UP-Viagg-io/Viagg-io/Assets/Packages/AVProVideo/Runtime/Scripts/Internal/Helper.cs

527 lines
18 KiB
C#
Executable File

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;
}
/// <summary>
/// Convert texture transform matrix to an enum of orientation types
/// </summary>
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;
}
}
}