我正在开发一个Unity-Android插件来记录游戏画面并创建一个mp4视频文件。我按照此站点中的Android Breakout游戏记录器补丁样本进行操作:http://bigflake.com/mediacodec/。
首先,我创建了我的CustomUnityPlayer类,它扩展了UnityPlayer类并覆盖了onDrawFrame方法。这是我的CustomUnityPlayer类代码:
package com.example.screenrecorder;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.content.ContextWrapper;
import android.opengl.EGL14;
import android.opengl.EGLContext;
import android.opengl.EGLDisplay;
import android.opengl.EGLSurface;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.Matrix;
import android.util.Log;
import com.unity3d.player.*;
public class CustomUnityPlayer extends UnityPlayer implements GLSurfaceView.Renderer {
public static final String TAG = "ScreenRecord";
public static final boolean EXTRA_CHECK = true; // enable additional assertions
private GameRecorder recorder;
static final float mProjectionMatrix[] = new float[16];
private final float mSavedMatrix[] = new float[16];
private EGLDisplay mSavedEglDisplay;
private EGLSurface mSavedEglDrawSurface;
private EGLSurface mSavedEglReadSurface;
private EGLContext mSavedEglContext;
// Frame counter, used for reducing recorder frame rate.
private int mFrameCount;
static final float ARENA_WIDTH = 768.0f;
static final float ARENA_HEIGHT = 1024.0f;
private int mViewportWidth, mViewportHeight;
private int mViewportXoff, mViewportYoff;
private final float[] mViewMatrix = new float[16];
private final float[] mRotationMatrix = new float[16];
private float mAngle;
public CustomUnityPlayer(ContextWrapper context) {
// TODO Auto-generated constructor stub
super(context);
this.recorder = GameRecorder.getInstance();
}
private boolean recordThisFrame() {
final int TARGET_FPS = 30;
mFrameCount ++;
switch (TARGET_FPS) {
case 60:
return true;
case 30:
return (mFrameCount & 0x01) == 0;
case 24:
// want 2 out of every 5 frames
int mod = mFrameCount % 5;
return mod == 0 || mod == 2;
default:
return true;
}
}
public void onDrawFrame(GL10 gl){
//record this frame
if (this.recorder.isRecording() && this.recordThisFrame()) {
saveRenderState();
// switch to recorder state
this.recorder.makeCurrent();
super.onDrawFrame(gl);
this.recorder.getProjectionMatrix(mProjectionMatrix);
this.recorder.setViewport();
this.recorder.swapBuffers();
restoreRenderState();
}
}
public void onSurfaceCreated(GL10 paramGL10, EGLConfig paramEGLConfig){
// now repeat it for the game recorder
if (this.recorder.isRecording()) {
Log.d(TAG, "configuring GL for recorder");
saveRenderState();
this.recorder.firstTimeSetup();
super.onSurfaceCreated(paramGL10, paramEGLConfig);
this.recorder.makeCurrent();
//glSetup();
restoreRenderState();
mFrameCount = 0;
}
if (EXTRA_CHECK) Util.checkGlError("onSurfaceCreated end");
}
public void onSurfaceChanged(GL10 unused, int width, int height) {
/*
* We want the viewport to be proportional to the arena size. That way a 10x10
* object in arena coordinates will look square on the screen, and our round ball
* will look round.
*
* If we wanted to fill the entire screen with our game, we would want to adjust the
* size of the arena itself, not just stretch it to fit the boundaries. This can have
* subtle effects on gameplay, e.g. the time it takes the ball to travel from the top
* to the bottom of the screen will be different on a device with a 16:9 display than on
* a 4:3 display. Other games might address this differently, e.g. a side-scroller
* could display a bit more of the level on the left and right.
*
* We do want to fill as much space as we can, so we should either be pressed up against
* the left/right edges or top/bottom.
*
* Our game plays best in portrait mode. We could force the app to run in portrait
* mode (by setting a value in AndroidManifest, or by setting the projection to rotate
* the world to match the longest screen dimension), but that's annoying, especially
* on devices that don't rotate easily (e.g. plasma TVs).
*/
super.onSurfaceChanged(unused, width, height);
if (EXTRA_CHECK) Util.checkGlError("onSurfaceChanged start");
float arenaRatio = ARENA_HEIGHT / ARENA_WIDTH;
int x, y, viewWidth, viewHeight;
if (height > (int) (width * arenaRatio)) {
// limited by narrow width; restrict height
viewWidth = width;
viewHeight = (int) (width * arenaRatio);
} else {
// limited by short height; restrict width
viewHeight = height;
viewWidth = (int) (height / arenaRatio);
}
x = (width - viewWidth) / 2;
y = (height - viewHeight) / 2;
Log.d(TAG, "onSurfaceChanged w=" + width + " h=" + height);
Log.d(TAG, " --> x=" + x + " y=" + y + " gw=" + viewWidth + " gh=" + viewHeight);
GLES20.glViewport(x, y, viewWidth, viewHeight);
mViewportXoff = x;
mViewportYoff = y;
mViewportWidth = viewWidth;
mViewportHeight = viewHeight;
// Create an orthographic projection that maps the desired arena size to the viewport
// dimensions.
//
// If we reversed {0, ARENA_HEIGHT} to {ARENA_HEIGHT, 0}, we'd have (0,0) in the
// upper-left corner instead of the bottom left, which is more familiar for 2D
// graphics work. It might cause brain ache if we want to mix in 3D elements though.
Matrix.orthoM(mProjectionMatrix, 0, 0, ARENA_WIDTH,
0, ARENA_HEIGHT, -1, 1);
Log.d(TAG, "onSurfaceChangedEnd 1 w=" + width + " h=" + height);
if (EXTRA_CHECK) Util.checkGlError("onSurfaceChanged end");
Log.d(TAG, "onSurfaceEnded w=" + width + " h=" + height);
}
public void pause(){
super.pause();
this.recorder.gamePaused();
}
/**
* Saves the current projection matrix and EGL state.
*/
public void saveRenderState() {
System.arraycopy(mProjectionMatrix, 0, mSavedMatrix, 0, mProjectionMatrix.length);
mSavedEglDisplay = EGL14.eglGetCurrentDisplay();
mSavedEglDrawSurface = EGL14.eglGetCurrentSurface(EGL14.EGL_DRAW);
mSavedEglReadSurface = EGL14.eglGetCurrentSurface(EGL14.EGL_READ);
mSavedEglContext = EGL14.eglGetCurrentContext();
}
/**
* Saves the current projection matrix and EGL state.
*/
public void restoreRenderState() {
// switch back to previous state
if (!EGL14.eglMakeCurrent(mSavedEglDisplay, mSavedEglDrawSurface, mSavedEglReadSurface,
mSavedEglContext)) {
throw new RuntimeException("eglMakeCurrent failed");
}
System.arraycopy(mSavedMatrix, 0, mProjectionMatrix, 0, mProjectionMatrix.length);
}
}
然后,我创建一个CustomUnityPlayerActivity来调用这个类
package com.example.screenrecorder;
import android.content.res.Configuration;
import android.os.Bundle;
import android.util.Log;
import android.view.KeyEvent;
import android.view.View;
import android.view.Window;
import com.unity3d.player.UnityPlayerActivity;
public class CustomUnityActivity extends UnityPlayerActivity {
private CustomUnityPlayer mUnityPlayer;
private GameRecorder mRecorder;
@Override
protected void onCreate(Bundle paramBundle){
Log.e("ScreenRecord","oncreate");
requestWindowFeature(Window.FEATURE_NO_TITLE);
super.onCreate(paramBundle);
this.mUnityPlayer = new CustomUnityPlayer(this);
if (this.mUnityPlayer.getSettings().getBoolean("hide_status_bar", true))
getWindow().setFlags(1024, 1024);
int glesMode = mUnityPlayer.getSettings().getInt("gles_mode", 1);
boolean trueColor8888 = false;
mUnityPlayer.init(glesMode, trueColor8888);
View playerView = mUnityPlayer.getView();
setContentView(playerView);
playerView.requestFocus();
this.mRecorder = GameRecorder.getInstance();
this.mRecorder.prepareEncoder(this);
}
public void beginRecord(){
Log.e("ScreenRecord","start record");
this.mUnityPlayer.saveRenderState();
this.mRecorder.firstTimeSetup();
this.mRecorder.setStartRecord(true);
this.mRecorder.makeCurrent();
this.mUnityPlayer.restoreRenderState();
}
public void endRecord(){
Log.e("ScreenRecord","end record");
this.mRecorder.endRecord();
this.mRecorder.setStartRecord(false);
//this.mTransView.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
}
public boolean isRecording(){
return this.mRecorder.isRecording();
}
protected void onDestroy()
{
super.onDestroy();
this.mUnityPlayer.quit();
}
protected void onPause()
{
super.onPause();
this.mUnityPlayer.pause();
}
protected void onResume()
{
super.onResume();
this.mUnityPlayer.resume();
}
public void onConfigurationChanged(Configuration paramConfiguration)
{
super.onConfigurationChanged(paramConfiguration);
this.mUnityPlayer.configurationChanged(paramConfiguration);
}
public void onWindowFocusChanged(boolean paramBoolean)
{
super.onWindowFocusChanged(paramBoolean);
this.mUnityPlayer.windowFocusChanged(paramBoolean);
}
public boolean onKeyDown(int paramInt, KeyEvent paramKeyEvent)
{
return this.mUnityPlayer.onKeyDown(paramInt, paramKeyEvent);
}
public boolean onKeyUp(int paramInt, KeyEvent paramKeyEvent)
{
return this.mUnityPlayer.onKeyUp(paramInt, paramKeyEvent);
}
}
我的问题是视频文件创建成功,但我的游戏无法呈现任何内容。我在Android Media Codec sample网站上阅读并认识到每个帧都会渲染两次(一次用于显示,一次用于视频)但是我不能在Unity中做到这一点。每当我尝试在onDrawFrame方法中调用super.onDrawFrame(gl)两次时,我的游戏就会崩溃。
解决我的问题的任何方法?任何帮助将不胜感激!
谢谢,最好的关注!
Huy Tran
答案 0 :(得分:4)
Kamcord插件可以帮助您:http://www.kamcord.com/
答案 1 :(得分:4)
最后我使用FrameBufferObject(FBO)来渲染屏幕并将其绑定纹理设置为blit两次:
您可以参考我的另一个问题use FBO to record Unity gamescreen
找到有关此解决方案的更多详细信息