gpt4 book ai didi

ios - 使用GVRSDK创建IOSurface图像(纹理)失败

转载 作者:塔克拉玛干 更新时间:2023-11-02 21:04:57 24 4
gpt4 key购买 nike

我用 SKVideoNode 创建了一个 SKScene,然后应用到一个球体几何体。

关键代码如下:

// Create a SKScene to play video
NSString* filePath = [[NSBundle mainBundle] pathForResource:@"2222" ofType:@"mp4"];
NSURL* sourceMovieURL = [NSURL fileURLWithPath:filePath];
AVPlayer* player = [AVPlayer playerWithURL:sourceMovieURL];
SKVideoNode* videoNode = [SKVideoNode videoNodeWithAVPlayer:player];

//CGSize size = CGSizeMake(512, 512);
CGSize size = [UIScreen mainScreen].bounds.size;
videoNode.size = size;
videoNode.position = CGPointMake(size.width/2.0, size.height/2.0);
SKScene* spriteScene = [SKScene sceneWithSize:size];
[spriteScene addChild:videoNode];


// create a material with SKScene
SCNMaterial* material = [SCNMaterial material];
material.doubleSided = true;
material.diffuse.contents = spriteScene;


[sphereNode.geometry replaceMaterialAtIndex:0 withMaterial:material];

[videoNode play];

[_scnScene.rootNode addChildNode:sphereNode];

// create SCNRenderer to render the scene
_renderer = [SCNRenderer rendererWithContext:cardboardView.context options:nil];
_renderer.scene = _scnScene;
_renderer.pointOfView = _scnCameraNode;

在drawEye函数中:

- (void)cardboardView:(GVRCardboardView *)cardboardView drawEye:(GVREye)eye withHeadTransform:(GVRHeadTransform *)headTransform
{
//CGRect viewport = [headTransform viewportForEye:eye];

// Get the head matrix.
const GLKMatrix4 head_from_start_matrix = [headTransform headPoseInStartSpace];

// Get this eye's matrices.
GLKMatrix4 projection_matrix = [headTransform projectionMatrixForEye:eye near:_scnCamera.zNear far:_scnCamera.zFar];


GLKMatrix4 eye_from_head_matrix = [headTransform eyeFromHeadMatrix:eye];

// Compute the model view projection matrix.
GLKMatrix4 view_projection_matrix = GLKMatrix4Multiply(
projection_matrix, GLKMatrix4Multiply(eye_from_head_matrix, head_from_start_matrix));
// Set the projection matrix to camera
[_scnCamera setProjectionTransform:SCNMatrix4FromGLKMatrix4(view_projection_matrix)];


// Render the scene
[_renderer renderAtTime:0];

}

当运行代码时,它会中断

[_renderer renderAtTime:0]

输出是:

Failed to create IOSurface image (texture)
Assertion failed: (result), function create_texture_from_IOSurface, file /BuildRoot/Library/Caches/com.apple.xbs/Sources/Jet/Jet-2.6.1/Jet/jet_context_OpenGL.mm, line 570.

当我从 SKScene 中删除 SKVideoNode 时,一切正常。

有什么帮助吗?谢谢。

最佳答案

更新:这适用于低质量视频,但高质量视频在复制这么多字节时表现不佳。我还没有尝试过,但我的下一个方法是使用带有 CVPixelBuffer 的 OpenGL 纹理以获得更好的性能。

-

我不知道您是否仍在寻找解决方案,但我已经幸运地在 iOS 9.3 6s 和 iOS 8 sim 上获得了一个使用 SceneKit/GVR 的视频球体。不过,我不能保证所有平台都适用!

我已经完全放弃了 SpriteKit,转而使用 CALayer,我将其内容设置为来自 CVPixelBuffer 的 CGImage。

视频代码:(最初基于this OpenGL 360 video tutorial)

init(url: NSURL)
{
self.videoURL = url
super.init()
self.configureVideoPlayback()
}

private override init()
{
self.videoURL = nil
super.init()
}

deinit
{
self.playerItem.removeOutput(self.videoOutput)
}

private func configureVideoPlayback()
{
let pixelBufferAttributes = [
kCVPixelBufferPixelFormatTypeKey as String : NSNumber(unsignedInt: kCVPixelFormatType_32ARGB),
kCVPixelBufferCGImageCompatibilityKey as String: true,
kCVPixelBufferOpenGLESCompatibilityKey as String: true
]
self.videoOutput = AVPlayerItemVideoOutput(pixelBufferAttributes: pixelBufferAttributes)

self.playerItem = AVPlayerItem(URL: self.videoURL)
self.playerItem.addOutput(self.videoOutput)
NSNotificationCenter.defaultCenter().addObserver(self, selector: #selector(VideoReader.playerItemDidPlayToEndTime(_:)), name: AVPlayerItemDidPlayToEndTimeNotification, object: self.playerItem)

self.player = AVPlayer(playerItem: self.playerItem)
self.player.play()
}

func currentPixelBuffer() - > CVPixelBuffer ? {
guard self.playerItem ? .status == .ReadyToPlay
else {
return nil
}

let currentTime = self.playerItem.currentTime()
return self.videoOutput.copyPixelBufferForItemTime(currentTime, itemTimeForDisplay: nil)
}

func playerItemDidPlayToEndTime(notification: NSNotification)
{
self.player.seekToTime(kCMTimeZero)
self.player.play()
}

场景:

func setupScene() {
self.scene = SCNScene()

self.imageLayer = CALayer()
self.imageLayer.frame = CGRectMake(0, 0, 2048, 2048) //Doesn't work if not power of 2 or incremenets inbetween - need to investigate

let material = SCNMaterial()
material.doubleSided = true
material.diffuse.contents = self.imageLayer

let geometry = SCNSphere(radius: 10)

let sphere = SCNNode(geometry: geometry)
sphere.geometry ? .replaceMaterialAtIndex(0, withMaterial: material)
sphere.position = SCNVector3(0, 0, 0)
sphere.scale.y = 1
sphere.scale.z = -1

self.scene!.rootNode.addChildNode(sphere)
}

纸板并条机准备:

func cardboardView(cardboardView: GVRCardboardView!, prepareDrawFrame headTransform: GVRHeadTransform!) {

// .. boilerplate code

if let pixelBuffer = self.videoReader.currentPixelBuffer() {
CVPixelBufferLockBaseAddress(pixelBuffer, 0);

let width = CVPixelBufferGetWidth(pixelBuffer)
let height = CVPixelBufferGetHeight(pixelBuffer)
let pixels = CVPixelBufferGetBaseAddress(pixelBuffer);

let pixelWrapper = CGDataProviderCreateWithData(nil, pixels, CVPixelBufferGetDataSize(pixelBuffer), nil);

// Get a color-space ref... can't this be done only once?
let colorSpaceRef = CGColorSpaceCreateDeviceRGB();

// Get a CGImage from the data (the CGImage is used in the drawLayer: delegate method above)

let bitmapInfo = CGBitmapInfo(rawValue: CGImageAlphaInfo.NoneSkipFirst.rawValue)
if let currentCGImage = CGImageCreate(width,
height,
8,
32,
4 * width,
colorSpaceRef, [.ByteOrder32Big, bitmapInfo],
pixelWrapper,
nil,
false,
.RenderingIntentDefault) {
self.imageLayer.contents = currentCGImage
}

// Clean up
CVPixelBufferUnlockBaseAddress(pixelBuffer, 0);

}
}

我最初对 GVR 和 SceneKit 的实现是基于这个 boilerplate

帧速率对我来说似乎仍然足够高 - 它尚未优化,但我会在优化时更新此答案。

注意:

  • CALayer 边界似乎需要是 2 的幂 - 或者递增中间,当我寻找介于两者之间的值时,它不会显示任何视频就像 1960 年一样。
  • 它在模拟器中运行速度非常慢,但在我的设备上运行速度为 60fps

关于ios - 使用GVRSDK创建IOSurface图像(纹理)失败,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/38215970/

24 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com