showMilliseconds = false) { float totalSeconds = (float)timeSeconds; int hours = Mathf.FloorToInt(totalSeconds / (60f * 60f)); float usedSeconds = hours * 60f * 60f; int minutes = Mathf.FloorToInt((totalSeconds - usedSeconds) / 60f); usedSeconds += minutes * 60f; int seconds = Mathf.FloorToInt(totalSeconds - usedSeconds); string result; if (hours <= 0) { if (showMilliseconds) { int milliSeconds = (int)((totalSeconds - Mathf.Floor(totalSeconds)) * 1000f); result = string.Format("{0:00}:{1:00}:{2:000}", minutes, seconds, milliSeconds); } else { result = string.Format("{0:00}:{1:00}", minutes, seconds); } } else { if (showMilliseconds) { int milliSeconds = (int)((totalSeconds - Mathf.Floor(totalSeconds)) * 1000f); result = string.Format("{2}:{0:00}:{1:00}:{3:000}", minutes, seconds, hours, milliSeconds); } else { result = string.Format("{2}:{0:00}:{1:00}", minutes, seconds, hours); } } return result; } /// /// Convert texture transform matrix to an enum of orientation types /// public static Orientation GetOrientation(float[] t) { Orientation result = Orientation.Landscape; if (t != null) { // TODO: check that the Portrait and PortraitFlipped are the right way around if (t[0] == 0f && t[1]== 1f && t[2] == -1f && t[3] == 0f) { result = Orientation.Portrait; } else if (t[0] == 0f && t[1] == -1f && t[2] == 1f && t[3] == 0f) { result = Orientation.PortraitFlipped; } else if (t[0]== 1f && t[1] == 0f && t[2] == 0f && t[3] == 1f) { result = Orientation.Landscape; } else if (t[0] == -1f && t[1] == 0f && t[2] == 0f && t[3] == -1f) { result = Orientation.LandscapeFlipped; } else if (t[0] == 0f && t[1] == 1f && t[2] == 1f && t[3] == 0f) { result = Orientation.PortraitHorizontalMirror; } } return result; } private static Matrix4x4 PortraitMatrix = Matrix4x4.TRS(new Vector3(0f, 1f, 0f), Quaternion.Euler(0f, 0f, -90f), Vector3.one); private static Matrix4x4 PortraitFlippedMatrix = Matrix4x4.TRS(new Vector3(1f, 0f, 0f), Quaternion.Euler(0f, 0f, 90f), Vector3.one); private static Matrix4x4 LandscapeFlippedMatrix = Matrix4x4.TRS(new Vector3(1f, 1f, 0f), Quaternion.Euler(0f, 0f, -180f), Vector3.one); public static Matrix4x4 GetMatrixForOrientation(Orientation ori) { Matrix4x4 result; switch (ori) { case Orientation.Landscape: result = Matrix4x4.identity; break; case Orientation.LandscapeFlipped: result = LandscapeFlippedMatrix; break; case Orientation.Portrait: result = PortraitMatrix; break; case Orientation.PortraitFlipped: result = PortraitFlippedMatrix; break; case Orientation.PortraitHorizontalMirror: result = new Matrix4x4(); result.SetColumn(0, new Vector4(0f, 1f, 0f, 0f)); result.SetColumn(1, new Vector4(1f, 0f, 0f, 0f)); result.SetColumn(2, new Vector4(0f, 0f, 1f, 0f)); result.SetColumn(3, new Vector4(0f, 0f, 0f, 1f)); break; default: throw new System.Exception("Unknown Orientation type"); } return result; } public static Matrix4x4 Matrix4x4FromAffineTransform(float[] affineXfrm) { Vector4 v0 = new Vector4(affineXfrm[0], affineXfrm[1], 0, 0); Vector4 v1 = new Vector4(affineXfrm[2], affineXfrm[3], 0, 0); Vector4 v2 = new Vector4( 0, 0, 1, 0); Vector4 v3 = new Vector4(affineXfrm[4], affineXfrm[5], 0, 1); return new Matrix4x4(v0, v1, v2, v3); } public static int ConvertTimeSecondsToFrame(double seconds, float frameRate) { // NOTE: Generally you should use RountToInt when converting from time to frame number // but because we're adding a half frame offset (which seems to be the safer thing to do) we need to FloorToInt seconds = System.Math.Max(0.0, seconds); frameRate = Mathf.Max(0f, frameRate); return (int)System.Math.Floor(frameRate * seconds); } public static double ConvertFrameToTimeSeconds(int frame, float frameRate) { frame = Mathf.Max(0, frame); frameRate = Mathf.Max(0f, frameRate); double frameDurationSeconds = 1.0 / frameRate; return ((double)frame * frameDurationSeconds) + (frameDurationSeconds * 0.5); // Add half a frame we that the time lands in the middle of the frame range and not at the edges } public static double FindNextKeyFrameTimeSeconds(double seconds, float frameRate, int keyFrameInterval) { seconds = System.Math.Max(0.0, seconds); frameRate = Mathf.Max(0f, frameRate); keyFrameInterval = Mathf.Max(0, keyFrameInterval); int currentFrame = Helper.ConvertTimeSecondsToFrame(seconds, frameRate); // TODO: allow specifying a minimum number of frames so that if currentFrame is too close to nextKeyFrame, it will calculate the next-next keyframe int nextKeyFrame = keyFrameInterval * Mathf.CeilToInt((float)(currentFrame + 1) / (float)keyFrameInterval); return Helper.ConvertFrameToTimeSeconds(nextKeyFrame, frameRate); } public static System.DateTime ConvertSecondsSince1970ToDateTime(double secondsSince1970) { System.TimeSpan time = System.TimeSpan.FromSeconds(secondsSince1970); return new System.DateTime(1970, 1, 1).Add(time); } #if (UNITY_EDITOR_WIN || (!UNITY_EDITOR && UNITY_STANDALONE_WIN)) [System.Runtime.InteropServices.DllImport("kernel32.dll", CharSet = System.Runtime.InteropServices.CharSet.Unicode, EntryPoint = "GetShortPathNameW", SetLastError=true)] private static extern int GetShortPathName([System.Runtime.InteropServices.MarshalAs(System.Runtime.InteropServices.UnmanagedType.LPWStr)] string pathName, [System.Runtime.InteropServices.MarshalAs(System.Runtime.InteropServices.UnmanagedType.LPWStr)] System.Text.StringBuilder shortName, int cbShortName); // Handle very long file paths by converting to DOS 8.3 format internal static string ConvertLongPathToShortDOS83Path(string path) { const string pathToken = @"\\?\"; string result = pathToken + path.Replace("/","\\"); int length = GetShortPathName(result, null, 0); if (length > 0) { System.Text.StringBuilder sb = new System.Text.StringBuilder(length); if (0 != GetShortPathName(result, sb, length)) { result = sb.ToString().Replace(pathToken, ""); Debug.LogWarning("[AVProVideo] Long path detected. Changing to DOS 8.3 format"); } } return result; } #endif // Converts a non-readable texture to a readable Texture2D. // "targetTexture" can be null or you can pass in an existing texture. // Remember to Destroy() the returned texture after finished with it public static Texture2D GetReadableTexture(Texture inputTexture, bool requiresVerticalFlip, Orientation ori, Texture2D targetTexture = null) { Texture2D resultTexture = targetTexture; RenderTexture prevRT = RenderTexture.active; int textureWidth = inputTexture.width; int textureHeight = inputTexture.height; #if UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX || UNITY_IPHONE || UNITY_IOS || UNITY_TVOS if (ori == Orientation.Portrait || ori == Orientation.PortraitFlipped) { textureWidth = inputTexture.height; textureHeight = inputTexture.width; } #endif // Blit the texture to a temporary RenderTexture // This handles any format conversion that is required and allows us to use ReadPixels to copy texture from RT to readable texture RenderTexture tempRT = RenderTexture.GetTemporary(textureWidth, textureHeight, 0, RenderTextureFormat.ARGB32); if (ori == Orientation.Landscape) { if (!requiresVerticalFlip) { Graphics.Blit(inputTexture, tempRT); } else { // The above Blit can't flip unless using a material, so we use Graphics.DrawTexture instead GL.PushMatrix(); RenderTexture.active = tempRT; GL.LoadPixelMatrix(0f, tempRT.width, 0f, tempRT.height); Rect sourceRect = new Rect(0f, 0f, 1f, 1f); // NOTE: not sure why we need to set y to -1, without this there is a 1px gap at the bottom Rect destRect = new Rect(0f, -1f, tempRT.width, tempRT.height); Graphics.DrawTexture(destRect, inputTexture, sourceRect, 0, 0, 0, 0); GL.PopMatrix(); GL.InvalidateState(); } } #if UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX || UNITY_IPHONE || UNITY_IOS || UNITY_TVOS else { Matrix4x4 m = Matrix4x4.identity; switch (ori) { case Orientation.Portrait: m = Matrix4x4.TRS(new Vector3(0f, inputTexture.width, 0f), Quaternion.Euler(0f, 0f, -90f), Vector3.one); break; case Orientation.PortraitFlipped: m = Matrix4x4.TRS(new Vector3(inputTexture.height, 0f, 0f), Quaternion.Euler(0f, 0f, 90f), Vector3.one); break; case Orientation.LandscapeFlipped: m = Matrix4x4.TRS(new Vector3(inputTexture.width, inputTexture.height, 0f), Quaternion.identity, new Vector3(-1f, -1f, 1f)); break; } // The above Blit can't flip unless using a material, so we use Graphics.DrawTexture instead GL.InvalidateState(); RenderTexture.active = tempRT; GL.Clear(false, true, Color.black); GL.PushMatrix(); GL.LoadPixelMatrix(0f, tempRT.width, 0f, tempRT.height); Rect sourceRect = new Rect(0f, 0f, 1f, 1f); // NOTE: not sure why we need to set y to -1, without this there is a 1px gap at the bottom Rect destRect = new Rect(0f, -1f, inputTexture.width, inputTexture.height); GL.MultMatrix(m); Graphics.DrawTexture(destRect, inputTexture, sourceRect, 0, 0, 0, 0); GL.PopMatrix(); GL.InvalidateState(); } #endif if (resultTexture == null) { resultTexture = new Texture2D(textureWidth, textureHeight, TextureFormat.ARGB32, false); } RenderTexture.active = tempRT; resultTexture.ReadPixels(new Rect(0f, 0f, textureWidth, textureHeight), 0, 0, false); resultTexture.Apply(false, false); RenderTexture.ReleaseTemporary(tempRT); RenderTexture.active = prevRT; return resultTexture; } // Converts a non-readable texture to a readable Texture2D. // "targetTexture" can be null or you can pass in an existing texture. // Remember to Destroy() the returned texture after finished with it public static Texture2D GetReadableTexture(RenderTexture inputTexture, Texture2D targetTexture = null) { if (targetTexture == null) { targetTexture = new Texture2D(inputTexture.width, inputTexture.height, TextureFormat.ARGB32, false); } RenderTexture prevRT = RenderTexture.active; RenderTexture.active = inputTexture; targetTexture.ReadPixels(new Rect(0f, 0f, inputTexture.width, inputTexture.height), 0, 0, false); targetTexture.Apply(false, false); RenderTexture.active = prevRT; return targetTexture; } } }