Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef QUICKTIME_MATERIAL_H
#define QUICKTIME_MATERIAL_H
#ifdef _WIN32
#pragma once
#endif
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class IFileSystem;
class IMaterialSystem;
class CQuickTimeMaterial;
//-----------------------------------------------------------------------------
// Global interfaces - you already did the needed includes, right?
//-----------------------------------------------------------------------------
extern IFileSystem *g_pFileSystem;
extern IMaterialSystem *materials;
//-----------------------------------------------------------------------------
// Quicktime includes
//-----------------------------------------------------------------------------
#if defined ( OSX )
#include <quicktime/QTML.h>
#include <quicktime/Movies.h>
#include <quicktime/MediaHandlers.h>
#elif defined ( WIN32 )
#include <QTML.h>
#include <Movies.h>
#include <windows.h>
#include <MediaHandlers.h>
#elif
#error "Quicktime not supported on this target platform"
#endif
#include "video/ivideoservices.h"
#include "video_macros.h"
#include "quicktime_common.h"
#include "materialsystem/itexture.h"
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/MaterialSystemUtil.h"
// -----------------------------------------------------------------------------
// Texture regenerator - callback to get new movie pixels into the texture
// -----------------------------------------------------------------------------
class CQuicktimeMaterialRGBTextureRegenerator : public ITextureRegenerator
{
public:
CQuicktimeMaterialRGBTextureRegenerator();
~CQuicktimeMaterialRGBTextureRegenerator();
void SetSourceGWorld( GWorldPtr theGWorld, int nWidth, int nHeight );
// Inherited from ITextureRegenerator
virtual void RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pRect );
virtual void Release();
private:
GWorldPtr m_SrcGWorld;
int m_nSourceWidth;
int m_nSourceHeight;
};
// -----------------------------------------------------------------------------
// Class used to play a QuickTime video onto a texture
// -----------------------------------------------------------------------------
class CQuickTimeMaterial : public IVideoMaterial
{
public:
CQuickTimeMaterial();
~CQuickTimeMaterial();
static const int MAX_QT_FILENAME_LEN = 255;
static const int MAX_MATERIAL_NAME_LEN = 255;
static const int TEXTURE_SIZE_ALIGNMENT = 8;
// Initializes, shuts down the material
bool Init( const char *pMaterialName, const char *pFileName, VideoPlaybackFlags_t flags );
void Shutdown();
// Video information functions
virtual const char *GetVideoFileName(); // Gets the file name of the video this material is playing
virtual VideoResult_t GetLastResult(); // Gets detailed info on the last operation
virtual VideoFrameRate_t &GetVideoFrameRate(); // Returns the frame rate of the associated video in FPS
// Audio Functions
virtual bool HasAudio(); // Query if the video has an audio track
virtual bool SetVolume( float fVolume ); // Adjust the playback volume
virtual float GetVolume(); // Query the current volume
virtual void SetMuted( bool bMuteState ); // Mute/UnMutes the audio playback
virtual bool IsMuted(); // Query muted status
virtual VideoResult_t SoundDeviceCommand( VideoSoundDeviceOperation_t operation, void *pDevice = nullptr, void *pData = nullptr ); // Assign Sound Device for this Video Material
// Video playback state functions
virtual bool IsVideoReadyToPlay(); // Queries if the video material was initialized successfully and is ready for playback, but not playing or finished
virtual bool IsVideoPlaying(); // Is the video currently playing (and needs update calls, etc)
virtual bool IsNewFrameReady(); // Do we have a new frame to get & display?
virtual bool IsFinishedPlaying(); // Have we reached the end of the movie
virtual bool StartVideo(); // Starts the video playing
virtual bool StopVideo(); // Terminates the video playing
virtual void SetLooping( bool bLoopVideo ); // Sets the video to loop (or not)
virtual bool IsLooping(); // Queries if the video is looping
virtual void SetPaused( bool bPauseState ); // Pauses or Unpauses video playback
virtual bool IsPaused(); // Queries if the video is paused
// Position in playback functions
virtual float GetVideoDuration(); // Returns the duration of the associated video in seconds
virtual int GetFrameCount(); // Returns the total number of (unique) frames in the video
virtual bool SetFrame( int FrameNum ); // Sets the current frame # in the video to play next
virtual int GetCurrentFrame(); // Gets the current frame # for the video playback, 0 Based
virtual bool SetTime( float flTime ); // Sets the video playback to specified time (in seconds)
virtual float GetCurrentVideoTime(); // Gets the current time in the video playback
// Update function
virtual bool Update(); // Updates the video frame to reflect the time passed, true = new frame available
// Material / Texture Info functions
virtual IMaterial *GetMaterial(); // Gets the IMaterial associated with an video material
virtual void GetVideoTexCoordRange( float *pMaxU, float *pMaxV ) ; // Returns the max texture coordinate of the video portion of the material surface ( 0.0, 0.0 to U, V )
virtual void GetVideoImageSize( int *pWidth, int *pHeight ); // Returns the frame size of the Video Image Frame in pixels ( the stored in a subrect of the material itself)
private:
friend class CQuicktimeMaterialRGBTextureRegenerator;
void Reset(); // clears internal state
void SetQTFileName( const char *theQTMovieFileName );
VideoResult_t SetResult( VideoResult_t status );
// Initializes, shuts down the video stream
void OpenQTMovie( const char *theQTMovieFileName );
void CloseQTFile();
// Initializes, shuts down the procedural texture
void CreateProceduralTexture( const char *pTextureName );
void DestroyProceduralTexture();
// Initializes, shuts down the procedural material
void CreateProceduralMaterial( const char *pMaterialName );
void DestroyProceduralMaterial();
CQuicktimeMaterialRGBTextureRegenerator m_TextureRegen;
VideoResult_t m_LastResult;
CMaterialReference m_Material; // Ref to Material used for rendering the video frame
CTextureReference m_Texture; // Ref to the renderable texture which contains the most recent video frame (in a sub-rect)
float m_TexCordU; // Max U texture coordinate of the texture sub-rect which holds the video frame
float m_TexCordV; // Max V texture coordinate of the texture sub-rect which holds the video frame
int m_VideoFrameWidth; // Size of the movie frame in pixels
int m_VideoFrameHeight;
char *m_pFileName; // resolved filename of the movie being played
VideoPlaybackFlags_t m_PlaybackFlags; // option flags user supplied
bool m_bInitCalled;
bool m_bMovieInitialized;
bool m_bMoviePlaying;
bool m_bMovieFinishedPlaying;
bool m_bMoviePaused;
bool m_bLoopMovie;
bool m_bHasAudio;
bool m_bMuted;
float m_CurrentVolume;
// QuickTime Stuff
Movie m_QTMovie;
TimeScale m_QTMovieTimeScale; // Units per second
TimeValue m_QTMovieDuration; // movie duration in TimeScale Units Per Second
float m_QTMovieDurationinSec; // movie duration in seconds
VideoFrameRate_t m_QTMovieFrameRate; // Frame Rate of movie
int m_QTMovieFrameCount;
Rect m_QTMovieRect;
GWorldPtr m_MovieGWorld;
QTAudioContextRef m_AudioContext;
TimeValue m_MovieFirstFrameTime;
TimeValue m_NextInterestingTimeToPlay;
TimeValue m_MoviePauseTime;
};
#endif // QUICKTIME_MATERIAL_H