好多开发者的使用场景,需要在Windows特别是Android平台实现Unity3D的全景实时视频渲染,本文以Windows平台为例,简单介绍下具体实现:
如果是RTSP或RTMP流数据,实际上难点,主要在于拉取RTSP或RTMP流,解析解码,然后把解码后的YUV数据,回调到Unity层,Unity创建个Sphere,创建个材质球(Material),并把材质球挂在到Sphere即可。
本文以Windows推送端采集全景视频,编码推送到RTMP服务器,播放端拉流回调数据并在Unity渲染为例(左侧是Unity播放端,滑动鼠标,可以实现全景内容切换):
废话不多说,大概流程如下:
本文以调用我们写的RTSP、RTMP直播播放模块为例,首先是初始化模块,然后设置拉流的参数信息:
public void Play(int sel) { 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URL NTSmartPlayerSDK.NT_SP_SetURL(videoctrl[sel].player_handle_, videoctrl[sel].videoUrl); /* ++ 播放前参数配置可加在此处 ++ */ int play_buffer_time_ = 0; NTSmartPlayerSDK.NT_SP_SetBuffer(videoctrl[sel].player_handle_, play_buffer_time_); //设置buffer time int is_using_tcp = 0; //TCP模式 NTSmartPlayerSDK.NT_SP_SetRTSPTcpMode(videoctrl[sel].player_handle_, is_using_tcp); int timeout = 10; NTSmartPlayerSDK.NT_SP_SetRtspTimeout(videoctrl[sel].player_handle_, timeout); int is_auto_switch_tcp_udp = 1; NTSmartPlayerSDK.NT_SP_SetRtspAutoSwitchTcpUdp(videoctrl[sel].player_handle_, is_auto_switch_tcp_udp); Boolean is_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 int is_fast_startup = 1; NTSmartPlayerSDK.NT_SP_SetFastStartup(videoctrl[sel].player_handle_, is_fast_startup); //设置快速启动模式 Boolean is_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) int rotate_degrees = 0; NTSmartPlayerSDK.NT_SP_SetRotation(videoctrl[sel].player_handle_, rotate_degrees); int volume = 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 int is_report = 0; int report_interval = 1; 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_ = new SP_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_); UInt32 flag = 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; }
具体OpenPlayer()实现:
private void OpenPlayer(int sel) { window_handle_ = IntPtr.Zero; if (videoctrl[sel].player_handle_ == IntPtr.Zero) { videoctrl[sel].player_handle_ = new IntPtr(); UInt32 ret_open = NTSmartPlayerSDK.NT_SP_Open(out videoctrl[sel].player_handle_, window_handle_, 0, IntPtr.Zero); if (ret_open != 0) { videoctrl[sel].player_handle_ = IntPtr.Zero; Debug.LogError("调用NT_SP_Open失败.."); return; } } videoctrl[sel].event_call_back_ = new SP_SDKEventCallBack(NT_SP_SDKEventCallBack); NTSmartPlayerSDK.NT_SP_SetEventCallBack(videoctrl[sel].player_handle_, window_handle_, videoctrl[sel].event_call_back_); videoctrl[sel].sdk_video_frame_call_back_ = new VideoControl.SetVideoFrameCallBack(SDKVideoFrameCallBack); videoctrl[sel].sdk_event_call_back_ = new VideoControl.SetEventCallBack(SDKEventCallBack); }
数据回调到Unity层:
private void SDKVideoFrameCallBack(UInt32 status, IntPtr frame, int sel) { //这里拿到回调frame,进行相关操作 NT_SP_VideoFrame video_frame = (NT_SP_VideoFrame)Marshal.PtrToStructure(frame, typeof(NT_SP_VideoFrame)); VideoFrame u3d_frame = new VideoFrame(); u3d_frame.width_ = video_frame.width_; u3d_frame.height_ = video_frame.height_; u3d_frame.timestamp_ = (UInt64)video_frame.timestamp_; int d_y_stride = video_frame.width_; int d_u_stride = (video_frame.width_ + 1) / 2; int d_v_stride = d_u_stride; int d_y_size = d_y_stride * video_frame.height_; int d_u_size = d_u_stride * ((video_frame.height_ + 1) / 2); int d_v_size = d_u_size; int u_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_ = new byte[d_y_size]; u3d_frame.u_data_ = new byte[d_u_size]; u3d_frame.v_data_ = new byte[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; //Debug.LogError("sel: " + sel + " w:" + u3d_frame.width_ + "h:" + u3d_frame.height_); } }
Unity刷新Texture:
private void UpdateYUVTexture(VideoFrame video_frame, int sel) { 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,还需要考虑到鼠标或屏幕滑动,这块实现比较多,放个通用的代码参考:
void Update () { if (Input.GetMouseButton(0)) { if (PreMouseLPos.x <= 0) { PreMouseLPos = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0.0f); } else { Vector3 CurMouseLPos = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0.0f); Vector3 offset = CurMouseLPos - PreMouseLPos; Quaternion tt = Quaternion.Euler(offset); float rotationX = transform.localEulerAngles.y - tt.x * 20; rotationY += tt.y * 20; rotationY = Mathf.Clamp(rotationY, minimumY, maximumY); transform.localEulerAngles = new Vector3(rotationY, rotationX, 0); PreMouseLPos = CurMouseLPos; } } else { PreMouseLPos = new Vector3(0.0f, 0.0f, 0.0f); } }
感兴趣的开发者,可尝试看看。