新乐网站制作价格,做绿色软件的网站知乎,网站搭建收费参考,网店美工设计的四大要点好多开发者的使用场景#xff0c;需要在Windows特别是Android平台实现Unity3D的全景实时视频渲染#xff0c;本文以Windows平台为例#xff0c;简单介绍下具体实现#xff1a;
如果是RTSP或RTMP流数据#xff0c;实际上难点#xff0c;主要在于拉取RTSP或RTMP流#xf…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URLNTSmartPlayerSDK.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 timeint 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。