先上一个效果图:
java
公司最近在作VR直播平台,VR开发咱们用到了Unity,而在Unity中播放视频就须要一款视频插件,咱们调研了几个视频插件,记录两个,以下:android
网上搜了搜,最流行的有如下两款Unity插件:git
Powerful cross-platform video playback solution for Unity.github
Native video playback on Android, iOS, macOS and tvOS (Apple TV), WebGL, Windows, Windows Phone and UWP.less
Features include:ide
此插件支持HLS视频播放,使用文档很详细,可是此插件没有源码,不适合作之后的个性化开发。函数
Supported resolutions:flex
这个插件貌似是我的开发的,没有说明文档,有部分java源码,native code并无给出。咱们须要有源码的插件方便之后的个性化开发。ui
综合以上调研结果,咱们决定本身动手实现一个简单能知足咱们要求的Unity播放器插件,有两个难点要突破:spa
从下面这个帖子中,找到了一些能够参考的资料。
unity 3d 中如何实现以物体的表面做为播放视频的位置,好比在墙面播放视频?
原本打算使用VLC播放器的,可是同事发现有一个商用的开源播放器,而且使用的人数也很多,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,咱们决定使用这个播放器。
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,有我的回复能够参考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并无给)。看的有些似懂非懂,尝试了以后,竟然成功了。
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分别同时绑定到不一样的目标上。AndroidSurfaceTexture绑定到GL_TEXTURE_EXTERNAL_OES,Unity的纹理ID绑定到GL_TEXTURE_2D
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);
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 ); }
建立一个播放器,注意这里咱们使用OVR中已经实例化的AndroidMovieTexture来初始化播放器。
m_IjkMediaPlayer.setSurface(m_Surface);
刷新操做由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做,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 ); } }
最后的结果多是这个样子的:Ijkplayer负责推进视频不停向前播放,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。