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function PlayDualMoviesTutorial(moviename)
%
% PlayDualMoviesTutorial(moviename)
%
% This demo accepts a pattern for a valid moviename, e.g.,
% moviename='*.mpg', then it plays all movies in the current working
% directory whose names match the provided pattern, e.g., the '*.mpg'
% pattern would play all MPEG files in the current directory.
%
% This demo uses automatic asynchronous playback for synchronized playback
% of video and sound. Each movie plays until end, then rewinds and plays
% again from the start. Pressing the Cursor-Up/Down key pauses/unpauses the
% movie and increases/decreases playback rate.
% The left- right arrow keys jump in 1 seconds steps. SPACE jumps to the
% next movie in the list. ESC ends the demo.
%
% History:
% 10/30/05 mk Wrote it.
% 06/17/13 mk Cleaned up.
if nargin < 1
moviename = '*.mov';
end
% Switch KbName into unified mode: It will use the names of the OS-X
% platform on all platforms in order to make this script portable:
KbName('UnifyKeyNames');
space=KbName('SPACE');
esc=KbName('ESCAPE');
right=KbName('RightArrow');
left=KbName('LeftArrow');
up=KbName('UpArrow');
down=KbName('DownArrow');
try
% Child protection
AssertOpenGL;
% Open onscreen window:
screen=max(Screen('Screens'));
[win, scr_rect] = Screen('OpenWindow', screen, 0, [], [], [], 0, [], kPsychNeedFastBackingStore);
Screen('BlendFunction', win, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
% We create a Luminance+Alpha matrix for use as transparency mask:
% Layer 1 (Luminance) is filled with 'backgroundcolor'.
transLayer=2;
ms=200;
[x,y]=meshgrid(-ms:ms, -ms:ms);
maskblob=ones(2*ms+1, 2*ms+1, transLayer) * 255;
% Layer 2 (Transparency aka Alpha) is filled with gaussian transparency
% mask.
xsd=ms/2.2;
ysd=ms/2.2;
maskblob(:,:,transLayer)=round(255 - exp(-((x/xsd).^2)-((y/ysd).^2))*255);
% Build a single transparency mask texture:
masktex=Screen('MakeTexture', win, maskblob);
% Initial display and sync to timestamp:
Screen('Flip',win);
iteration=2;
abortit=0;
% Return full list of movie files from directory+pattern:
moviefiles=dir(moviename);
for i=1:size(moviefiles,1)
moviefiles(i).name = [ pwd filesep moviefiles(i).name ];
end
% Endless loop, runs until ESC key pressed:
while (abortit<2)
iteration=iteration + 1;
moviename=moviefiles(mod(iteration, size(moviefiles,1))+1).name;
moviename2=moviefiles(mod(iteration+1, size(moviefiles,1))+1).name;
% Open movie file and retrieve basic info about movie:
[movie movieduration fps imgw imgh] = Screen('OpenMovie', win, moviename);
fprintf('Movie1: %s : %f seconds duration, %f fps...\n', moviename, movieduration, fps);
rect1=SetRect(1,1,imgw,imgh);
% Open 2nd movie file and retrieve basic info about movie:
[movie2 movieduration fps imgw imgh] = Screen('OpenMovie', win, moviename2);
fprintf('Movie2: %s : %f seconds duration, %f fps...\n', moviename2, movieduration, fps);
rect2=SetRect(1,1,imgw,imgh);
rect2=AdjoinRect(rect2, rect1, RectRight);
[xc yc] = RectCenter(rect2);
SetMouse(xc, yc, win);
i=0;
% Seek to start of movies (timeindex 0):
Screen('SetMovieTimeIndex', movie, 0);
Screen('SetMovieTimeIndex', movie2, 0);
rate=1;
% Start playback of movies. This will start
% the realtime playback clock and playback of audio tracks, if any.
% Play 'movie', at a playbackrate = 1, with endless loop=1 and
% 1.0 == 100% audio volume.
Screen('PlayMovie', movie, rate, 1, 1.0);
Screen('PlayMovie', movie2, rate, 1, 1.0);
angle=0;
alpha=1;
% Infinite playback loop: Fetch video frames and display them...
while 1
i=i+1;
if (abs(rate)>0)
% Return next frame in movie, in sync with current playback
% time and sound.
% tex either the texture handle or zero if no new frame is
% ready yet.
tex = Screen('GetMovieImage', win, movie, 1);
tex2 = Screen('GetMovieImage', win, movie2, 1);
% Valid texture returned?
if tex>0
% Draw the new texture immediately to screen:
Screen('SelectStereoDrawBuffer', win, 0);
Screen('DrawTexture', win, tex, [], rect1);
% Release texture:
Screen('Close', tex);
end;
% Valid 2nd texture returned?
if tex2>0
% Draw the new texture immediately to screen:
Screen('SelectStereoDrawBuffer', win, 1);
Screen('DrawTexture', win, tex2, [], rect2, angle, [], alpha);
% Release texture:
Screen('Close', tex2);
end;
% Update display if there is anything to update:
if (tex>0 || tex2>0)
% We use clearmode=1, aka don't clear on flip. This is
% needed to avoid flicker...
Screen('Flip', win, 0, 0);
end;
end;
% Check for abortion:
abortit=0;
[keyIsDown,secs,keyCode]=KbCheck; %#ok<ASGLU>
if (keyIsDown==1 && keyCode(esc))
break;
end;
if (keyIsDown==1 && keyCode(space))
% Exit while-loop: This will load the next movie...
KbReleaseWait;
break;
end;
if (keyIsDown==1 && keyCode(right))
angle = angle + 1;
end;
if (keyIsDown==1 && keyCode(left))
angle = angle - 1;
end;
if (keyIsDown==1 && keyCode(up))
alpha = alpha + 0.01;
if alpha > 1
alpha = 1;
end
end;
if (keyIsDown==1 && keyCode(down))
alpha = alpha - 0.01;
if alpha < 0
alpha = 0;
end
end;
[x y] = GetMouse(win);
rect2 = CenterRectOnPoint(rect2, x, y);
end;
rect2 = rect1;
% Infinite playback loop: Fetch video frames and display them...
while 1
i=i+1;
if (abs(rate)>0)
% Return next frame in movie, in sync with current playback
% time and sound.
% tex either the texture handle or zero if no new frame is
% ready yet.
tex = Screen('GetMovieImage', win, movie, 1);
tex2 = Screen('GetMovieImage', win, movie2, 1);
Screen('BlendFunction', win, GL_ONE, GL_ZERO);
Screen('DrawTexture', win, masktex, [], rect2);
% Valid texture returned?
if tex>0
% Draw the new texture immediately to screen:
Screen('BlendFunction', win, GL_DST_ALPHA, GL_ZERO);
Screen('DrawTexture', win, tex, [], rect1);
% Release texture:
Screen('Close', tex);
end;
% Valid 2nd texture returned?
if tex2>0
% Overdraw the first tex with 2nd tex:
Screen('BlendFunction', win, GL_ONE_MINUS_DST_ALPHA, GL_ONE);
Screen('DrawTexture', win, tex2, rect2, rect2);
% Release texture:
Screen('Close', tex2);
end;
% Update display if there is anything to update:
if (tex>0 || tex2>0)
% We use clearmode=1, aka don't clear on flip. This is
% needed to avoid flicker...
Screen('Flip', win, 0, 0);
end;
end;
% Check for abortion:
abortit=0;
[keyIsDown,secs,keyCode]=KbCheck; %#ok<ASGLU>
if (keyIsDown==1 && keyCode(esc))
% Set the abort-demo flag.
abortit=2;
break;
end;
if (keyIsDown==1 && keyCode(space))
% Exit while-loop: This will load the next movie...
break;
end;
if (keyIsDown==1 && keyCode(right))
angle = angle + 1;
end;
if (keyIsDown==1 && keyCode(left))
angle = angle - 1;
end;
if (keyIsDown==1 && keyCode(up))
alpha = alpha + 0.01;
if alpha > 1
alpha = 1;
end
end;
if (keyIsDown==1 && keyCode(down))
alpha = alpha - 0.01;
if alpha < 0
alpha = 0;
end
end;
[x y] = GetMouse(win);
rect2 = ClipRect(CenterRectOnPoint([0 0 401 401], x, y), scr_rect);
end;
Screen('Flip', win);
Screen('Flip', win);
KbReleaseWait;
% Done. Stop playback:
Screen('PlayMovie', movie, 0);
Screen('PlayMovie', movie2, 0);
% Close movie objects:
Screen('CloseMovie', movie);
Screen('CloseMovie', movie2);
end;
% Close screens.
sca;
% Done.
return;
catch %#ok<CTCH>
% Error handling: Close all windows and movies, release all ressources.
sca;
end;
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