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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:
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 = 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_ = 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;}
针对数据处理:
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;}}
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();}
}
全景播放的时候,如果需要移动显示区域,可以用以下代码:
public class MouseMove : MonoBehaviour {Vector2 p1, p2;private Vector3 PreMouseMPos;private Vector3 PreMouseLPos;public float minimumY = -60F;public float maximumY = 60F;float rotationY = 0F;private float wheelSpeed = 5.0f;// Use this for initializationvoid Start () {}// Update is called once per framevoid 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);}}
}
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。