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):

Unity3D平台实现全景实时RTMP|RTSP流渲染_unity3d全景

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);
}
}