技术背景
我们在对接Unity下推送模块的时候,遇到这样的技术诉求,开发者希望在Android的Unity场景下,获取到前后摄像头的数据,并投递到RTMP服务器,实现低延迟的数据采集处理。
在此之前,我们已经有了非常成熟的RTMP推送模块,也实现了Android平台Unity环境下的Camera场景采集,针对这个技术需求,有两种解决方案:
1. 通过针对原生android camera接口封装,打开摄像头,并回调NV12|NV21数据,在Unity环境下渲染即可;
2. 通过WebCamTexture组件,通过系统接口,拿到数据,直接编码推送。
对于第一种方案,涉及到camera接口的二次封装和数据回调,也可以实现,但是不如WebCamTexture组件方便,本文主要介绍下方案2。
WebCamTexture
WebCamTexture继承自Texture,下面是官方资料介绍。
描述
WebCam Texture 是实时视频输入渲染到的纹理。
静态变量
devices | 返回可用设备列表。 |
变量
autoFocusPoint | 通过此属性可以设置/获取摄像机的自动焦点。仅在 Android 和 iOS 设备上有效。 |
deviceName | 设置此属性可指定要使用的设备的名称。 |
didUpdateThisFrame | 视频缓冲区是否更新了此帧? |
isDepth | 如果纹理基于深度数据,则此属性为 true。 |
isPlaying | 返回摄像机当前是否正在运行。 |
requestedFPS | 设置摄像机设备的请求的帧率(以每秒帧数为单位)。 |
requestedHeight | 设置摄像机设备的请求的高度。 |
requestedWidth | 设置摄像机设备的请求的宽度。 |
videoRotationAngle | 返回一个顺时针角度(以度为单位),可以使用此角度旋转多边形以使摄像机内容以正确的方向显示。 |
videoVerticallyMirrored | 返回纹理图像是否垂直翻转。 |
构造函数
WebCamTexture | 创建 WebCamTexture。 |
公共函数
GetPixel | 返回坐标 (x, y) 上的像素颜色。 |
GetPixels | 获取像素颜色块。 |
GetPixels32 | 返回原始格式的像素数据。 |
Pause | 暂停摄像机。 |
Play | 启动摄像机。 |
Stop | 停止摄像机。 |
技术实现
本文以大牛直播SDK的Unity下WebCamTexture采集推送为例,audio的话,可以采集麦克风,或者通过audioclip采集unity场景的audio,video数据的话,可以采集unity场景的camera,或者摄像头数据。
除此之外,还可以设置常规的编码参数,比如软、硬编码,帧率码率关键帧等。
先说打开摄像头:
public IEnumerator InitCameraCor(){// 请求权限yield return Application.RequestUserAuthorization(UserAuthorization.WebCam);if (Application.HasUserAuthorization(UserAuthorization.WebCam) && WebCamTexture.devices.Length > 0){// 创建相机贴图web_cam_texture_ = new WebCamTexture(WebCamTexture.devices[web_cam_index_].name, web_cam_width_, web_cam_height_, fps_);web_cam_raw_image_.texture = web_cam_texture_;web_cam_texture_.Play();}}
前后摄像头切换
private void SwitchCamera(){if (WebCamTexture.devices.Length < 1)return;if (web_cam_texture_ != null && web_cam_texture_.isPlaying){web_cam_raw_image_.enabled = false;web_cam_texture_.Stop();web_cam_texture_ = null;}web_cam_index_++;web_cam_index_ = web_cam_index_ % WebCamTexture.devices.Length;web_cam_texture_ = new WebCamTexture(WebCamTexture.devices[web_cam_index_].name, web_cam_width_, web_cam_height_, fps_);web_cam_raw_image_.texture = web_cam_texture_;web_cam_raw_image_.enabled = true;web_cam_texture_.Play();}
启动|停止RTMP
private void OnPusherBtnClicked(){if (is_pushing_rtmp_){if(!is_rtsp_publisher_running_){StopCaptureAvData();if (coroutine_ != null) {StopCoroutine(coroutine_);coroutine_ = null;}}StopRtmpPusher();btn_pusher_.GetComponentInChildren<Text>().text = "推送RTMP";}else{bool is_started = StartRtmpPusher();if(is_started){btn_pusher_.GetComponentInChildren<Text>().text = "停止RTMP";if(!is_rtsp_publisher_running_){StartCaptureAvData();coroutine_ = StartCoroutine(OnPostVideo());}}}}
推送RTMP实现如下:
public bool StartRtmpPusher(){if (is_pushing_rtmp_){Debug.Log("已推送.."); return false;}//获取输入框的urlstring url = input_url_.text.Trim();if (!is_rtsp_publisher_running_){InitAndSetConfig();}if (pusher_handle_ == 0) {Debug.LogError("StartRtmpPusher, publisherHandle is null..");return false;}NT_PB_U3D_SetPushUrl(pusher_handle_, rtmp_push_url_);int is_suc = NT_PB_U3D_StartPublisher(pusher_handle_);if (is_suc == DANIULIVE_RETURN_OK){Debug.Log("StartPublisher success.."); is_pushing_rtmp_ = true;}else{Debug.LogError("StartPublisher failed..");return false;}return true;}
对应的InitAndSetConfig()实现如下:
private void InitAndSetConfig(){if ( java_obj_cur_activity_ == null ){Debug.LogError("getApplicationContext is null");return;}int audio_opt = 1;int video_opt = 3;video_width_ = camera_.pixelWidth;video_height_ = camera_.pixelHeight;pusher_handle_ = NT_PB_U3D_Open(audio_opt, video_opt, video_width_, video_height_);if (pusher_handle_ != 0){Debug.Log("NT_PB_U3D_Open success");NT_PB_U3D_Set_Game_Object(pusher_handle_, game_object_);}else{Debug.LogError("NT_PB_U3D_Open failed!");return;}int fps = 30;int gop = fps * 2;if(video_encoder_type_ == (int)PB_VIDEO_ENCODER_TYPE.VIDEO_ENCODER_HARDWARE_AVC){int h264HWKbps = setHardwareEncoderKbps(true, video_width_, video_height_);h264HWKbps = h264HWKbps * fps / 25;Debug.Log("h264HWKbps: " + h264HWKbps);int isSupportH264HWEncoder = NT_PB_U3D_SetVideoHWEncoder(pusher_handle_, h264HWKbps);if (isSupportH264HWEncoder == 0) {NT_PB_U3D_SetNativeMediaNDK(pusher_handle_, 0);NT_PB_U3D_SetVideoHWEncoderBitrateMode(pusher_handle_, 1); // 0:CQ, 1:VBR, 2:CBRNT_PB_U3D_SetVideoHWEncoderQuality(pusher_handle_, 39);NT_PB_U3D_SetAVCHWEncoderProfile(pusher_handle_, 0x08); // 0x01: Baseline, 0x02: Main, 0x08: High// NT_PB_U3D_SetAVCHWEncoderLevel(pusher_handle_, 0x200); // Level 3.1// NT_PB_U3D_SetAVCHWEncoderLevel(pusher_handle_, 0x400); // Level 3.2// NT_PB_U3D_SetAVCHWEncoderLevel(pusher_handle_, 0x800); // Level 4NT_PB_U3D_SetAVCHWEncoderLevel(pusher_handle_, 0x1000); // Level 4.1 多数情况下,这个够用了//NT_PB_U3D_SetAVCHWEncoderLevel(pusher_handle_, 0x2000); // Level 4.2// NT_PB_U3D_SetVideoHWEncoderMaxBitrate(pusher_handle_, ((long)h264HWKbps)*1300);Debug.Log("Great, it supports h.264 hardware encoder!");}}else if(video_encoder_type_ == (int)PB_VIDEO_ENCODER_TYPE.VIDEO_ENCODER_HARDWARE_HEVC){int hevcHWKbps = setHardwareEncoderKbps(false, video_width_, video_height_);hevcHWKbps = hevcHWKbps*fps/25;Debug.Log("hevcHWKbps: " + hevcHWKbps);int isSupportHevcHWEncoder = NT_PB_U3D_SetVideoHevcHWEncoder(pusher_handle_, hevcHWKbps);if (isSupportHevcHWEncoder == 0) {NT_PB_U3D_SetNativeMediaNDK(pusher_handle_, 0);NT_PB_U3D_SetVideoHWEncoderBitrateMode(pusher_handle_, 0); // 0:CQ, 1:VBR, 2:CBRNT_PB_U3D_SetVideoHWEncoderQuality(pusher_handle_, 39);// NT_PB_U3D_SetVideoHWEncoderMaxBitrate(pusher_handle_, ((long)hevcHWKbps)*1200);Debug.Log("Great, it supports hevc hardware encoder!");}}else {if (is_sw_vbr_mode_) //H.264 software encoder{int is_enable_vbr = 1;int video_quality = CalVideoQuality(video_width_, video_height_, true);int vbr_max_bitrate = CalVbrMaxKBitRate(video_width_, video_height_);vbr_max_bitrate = vbr_max_bitrate * fps / 25;NT_PB_U3D_SetSwVBRMode(pusher_handle_, is_enable_vbr, video_quality, vbr_max_bitrate);//NT_PB_U3D_SetSWVideoEncoderSpeed(pusher_handle_, 2);}}NT_PB_U3D_SetAudioCodecType(pusher_handle_, 1);NT_PB_U3D_SetFPS(pusher_handle_, fps);NT_PB_U3D_SetGopInterval(pusher_handle_, gop);if (audio_push_type_ == (int)PB_AUDIO_OPTION.AUDIO_OPTION_MIC_EXTERNAL_PCM_MIXER|| audio_push_type_ == (int)PB_AUDIO_OPTION.AUDIO_OPTION_TWO_EXTERNAL_PCM_MIXER){NT_PB_U3D_SetAudioMix(pusher_handle_, 1);}else{NT_PB_U3D_SetAudioMix(pusher_handle_, 0);}}
数据投递
Color32[] cam_texture = web_cam_texture_.GetPixels32();int rowStride = web_cam_texture_.width * 4;int length = rowStride * web_cam_texture_.height;NT_PB_U3D_OnCaptureVideoRGBA32Data(pusher_handle_, (long)Color32ArrayToIntptr(cam_texture), length, rowStride, web_cam_texture_.width, web_cam_texture_.height,1, 0, 0, 0, 0);
停止RTMP推送
private void StopRtmpPusher(){if(!is_pushing_rtmp_)return;NT_PB_U3D_StopPublisher(pusher_handle_);if(!is_rtsp_publisher_running_){NT_PB_U3D_Close(pusher_handle_);pusher_handle_ = 0;NT_PB_U3D_UnInit();}is_pushing_rtmp_ = false;}
轻量级RTSP服务的接口封装,之前blog已多次提到,这里不再赘述。
总结
Unity场景下采集摄像头数据并编码打包推送到RTMP服务器或轻量级RTSP服务,采集获取数据不麻烦,主要难点在于需要控制投递到原生模块的帧率,比如设置30帧,实际采集到的数据是50帧,需要均匀的处理数据投递,达到既流畅延迟又低。配合SmartPlayer播放测试,无论是RTMP推送还是轻量级RTSP服务出来的数据,整体都在毫秒级延迟,感兴趣的开发者,可以跟我沟通交流测试。