最近需要实现美颜功能,调研了很多相关技术文章和开源代码。踩了很多坑,记录实现步骤,希望对读者有所帮助。
发现有2种实现方式,基于GPUImage
方案一:替换WebRTC的原生采集,使用GPUImageVideoCamera替换WebRTC中的视频采集,得到经过GPUImage添加美颜处理后的图像,发送给WebRTC的OnFrame方法。(相对比较简单)
方案二:拿到WebRTC采集的原始视频帧数据,然后传给GPUImage库进行处理,最后把经过处理的视频帧传回WebRTC。
本文章采用方案二
步骤为
取到采集数据i420 CVPixelBufferRef->纹理->GPUImage处理-> BGRA CVPixelBufferRef -> i420 CVPixelBufferRef(转为webrtc支持格式)
取到采集数据i420 CVPixelBufferRef->纹理->GPUImage处理-> BGRA CVPixelBufferRef
_capturer = [[RTCCameraVideoCapturer alloc] initWithDelegate:_filter];
自定义类 遵守RTCVideoCapturerDelegate 重写didCaptureVideoFrame方法
- (void)capturer:(RTCVideoCapturer*)capturer
didCaptureVideoFrame:(RTCVideoFrame*)frame {
// 操作C 需要手动释放 否则内存暴涨
CVPixelBufferRelease(_buffer)
// 拿到pixelBuffer
((RTCCVPixelBuffer*)frame.buffer).pixelBuffer
}
// 采集拿到的数据进行处理
- (CVPixelBufferRef)renderByGPUImage:(CVPixelBufferRef)pixelBuffer {
CVPixelBufferRetain(pixelBuffer);
__block CVPixelBufferRef output = nil;
runSynchronouslyOnVideoProcessingQueue(^{
[GPUImageContext useImageProcessingContext];
// 1.取到采集数据i420 CVPixelBufferRef->纹理
GLuint textureID = [self.pixelBufferHelper convertYUVPixelBufferToTexture:pixelBuffer];
CGSize size = CGSizeMake(CVPixelBufferGetWidth(pixelBuffer),
CVPixelBufferGetHeight(pixelBuffer));
// 2.GPUImage滤镜处理
[GPUImageContext setActiveShaderProgram:nil];
GPUImageTextureInput *textureInput = [[GPUImageTextureInput alloc] initWithTexture:textureID size:size];
// First pass: face smoothing filter
GPUImageBilateralFilter *bilateralFilter = [[GPUImageBilateralFilter alloc] init];
bilateralFilter.distanceNormalizationFactor = self->_distanceNormalizationFactor;
[textureInput addTarget:bilateralFilter];
GPUImageTextureOutput *textureOutput = [[GPUImageTextureOutput alloc] init];
[bilateralFilter addTarget:textureOutput];
[textureInput processTextureWithFrameTime:kCMTimeZero];
// 3. 处理后的纹理转pixelBuffer BGRA
output = [self.pixelBufferHelper convertTextureToPixelBuffer:textureOutput.texture
textureSize:size];
[textureOutput doneWithTexture];
glDeleteTextures(1, &textureID);
});
CVPixelBufferRelease(pixelBuffer);
return output;
}
/// YUV 格式的 PixelBuffer 转化为纹理
- (GLuint)convertYUVPixelBufferToTexture:(CVPixelBufferRef)pixelBuffer {
if (!pixelBuffer) {
return 0;
}
CGSize textureSize = CGSizeMake(CVPixelBufferGetWidth(pixelBuffer),
CVPixelBufferGetHeight(pixelBuffer));
[EAGLContext setCurrentContext:self.context];
GLuint frameBuffer;
GLuint textureID;
// FBO
glGenFramebuffers(1, &frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
// texture
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureSize.width, textureSize.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureID, 0);
glViewport(0, 0, textureSize.width, textureSize.height);
// program
glUseProgram(self.yuvConversionProgram);
// texture
CVOpenGLESTextureRef luminanceTextureRef = nil;
CVOpenGLESTextureRef chrominanceTextureRef = nil;
CVReturn status = CVOpenGLESTextureCacheCreateTextureFromImage(kCFAllocatorDefault,
self.textureCache,
pixelBuffer,
nil,
GL_TEXTURE_2D,
GL_LUMINANCE,
textureSize.width,
textureSize.height,
GL_LUMINANCE,
GL_UNSIGNED_BYTE,
0,
&luminanceTextureRef);
if (status != kCVReturnSuccess) {
NSLog(@"Can't create luminanceTexture");
}
status = CVOpenGLESTextureCacheCreateTextureFromImage(kCFAllocatorDefault,
self.textureCache,
pixelBuffer,
nil,
GL_TEXTURE_2D,
GL_LUMINANCE_ALPHA,
textureSize.width / 2,
textureSize.height / 2,
GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE,
1,
&chrominanceTextureRef);
if (status != kCVReturnSuccess) {
NSLog(@"Can't create chrominanceTexture");
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, CVOpenGLESTextureGetName(luminanceTextureRef));
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glUniform1i(glGetUniformLocation(self.yuvConversionProgram, "luminanceTexture"), 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, CVOpenGLESTextureGetName(chrominanceTextureRef));
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glUniform1i(glGetUniformLocation(self.yuvConversionProgram, "chrominanceTexture"), 1);
GLfloat kXDXPreViewColorConversion601FullRange[] = {
1.0, 1.0, 1.0,
0.0, -0.343, 1.765,
1.4, -0.711, 0.0,
};
GLuint yuvConversionMatrixUniform = glGetUniformLocation(self.yuvConversionProgram, "colorConversionMatrix");
glUniformMatrix3fv(yuvConversionMatrixUniform, 1, GL_FALSE, kXDXPreViewColorConversion601FullRange);
// VBO
glBindBuffer(GL_ARRAY_BUFFER, self.VBO);
GLuint positionSlot = glGetAttribLocation(self.yuvConversionProgram, "position");
glEnableVertexAttribArray(positionSlot);
glVertexAttribPointer(positionSlot, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
GLuint textureSlot = glGetAttribLocation(self.yuvConversionProgram, "inputTextureCoordinate");
glEnableVertexAttribArray(textureSlot);
glVertexAttribPointer(textureSlot, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3* sizeof(float)));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDeleteFramebuffers(1, &frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glFlush();
self.luminanceTexture = luminanceTextureRef;
self.chrominanceTexture = chrominanceTextureRef;
CFRelease(luminanceTextureRef);
CFRelease(chrominanceTextureRef);
return textureID;
}
// 纹理转化为CVPixelBufferRef 数据
- (CVPixelBufferRef)convertTextureToPixelBuffer:(GLuint)texture
textureSize:(CGSize)textureSize {
[EAGLContext setCurrentContext:self.context];
CVPixelBufferRef pixelBuffer = [self createPixelBufferWithSize:textureSize];
GLuint targetTextureID = [self convertRGBPixelBufferToTexture:pixelBuffer];
GLuint frameBuffer;
// FBO
glGenFramebuffers(1, &frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
// texture
glBindTexture(GL_TEXTURE_2D, targetTextureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureSize.width, textureSize.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, targetTextureID, 0);
glViewport(0, 0, textureSize.width, textureSize.height);
// program
glUseProgram(self.normalProgram);
// texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glUniform1i(glGetUniformLocation(self.normalProgram, "renderTexture"), 0);
// VBO
glBindBuffer(GL_ARRAY_BUFFER, self.VBO);
GLuint positionSlot = glGetAttribLocation(self.normalProgram, "position");
glEnableVertexAttribArray(positionSlot);
glVertexAttribPointer(positionSlot, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
GLuint textureSlot = glGetAttribLocation(self.normalProgram, "inputTextureCoordinate");
glEnableVertexAttribArray(textureSlot);
glVertexAttribPointer(textureSlot, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3* sizeof(float)));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDeleteFramebuffers(1, &frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glFlush();
return pixelBuffer;
}
// RBG 格式的 PixelBuffer 转化为纹理
- (GLuint)convertRGBPixelBufferToTexture:(CVPixelBufferRef)pixelBuffer {
if (!pixelBuffer) {
return 0;
}
CGSize textureSize = CGSizeMake(CVPixelBufferGetWidth(pixelBuffer),
CVPixelBufferGetHeight(pixelBuffer));
CVOpenGLESTextureRef texture = nil;
CVReturn status = CVOpenGLESTextureCacheCreateTextureFromImage(nil,
self.textureCache,
pixelBuffer,
nil,
GL_TEXTURE_2D,
GL_RGBA,
textureSize.width,
textureSize.height,
GL_BGRA,
GL_UNSIGNED_BYTE,
0,
&texture);
if (status != kCVReturnSuccess) {
NSLog(@"Can't create texture");
}
self.renderTexture = texture;
CFRelease(texture);
return CVOpenGLESTextureGetName(texture);
}
BGRA CVPixelBufferRef -> i420 CVPixelBufferRef
需要引入libyuv库
int transfer_32bgra_to_I420_ScaleToSize(CVPixelBufferRef source_pixelBuffer,CGSize targetSize,CVPixelBufferRef dst_pixelBuffer) {
CVPixelBufferLockBaseAddress(source_pixelBuffer, 0);
CVPixelBufferLockBaseAddress(dst_pixelBuffer, 0);
//source-size
size_t width = CVPixelBufferGetWidth(source_pixelBuffer);//图像宽度(像素)
size_t height = CVPixelBufferGetHeight(source_pixelBuffer);//图像高度(像素)
uint8_t *rgbaBuffer = (uint8_t *)CVPixelBufferGetBaseAddress(source_pixelBuffer);
int yuvBufSize = width * height * 3 / 2;
uint8_t* yuvBuf= (uint8_t*)malloc(yuvBufSize);
//source-stride
int Dst_Stride_Y = width;
const int32 uv_stride = (width+1) / 2;
//source-length
const int y_length = width * height;
int uv_length = uv_stride * ((height+1) / 2);
//source-data
unsigned char *Y_data_Dst = yuvBuf;
unsigned char *U_data_Dst = yuvBuf + y_length;
unsigned char *V_data_Dst = U_data_Dst + uv_length;
//BGRAToI420, 内存顺序是BGRA,所以用方法得反过来ARGB
ARGBToI420(rgbaBuffer,
width * 4,
Y_data_Dst, Dst_Stride_Y,
U_data_Dst, uv_stride,
V_data_Dst, uv_stride,
width, height);
//scale-size
int scale_yuvBufSize = targetSize.width * targetSize.height * 3 / 2;
uint8_t* scale_yuvBuf= (uint8_t*)malloc(scale_yuvBufSize);
//scale-stride
int scale_Dst_Stride_Y = targetSize.width;
const int32 scale_uv_stride = (targetSize.width+1) / 2;
//scale-length
const int scale_y_length = targetSize.width * targetSize.height;
int scale_uv_length = scale_uv_stride * ((targetSize.height+1) / 2);
//scale-data
unsigned char *scale_Y_data_Dst = scale_yuvBuf;
unsigned char *scale_U_data_Dst = scale_yuvBuf + scale_y_length;
unsigned char *scale_V_data_Dst = scale_U_data_Dst + scale_uv_length;
I420Scale(Y_data_Dst, Dst_Stride_Y,
U_data_Dst, uv_stride,
V_data_Dst, uv_stride,
width, height,
scale_Y_data_Dst, scale_Dst_Stride_Y,
scale_U_data_Dst, scale_uv_stride,
scale_V_data_Dst, scale_uv_stride,
targetSize.width, targetSize.height,
kFilterNone);
//final-data
uint8_t *final_y_buffer = (uint8_t *)CVPixelBufferGetBaseAddressOfPlane(dst_pixelBuffer, 0);
uint8_t *final_uv_buffer = (uint8_t *)CVPixelBufferGetBaseAddressOfPlane(dst_pixelBuffer, 1);
I420ToNV12(scale_Y_data_Dst, scale_Dst_Stride_Y,
scale_U_data_Dst, scale_uv_stride,
scale_V_data_Dst, scale_uv_stride,
final_y_buffer, scale_Dst_Stride_Y,
final_uv_buffer, scale_uv_stride*2, //因为u的宽度 = y * 0.5,v的宽度 = y * 0.5
targetSize.width, targetSize.height);
CVPixelBufferUnlockBaseAddress(source_pixelBuffer, 0);
CVPixelBufferUnlockBaseAddress(dst_pixelBuffer, 0);
free(yuvBuf);
free(scale_yuvBuf);
return yuvBufSize;
}
didCaptureVideoFrame输出处理后的数据
transfer_32bgra_to_I420_ScaleToSize(_buffer, size, _i420Buffer);
RTCCVPixelBuffer *rtcPixelBuffer =
[[RTCCVPixelBuffer alloc] initWithPixelBuffer:_i420Buffer];
RTCVideoFrame *filteredFrame =
[[RTCVideoFrame alloc] initWithBuffer:rtcPixelBuffer
rotation:frame.rotation
timeStampNs:frame.timeStampNs];
[_output capturer:capturer didCaptureVideoFrame:filteredFrame];
总结
这样就完成了为WebRTC的视频添加美颜 ,此方案也适用于添加其他滤镜。
参考链接
IOS技术分享| 在iOS WebRTC 中添加美颜滤镜
iOS WebRTC 杂谈之 视频采集添加美颜特效
WebRTC IOS视频硬编码流程及其中传递的CVPixelBufferRef
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