class CBIKMaterial
{
public:
CBIKMaterial();
~CBIKMaterial(); bool Init(const char *pFileName);
void Shutdown(void);
bool Update(void);
int GetTexture(void);
void GetFrameSize(int *pWidth, int *pHeight);
int GetFrameRate(void);
int GetFrameCount(void);
void SetFrame(float flFrame);
void SetLoop(bool state); private:
void CreateProceduralTexture(void);
void DestroyProceduralTexture(void); int m_Texture; HBINK m_pHBINK; U8 *m_pBuffer;
U32 m_nBufferSize; int m_nBIKWidth;
int m_nBIKHeight; int m_nFrameRate;
int m_nFrameCount; bool m_bLoop; HBINKTRACK m_hTrack; U8 *m_pSampleData;
U32 m_nSampleSize; public:
float *m_pWaveData;
U32 m_nWaveSize;
}; CBIKMaterial::CBIKMaterial()
{
m_pHBINK = NULL;
} CBIKMaterial::~CBIKMaterial()
{
} bool CBIKMaterial::Init(const char *pFileName)
{
m_pHBINK = BinkOpen(pFileName, BINKSNDTRACK); if (!m_pHBINK)
{
m_nBIKWidth = ;
m_nBIKHeight = ;
m_nFrameRate = ;
m_nFrameCount = ; return false;
} m_nBIKWidth = m_pHBINK->Width;
m_nBIKHeight = m_pHBINK->Height; m_nFrameRate = (int)((float)m_pHBINK->FrameRate / (float)m_pHBINK->FrameRateDiv);
m_nFrameCount = m_pHBINK->Frames; m_nBufferSize = m_nBIKWidth * m_nBIKHeight * ; // RGB(A) m_pBuffer = new U8[m_nBufferSize];
memset(m_pBuffer, , m_nBufferSize); CreateProceduralTexture(); if (m_pHBINK->NumTracks)
{
m_hTrack = BinkOpenTrack(m_pHBINK, ); BINKTRACK *track = (BINKTRACK *)m_hTrack; m_nSampleSize = track->MaxSize;
m_pSampleData = new U8[m_nSampleSize]; m_nWaveSize = ;
m_pWaveData = new float[m_nWaveSize];
} for (int i = ; i < m_pHBINK->NumTracks; ++i)
{
BinkSetVolume(m_pHBINK, BinkGetTrackID(m_pHBINK, i), 0xFFFF);
} return true;
} void CBIKMaterial::Shutdown(void)
{
DestroyProceduralTexture(); if (m_pHBINK)
{
BinkClose(m_pHBINK);
m_pHBINK = NULL;
} if (m_pBuffer)
{
delete[] m_pBuffer;
m_pBuffer = NULL;
}
} bool CBIKMaterial::Update(void)
{
BinkDoFrame(m_pHBINK); if (BinkWait(m_pHBINK))
return true; while (BinkShouldSkip(m_pHBINK))
{
BinkNextFrame(m_pHBINK);
BinkDoFrame(m_pHBINK);
} if (m_pHBINK->FrameNum == m_pHBINK->Frames)
{
if (m_bLoop)
{
BinkGoto(m_pHBINK, , );
} return false;
} BinkCopyToBuffer(m_pHBINK, m_pBuffer, m_nBIKWidth * , m_nBIKHeight, , , BINKSURFACE24R);
glBindTexture(GL_TEXTURE_2D, m_Texture);
glTexSubImage2D(GL_TEXTURE_2D, , , , m_nBIKWidth, m_nBIKHeight, GL_RGB, GL_UNSIGNED_BYTE, m_pBuffer); if (m_pHBINK->NumTracks && m_pSampleData)
{
memset(m_pSampleData, , m_nSampleSize);
BinkGetTrackData(m_hTrack, m_pSampleData); BINKTRACK *track = (BINKTRACK *)m_hTrack;
int i, n; memset(m_pWaveData, , m_nWaveSize); if (track->Channels == && track->Bits == )
{
for (i = , n = ; i < m_nSampleSize && n < m_nWaveSize; )
{
m_pWaveData[n] = (float)m_pSampleData[i] / 128.0f;
++i;
++n;
}
}
else if (track->Channels == && track->Bits == )
{
for (i = , n = ; i < m_nSampleSize && n < m_nWaveSize; )
{
float l = (float)m_pSampleData[i] / 128.0f;
++i;
float r = (float)m_pSampleData[i] / 128.0f;
++i; m_pWaveData[n] = (l + r) / 2.0f;
++n;
}
}
else if (track->Channels == && track->Bits == )
{
for (i = , n = ; i < m_nSampleSize && n < m_nWaveSize; )
{
m_pWaveData[n] = (float)( (m_pSampleData[i + ] << ) +
m_pSampleData[i]) / 32767.0f; i += ;
++n;
}
}
else if (track->Channels == && track->Bits == )
{
for (i = , n = ; i < m_nSampleSize && n < m_nWaveSize; )
{
float l = (float)( (m_pSampleData[i + ] << ) +
m_pSampleData[i]) / 32767.0f;
float r = (float)( (m_pSampleData[i + ] << ) +
m_pSampleData[i + ]) / 32767.0f; i += ; m_pWaveData[n] = (l + r) / 2.0f;
++n;
}
}
} BinkNextFrame(m_pHBINK); return true;
} int CBIKMaterial::GetTexture(void)
{
return m_Texture;
} void CBIKMaterial::GetFrameSize(int *pWidth, int *pHeight)
{
*pWidth = m_nBIKWidth;
*pHeight = m_nBIKHeight;
} int CBIKMaterial::GetFrameRate(void)
{
return m_nFrameRate;
} int CBIKMaterial::GetFrameCount(void)
{
return m_nFrameCount;
} void CBIKMaterial::SetFrame(float flFrame)
{
U32 iFrame = (U32)flFrame + ; if (m_pHBINK->LastFrameNum != iFrame)
{
BinkGoto(m_pHBINK, iFrame, );
}
} void CBIKMaterial::SetLoop(bool state)
{
m_bLoop = state;
} void CBIKMaterial::CreateProceduralTexture(void)
{
glGenTextures(, (GLuint *)&m_Texture); glBindTexture(GL_TEXTURE_2D, m_Texture);
glTexImage2D(GL_TEXTURE_2D, , GL_RGB, m_nBIKWidth, m_nBIKHeight, , GL_RGB, GL_UNSIGNED_BYTE, m_pBuffer);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
} void CBIKMaterial::DestroyProceduralTexture(void)
{
glDeleteTextures(, (GLuint *)&m_Texture);
}

Bink Player的更多相关文章

  1. 基于Composer Player 模型加载和相关属性设置

    主要是基于达索软件Composer Player.的基础上做些二次开发. public class ComposerToolBarSetting { public bool AntiAliasingO ...

  2. 解决浏览器Adobe Flash Player不是最新版本问题

    关键:选择谷歌浏览器的PPAPI版本的flash下载直接安装即可 搜索: Adobe Flash Player PPAPI 下载地址: http://www.wmzhe.com/soft-30259. ...

  3. Xamarin的不归路-使用Gorilla Player实时预览XAML

    搞了一天,才安装好,记录一下遇到的坑,为大家节约些时间. 一.下载软件 软件下载地址:http://gorillaplayer.com/ 没有FQ前用360极速浏览器和迅雷下载了好多次都失败了.用了蓝 ...

  4. Composer Player 属性设置

    /// <summary> /// 设置选中名称 /// </summary> /// <param name="name"></para ...

  5. 《InsideUE4》-9-GamePlay架构(八)Player

    你们对力量一无所知 引言 回顾上文,我们谈完了World和Level级别的逻辑操纵控制,如同分离组合的AController一样,UE在World的层次上也采用了一个分离的AGameMode来抽离了游 ...

  6. [转]Flash Player、AIR、Flex SDK 大全

    平时不断看到有朋友在各种论坛.空间.知道.群里求 Flash 平台各种版本的运行时(Flash Player)和SDK(Flex.AIR).今天就看到不下10次!所以决定把 Macromedia.Ad ...

  7. chrome 'adobe flash player 已过期'解决方法

    http://labs.adobe.com/downloads/flashplayer.html下载 WindowsDownload Flash Player for Opera and Chromi ...

  8. chrome一直提示adobe flash player 因过期而遭阻止

    链接:https://www.zhihu.com/question/32223811/answer/128088278 很多新用户在安装了Chrome浏览器或者更新过的的时候,经常提示 adobe f ...

  9. unity 发布web player版,网页打开报Failed to initialize player's 3D settings

    开始时我装的是unity 5.0.0b1,不知道在哪找的这个版本. web player 装的什么版本也忘了. 最后卸载了web player,重新安装web player并另外安装一个unity4. ...

随机推荐

  1. Git从零教你入门(4):Git服务之 gogs部署安装

    Git从零入门系列4: 先看上一篇文章: http://www.51testing.com/index.php?uid-497177-action-viewspace-itemid-3706817 今 ...

  2. 《内容生产向视频过渡:Facebook收购QuickFire意欲何为?》有感

    1月9日消息,Facebook周四表示,已收购位于加州圣迭戈的QuickFire Networks. 一.解决视频传输问题 QuickFire是一家开发视频内容发布设备和转码处理软件的创业公司,其创办 ...

  3. Oracle shutdown immediate遭遇ORA-24324 ORA-24323 ORA-01089

    一数据库服务器执行shutdown immediate时,遇到了下面ORA错误,如下所示: $ sqlplus / as sysdba   SQL*Plus: Release 10.2.0.4.0 - ...

  4. Mongodb Manual阅读笔记:CH6 聚合

    6 聚合 Mongodb Manual阅读笔记:CH2 Mongodb CRUD 操作Mongodb Manual阅读笔记:CH3 数据模型(Data Models)Mongodb Manual阅读笔 ...

  5. 说完Pivot 今天说下Unpivot 的处理方式

    上次说到,既然有Pivot 的行转列,那么肯定也有Unpivot 的列转行 .其实unpivot 处理的情况也是差不多,也是分3步走. 首先也是先演示一下unpivot 的用法 ),Mon TIME, ...

  6. MySQL的Explain命令

    Explain命令是查看查询优化器如何决定执行查询的主要办法.   调用 EXPLAIN   要使用EXPLAIN,只需在查询中的SELECT关键字之前增加EXPLAIN.MySQL会在查询上设置一个 ...

  7. SQLITE配置环境变量

      SQLITE配置环境变量和Java的配置其实是一样的,不过好像每个人配的时候不完全相同, 有的机器可以,另外一些机器同样的方法却行不通,总之思路是一样的多试几种,总有合适的参数 下面是我在配置时截 ...

  8. org.eclipse.ui.menus扩展点学习

    Eclipse菜单: menu:help?after=addtions menu:navigate?after=open.ext2 menu:window?after=newEditor menu:f ...

  9. git 学习使用总结二(远程仓库操作)

    这篇文章仅供自己以后翻阅加深记忆,要系统的学习 git 教程(中文版),请移步到 liaoxuefeng.com 学习 git 教程部分. 我使用的是 windows 系统,所以使用 Git Bash ...

  10. AngularJS XMLHttpRequest

    $http 是 AngularJS 中的一个核心服务,用于读取远程服务器的数据. 读取 JSON 文件 下是存储在web服务器上的 JSON 文件: { "records": [ ...