Unity3D使用場景
Unity3D是非常流行的游戲開發(fā)引擎,可以創(chuàng)建各種類型的3D和2D游戲或其他互動應(yīng)用程序。常見使用場景如下:
- 游戲開發(fā):Unity3D是一個廣泛用于游戲開發(fā)的環(huán)境,適用于創(chuàng)建各種類型的游戲,包括動作游戲、角色扮演游戲、策略游戲、冒險游戲等。
- 虛擬現(xiàn)實:Unity3D也常用于虛擬現(xiàn)實(VR)開發(fā),它提供了對VR設(shè)備的支持,如Oculus Rift和HTC Vive。
- 交互式演示:Unity3D可以用于創(chuàng)建各種類型的交互式演示,如產(chǎn)品原型、建筑和設(shè)計模擬器、教育應(yīng)用程序等。
- 實時渲染:Unity3D的實時渲染功能可以用于創(chuàng)建電影級的特效和動畫,以及用于視覺預(yù)覽和產(chǎn)品渲染。
- 跨平臺開發(fā):Unity3D支持多個平臺,包括PC、Mac、Linux、Android、iOS、Windows等,這使得開發(fā)者可以更容易地將他們的應(yīng)用程序和游戲移植到不同的平臺。
無論你是在哪個領(lǐng)域使用Unity3D,都需要了解其基本的工具和功能,包括場景編輯器、游戲?qū)ο?、組件、腳本等。同時,還需要掌握一些基本的編程語言,如C#,以編寫游戲邏輯和控制流程。
如何獲取Camera場景數(shù)據(jù)
Unity3D獲取攝像機(jī)數(shù)據(jù)通常用RenderTexture和RenderTexture.GetPixel方法來獲取數(shù)據(jù),把捕獲屏幕的圖像,存儲在一個Texture2D實例中,用這個實例獲取RGB數(shù)據(jù)。需要注意的是,需要為輸出紋理創(chuàng)建一個新的紋理對象,否則可能會在屏幕上看到一片空白。示例代碼如下:
using UnityEngine;
public class GetCameraData : MonoBehaviour
{
public Texture2D outputTexture; // 輸出紋理,用于存儲RGB數(shù)據(jù)
public RenderTexture renderTexture; // RenderTexture實例,用于捕獲屏幕圖像
void Start()
{
// 創(chuàng)建一個RenderTexture實例
renderTexture = new RenderTexture(Screen.width, Screen.height, 24);
// 獲取當(dāng)前攝像機(jī)
Camera camera = GetComponent<Camera>();
// 將當(dāng)前攝像機(jī)的屏幕輸出設(shè)置為剛剛創(chuàng)建的RenderTexture實例
camera.targetTexture = renderTexture;
// 創(chuàng)建一個空的Texture2D實例,用于存儲從RenderTexture讀取的RGB數(shù)據(jù)
outputTexture = new Texture2D(Screen.width, Screen.height);
}
void Update()
{
// 從RenderTexture中讀取RGB數(shù)據(jù),并存儲到outputTexture中
RenderTexture.active = renderTexture;
outputTexture.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0);
outputTexture.Apply();
}
}
如何實現(xiàn)RTMP推送服務(wù)
本文以大牛直播SDK開發(fā)的Unity3D下Android平臺的RTMP推送camera場景的demo為例,結(jié)合Unity和原生模塊交互,大概介紹下核心實現(xiàn)邏輯。
開始推送RTMP服務(wù):
public bool StartRtmpPusher()
{
if (is_pushing_rtmp_)
{
Debug.Log("已推送..");
return false;
}
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;
}
InitAndSetConfig()完成常規(guī)參數(shù)設(shè)置,比如軟硬編碼、幀率、碼率等參數(shù)設(shè)置,如果需要采集audio,還可以把麥克風(fēng)采集到的audio和audioclip獲取到的audio數(shù)據(jù)mix后輸出:
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:CBR
NT_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 4
NT_PB_U3D_SetAVCHWEncoderLevel(pusher_handle_, 0x1000); // Level 4.1 多數(shù)情況下,這個夠用了
//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:CBR
NT_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);
}
}
投遞video數(shù)據(jù)的邏輯實現(xiàn)如下:
void PostVideoData() {
if(pusher_handle_ == 0)
return;
if(!is_pushing_rtmp_ && !is_rtsp_publisher_running_)
return;
if (textures_poll_ == null)
return;
int w = camera_.pixelWidth;
int h = camera_.pixelHeight;
if (w != video_width_ || h != video_height_) {
Debug.Log("PostVideoData resolution changed++ width: " + w + " height: " + h);
if(render_texture_ != null) {
render_texture_.Release();
render_texture_ = null;
}
video_width_ = w;
video_height_ = h;
}
if (null == render_texture_ ) {
render_texture_ = new RenderTexture(video_width_, video_height_, 16);
render_texture_.Create();
}
Texture2D image_texture = textures_poll_.get(video_width_, video_height_);
if (null == image_texture)
return;
...
image_texture.ReadPixels(new Rect(0, 0, video_width_, video_height_), 0, 0, false);
...
post_image_worker_.post(image_texture, is_vertical_flip_, is_horizontal_flip_, scale_width_, scale_height_);
}
如果需要停止RTMP推送:文章來源:http://www.zghlxwxcb.cn/news/detail-690204.html
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;
}
技術(shù)總結(jié)
Unity3D下采集camera場景并推送RTMP具有重要的意義,可以為實時監(jiān)控、在線直播、視頻教程制作、增強(qiáng)現(xiàn)實和虛擬現(xiàn)實應(yīng)用以及數(shù)據(jù)記錄和分析等領(lǐng)域提供有力的支持。比如,采集camera場景可以用于增強(qiáng)現(xiàn)實和虛擬現(xiàn)實應(yīng)用。在AR中,可以通過采集實際場景的畫面,將虛擬元素與現(xiàn)實場景進(jìn)行融合,增強(qiáng)沉浸感和互動性。文章來源地址http://www.zghlxwxcb.cn/news/detail-690204.html
到了這里,關(guān)于Unity3D下如何采集camera場景數(shù)據(jù)并推送RTMP服務(wù)?的文章就介紹完了。如果您還想了解更多內(nèi)容,請在右上角搜索TOY模板網(wǎng)以前的文章或繼續(xù)瀏覽下面的相關(guān)文章,希望大家以后多多支持TOY模板網(wǎng)!