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尽管Windows平台有诸多优势#xff0c;Linux平台的发展还是势不可挡#xff0c;特别实在传统行业#xff0c;然而Linux生态构建#xff0c;总是差点意思#xff0c;特别是有些常用的组件#xff0c;本文基于已有的Linux平台RTSP、RTMP播放模块#xff0c;构建Unit…背景
尽管Windows平台有诸多优势Linux平台的发展还是势不可挡特别实在传统行业然而Linux生态构建总是差点意思特别是有些常用的组件本文基于已有的Linux平台RTSP、RTMP播放模块构建Unity下的RTSP和RTMP直播播放。
技术实现
实际上Unity层面这块没什么好介绍的和Windows、Android、iOS平台一样调用原生的播放模块回调解码后的数据在Unity绘制主要的技术难点还在原生的处理也就是拉流、解码、回调数据这块。
先上个只管感受图本视频以Windows平台采集秒表计时器窗体然后编码打包传输到RTMP服务Unity3D的Linux平台RTMP播放器拉流播放整体延迟毫秒级。 Linux平台我们是回调的YUV的数据也就是 NT_SP_E_VIDEO_FRAME_FROMAT_I420 /*定义视频帧图像格式*/public enum NT_SP_E_VIDEO_FRAME_FORMAT : uint{NT_SP_E_VIDEO_FRAME_FORMAT_RGB32 1, // 32位的rgb格式, r, g, b各占8, 另外一个字节保留, 内存字节格式为: bb gg rr xx, 主要是和windows位图匹配, 在小端模式下按DWORD类型操作最高位是xx, 依次是rr, gg, bbNT_SP_E_VIDEO_FRAME_FORMAT_ARGB 2, // 32位的argb格式内存字节格式是: bb gg rr aa 这种类型和windows位图匹配NT_SP_E_VIDEO_FRAME_FROMAT_I420 3, // YUV420格式, 三个分量保存在三个面上}
开始播放之前把回调设置下去 //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_);视频帧结构 /*定义视频帧结构.*/[StructLayoutAttribute(LayoutKind.Sequential)]public struct NT_SP_VideoFrame{public Int32 format_; // 图像格式, 请参考NT_SP_E_VIDEO_FRAME_FORMATpublic Int32 width_; // 图像宽public Int32 height_; // 图像高public Int64 timestamp_; // 时间戳, 一般是0,不使用, 以ms为单位的//具体的图像数据, argb和rgb32只用第一个, I420用前三个public IntPtr plane0_;public IntPtr plane1_;public IntPtr plane2_;public IntPtr plane3_;// 每一个平面的每一行的字节数对于argb和rgb32为了保持和windows位图兼容必须是width_*4// 对于I420, stride0_ 是y的步长, stride1_ 是u的步长, stride2_ 是v的步长,public Int32 stride0_;public Int32 stride1_;public Int32 stride2_;public Int32 stride3_;}
具体回调处理 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;}}
Unity层拿到video frame后刷新即可 private void UpdateProc(int sel){VideoFrame video_frame null;lock (videoctrl[sel].frame_lock_){video_frame videoctrl[sel].cur_video_frame_;videoctrl[sel].cur_video_frame_ null;}if ( video_frame null )return;if (!videoctrl[sel].is_need_get_frame_)return;if (videoctrl[sel].player_handle_ IntPtr.Zero )return;if ( !videoctrl[sel].is_need_init_texture_){if ( video_frame.width_ ! videoctrl[sel].video_width_|| video_frame.height_ ! videoctrl[sel].video_height_|| video_frame.y_stride_ ! videoctrl[sel].y_row_bytes_|| video_frame.u_stride_ ! videoctrl[sel].u_row_bytes_|| video_frame.v_stride_ ! videoctrl[sel].v_row_bytes_ ){videoctrl[sel].is_need_init_texture_ true;}}if (videoctrl[sel].is_need_init_texture_){if (InitYUVTexture(video_frame, sel)){videoctrl[sel].is_need_init_texture_ false;}}UpdateYUVTexture(video_frame, sel);}
UpdateYUVTexture相关实现 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();}}
相关Player封装
/** SmartPlayerLinuxMono.cs** WebSite: https://daniusdk.com* Github: https://github.com/daniulive/SmarterStreaming*/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URLNTSmartPlayerSDK.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 timeint 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 1;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;}
调用到的OpenPlayer实现
OpenPlayer主要是调用底层NT_SP_Open()接口获取播放实例句柄然后设置Event回调等。 private void OpenPlayer(int sel){window_handle_ IntPtr.Zero;if (videoctrl[sel].player_handle_ IntPtr.Zero){videoctrl[sel].player_handle_ new IntPtr();UInt32 ret_open NTSmartPlayerSDK.NT_SP_Open(out videoctrl[sel].player_handle_, window_handle_, 0, IntPtr.Zero);if (ret_open ! 0){videoctrl[sel].player_handle_ IntPtr.Zero;Debug.LogError(调用NT_SP_Open失败..);return;}}videoctrl[sel].event_call_back_ new SP_SDKEventCallBack(NT_SP_SDKEventCallBack);NTSmartPlayerSDK.NT_SP_SetEventCallBack(videoctrl[sel].player_handle_, window_handle_, videoctrl[sel].event_call_back_);videoctrl[sel].sdk_video_frame_call_back_ new VideoControl.SetVideoFrameCallBack(SDKVideoFrameCallBack);videoctrl[sel].sdk_event_call_back_ new VideoControl.SetEventCallBack(SDKEventCallBack);}
关闭播放 private void ClosePlayer(int sel){videoctrl[sel].is_need_get_frame_ false;videoctrl[sel].is_need_init_texture_ false;if (videoctrl[sel].player_handle_ IntPtr.Zero){return;}UInt32 flag NTSmartPlayerSDK.NT_SP_StopPlay(videoctrl[sel].player_handle_);if (flag DANIULIVE_RETURN_OK){Debug.Log(停止成功);}else{Debug.LogError(停止失败);}videoctrl[sel].player_handle_ IntPtr.Zero;videoctrl[sel].is_running false;}
总结
Unity环境下的直播播放Windows平台或者Android的比较多用在Linux平台的少之又少一方面Linux平台本身需求不大另一方面Linux平台这块可参考的例程不多实际上如果已经完成Windows或Android平台下的核心功能实现再移植到Linux下非常方便。
Unity下简单来说就是拉流解码回调上层绘制其实也没有那么复杂需要注意的是DllImport的写法、之前C结构体或枚举的转换、Unity3D对Linux的版本兼容等一些细节对熟悉C#的开发者来说不具备多大的技术难度。