【发布时间】:2021-08-13 21:06:29
【问题描述】:
在这篇帖子Using new Unity VideoPlayer and VideoClip API to play video 中声明可以“在需要时检索每一帧的纹理”
请问将当前帧作为 Texture2D 的正确方法是什么?
编辑:
回答后我这样做了,但它不起作用:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Video;
public class AverageColorFromTexture : MonoBehaviour {
public VideoClip videoToPlay;
public Light lSource;
private Color targetColor;
private VideoPlayer videoPlayer;
private VideoSource videoSource;
private Renderer rend;
private Texture tex;
private AudioSource audioSource;
void Start()
{
Application.runInBackground = true;
StartCoroutine(playVideo());
}
IEnumerator playVideo()
{
rend = GetComponent<Renderer>();
videoPlayer = gameObject.AddComponent<VideoPlayer>();
audioSource = gameObject.AddComponent<AudioSource>();
//Disable Play on Awake for both Video and Audio
videoPlayer.playOnAwake = false;
audioSource.playOnAwake = false;
videoPlayer.source = VideoSource.VideoClip;
videoPlayer.audioOutputMode = VideoAudioOutputMode.AudioSource;
videoPlayer.EnableAudioTrack(0, true);
videoPlayer.SetTargetAudioSource(0, audioSource);
//Set video To Play then prepare Audio to prevent Buffering
videoPlayer.clip = videoToPlay;
videoPlayer.Prepare();
//Wait until video is prepared
while (!videoPlayer.isPrepared)
{
Debug.Log("Preparing Video");
yield return null;
}
Debug.Log("Done Preparing Video");
//Assign the Texture from Video to Material texture
tex = videoPlayer.texture;
rend.material.mainTexture = tex;
//Enable new frame Event
videoPlayer.sendFrameReadyEvents = true;
//Subscribe to the new frame Event
videoPlayer.frameReady += OnNewFrame;
//Play Video
videoPlayer.Play();
//Play Sound
audioSource.Play();
Debug.Log("Playing Video");
while (videoPlayer.isPlaying)
{
Debug.LogWarning("Video Time: " + Mathf.FloorToInt((float)videoPlayer.time));
yield return null;
}
Debug.Log("Done Playing Video");
}
void OnNewFrame(VideoPlayer source, long frameIdx)
{
Texture2D videoFrame = (Texture2D)source.texture;
targetColor = CalculateAverageColorFromTexture(videoFrame);
lSource.color = targetColor ;
}
Color32 CalculateAverageColorFromTexture(Texture2D tex)
{
Color32[] texColors = tex.GetPixels32();
int total = texColors.Length;
float r = 0;
float g = 0;
float b = 0;
for(int i = 0; i < total; i++)
{
r += texColors[i].r;
g += texColors[i].g;
b += texColors[i].b;
}
return new Color32((byte)(r / total) , (byte)(g / total) , (byte)(b / total) , 0);
}
}
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