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Metal:实现摄像头的实时渲染

Metal:实现摄像头的实时渲染

作者: MonKey_Money | 来源:发表于2020-08-28 08:56 被阅读0次

    前沿

    实现摄像头的实时渲染我们需要做三个工作,
    1.Metal准备,
    2.获取实时渲染所需要的数据,
    3.实现Metal的渲染

    Metal准备工作

    1.创建MTKView
    2.设置MTKView属性
    3.获取commandQueue
    4.创建纹理缓存

      //1.获取MTKView
        self.mtkView = [[MTKView alloc] initWithFrame:self.view.bounds];
        self.mtkView.device = MTLCreateSystemDefaultDevice();
        [self.view insertSubview:self.mtkView atIndex:0];
        self.mtkView.delegate = self;
        
        //2.创建命令队列.
        self.commandQueue = [self.mtkView.device newCommandQueue];
        
        //3.注意: 在初始化MTKView 的基本操作以外. 还需要多下面2行代码.
        /*
         1. 设置MTKView 的drawable 纹理是可读写的(默认是只读);
         2. 创建CVMetalTextureCacheRef _textureCache; 这是Core Video的Metal纹理缓存
         */
        //允许读写操作
        self.mtkView.framebufferOnly = NO;
        /*
         CVMetalTextureCacheCreate(CFAllocatorRef  allocator,
         CFDictionaryRef cacheAttributes,
         id <MTLDevice>  metalDevice,
         CFDictionaryRef  textureAttributes,
         CVMetalTextureCacheRef * CV_NONNULL cacheOut )
         
         功能: 创建纹理缓存区
         参数1: allocator 内存分配器.默认即可.NULL
         参数2: cacheAttributes 缓存区行为字典.默认为NULL
         参数3: metalDevice
         参数4: textureAttributes 缓存创建纹理选项的字典. 使用默认选项NULL
         参数5: cacheOut 返回时,包含新创建的纹理缓存。
         
         */
        CVMetalTextureCacheCreate(NULL, NULL, self.mtkView.device, NULL, &_textureCache);
    

    获取实时渲染所需要的数据

    通过摄像头捕获

    //AVFoundation 视频采集
    - (void)setupCaptureSession {
        //1.创建mCaptureSession
        self.mCaptureSession = [[AVCaptureSession alloc] init];
        //设置视频采集的分辨率
        self.mCaptureSession.sessionPreset = AVCaptureSessionPreset1920x1080;
      
        //2.创建串行队列
        self.mProcessQueue = dispatch_queue_create("mProcessQueue", DISPATCH_QUEUE_SERIAL);
       
        //3.获取摄像头设备(前置/后置摄像头设备)
        NSArray *devices = [AVCaptureDevice devicesWithMediaType:AVMediaTypeVideo];
        AVCaptureDevice *inputCamera = nil;
        //循环设备数组,找到后置摄像头.设置为当前inputCamera
        for (AVCaptureDevice *device in devices) {
            if ([device position] == AVCaptureDevicePositionBack) {
                inputCamera = device;
            }
        }
        
        //4.将AVCaptureDevice 转换为AVCaptureDeviceInput
        self.mCaptureDeviceInput = [[AVCaptureDeviceInput alloc] initWithDevice:inputCamera error:nil];
        
        //5. 将设备添加到mCaptureSession中
        if ([self.mCaptureSession canAddInput:self.mCaptureDeviceInput]) {
            [self.mCaptureSession addInput:self.mCaptureDeviceInput];
        }
        
        //6.创建AVCaptureVideoDataOutput 对象
        self.mCaptureDeviceOutput = [[AVCaptureVideoDataOutput alloc] init];
        
        /*设置视频帧延迟到底时是否丢弃数据.
         YES: 处理现有帧的调度队列在captureOutput:didOutputSampleBuffer:FromConnection:Delegate方法中被阻止时,对象会立即丢弃捕获的帧。
         NO: 在丢弃新帧之前,允许委托有更多的时间处理旧帧,但这样可能会内存增加.
         */
        [self.mCaptureDeviceOutput setAlwaysDiscardsLateVideoFrames:NO];
        
        //这里设置格式为BGRA,而不用YUV的颜色空间,避免使用Shader转换
        //注意:这里必须和后面CVMetalTextureCacheCreateTextureFromImage 保存图像像素存储格式保持一致.否则视频会出现异常现象.
        [self.mCaptureDeviceOutput setVideoSettings:[NSDictionary dictionaryWithObject:[NSNumber numberWithInt:kCVPixelFormatType_32BGRA] forKey:(id)kCVPixelBufferPixelFormatTypeKey]];
        
        //设置视频捕捉输出的代理方法
        [self.mCaptureDeviceOutput setSampleBufferDelegate:self queue:self.mProcessQueue];
        
        //7.添加输出
        if ([self.mCaptureSession canAddOutput:self.mCaptureDeviceOutput]) {
            [self.mCaptureSession addOutput:self.mCaptureDeviceOutput];
        }
        
        //8.输入与输出链接
        AVCaptureConnection *connection = [self.mCaptureDeviceOutput connectionWithMediaType:AVMediaTypeVideo];
        
        //9.设置视频方向
        //注意: 一定要设置视频方向.否则视频会是朝向异常的.
        [connection setVideoOrientation:AVCaptureVideoOrientationPortrait];
        
        //10.开始捕捉
        [self.mCaptureSession startRunning];
        
    }
    

    捕获到的数据转化成Metal使用的纹理

    //AVFoundation 视频采集回调方法
    - (void)captureOutput:(AVCaptureOutput *)captureOutput didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer fromConnection:(AVCaptureConnection *)connection {
        
        //1.从sampleBuffer 获取视频像素缓存区对象
        CVPixelBufferRef pixelBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
       
        //2.获取捕捉视频的宽和高
        size_t width = CVPixelBufferGetWidth(pixelBuffer);
        size_t height = CVPixelBufferGetHeight(pixelBuffer);
        
        /*3. 根据视频像素缓存区 创建 Metal 纹理缓存区
         CVReturn CVMetalTextureCacheCreateTextureFromImage(CFAllocatorRef allocator,                         CVMetalTextureCacheRef textureCache,
         CVImageBufferRef sourceImage,
         CFDictionaryRef textureAttributes,
         MTLPixelFormat pixelFormat,
         size_t width,
         size_t height,
         size_t planeIndex,
         CVMetalTextureRef  *textureOut);
         
         功能: 从现有图像缓冲区创建核心视频Metal纹理缓冲区。
         参数1: allocator 内存分配器,默认kCFAllocatorDefault
         参数2: textureCache 纹理缓存区对象
         参数3: sourceImage 视频图像缓冲区
         参数4: textureAttributes 纹理参数字典.默认为NULL
         参数5: pixelFormat 图像缓存区数据的Metal 像素格式常量.注意如果MTLPixelFormatBGRA8Unorm和摄像头采集时设置的颜色格式不一致,则会出现图像异常的情况;
         参数6: width,纹理图像的宽度(像素)
         参数7: height,纹理图像的高度(像素)
         参数8: planeIndex.如果图像缓冲区是平面的,则为映射纹理数据的平面索引。对于非平面图像缓冲区忽略。
         参数9: textureOut,返回时,返回创建的Metal纹理缓冲区。
         
         // Mapping a BGRA buffer:
         CVMetalTextureCacheCreateTextureFromImage(kCFAllocatorDefault, textureCache, pixelBuffer, NULL, MTLPixelFormatBGRA8Unorm, width, height, 0, &outTexture);
         
         // Mapping the luma plane of a 420v buffer:
         CVMetalTextureCacheCreateTextureFromImage(kCFAllocatorDefault, textureCache, pixelBuffer, NULL, MTLPixelFormatR8Unorm, width, height, 0, &outTexture);
         
         // Mapping the chroma plane of a 420v buffer as a source texture:
         CVMetalTextureCacheCreateTextureFromImage(kCFAllocatorDefault, textureCache, pixelBuffer, NULL, MTLPixelFormatRG8Unorm width/2, height/2, 1, &outTexture);
         
         // Mapping a yuvs buffer as a source texture (note: yuvs/f and 2vuy are unpacked and resampled -- not colorspace converted)
         CVMetalTextureCacheCreateTextureFromImage(kCFAllocatorDefault, textureCache, pixelBuffer, NULL, MTLPixelFormatGBGR422, width, height, 1, &outTexture);
         
         */
        CVMetalTextureRef tmpTexture = NULL;
        CVReturn status = CVMetalTextureCacheCreateTextureFromImage(kCFAllocatorDefault, self.textureCache, pixelBuffer, NULL, MTLPixelFormatBGRA8Unorm, width, height, 0, &tmpTexture);
        
        //4.判断tmpTexture 是否创建成功
        if(status == kCVReturnSuccess)
        {
            //5.设置可绘制纹理的当前大小。
            self.mtkView.drawableSize = CGSizeMake(width, height);
            //6.返回纹理缓冲区的Metal纹理对象。
            self.texture = CVMetalTextureGetTexture(tmpTexture);
            //7.使用完毕,则释放tmpTexture
            CFRelease(tmpTexture);
        }
    }
    

    Metal渲染

    
    //视图渲染则会调用此方法
    - (void)drawInMTKView:(MTKView *)view {
      
        //1.判断是否获取了AVFoundation 采集的纹理数据
        if (self.texture) {
            
            //2.创建指令缓冲
            id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
            
            //3.将MTKView 作为目标渲染纹理
            id<MTLTexture> drawingTexture = view.currentDrawable.texture;
            
            //4.设置滤镜
            /*
             MetalPerformanceShaders是Metal的一个集成库,有一些滤镜处理的Metal实现;
             MPSImageGaussianBlur 高斯模糊处理;
             */
           
            //创建高斯滤镜处理filter
            //注意:sigma值可以修改,sigma值越高图像越模糊;
            MPSImageGaussianBlur *filter = [[MPSImageGaussianBlur alloc] initWithDevice:self.mtkView.device sigma:1];
            
            //5.MPSImageGaussianBlur以一个Metal纹理作为输入,以一个Metal纹理作为输出;
            //输入:摄像头采集的图像 self.texture
            //输出:创建的纹理 drawingTexture(其实就是view.currentDrawable.texture)
            [filter encodeToCommandBuffer:commandBuffer sourceTexture:self.texture destinationTexture:drawingTexture];
            
            //6.展示显示的内容
            [commandBuffer presentDrawable:view.currentDrawable];
            
            //7.提交命令
            [commandBuffer commit];
            
            //8.清空当前纹理,准备下一次的纹理数据读取.
            self.texture = NULL;
        }
    }
    

    前面我们使用MTLRenderCommandEncoder来实现渲染,使用MTLRenderCommandEncoder我们需要自己写Metal着色器语言,本次我们使用了apple给我们封装好的MPSImageGaussianBlur过滤器,实现纹理的渲染。
    demo

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