Unity下如何实现低延迟的全景RTMP|RTSP流渲染

2023年 7月 31日 43.0k 0

技术背景

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:

  • 虚拟现实体验:全景视频可以用来创建逼真的虚拟环境,使用户能够感受到身临其境的感觉;
  • 培训模拟器:全景视频可以用来创建真实的训练环境,例如飞行模拟器、驾驶模拟器等,以提供更加真实的训练体验;
  • 建筑设计:全景视频可以用来展示建筑设计的或室内装潢,使客户能够感受到真实的的效果;
  • 文旅导览:全景视频可以用来展示旅游景点或城市,使游客能够感受到身临其境的感觉。
  • 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:

  • 获取全景视频数据源:首先,需要拉取RTMP或RTSP流数据,解码后,把RGB或YUV数据,回调到unity,从而获取到全景视频流数据;
  • Unity创建个Sphere,创建个材质球(Material),并把材质球挂在到Sphere;
  • 实现实时渲染:使用Unity3D的渲染管道,您可以将纹理映射到球体或立方体的表面上,并使用着色器来处理纹理的坐标,以实现全景视频的实时渲染。
  • 技术实现

    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

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