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:
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:
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 = 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 initialization
void Start () {
}
// Update is called once per frame
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);
}
}
}
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。
原创声明:本文系作者授权腾讯云开发者社区发表,未经许可,不得转载。
如有侵权,请联系 cloudcommunity@tencent.com 删除。
原创声明:本文系作者授权腾讯云开发者社区发表,未经许可,不得转载。
如有侵权,请联系 cloudcommunity@tencent.com 删除。