技术背景
Unity3D可以用于创建各种类型的的应用程序,包括虚拟现实、培训模拟器等。以下是一些可以使用Unity3D全景播放的场景:
- 虚拟现实体验:全景视频可以用来创建逼真的虚拟环境,使用户能够感受到身临其境的感觉;
- 培训模拟器:全景视频可以用来创建真实的训练环境,例如飞行模拟器、驾驶模拟器等,以提供更加真实的训练体验;
- 建筑设计:全景视频可以用来展示建筑设计的或室内装潢,使客户能够感受到真实的的效果;
- 文旅导览:全景视频可以用来展示旅游景点或城市,使游客能够感受到身临其境的感觉。
在Unity3D平台上实现全景实时RTMP或RTSP流渲染,可以通过以下方式:
- 获取全景视频数据源:首先,需要拉取RTMP或RTSP流数据,解码后,把RGB或YUV数据,回调到unity,从而获取到全景视频流数据;
- Unity创建个Sphere,创建个材质球(Material),并把材质球挂在到Sphere;
- 实现实时渲染:使用Unity3D的渲染管道,您可以将纹理映射到球体或立方体的表面上,并使用着色器来处理纹理的坐标,以实现全景视频的实时渲染。
技术实现
本文以大牛直播SDK的RTMP推送端作为数据采集,获取全景窗体数据后,编码打包推送到RTMP服务,或启动个轻量级RTSP服务,对外提供个RTSP的拉流URL。
然后,播放端,拉取RTSP或RTMP的URL,把YUV或RGB数据回调上来,然后,再在Unity窗体绘制出来。
获取数据源:
publicvoidPlay(intsel) { if (videoctrl[sel].is_running) { Debug.Log("已经在播放.."); return; } lock (videoctrl[sel].frame_lock_) { videoctrl[sel].cur_video_frame_=null; } OpenPlayer(sel); if (videoctrl[sel].player_handle_==IntPtr.Zero) return; //设置播放URLNTSmartPlayerSDK.NT_SP_SetURL(videoctrl[sel].player_handle_, videoctrl[sel].videoUrl); /* ++ 播放前参数配置可加在此处 ++ */intplay_buffer_time_=0; NTSmartPlayerSDK.NT_SP_SetBuffer(videoctrl[sel].player_handle_, play_buffer_time_); //设置buffer timeintis_using_tcp=0; //TCP模式NTSmartPlayerSDK.NT_SP_SetRTSPTcpMode(videoctrl[sel].player_handle_, is_using_tcp); inttimeout=10; NTSmartPlayerSDK.NT_SP_SetRtspTimeout(videoctrl[sel].player_handle_, timeout); intis_auto_switch_tcp_udp=1; NTSmartPlayerSDK.NT_SP_SetRtspAutoSwitchTcpUdp(videoctrl[sel].player_handle_, is_auto_switch_tcp_udp); Booleanis_mute_=false; NTSmartPlayerSDK.NT_SP_SetMute(videoctrl[sel].player_handle_, is_mute_?1 : 0); //是否启动播放的时候静音intis_fast_startup=1; NTSmartPlayerSDK.NT_SP_SetFastStartup(videoctrl[sel].player_handle_, is_fast_startup); //设置快速启动模式Booleanis_low_latency_=false; NTSmartPlayerSDK.NT_SP_SetLowLatencyMode(videoctrl[sel].player_handle_, is_low_latency_?1 : 0); //设置是否启用低延迟模式//设置旋转角度(设置0, 90, 180, 270度有效,其他值无效)introtate_degrees=0; NTSmartPlayerSDK.NT_SP_SetRotation(videoctrl[sel].player_handle_, rotate_degrees); intvolume=100; NTSmartPlayerSDK.NT_SP_SetAudioVolume(videoctrl[sel].player_handle_, volume); //设置播放音量, 范围是[0, 100], 0是静音,100是最大音量, 默认是100// 设置上传下载报速度intis_report=0; intreport_interval=2; NTSmartPlayerSDK.NT_SP_SetReportDownloadSpeed(videoctrl[sel].player_handle_, is_report, report_interval); /* -- 播放前参数配置可加在此处 -- *///video frame callback (YUV/RGB)videoctrl[sel].video_frame_call_back_=newSP_SDKVideoFrameCallBack(NT_SP_SetVideoFrameCallBack); NTSmartPlayerSDK.NT_SP_SetVideoFrameCallBack(videoctrl[sel].player_handle_, (Int32)NT.NTSmartPlayerDefine.NT_SP_E_VIDEO_FRAME_FORMAT.NT_SP_E_VIDEO_FRAME_FROMAT_I420, window_handle_, videoctrl[sel].video_frame_call_back_); UInt32flag=NTSmartPlayerSDK.NT_SP_StartPlay(videoctrl[sel].player_handle_); if (flag==DANIULIVE_RETURN_OK) { videoctrl[sel].is_need_get_frame_=true; Debug.Log("播放成功"); } else { videoctrl[sel].is_need_get_frame_=false; Debug.LogError("播放失败"); } videoctrl[sel].is_running=true; }
针对数据处理:
privatevoidSDKVideoFrameCallBack(UInt32status, IntPtrframe, intsel) { //这里拿到回调frame,进行相关操作NT_SP_VideoFramevideo_frame= (NT_SP_VideoFrame)Marshal.PtrToStructure(frame, typeof(NT_SP_VideoFrame)); VideoFrameu3d_frame=newVideoFrame(); u3d_frame.width_=video_frame.width_; u3d_frame.height_=video_frame.height_; u3d_frame.timestamp_= (UInt64)video_frame.timestamp_; intd_y_stride=video_frame.width_; intd_u_stride= (video_frame.width_+1) /2; intd_v_stride=d_u_stride; intd_y_size=d_y_stride*video_frame.height_; intd_u_size=d_u_stride* ((video_frame.height_+1) /2); intd_v_size=d_u_size; intu_v_height= ((u3d_frame.height_+1) /2); u3d_frame.y_stride_=d_y_stride; u3d_frame.u_stride_=d_u_stride; u3d_frame.v_stride_=d_v_stride; u3d_frame.y_data_=newbyte[d_y_size]; u3d_frame.u_data_=newbyte[d_u_size]; u3d_frame.v_data_=newbyte[d_v_size]; CopyFramePlane(u3d_frame.y_data_, d_y_stride, video_frame.plane0_, video_frame.stride0_, u3d_frame.height_); CopyFramePlane(u3d_frame.u_data_, d_u_stride, video_frame.plane1_, video_frame.stride1_, u_v_height); CopyFramePlane(u3d_frame.v_data_, d_v_stride, video_frame.plane2_, video_frame.stride2_, u_v_height); lock (videoctrl[sel].frame_lock_ ) { videoctrl[sel].cur_video_frame_=u3d_frame; } }
刷新Texture:
privatevoidUpdateYUVTexture(VideoFramevideo_frame, intsel) { if (video_frame.y_data_==null||video_frame.u_data_==null||video_frame.v_data_==null) { Debug.Log("video frame with null.."); return; } if (videoctrl[sel].yTexture_!=null) { videoctrl[sel].yTexture_.LoadRawTextureData(video_frame.y_data_); videoctrl[sel].yTexture_.Apply(); } if (videoctrl[sel].uTexture_!=null) { videoctrl[sel].uTexture_.LoadRawTextureData(video_frame.u_data_); videoctrl[sel].uTexture_.Apply(); } if (videoctrl[sel].vTexture_!=null) { videoctrl[sel].vTexture_.LoadRawTextureData(video_frame.v_data_); videoctrl[sel].vTexture_.Apply(); } }
全景播放的时候,如果需要移动显示区域,可以用以下代码:
publicclassMouseMove : MonoBehaviour { Vector2p1, p2; privateVector3PreMouseMPos; privateVector3PreMouseLPos; publicfloatminimumY=-60F; publicfloatmaximumY=60F; floatrotationY=0F; privatefloatwheelSpeed=5.0f; // Use this for initializationvoidStart () { } // Update is called once per framevoidUpdate () { if (Input.GetMouseButton(0)) { if (PreMouseLPos.x<=0) { PreMouseLPos=newVector3(Input.mousePosition.x, Input.mousePosition.y, 0.0f); } else { Vector3CurMouseLPos=newVector3(Input.mousePosition.x, Input.mousePosition.y, 0.0f); Vector3offset=CurMouseLPos-PreMouseLPos; Quaterniontt=Quaternion.Euler(offset); floatrotationX=transform.localEulerAngles.y-tt.x*20; rotationY+=tt.y*20; rotationY=Mathf.Clamp(rotationY, minimumY, maximumY); transform.localEulerAngles=newVector3(rotationY, rotationX, 0); PreMouseLPos=CurMouseLPos; } } else { PreMouseLPos=newVector3(0.0f, 0.0f, 0.0f); } } }
总结
Unity全景播放RTMP或RTSP实时流,可以广泛用于各种需要提供真实场景或沉浸式体验的场景,为用户带来更加逼真的体验。与此同时,Unity全景实时播放,需要有非常高的延迟要求和性能要求,特别是全景数据源,分辨率和码率都非常高,对解码效率和解码后的数据拷贝投递,提了更高的要求。