SHA256
596 lines
24 KiB
C#
596 lines
24 KiB
C#
using System;
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using System.Diagnostics.CodeAnalysis;
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using System.IO;
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using ADOFAIRenderer.UI;
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using ADOFAIRenderer.Util.FFmpeg;
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using MelonLoader;
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using UnityEngine;
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using FFmpeg.AutoGen;
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namespace ADOFAIRenderer.Util;
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/// <summary>
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/// Plays a custom level's background video with FFmpeg (FFmpegNativeDecoder) in place of Unity's VideoPlayer while a
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/// render is active, so the video frame shown always matches the render clock. Attached to the scnGame.videoBG object
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/// by scnGamePatch.ReplaceVideo, which disables the native VideoPlayer; removed again by that patch when no render is
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/// active.
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/// <para>
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/// Every LateUpdate it computes the video time from the conductor (the same formula scrVfxPlus uses to start and
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/// position the native video), decodes frames up to that time and draws the newest one either into the VideoPlayer's
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/// target RenderTexture or onto a quad at the far plane of the background camera.
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/// Decoded YUV frames are converted to RGBA on the GPU (ColorConversion.compute, kernels CSMain_NV12ToRGBA /
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/// CSMain_YUV420PToRGBA); other pixel formats, or a missing shader, use the decoder's RGBA output (CPU conversion).
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/// Main thread only.
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/// </para>
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/// </summary>
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// ReSharper disable once InconsistentNaming
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internal class VideoBGPlayer : MonoBehaviour
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{
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// Property IDs of the compute shader parameters: input planes, output texture, frame size in pixels,
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// ColorRange (1 = full range, 0 = limited range) and ColorMatrix (FFmpegNativeDecoder.ColorMatrix).
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private static readonly int YTex = Shader.PropertyToID("_YTex");
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private static readonly int UVTex = Shader.PropertyToID("_UVTex");
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private static readonly int Result = Shader.PropertyToID("_Result");
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private static readonly int Width = Shader.PropertyToID("Width");
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private static readonly int Height = Shader.PropertyToID("Height");
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private static readonly int UTex = Shader.PropertyToID("_UTex");
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private static readonly int VTex = Shader.PropertyToID("_VTex");
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private static readonly int ColorRange = Shader.PropertyToID("ColorRange");
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private static readonly int ColorMatrix = Shader.PropertyToID("ColorMatrix");
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/// <summary>
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/// Conversion path of the current video: <c>None</c> = CPU RGBA texture, <c>YUV420P</c> = separate Y, U, V planes,
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/// <c>NV12</c> = Y plane and interleaved UV plane.
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/// </summary>
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[SuppressMessage("ReSharper", "InconsistentNaming")]
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private enum GPUMode
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{
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None,
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YUV420P,
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NV12
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}
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/// <summary>Decoder of the current video; null when not initialized or after CleanUp.</summary>
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private FFmpegNativeDecoder? _decoder;
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// CPU fallback rendering
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// ReSharper disable once InconsistentNaming
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private Texture2D? _textureRGBA;
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// GPU conversion textures
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private Texture2D? _textureY;
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private Texture2D? _textureU;
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private Texture2D? _textureV;
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private Texture2D? _textureUV;
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// Compute Shader variables
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private ComputeShader? _computeShader;
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private RenderTexture? _renderTexture;
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private int _kernelIndex = -1;
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/// <summary>Presentation time in seconds of the frame currently shown (video time, 0 = start of the file).</summary>
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private double _currentFrameTimestamp;
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/// <summary>Video time in seconds from which the next frame is decoded (current timestamp + 1 / FPS).</summary>
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private double _nextFrameTimestamp;
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/// <summary>Conversion path selected by Init.</summary>
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private GPUMode _gpuMode = GPUMode.None;
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/// <summary>Target RenderTexture of the native VideoPlayer; null when the video is shown on the background quad.</summary>
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private RenderTexture? _targetTexture;
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/// <summary>Whether the level loops the video (miscSettings "loopVideo").</summary>
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private bool _isLooping;
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/// <summary>True after a successful Init; set to false by CleanUp or a playback error (playback then stops).</summary>
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private bool _isInitialized;
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/// <summary>Background quad created by SetupBackgroundQuad when there is no target texture; hidden until the first frame.</summary>
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private GameObject? _quad;
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/// <summary>Material of the background quad; its main texture is the converted frame.</summary>
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private Material? _material;
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/// <summary>
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/// Releases any previous video and opens <paramref name="videoPath"/>. Allocates the plane textures for the GPU path
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/// of the decoder's pixel format (chroma planes are (width + 1) / 2 x (height + 1) / 2), or an RGBA texture for the
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/// CPU path. Errors are logged; the player then stays uninitialized and shows nothing.
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/// </summary>
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/// <param name="videoPath">Full path of the video file.</param>
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/// <param name="targetTexture">RenderTexture the native VideoPlayer renders into, or null to draw on a background quad.</param>
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/// <param name="loop">Whether the video loops.</param>
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/// <param name="targetCamera">Camera the background quad is attached to when <paramref name="targetTexture"/> is null.</param>
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/// <param name="videoBGGo">VideoPlayer object; its layer is given to the background quad.</param>
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// ReSharper disable once InconsistentNaming
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public void Init(string videoPath, RenderTexture? targetTexture, bool loop, Camera? targetCamera, GameObject videoBGGo)
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{
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CleanUp();
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_targetTexture = targetTexture;
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_isLooping = loop;
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if (_targetTexture == null && targetCamera != null)
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{
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SetupBackgroundQuad(targetCamera, videoBGGo);
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}
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if (!File.Exists(videoPath))
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{
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Melon<RenderMod>.Logger.Warning($"[FFmpegVideoBGPlayer] Video file does not exist: {videoPath}");
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return;
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}
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try
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{
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_decoder = new FFmpegNativeDecoder(videoPath);
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_computeShader = ModAssets.ColorConversionShader;
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var w = _decoder.Width;
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var h = _decoder.Height;
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var pixFmt = _decoder.PixelFormat;
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var gpuInitSuccess = false;
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if (_computeShader != null)
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{
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switch (pixFmt)
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{
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case AVPixelFormat.AV_PIX_FMT_NV12:
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try
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{
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_kernelIndex = _computeShader.FindKernel("CSMain_NV12ToRGBA");
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_textureY = new Texture2D(w, h, TextureFormat.R8, false);
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_textureUV = new Texture2D((w + 1) / 2, (h + 1) / 2, TextureFormat.RG16, false);
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ConfigureTexture(_textureY);
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ConfigureTexture(_textureUV);
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_gpuMode = GPUMode.NV12;
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gpuInitSuccess = true;
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Melon<RenderMod>.Logger.Msg("[FFmpegVideoBGPlayer] Initialized Compute Shader NV12 mode successfully");
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}
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catch
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{
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// ignored
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}
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break;
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case AVPixelFormat.AV_PIX_FMT_YUV420P:
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case AVPixelFormat.AV_PIX_FMT_YUVJ420P:
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try
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{
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_kernelIndex = _computeShader.FindKernel("CSMain_YUV420PToRGBA");
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_textureY = new Texture2D(w, h, TextureFormat.R8, false);
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_textureU = new Texture2D((w + 1) / 2, (h + 1) / 2, TextureFormat.R8, false);
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_textureV = new Texture2D((w + 1) / 2, (h + 1) / 2, TextureFormat.R8, false);
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ConfigureTexture(_textureY);
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ConfigureTexture(_textureU);
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ConfigureTexture(_textureV);
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_gpuMode = GPUMode.YUV420P;
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gpuInitSuccess = true;
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Melon<RenderMod>.Logger.Msg("[FFmpegVideoBGPlayer] Initialized Compute Shader YUV420P mode successfully");
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}
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catch
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{
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// ignored
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}
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break;
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default:
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Melon<RenderMod>.Logger.Msg("[FFmpegVideoBGPlayer] Cannot use Compute Shader for colorspace conversion.");
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break;
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}
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}
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if (gpuInitSuccess && _computeShader != null)
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{
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_renderTexture = new RenderTexture(w, h, 0, RenderTextureFormat.ARGB32)
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{
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enableRandomWrite = true
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};
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_renderTexture.Create();
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}
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else
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{
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_textureRGBA = new Texture2D(w, h, TextureFormat.RGBA32, false);
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ConfigureTexture(_textureRGBA);
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_gpuMode = GPUMode.None;
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Melon<RenderMod>.Logger.Warning("[FFmpegVideoBGPlayer] GPU acceleration unsupported or failed to load, falling back to CPU (RGBA).");
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}
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_currentFrameTimestamp = 0.0;
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_nextFrameTimestamp = 0.0;
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_isInitialized = true;
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Melon<RenderMod>.Logger.Msg($"[FFmpegVideoBGPlayer] Successfully initialized - Resolution: {w}x{h}, FPS: {_decoder.FPS:F2}");
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}
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catch (Exception ex)
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{
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Melon<RenderMod>.Logger.Error($"[FFmpegVideoBGPlayer] Error during initialization: {ex}");
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CleanUp();
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}
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}
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/// <summary>Sets clamp wrapping and bilinear filtering.</summary>
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private static void ConfigureTexture(Texture2D tex)
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{
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tex.wrapMode = TextureWrapMode.Clamp;
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tex.filterMode = FilterMode.Bilinear;
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}
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/// <summary>
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/// Main thread, every frame after the song has started. Computes the video time, seeks when it moved backwards or more
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/// than 1 s ahead of the shown frame, decodes frames until the next frame lies after that time, and draws the last
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/// decoded frame. Before the video starts (negative time) the target texture is cleared to black and the quad hidden.
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/// When decoding fails at the end of the file, a looping video seeks to 0; otherwise the last frame stays.
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/// </summary>
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private void LateUpdate()
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{
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if (!_isInitialized || _decoder == null) return;
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var cond = scrConductor.instance;
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if (!cond || !cond.hasSongStarted) return;
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// Song position in seconds of song time, as scrConductor computes songposition_minusi from dspTime with the input
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// offset calibration_i = 0 (the render sets the input offset to 0), minus the separate countdown length.
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// scrVfxPlus starts the native video at songposition_minusi - countdown + vidOffset (scrVfxPlus.cs).
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var pitch = cond.song.pitch;
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var separateCountdownOffset = cond.separateCountdownTime ?
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cond.crotchetAtStart * cond.adjustedCountdownTicks : 0.0;
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var songTime = (cond.dspTime - cond.dspTimeSong) * pitch - cond.addoffset - separateCountdownOffset;
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var vidOffset = scrVfxPlus.instance ? scrVfxPlus.instance.vidOffset : 0.0;
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var targetVideoTime = songTime + vidOffset;
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// When looping is enabled, the playback position is the elapsed time wrapped into [0, Duration).
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// When it is disabled, the position keeps increasing and the last frame stays on screen after the end.
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var videoDuration = _decoder.Duration;
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if (_isLooping && targetVideoTime >= 0 && videoDuration > 0)
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{
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targetVideoTime %= videoDuration;
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}
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if (targetVideoTime < 0)
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{
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if (_targetTexture)
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{
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var active = RenderTexture.active;
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RenderTexture.active = _targetTexture;
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GL.Clear(true, true, Color.black);
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RenderTexture.active = active;
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}
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if (_quad)
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{
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_quad.SetActive(false);
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}
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return;
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}
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// scrVfxPlus hides the tutorial (editor) background when the native video starts (scrVfxPlus.cs).
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if (ADOBase.customLevel)
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{
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ADOBase.customLevel.ShowTutorialBackground(false);
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}
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try
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{
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// A seek is cheaper than decoding many frames when the time jumped forward by more than 1 s.
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if (targetVideoTime < _currentFrameTimestamp || targetVideoTime - _currentFrameTimestamp > 1.0)
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{
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_decoder.SeekToTime(targetVideoTime);
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_currentFrameTimestamp = targetVideoTime;
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_nextFrameTimestamp = targetVideoTime;
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}
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bool frameUpdated = false;
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while (targetVideoTime >= _nextFrameTimestamp)
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{
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double timestamp = 0.0;
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bool success = false;
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if (_gpuMode == GPUMode.NV12 && _textureY && _textureUV)
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{
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success = _decoder.TryReadNV12Frame(
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_textureY.GetRawTextureData<byte>(),
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_textureUV.GetRawTextureData<byte>(),
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out timestamp
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);
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}
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else if (_gpuMode == GPUMode.YUV420P && _textureY && _textureU && _textureV)
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{
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success = _decoder.TryReadYUV420PFrame(
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_textureY.GetRawTextureData<byte>(),
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_textureU.GetRawTextureData<byte>(),
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_textureV.GetRawTextureData<byte>(),
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out timestamp
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);
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}
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else
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{
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if (_textureRGBA != null)
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{
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success = _decoder.TryReadFrame(
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_textureRGBA.GetRawTextureData<byte>(),
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vflip: true,
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out timestamp
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);
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}
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}
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if (success)
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{
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_currentFrameTimestamp = timestamp;
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_nextFrameTimestamp = timestamp + (1.0 / _decoder.FPS);
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frameUpdated = true;
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}
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else
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{
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if (_isLooping)
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{
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_decoder.SeekToTime(0);
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_currentFrameTimestamp = 0;
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_nextFrameTimestamp = 1.0 / _decoder.FPS;
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break;
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}
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else
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{
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break;
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}
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}
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}
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if (frameUpdated)
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{
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RenderToTarget();
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}
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}
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catch (Exception ex)
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{
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Melon<RenderMod>.Logger.Error($"[FFmpegVideoBGPlayer] Error during playback update: {ex}");
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_isInitialized = false;
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}
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}
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/// <summary>
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/// Uploads the decoded planes, converts them to RGBA with the compute shader (or uploads the RGBA texture), and shows
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/// the result: blitted into the target texture, or set as the quad's main texture (the quad is activated).
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/// </summary>
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private void RenderToTarget()
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{
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if (_decoder == null) return;
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int w = _decoder.Width;
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int h = _decoder.Height;
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if (_gpuMode == GPUMode.NV12 && _textureY && _textureUV && _computeShader && _renderTexture)
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{
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_textureY.Apply();
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_textureUV.Apply();
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_computeShader.SetTexture(_kernelIndex, YTex, _textureY);
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_computeShader.SetTexture(_kernelIndex, UVTex, _textureUV);
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_computeShader.SetTexture(_kernelIndex, Result, _renderTexture);
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_computeShader.SetInt(Width, w);
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_computeShader.SetInt(Height, h);
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_computeShader.SetInt(ColorRange, _decoder.ColorRange == AVColorRange.AVCOL_RANGE_JPEG ? 1 : 0);
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_computeShader.SetInt(ColorMatrix, _decoder.ColorMatrix);
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// One thread group per 8 x 8 output pixels, rounded up (group size expected by the ColorConversion.compute kernels).
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int threadGroupsX = (w + 7) / 8;
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int threadGroupsY = (h + 7) / 8;
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_computeShader.Dispatch(_kernelIndex, threadGroupsX, threadGroupsY, 1);
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if (_targetTexture)
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{
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Graphics.Blit(_renderTexture, _targetTexture);
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}
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else if (_material)
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{
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if (_material.mainTexture != _renderTexture)
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{
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_material.mainTexture = _renderTexture;
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}
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if (_quad != null && !_quad.activeSelf)
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{
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_quad.SetActive(true);
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}
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}
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}
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else if (_gpuMode == GPUMode.YUV420P && _textureY && _textureU && _textureV && _computeShader && _renderTexture)
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{
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_textureY.Apply();
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_textureU.Apply();
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_textureV.Apply();
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_computeShader.SetTexture(_kernelIndex, YTex, _textureY);
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_computeShader.SetTexture(_kernelIndex, UTex, _textureU);
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_computeShader.SetTexture(_kernelIndex, VTex, _textureV);
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_computeShader.SetTexture(_kernelIndex, Result, _renderTexture);
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_computeShader.SetInt(Width, w);
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_computeShader.SetInt(Height, h);
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_computeShader.SetInt(ColorRange, _decoder.ColorRange == AVColorRange.AVCOL_RANGE_JPEG ? 1 : 0);
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_computeShader.SetInt(ColorMatrix, _decoder.ColorMatrix);
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// One thread group per 8 x 8 output pixels, rounded up (group size expected by the ColorConversion.compute kernels).
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int threadGroupsX = (w + 7) / 8;
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int threadGroupsY = (h + 7) / 8;
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_computeShader.Dispatch(_kernelIndex, threadGroupsX, threadGroupsY, 1);
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if (_targetTexture)
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{
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Graphics.Blit(_renderTexture, _targetTexture);
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}
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else if (_material)
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{
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if (_material.mainTexture != _renderTexture)
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{
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_material.mainTexture = _renderTexture;
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}
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if (_quad != null && !_quad.activeSelf)
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{
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_quad.SetActive(true);
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}
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}
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}
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else if (_textureRGBA)
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{
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_textureRGBA.Apply();
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if (_targetTexture)
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{
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Graphics.Blit(_textureRGBA, _targetTexture);
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}
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else if (_material)
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{
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if (_material.mainTexture != _textureRGBA)
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{
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_material.mainTexture = _textureRGBA;
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}
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if (_quad != null && !_quad.activeSelf)
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{
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_quad.SetActive(true);
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}
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}
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}
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}
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/// <summary>Releases the decoder and GPU resources when the component is destroyed.</summary>
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private void OnDestroy()
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{
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CleanUp();
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}
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/// <summary>
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/// Disposes the decoder and destroys the textures, the RenderTexture, the background quad and its material.
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/// The player is uninitialized afterwards. Called by Init, on errors and on destroy.
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/// </summary>
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public void CleanUp()
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{
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_isInitialized = false;
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if (_decoder != null)
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{
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_decoder.Dispose();
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_decoder = null;
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Melon<RenderMod>.Logger.Msg("[FFmpegVideoBGPlayer] Decoder successfully disposed.");
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}
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if (_textureRGBA != null)
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{
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Destroy(_textureRGBA);
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_textureRGBA = null;
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}
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if (_textureY != null) Destroy(_textureY);
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if (_textureU != null) Destroy(_textureU);
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if (_textureV != null) Destroy(_textureV);
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if (_textureUV != null) Destroy(_textureUV);
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_textureY = null;
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_textureU = null;
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_textureV = null;
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_textureUV = null;
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if (_renderTexture != null)
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{
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_renderTexture.Release();
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Destroy(_renderTexture);
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_renderTexture = null;
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}
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if (_quad != null)
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{
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Destroy(_quad);
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_quad = null;
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}
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if (_material != null)
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{
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Destroy(_material);
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_material = null;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a quad as a child of <paramref name="targetCamera"/>, 0.5 units in front of its far clip plane, scaled to
|
|
/// fill the view (orthographic size or field of view), on the layer of <paramref name="videoBGGo"/>. Its shader is
|
|
/// taken from scrCamera's camera quad material when available, otherwise the first of Sprites/Default, Unlit/Texture
|
|
/// and Standard that exists. The quad starts inactive.
|
|
/// </summary>
|
|
// ReSharper disable once InconsistentNaming
|
|
private void SetupBackgroundQuad(Camera targetCamera, GameObject videoBGGo)
|
|
{
|
|
_quad = GameObject.CreatePrimitive(PrimitiveType.Quad);
|
|
_quad.name = "FFmpegVideoBGQuad";
|
|
|
|
// ReSharper disable once Unity.UnresolvedComponentOrScriptableObject
|
|
var col = _quad.GetComponent("MeshCollider");
|
|
if (col) Destroy(col);
|
|
|
|
_quad.transform.parent = targetCamera.transform;
|
|
|
|
var zPos = targetCamera.farClipPlane - 0.5f;
|
|
_quad.transform.localPosition = new Vector3(0f, 0f, zPos);
|
|
_quad.transform.localRotation = Quaternion.identity;
|
|
|
|
float height;
|
|
float width;
|
|
if (targetCamera.orthographic)
|
|
{
|
|
height = 2.0f * targetCamera.orthographicSize;
|
|
width = height * targetCamera.aspect;
|
|
}
|
|
else
|
|
{
|
|
height = 2.0f * zPos * Mathf.Tan(targetCamera.fieldOfView * 0.5f * Mathf.Deg2Rad);
|
|
width = height * targetCamera.aspect;
|
|
}
|
|
_quad.transform.localScale = new Vector3(width, height, 1.0f);
|
|
_quad.layer = videoBGGo.layer;
|
|
|
|
// Set vertex colors to white so Sprites/Default works properly (otherwise it may draw transparently)
|
|
var meshFilter = _quad.GetComponent<MeshFilter>();
|
|
if (meshFilter != null && meshFilter.mesh != null)
|
|
{
|
|
var mesh = meshFilter.mesh;
|
|
var colors = new Color[mesh.vertexCount];
|
|
for (var i = 0; i < colors.Length; i++)
|
|
{
|
|
colors[i] = Color.white;
|
|
}
|
|
mesh.colors = colors;
|
|
}
|
|
|
|
Shader? shader = null;
|
|
if (scrCamera.instance != null)
|
|
{
|
|
try
|
|
{
|
|
var camQuadMeshField = typeof(scrCamera).GetField("camQuadMesh", System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
|
|
if (camQuadMeshField != null)
|
|
{
|
|
var renderer = camQuadMeshField.GetValue(scrCamera.instance) as MeshRenderer;
|
|
if (renderer != null && renderer.sharedMaterial != null)
|
|
{
|
|
shader = renderer.sharedMaterial.shader;
|
|
}
|
|
}
|
|
}
|
|
catch (Exception)
|
|
{
|
|
// ignored
|
|
}
|
|
}
|
|
|
|
if (shader == null) shader = Shader.Find("Sprites/Default");
|
|
if (shader == null) shader = Shader.Find("Unlit/Texture");
|
|
if (shader == null) shader = Shader.Find("Standard");
|
|
|
|
_material = new Material(shader)
|
|
{
|
|
color = Color.white
|
|
};
|
|
|
|
_quad.GetComponent<MeshRenderer>().material = _material;
|
|
|
|
// Set inactive initially to prevent white flash
|
|
_quad.SetActive(false);
|
|
}
|
|
} |