| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526 | 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 = "3.0.6";		public sealed class ExpectedPluginVersion		{			public const string Windows      = "3.0.5";			public const string WinRT        = "3.0.5";			public const string Android      = "3.0.6";			public const string Apple        = "3.0.5";		}		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;		}	}}
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