使用bink播放视频
// Video.h #ifndef __VideoH__ #define __VideoH__ #include <d3d9.h> #include <d3dx9.h> #include <vector> #include <fstream> using namespace std; #include "bink.h" #pragma comment(lib, "binkw32.lib") struct SVertexVideo { D3DXVECTOR3 vPos; float fRHW; D3DXVECTOR2 vTex; }; #define D3DFVF_VERTEXVIDEO (D3DFVF_XYZRHW | D3DFVF_TEX1) struct SVideoItem { char sFileName[50]; HBINK hBink; IDirect3DTexture9* pTexture; float fTime; }; class CVideo { public: IDirect3DDevice9* m_pDevice; IDirect3DVertexBuffer9* m_pVertexBuffer; vector<SVideoItem> m_vVideoItem; bool m_bRender; int m_nVideoIndex; float m_fCurrentTime; public: void Init(IDirect3DDevice9* pDevice, char* sFileName) { // Init Device m_pDevice = pDevice; // Init Vertex Buffer m_pDevice->CreateVertexBuffer(4 * sizeof(SVertexVideo), D3DUSAGE_WRITEONLY, D3DFVF_VERTEXVIDEO, D3DPOOL_MANAGED, &m_pVertexBuffer, NULL); SVertexVideo* pV; m_pVertexBuffer->Lock(0, 0, (void**)&pV, 0); pV[0].fRHW = pV[1].fRHW = pV[2].fRHW = pV[3].fRHW = 1.0f; pV[0].vPos = D3DXVECTOR3(0.0f, 768.0, 0.0f); pV[1].vPos = D3DXVECTOR3(0.0f, 0.0f, 0.0f); pV[2].vPos = D3DXVECTOR3(1366.0f, 768.0, 0.0f); pV[3].vPos = D3DXVECTOR3(1366.0f, 0.0f, 0.0f); pV[0].vTex = D3DXVECTOR2(0.0f, 1.0f); pV[1].vTex = D3DXVECTOR2(0.0f, 0.0f); pV[2].vTex = D3DXVECTOR2(1.0f, 1.0f); pV[3].vTex = D3DXVECTOR2(1.0f, 0.0f); m_pVertexBuffer->Unlock(); // Init Bink And Texture SVideoItem sVideoItem; ifstream infile; infile.open(sFileName, ios::in); while(true) { ZeroMemory(&sVideoItem, sizeof(SVideoItem)); infile >> sVideoItem.sFileName; if(sVideoItem.sFileName[0] == 0) break; infile >> sVideoItem.fTime; sVideoItem.hBink = BinkOpen(sVideoItem.sFileName, BINKNOSKIP); if(sVideoItem.hBink == 0) { MessageBoxA(0, "BinkOpen() - FAILED", 0, 0); continue; } if(FAILED(D3DXCreateTexture(m_pDevice, sVideoItem.hBink->Width, sVideoItem.hBink->Height, 0, D3DUSAGE_DYNAMIC, D3DFMT_A8B8G8R8, D3DPOOL_DEFAULT, &sVideoItem.pTexture))) { MessageBoxA(0, "D3DXCreateTexture() - FAILED", 0, 0); continue; } m_vVideoItem.push_back(sVideoItem); } } void Logic(float fElapsedTime) { if(!m_bRender) return; m_fCurrentTime += fElapsedTime; if(m_fCurrentTime > m_vVideoItem[m_nVideoIndex].fTime) { m_bRender = false; return; } if(m_fCurrentTime > m_vVideoItem[m_nVideoIndex].fTime / m_vVideoItem[m_nVideoIndex].hBink->Frames * m_vVideoItem[m_nVideoIndex].hBink->LastFrameNum); { BinkDoFrame(m_vVideoItem[m_nVideoIndex].hBink); D3DLOCKED_RECT RectLocked; if(SUCCEEDED(m_vVideoItem[m_nVideoIndex].pTexture->LockRect(0, &RectLocked, NULL, D3DLOCK_DISCARD))) { BinkCopyToBuffer(m_vVideoItem[m_nVideoIndex].hBink, RectLocked.pBits, RectLocked.Pitch, m_vVideoItem[m_nVideoIndex].hBink->Height, 0, 0, BINKCOPYALL | BINKSURFACE32); m_vVideoItem[m_nVideoIndex].pTexture->UnlockRect(0); } BinkNextFrame(m_vVideoItem[m_nVideoIndex].hBink); } } void Render(float fElapsedTime) { if(!m_bRender) return; m_pDevice->SetStreamSource(0, m_pVertexBuffer, 0, sizeof(SVertexVideo)); m_pDevice->SetFVF(D3DFVF_VERTEXVIDEO); m_pDevice->SetTexture(0, m_vVideoItem[m_nVideoIndex].pTexture); m_pDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); } void Start(int nVideoIndex) { m_nVideoIndex = nVideoIndex; m_bRender = true; BinkGoto(m_vVideoItem[m_nVideoIndex].hBink, 0, 0); m_fCurrentTime = 0.0f; } void Stop() { m_bRender = false; } }; #endif