我使用SKVideoNode创建一个SKScene,然后应用于球体几何体。
以下是关键代码:
// 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];
}
运行代码时,它将以
打破[_renderer renderAtTime:0]
,输出为:
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。
有任何帮助吗?感谢。
答案 0 :(得分:1)
更新:这对于低质量视频效果良好,但高质量的视频无法执行大量复制。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。
-
我不知道你是否还在寻找解决方案,但我很幸运能够在6s和iOS 8 sim上在iOS 9.3上使用SceneKit / GVR。我不能担保所有平台!
我完全放弃了SpriteKit,转而使用了一个CALayer,其内容我从CVPixelBuffer设置为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()
}

<强>场景:强>
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)
}
&#13;
Cardboard Draw Frame Prep:
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);
}
}
&#13;
我最初的GVR和SceneKit实现基于此boilerplate
帧速率对我来说似乎仍然足够高 - 它尚未优化但我会在此时更新此答案。
注意:强>
答案 1 :(得分:0)
我认为原因是SDK将SCNView
的渲染API设置为OpenGLES
。只需将API设置为默认值(Metal)即可解决此问题。
检查是否有类似的代码:
[[SVNView alloc] initWithFrame:CGRect() options:@{SCNPreferredRenderingAPIKey: [NSNumber numberWithInt:SCNRenderingAPIOpenGLES2]}]
将其更改为:
[[SVNView alloc] initWithFrame:CGRect() options:nil] or [[SVNView alloc] initWithFrame:CGRect()]