效果图
先上一个效果图:
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:
- 这个在Unity商店售价150$,最新release版本为,功能包括:
Powerful cross-platform video playback solution for Unity.
Native video playback on Android, iOS, macOS and tvOS (Apple TV), WebGL, Windows, Windows Phone and UWP.
Features include:
- New Unity 2017 supported
- New New iOS video playback path that uses less memory
- One API for video playback on all supported platforms
- Unity 4.6 - 5.x supported
- 8K video (on supported hardware)
- VR Support (mono, stereo, equirectangular and cubemap)
- Transparency support (native and packed)
- Subtitles support (external SRT)
- Fast flexible video playback
- In-editor playback support for Windows and macOS
- Free watermarked trial version available
- Components for IMGUI, uGUI and NGUI
- Over 64 PlayMaker actions included
- Easy to use drag and drop components
- Linear and Gamma colour spaces supported
- Fast native Direct3D, OpenGL and Metal texture updates
- Desktop support for Hap, Hap Alpha, Hap Q and Hap Q Alpha
- Streaming video from URL (when supported by platform)
此插件支持HLS视频播放,很详细,但是此插件没有源码,不适合做以后的个性化开发。
- 鼎鼎大名的.售价65$,支持功能如下:
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。
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。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, "", "(I)V" ); if ( constructor == 0 ) { FAIL( "GetMethodID( ) 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。