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. juqery 实现 防止当前页面重复点击,以减轻服务器压力

    <script> //防止当前页面重复点击,以减轻服务器压力 $(document).ready(function () { var current_url = location.path ...

  2. Oracle行内链接不会引起USER_TABLES中CHAIN_CNT值变化

    前几天和群里网友讨论一个关于行内链接(intra-block chaining)的问题,问题非常有意思,恰好今天有空,顺便整理了一下这些知识点. 问题描述:下面SQL,创建一个超过255列的表(实际为 ...

  3. JDK动态代理和CGLIB的区别

    Aspect默认情况下不用实现接口,但对于目标对象,在默认情况下必须实现接口 如果没有实现接口必须引入CGLIB库 我们可以通过Advice中添加一个JoinPoint参数,这个值会由spring自动 ...

  4. Java对象的序列化

    1.概念 序列化:把Java对象转换为字节序列的过程. 反序列化:把字节序列恢复为Java对象的过程. 2.用途 对象的序列化主要有两种用途: 1) 把对象的字节序列永久地保存到硬盘上,通常存放在一个 ...

  5. 使用For XML PATH 会影响Cross Apply 返回

    昨天在写语句的时候,遇到了一个现象,其实就是使用 Cross Apply做一个拼接字符串的而已.比如 CREATE TABLE GoodsCatalog (ID INT, Name )) CREATE ...

  6. js 数组删除指定元素

    Array.prototype.remove = function(obj) { for (var i = 0; i < this.length; i++) { var temp = this[ ...

  7. Win7下硬盘安装Ubuntu 12.04.3双系统

    一. 准备工作 1. 下载ubuntu镜像文件:Ubuntu-12.04.3-desktop-amd64.iso(4G及以上内存建议64位),注意这个amd并不是指amd芯片. 2. 下载硬盘分区工具 ...

  8. Linux IPC POSIX 信号量

    模型 #include<semaphore.h> #include<sys/stat.h> #include<fcntl.h> sem_open() //初始化并打 ...

  9. C语言中不同函数之间怎么传值?

    #include <stdio.h> int change(); int change(int j) { j=; return(j); } void main() { int b = ch ...

  10. Linux autojump命令

    一.简介 autojump是一个命令行工具,它允许你可以直接跳转到你喜爱的目录,而不用管你现在身在何处. 二.安装 yum install autojump 三.用法 j [目录的名字或名字的一部分] ...