SceneKit杂谈 - 录制SCNView到视频需要几步?

核心思路

通过SCNView的回调,取到id中 metal renderPass的渲染目标纹理,将渲染目标纹理拷贝到基于CVPixelBuffer创建的Metal纹理,再将CVPixelBuffer写到视频文件中即可。

准备视频写入工具

使用系统自带的AVAssetWriter可以轻松的进行视频创建,通过下面的代码创建并配置AVAssetWriter

self.videoWriter = [AVAssetWriter assetWriterWithURL:outputURL fileType:AVFileTypeQuickTimeMovie error:&error];

NSDictionary *writerInputParams = [NSDictionary dictionaryWithObjectsAndKeys:
                                               AVVideoCodecTypeH264, AVVideoCodecKey,
                                                         [NSNumber numberWithInt:width], AVVideoWidthKey,
                                                         [NSNumber numberWithInt:height], AVVideoHeightKey,
                                                         AVVideoScalingModeResizeAspectFill, AVVideoScalingModeKey,
                                                         nil];
               
self.assetWriterInput = [AVAssetWriterInput assetWriterInputWithMediaType:AVMediaTypeVideo outputSettings:writerInputParams];
if ([self.videoWriter canAddInput:self.assetWriterInput]) {
    [self.videoWriter addInput:self.assetWriterInput];
} else {
    // show error message
}

NSDictionary *attributes = [NSDictionary dictionaryWithObjectsAndKeys:
                            [NSNumber numberWithUnsignedInt:kCVPixelFormatType_420YpCbCr8BiPlanarFullRange], (NSString*)kCVPixelBufferPixelFormatTypeKey,
                            [NSNumber numberWithBool:YES], (NSString *)kCVPixelBufferCGImageCompatibilityKey,
                            [NSNumber numberWithBool:YES], (NSString *)kCVPixelBufferCGBitmapContextCompatibilityKey,
                            nil];
self.writerAdaptor = [AVAssetWriterInputPixelBufferAdaptor assetWriterInputPixelBufferAdaptorWithAssetWriterInput:self.assetWriterInput sourcePixelBufferAttributes:attributes];

通过下面的API可以将CVPixelBuffer写入视频文件

[self.writerAdaptor appendPixelBuffer:cvBuffer withPresentationTime:presentationTime]

准备接受图像数据的CVPixelBuffer

创建CVPixelBuffer并通过CVPixelBuffer创建MTLTexture,用于复制SCNView的渲染目标纹理

int imageWidth = size.width;
int imageHeight = size.height;

NSDictionary *pixelAttributes = @{( id )kCVPixelBufferIOSurfacePropertiesKey : @{}};
CVPixelBufferCreate(
            kCFAllocatorDefault,
                    imageWidth,
                    imageHeight,
            kCVPixelFormatType_32BGRA,
                    (__bridge CFDictionaryRef)pixelAttributes,
                    &_renderTargetPixelBuffer);

CVReturn ret = CVMetalTextureCacheCreate(kCFAllocatorDefault, nil, _mtlDevice, nil, &_textureCache);

CVMetalTextureRef renderTargetMetalTextureRef;
ret = CVMetalTextureCacheCreateTextureFromImage(kCFAllocatorDefault, _textureCache, _renderTargetPixelBuffer, nil, MTLPixelFormatBGRA8Unorm, imageWidth, imageHeight, 0, &renderTargetMetalTextureRef);

id mtlTexture = CVMetalTextureGetTexture(renderTargetMetalTextureRef);
CFRelease(renderTargetMetalTextureRef);

将SCNView的渲染结果拷贝到CVPixelBuffer

我们需要在SCNView的- (void)renderer:(id)renderer didRenderScene:(SCNScene *)scene atTime:(NSTimeInterval)time回调中拷贝渲染结果,为了可以拷贝SCNView的渲染目标纹理,需要做以下设置

CAMetalLayer *metalLayer = (CAMetalLayer *)self.sceneView.layer;
[metalLayer setAllowsNextDrawableTimeout:NO];
metalLayer.framebufferOnly = NO;

在回调中我们利用MTLBlitCommandEncoder拷贝渲染目标纹理到我们自己的纹理

MTLRenderPassDescriptor *renderPassDesc = renderer.currentRenderPassDescriptor;
id readTexture = renderPassDesc.colorAttachments[0].texture;
if (readTexture.width != _renderTargetTexture.width || readTexture.height != _renderTargetTexture.height) {
    _renderTargetTexture = [self createRenderTargetTexture:CGSizeMake(readTexture.width, readTexture.height)];
}

id blitCommandBuffer = [renderer.commandQueue commandBuffer];
id  blitEncoder = [blitCommandBuffer blitCommandEncoder];
[blitEncoder copyFromTexture:readTexture toTexture:_renderTargetTexture];
[blitEncoder endEncoding];

[blitCommandBuffer addCompletedHandler:^(id _Nonnull buffer) {
    [self updateWithFrame:self->_renderTargetPixelBuffer];
}];
[blitCommandBuffer commit];

blitCommandBuffer来自SCNView的commandQueue,所以拷贝纹理的command会在SCNView渲染完之后才执行,保证了拷贝的纹理是一次完整的渲染。注意blitCommandBuffer不可以使用waitUntilCompleted堵塞线程,会导致死锁。最后在updateWithFrame将CVPixelBuffer写入AVAssetWriter

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