void QuickTimeSampleApp::loadMovieFile( const fs::path &moviePath )
{
	try {
		// load up the movie, set it to loop, and begin playing
		mMovie = qtime::MovieGl::create( moviePath );
		mMovie->setLoop();
		mMovie->play();
		
		// create a texture for showing some info about the movie
		TextLayout infoText;
		infoText.clear( ColorA( 0.2f, 0.2f, 0.2f, 0.5f ) );
		infoText.setColor( Color::white() );
		infoText.addCenteredLine( moviePath.filename().string() );
		infoText.addLine( toString( mMovie->getWidth() ) + " x " + toString( mMovie->getHeight() ) + " pixels" );
		infoText.addLine( toString( mMovie->getDuration() ) + " seconds" );
		infoText.addLine( toString( mMovie->getNumFrames() ) + " frames" );
		infoText.addLine( toString( mMovie->getFramerate() ) + " fps" );
		infoText.setBorder( 4, 2 );
		mInfoTexture = gl::Texture::create( infoText.render( true ) );
	}
	catch( ci::Exception &exc ) {
		console() << "Exception caught trying to load the movie from path: " << moviePath << ", what: " << exc.what() << std::endl;
		mMovie.reset();
		mInfoTexture.reset();
	}

	mFrameTexture.reset();
}
Exemple #2
0
void FaceOff::update()
{
#ifdef QUICKTIME_ENABLED
    if (MOVIE_MODE)
    {
        if (!mMovie)
        {
            fs::path moviePath = getAssetPath(MOVIE_PATH);
            try
            {
                // load up the movie, set it to loop, and begin playing
                mMovie = qtime::MovieSurface::create(moviePath);
                mMovie->setLoop();
                mMovie->play();
                mOfflineFaceTex.reset();
            }
            catch (ci::Exception &exc)
            {
                console() << "Exception caught trying to load the movie from path: " << MOVIE_PATH << ", what: " << exc.what() << std::endl;
                mMovie.reset();
            }
        }
        else
        {
            if (mMovie->checkNewFrame())
            {
                auto surface = mMovie->getSurface();
                if (!mOfflineFaceTex)
                {
                    mOfflineFaceTex = gl::Texture2d::create(*surface, gl::Texture::Format().loadTopDown());
                }
                else
                {
                    mOfflineFaceTex->update(*surface);
                }
            }
        }
    }
    else
    {
        mMovie.reset();
        mOfflineFaceTex = mPhotoTex;
    }
#endif

    if (mDeviceId != DEVICE_ID)
    {
        mDeviceId = DEVICE_ID;
        mCapture.setup(CAM_W, CAM_H, mDevices[DEVICE_ID]);
        mDoesCaptureNeedsInit = true;
    }
    
    if (mCapture.isBackCamera)
        mCapture.flip = false;
    else
        mCapture.flip = CAM_FLIP;
}
void ImageSequenceLoaderApp::setupAE()
{
	//the selected AV layer's source must be an image sequence.
	loader_.load(getSourcePath());
	texture_.reset();
}