unity PC端 调用FFmpeg生成视频 unity序列帧合成视频

两个脚本  一个需要挂载 

FFmpeg软件在下面链接下载   需要放到streamingAsset\ffmpeg文件夹下

下面再出一个安卓调用FFmpeg生成视频的博客

using System.Collections;
using System.Diagnostics;
using System.IO;
using UnityEngine;
public class CreatVideos : MonoBehaviour
{

    private string imagePath;
    private string ffmpegPath;
    private string videoPath;
    // Use this for initialization
    void Start()
    {
        Loom.Initialize();
        imagePath = GameManager.imgffpath + "/";
        ffmpegPath = @Application.streamingAssetsPath + "/ffmpeg/ffmpeg.exe";
        videoPath = @Application.streamingAssetsPath + "/视频.mp4";
    }

    public void CreatVideo()
    {

        print("开始渲染");
        print(imagePath);
        print(videoPath);
        if (File.Exists(videoPath))
        {
            File.Delete(videoPath);
        }
        Loom.RunAsync(() =>
        {
            //建立外部调用进程
            Process p = new Process();
            p.StartInfo.FileName = ffmpegPath;

            string args = "-f image2 -framerate 12 -i " + imagePath + "%05d.jpg -vcodec libx264 -r 25 " + videoPath;
//%05d是指图片名称00000  00001  00002 如果是1,2,3用%01d

            p.StartInfo.Arguments = args;
            p.StartInfo.UseShellExecute = false;//不使用操作系统外壳程序启动线程(一定为FALSE,详细的请看MSDN)
            p.StartInfo.RedirectStandardError = true;//把外部程序错误输出写到StandardError流中(这个一定要注意,FFMPEG的所有输出信息,都为错误输出流,用StandardOutput是捕获不到任何消息的...)
            p.StartInfo.CreateNoWindow = true;//不创建进程窗口
            p.ErrorDataReceived += new DataReceivedEventHandler(Output);//外部程序(这里是FFMPEG)输出流时候产生的事件,这里是把流的处理过程转移到下面的方法中,详细请查阅MSDN
            p.Start();//启动线程
            p.BeginErrorReadLine();//开始异步读取
            p.WaitForExit();//阻塞等待进程结束
            p.Close();//关闭进程
            p.Dispose();//释放资源


        });
    }

    private void Output(object sendProcess, DataReceivedEventArgs output)
    {
        if (!string.IsNullOrEmpty(output.Data))
        {
            //处理方法...
            UnityEngine.Debug.Log(output.Data);
        }
    }

}

下面的不需要挂载

using UnityEngine; 
using System.Collections.Generic;
using System;
using System.Threading;
using System.Linq;
/// 
/// 多线程
/// 
public class Loom : MonoBehaviour
{
    public static int maxThreads = 8;
    static int numThreads;

    private static Loom _current;
    public static Loom Current
    {
        get
        {
            Initialize();
            return _current;
        }
    }
    //####去除Awake
    //  void Awake()  
    //  {  
    //      _current = this;  
    //      initialized = true;  
    //  }  

    static bool initialized;

    /// 
    /// ####作为初始化方法自己调用,可在初始化场景调用一次即可
    /// 
    public static void Initialize()
    {
        if (!initialized)
        {

            if (!Application.isPlaying)
                return;
            initialized = true;
            GameObject g = new GameObject("Loom");
            //####永不销毁
            DontDestroyOnLoad(g);
            _current = g.AddComponent();
        }

    }

    private List _actions = new List();
    public struct DelayedQueueItem
    {
        public float time;
        public Action action;
    }
    private List _delayed = new List();

    List _currentDelayed = new List();
    /// 
    /// 在主线程中运行
    /// 
    /// 
    public static void QueueOnMainThread(Action action)
    {
        QueueOnMainThread(action, 0f);
    }
    public static void QueueOnMainThread(Action action, float time)
    {
        if (time != 0)
        {
            if (Current != null)
            {
                lock (Current._delayed)
                {
                    Current._delayed.Add(new DelayedQueueItem { time = Time.time + time, action = action });
                }
            }
        }
        else
        {
            if (Current != null)
            {
                lock (Current._actions)
                {
                    Current._actions.Add(action);
                }
            }
        }
    }

    public static Thread RunAsync(Action a)
    {
        Initialize();
        while (numThreads >= maxThreads)
        {
            Thread.Sleep(1);
        }
        Interlocked.Increment(ref numThreads);
        ThreadPool.QueueUserWorkItem(RunAction, a);
        return null;
    }

    private static void RunAction(object action)
    {
        try
        {
            ((Action)action)();
        }
        catch
        {
        }
        finally
        {
            Interlocked.Decrement(ref numThreads);
        }

    }


    void OnDisable()
    {
        if (_current == this)
        {

            _current = null;
        }
    }



    // Use this for initialization  
    void Start()
    {

    }

    List _currentActions = new List();

    // Update is called once per frame  
    void Update()
    {
        lock (_actions)
        {
            _currentActions.Clear();
            _currentActions.AddRange(_actions);
            _actions.Clear();
        }
        foreach (var a in _currentActions)
        {
            a();
        }
        lock (_delayed)
        {
            _currentDelayed.Clear();
            _currentDelayed.AddRange(_delayed.Where(d => d.time <= Time.time));
            foreach (var item in _currentDelayed)
                _delayed.Remove(item);
        }
        foreach (var delayed in _currentDelayed)
        {
            delayed.action();
        } 
    }
}

 

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