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记录一款Unity VR视频播放器插件的开发

效果图

先上一个效果图:

记录一款Unity VR视频播放器插件的开发

背景

公司最近在做VR直播平台,VR开发我们用到了Unity,而在Unity中播放视频就需要一款视频插件,我们调研了几个视频插件,记录两个,如下:

Unity视频插件调研

网上搜了搜,最流行的有以下两款Unity插件:

  • AVPro 这个在Unity商店售价150$,最新release版本为 1.6.15 ,功能包括:

Powerful cross-platform video playback solution for Unity.

Native video playback on Android, iOS, macOS and tvOS (Apple TV), WebGL, Windows, Windows Phone and UWP.

Features include:

  • New Unity 2017 supported
  • New New iOS video playback path that uses less memory
  • One API for video playback on all supported platforms
  • Unity 4.6 - 5.x supported
  • 8K video (on supported hardware)
  • VR Support (mono, stereo, equirectangular and cubemap)
  • Transparency support (native and packed)
  • Subtitles support (external SRT)
  • Fast flexible video playback
  • In-editor playback support for Windows and macOS
  • Free watermarked trial version available
  • Components for IMGUI, uGUI and NGUI
  • Over 64 PlayMaker actions included
  • Easy to use drag and drop components
  • Linear and Gamma colour spaces supported
  • Fast native Direct3D, OpenGL and Metal texture updates
  • Desktop support for Hap, Hap Alpha, Hap Q and Hap Q Alpha
  • Streaming video from URL (when supported by platform)

此插件支持HLS视频播放,

使用文档

很详细,但是此插件没有源码,不适合做以后的个性化开发。

Supported resolutions:

  • Android: General devices support up to 1920 * 1080.

    The latest device supports up to 4k.

  • iOS: General devices support up to 1920 * 1080.

    The latest device is support up to 2560 * 1440.

    iPhone 6s Plus supports up to 4k.

  • It also supports StreamingAssets, external storage, and streaming services.
  • Android streaming support list: http, HLS (http live streaming),rtsp
  • iOS streaming support list: http,HLS (http live streaming)
  • EasyMovieTexture requires Android 4.0 or above.
  • EasyMovieTexture requires iOS 6.0 or Above.
  • Unity 4.X requires an iOS Pro.
  • In Unity 5.X it does not require a Pro.
  • Supports multithreaded rendering options. (Only supports Unity 5.X.)

这个插件貌似是个人开发的,没有说明文档,有部分java源码,native code并没有给出。我们需要有源码的插件方便以后的个性化开发。

自己动手,风衣足食

综合以上调研结果,我们决定自己动手实现一个简单能满足我们要求的Unity播放器插件,有两个难点要突破:

  • 一个是找一个合适的开源播放器。
  • 另一个就是如何把播放视频画面映射到Unity中的物体表面,这个是最关键的。

寻找素材

从下面这个帖子中,找到了一些可以参考的资料。

unity 3d 中如何实现以物体的表面作为播放视频的位置,比如在墙面播放视频?

寻找开源播放器

本来打算使用VLC播放器的,但是同事发现有一个商用的开源播放器,并且使用的人数也不少,B站的

ijkplayer

。正好在上面的帖子中回复人也提到了这个播放器,我们决定使用这个播放器。

如何做视频画面映射

没有一点Unity开发经验,只能从头一点点学起,知乎的帖子里面,有个人回复可以参考OVR里面的例子。阅读了里面的代码,同时也参考了easyMovieTexture中的源码(easyMovie中只有java代码,关键的native code并没有给)。看的有些似懂非懂,尝试了之后,居然成功了。

最关键的一点我描述成下面的话:

将Ijkplayer的AndroidSurfaceTexture纹理ID和Unity中Texture2D的纹理ID分别同时绑定到不同的目标上。AndroidSurfaceTexture绑定到GL_TEXTURE_EXTERNAL_OES,Unity的纹理ID绑定到GL_TEXTURE_2D

从头到尾梳理一遍流程

初始化

  • Unity

Unity端初始化一个Texture2D纹理ID用于显示视频帧。

m_VideoTexture = new Texture2D (Call_GetVideoWidth (), Call_GetVideoHeight (), TextureFormat.RGB565, false);           
  • OVR

这里使用了OVR里面的native code,OVR中初始化AndroidSurfaceTexture和相关的函数:

static const char * className = "android/graphics/SurfaceTexture";
    const jclass surfaceTextureClass = jni->FindClass(className);
    if ( surfaceTextureClass == 0 ) {
        FAIL( "FindClass( %s ) failed", className );
    }

    // find the constructor that takes an int
    const jmethodID constructor = jni->GetMethodID( surfaceTextureClass, "<init>", "(I)V" );
    if ( constructor == 0 ) {
        FAIL( "GetMethodID( <init> ) failed" );
    }

    jobject obj = jni->NewObject( surfaceTextureClass, constructor, textureId );
    if ( obj == 0 ) {
        FAIL( "NewObject() failed" );
    }

    javaObject = jni->NewGlobalRef( obj );
    if ( javaObject == 0 ) {
        FAIL( "NewGlobalRef() failed" );
    }

    // Now that we have a globalRef, we can free the localRef
    jni->DeleteLocalRef( obj );

    updateTexImageMethodId = jni->GetMethodID( surfaceTextureClass, "updateTexImage", "()V" );
    if ( !updateTexImageMethodId ) {
        FAIL( "couldn't get updateTexImageMethodId" );
    }

    getTimestampMethodId = jni->GetMethodID( surfaceTextureClass, "getTimestamp", "()J" );
    if ( !getTimestampMethodId ) {
        FAIL( "couldn't get getTimestampMethodId" );
    }

    setDefaultBufferSizeMethodId = jni->GetMethodID( surfaceTextureClass, "setDefaultBufferSize", "(II)V" );
    if ( !setDefaultBufferSizeMethodId ) {
        FAIL( "couldn't get setDefaultBufferSize" );
    }

    // jclass objects are localRefs that need to be freed
    jni->DeleteLocalRef( surfaceTextureClass );           

初始化纹理ID,并将其绑定到目标GL_TEXTURE_2D上:

glGenTextures( 1, &textureId );
    glBindTexture( GL_TEXTURE_EXTERNAL_OES, textureId );
    glTexParameterf( GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
    glTexParameterf( GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    glTexParameterf( GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
    glTexParameterf( GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
    glBindTexture( GL_TEXTURE_EXTERNAL_OES, 0 );
           

将Unity的纹理ID传递到OVR中,用于绑定到目标GL_TEXTURE_EXTERNAL_OES上:

jobject OVR_Media_Surface( void * texPtr, int const width, int const height )
{
    GLuint texId = (GLuint)(size_t)(texPtr);
    LOG( "OVR_Media_Surface(%i, %i, %i)", texId, width, height );
    return _msp.VideoSurface.Bind( texId, width, height );
}           
  • Ijkplayer

创建一个播放器,注意这里我们使用OVR中已经实例化的AndroidMovieTexture来初始化播放器。

m_IjkMediaPlayer.setSurface(m_Surface);           

刷新

刷新操作由Unity中的Update函数触发,最终在OVR中执行,首先调用AndroidMovieTexture中的Update函数,接下来就是绑定纹理操作,Ijkplayer的纹理ID每刷新一次绑定一次。而Unity的纹理ID只有在视频图像长度或者宽度发生变化才会绑定。

void MediaSurface::Update()
{
    if ( !AndroidSurfaceTexture )
    {
        LOG( "!AndroidSurfaceTexture" );
        return;
    }
    if ( TexId <= 0 )
    {
        //LOG( "TexId <= 0" );
        return;
    }
    AndroidSurfaceTexture->Update();
    if ( AndroidSurfaceTexture->GetNanoTimeStamp() == LastSurfaceTexNanoTimeStamp )
    {
        //LOG( "No new surface!" );
        return;
    }
    LastSurfaceTexNanoTimeStamp = AndroidSurfaceTexture->GetNanoTimeStamp()

   // If the SurfaceTexture has changed dimensions, we need to
    // reallocate the texture and FBO.
    glActiveTexture( GL_TEXTURE0 );
    glBindTexture( GL_TEXTURE_EXTERNAL_OES, AndroidSurfaceTexture->GetTextureId() );
    if ( TexIdWidth != BoundWidth || TexIdHeight != BoundHeight )
    {
        LOG( "New surface size: %ix%i", BoundWidth, BoundHeight );

        TexIdWidth = BoundWidth;
        TexIdHeight = BoundHeight;

        if ( Fbo )
        {
            glDeleteFramebuffers( 1, &Fbo );
        }

        glActiveTexture( GL_TEXTURE1 );
        glBindTexture( GL_TEXTURE_2D, TexId );
        glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA,
                TexIdWidth, TexIdHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );

        glBindTexture( GL_TEXTURE_2D, 0 );
        glActiveTexture( GL_TEXTURE0 );

        glGenFramebuffers( 1, &Fbo );
        glBindFramebuffer( GL_FRAMEBUFFER, Fbo );
        glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
                TexId, 0 );
        glBindFramebuffer( GL_FRAMEBUFFER, 0 );
    }
}           

最后的结果可能是这个样子的:Ijkplayer负责推动视频不停向前播放,播放器的纹理也会不停刷新,这会带动Unity纹理跟着刷新,最终显示在Unity的Material上。

作者:

HarlanC

博客地址:

http://www.cnblogs.com/harlanc/

个人博客:

http://www.harlancn.me/

本文版权归作者和博客园共有,欢迎转载,但未经作者同意必须保留此段声明,且在文章页面明显位置给出,

原文链接

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