UP-Viagg-io/Viagg-io/Assets/Packages/AVProVideo/Runtime/Scripts/Components/MediaPlayer_ExtractFrame.cs

211 lines
7.0 KiB
C#
Executable File

using UnityEngine;
using System.Collections;
//-----------------------------------------------------------------------------
// Copyright 2015-2022 RenderHeads Ltd. All rights reserved.
//-----------------------------------------------------------------------------
namespace RenderHeads.Media.AVProVideo
{
public partial class MediaPlayer : MonoBehaviour
{
#region Extract Frame
private bool ForceWaitForNewFrame(int lastFrameCount, float timeoutMs)
{
bool result = false;
// Wait for the frame to change, or timeout to happen (for the case that there is no new frame for this time)
System.DateTime startTime = System.DateTime.Now;
int iterationCount = 0;
while (Control != null && (System.DateTime.Now - startTime).TotalMilliseconds < (double)timeoutMs)
{
_playerInterface.Update();
// TODO: check if Seeking has completed! Then we don't have to wait
// If frame has changed we can continue
// NOTE: this will never happen because GL.IssuePlugin.Event is never called in this loop
if (lastFrameCount != TextureProducer.GetTextureFrameCount())
{
result = true;
break;
}
iterationCount++;
// NOTE: we tried to add Sleep for 1ms but it was very slow, so switched to this time based method which burns more CPU but about double the speed
// NOTE: had to add the Sleep back in as after too many iterations (over 1000000) of GL.IssuePluginEvent Unity seems to lock up
// NOTE: seems that GL.IssuePluginEvent can't be called if we're stuck in a while loop and they just stack up
//System.Threading.Thread.Sleep(0);
}
_playerInterface.Render();
return result;
}
/// <summary>
/// Create or return (if cached) a camera that is inactive and renders nothing
/// This camera is used to call .Render() on which causes the render thread to run
/// This is useful for forcing GL.IssuePluginEvent() to run and is used for
/// wait for frames to render for ExtractFrame() and UpdateTimeScale()
/// </summary>
private static Camera GetDummyCamera()
{
if (_dummyCamera == null)
{
const string goName = "AVPro Video Dummy Camera";
GameObject go = GameObject.Find(goName);
if (go == null)
{
go = new GameObject(goName);
go.hideFlags = HideFlags.HideInHierarchy | HideFlags.DontSave;
go.SetActive(false);
Object.DontDestroyOnLoad(go);
_dummyCamera = go.AddComponent<Camera>();
_dummyCamera.hideFlags = HideFlags.HideInInspector | HideFlags.DontSave;
_dummyCamera.cullingMask = 0;
_dummyCamera.clearFlags = CameraClearFlags.Nothing;
_dummyCamera.enabled = false;
}
else
{
_dummyCamera = go.GetComponent<Camera>();
}
}
//Debug.Assert(_dummyCamera != null);
return _dummyCamera;
}
private IEnumerator ExtractFrameCoroutine(Texture2D target, ProcessExtractedFrame callback, double timeSeconds = -1.0, bool accurateSeek = true, int timeoutMs = 1000, int timeThresholdMs = 100)
{
#if (!UNITY_EDITOR && UNITY_ANDROID) || UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN || UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX || UNITY_IOS || UNITY_TVOS
Texture2D result = target;
Texture frame = null;
if (_controlInterface != null)
{
if (timeSeconds >= 0f)
{
Pause();
// If the right frame is already available (or close enough) just grab it
if (TextureProducer.GetTexture() != null && (System.Math.Abs(_controlInterface.GetCurrentTime() - timeSeconds) < (timeThresholdMs / 1000.0)))
{
frame = TextureProducer.GetTexture();
}
else
{
int preSeekFrameCount = _textureInterface.GetTextureFrameCount();
// Seek to the frame
if (accurateSeek)
{
_controlInterface.Seek(timeSeconds);
}
else
{
_controlInterface.SeekFast(timeSeconds);
}
// Wait for the new frame to arrive
if (!_controlInterface.WaitForNextFrame(GetDummyCamera(), preSeekFrameCount))
{
// If WaitForNextFrame fails (e.g. in android single threaded), we run the below code to asynchronously wait for the frame
int currFc = TextureProducer.GetTextureFrameCount();
int iterations = 0;
int maxIterations = 50;
//+1 as often there will be an extra frame produced after pause (so we need to wait for the second frame instead)
while((currFc + 1) >= TextureProducer.GetTextureFrameCount() && iterations++ < maxIterations)
{
yield return null;
}
}
frame = TextureProducer.GetTexture();
}
}
else
{
frame = TextureProducer.GetTexture();
}
}
if (frame != null)
{
result = Helper.GetReadableTexture(frame, TextureProducer.RequiresVerticalFlip(), Helper.GetOrientation(Info.GetTextureTransform()), target);
}
#else
Texture2D result = ExtractFrame(target, timeSeconds, accurateSeek, timeoutMs, timeThresholdMs);
#endif
callback(result);
yield return null;
}
public void ExtractFrameAsync(Texture2D target, ProcessExtractedFrame callback, double timeSeconds = -1.0, bool accurateSeek = true, int timeoutMs = 1000, int timeThresholdMs = 100)
{
StartCoroutine(ExtractFrameCoroutine(target, callback, timeSeconds, accurateSeek, timeoutMs, timeThresholdMs));
}
// "target" can be null or you can pass in an existing texture.
public Texture2D ExtractFrame(Texture2D target, double timeSeconds = -1.0, bool accurateSeek = true, int timeoutMs = 1000, int timeThresholdMs = 100)
{
Texture2D result = target;
// Extract frames returns the internal frame of the video player
Texture frame = ExtractFrame(timeSeconds, accurateSeek, timeoutMs, timeThresholdMs);
if (frame != null)
{
result = Helper.GetReadableTexture(frame, TextureProducer.RequiresVerticalFlip(), Helper.GetOrientation(Info.GetTextureTransform()), target);
}
return result;
}
private Texture ExtractFrame(double timeSeconds = -1.0, bool accurateSeek = true, int timeoutMs = 1000, int timeThresholdMs = 100)
{
Texture result = null;
if (_controlInterface != null)
{
if (timeSeconds >= 0f)
{
Pause();
// If the right frame is already available (or close enough) just grab it
if (TextureProducer.GetTexture() != null && (System.Math.Abs(_controlInterface.GetCurrentTime() - timeSeconds) < (timeThresholdMs / 1000.0)))
{
result = TextureProducer.GetTexture();
}
else
{
// Store frame count before seek
int frameCount = TextureProducer.GetTextureFrameCount();
// Seek to the frame
if (accurateSeek)
{
_controlInterface.Seek(timeSeconds);
}
else
{
_controlInterface.SeekFast(timeSeconds);
}
// Wait for frame to change
ForceWaitForNewFrame(frameCount, timeoutMs);
result = TextureProducer.GetTexture();
}
}
else
{
result = TextureProducer.GetTexture();
}
}
return result;
}
#endregion // Extract Frame
}
}