做网站怎么做付费推广,企业的网站建设制作平台,.net网站方案,重庆宣网站建设好多开发者在做AR、VR或者教育类产品时#xff0c;苦于如何在windows平台构建一个稳定且低延迟的RTSP或者RTMP播放器#xff0c;如果基于Unity3d完全重新开发一个播放器#xff0c;代价大、而且周期长#xff0c;不适合快速出产品#xff0c;我们认为当前最好的方式就是集…好多开发者在做AR、VR或者教育类产品时苦于如何在windows平台构建一个稳定且低延迟的RTSP或者RTMP播放器如果基于Unity3d完全重新开发一个播放器代价大、而且周期长不适合快速出产品我们认为当前最好的方式就是集成现有Native平台上成熟稳定播放器回调rgb/yuv数据到上层上层做绘制即可。
废话不多说以Windows平台多路播放为例
1.Native播放器SDK支持吐RGB/YUV420/NV12等其中的一种未压缩的图像格式
比如Windows平台我们回调YUV上来NT_SP_E_VIDEO_FRAME_FROMAT_I420本文以调用大牛直播SDK(Github)的Windows平台RTSP、RTMP播放器SDK为例具体代码如下 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_ 100;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;}
2. 处理回调上来的数据 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_);}}
3.Unity3D创建相应的RGB/YUV420等Shader获取图像数据来填充纹理即可 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();}}
4. 具体播放效果如下 总结
Unity3d下做多路播放的话首先确保调用的拉流解码数据的模块具备回调yuv/rgb数据能力回上来后再上层直接刷新显示即可是不是没有你想的那么复杂