如何从ARKit录制视频? [英] How to record video from ARKit?

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问题描述

现在我正在测试ARKit / SceneKit实现。
屏幕的基本渲染有点工作,所以我想尝试将我在屏幕上看到的内容录制成视频。

Now I'm testing ARKit/SceneKit implementation. The basic rendering to the screen is kinda working so then I wanna try recording what I see on the screen into a video.

为了录制场景套件我找到了这个要点

Just for recording of Scene Kit I found this Gist:

//
//  ViewController.swift
//  SceneKitToVideo
//
//  Created by Lacy Rhoades on 11/29/16.
//  Copyright © 2016 Lacy Rhoades. All rights reserved.
//

import SceneKit
import GPUImage
import Photos

class ViewController: UIViewController {

    // Renders a scene (and shows it on the screen)
    var scnView: SCNView!

    // Another renderer
    var secondaryRenderer: SCNRenderer?

    // Abducts image data via an OpenGL texture
    var textureInput: GPUImageTextureInput?

    // Recieves image data from textureInput, shows it on screen
    var gpuImageView: GPUImageView!

    // Recieves image data from the textureInput, writes to a file
    var movieWriter: GPUImageMovieWriter?

    // Where to write the output file
    let path = NSTemporaryDirectory().appending("tmp.mp4")

    // Output file dimensions
    let videoSize = CGSize(width: 800.0, height: 600.0)

    // EAGLContext in the sharegroup with GPUImage
    var eaglContext: EAGLContext!

    override func viewDidLoad() {
        super.viewDidLoad()

        let group = GPUImageContext.sharedImageProcessing().context.sharegroup
        self.eaglContext = EAGLContext(api: .openGLES2, sharegroup: group )
        let options = ["preferredRenderingAPI": SCNRenderingAPI.openGLES2]

        // Main view with 3d in it
        self.scnView = SCNView(frame: CGRect.zero, options: options)
        self.scnView.preferredFramesPerSecond = 60
        self.scnView.eaglContext = eaglContext
        self.scnView.translatesAutoresizingMaskIntoConstraints = false
        self.view.addSubview(self.scnView)

        // Secondary renderer for rendering to an OpenGL framebuffer
        self.secondaryRenderer = SCNRenderer(context: eaglContext, options: options)

        // Output of the GPUImage pipeline
        self.gpuImageView = GPUImageView()
        self.gpuImageView.translatesAutoresizingMaskIntoConstraints = false
        self.view.addSubview(self.gpuImageView)

        self.setupConstraints()

        self.setupScene()

        self.setupMovieWriter()

        DispatchQueue.main.async {
            self.setupOpenGL()
        }
    }

    func setupConstraints() {
        let relativeWidth: CGFloat = 0.8

        self.view.addConstraint(NSLayoutConstraint(item: self.scnView, attribute: .width, relatedBy: .equal, toItem: self.view, attribute: .width, multiplier: relativeWidth, constant: 0))
        self.view.addConstraint(NSLayoutConstraint(item: self.scnView, attribute: .centerX, relatedBy: .equal, toItem: self.view, attribute: .centerX, multiplier: 1, constant: 0))

        self.view.addConstraint(NSLayoutConstraint(item: self.gpuImageView, attribute: .width, relatedBy: .equal, toItem: self.view, attribute: .width, multiplier: relativeWidth, constant: 0))
        self.view.addConstraint(NSLayoutConstraint(item: self.gpuImageView, attribute: .centerX, relatedBy: .equal, toItem: self.view, attribute: .centerX, multiplier: 1, constant: 0))

        self.view.addConstraints(NSLayoutConstraint.constraints(withVisualFormat: "V:|-(==30.0)-[scnView]-(==30.0)-[gpuImageView]", options: [], metrics: [:], views: ["gpuImageView": gpuImageView, "scnView": scnView]))

        let videoRatio = self.videoSize.width / self.videoSize.height
        self.view.addConstraint(NSLayoutConstraint(item: self.scnView, attribute: .width, relatedBy: .equal, toItem: self.scnView, attribute: .height, multiplier: videoRatio, constant: 1))
        self.view.addConstraint(NSLayoutConstraint(item: self.gpuImageView, attribute: .width, relatedBy: .equal, toItem: self.gpuImageView, attribute: .height, multiplier: videoRatio, constant: 1))
    }

    override func viewDidAppear(_ animated: Bool) {
        self.cameraBoxNode.runAction(
            SCNAction.repeatForever(
                SCNAction.rotateBy(x: 0.0, y: -2 * CGFloat.pi, z: 0.0, duration: 8.0)
            )
        )

        self.scnView.isPlaying = true

        Timer.scheduledTimer(withTimeInterval: 5.0, repeats: false, block: {
            timer in
            self.startRecording()
        })
    }

    var scene: SCNScene!
    var geometryNode: SCNNode!
    var cameraNode: SCNNode!
    var cameraBoxNode: SCNNode!
    var imageMaterial: SCNMaterial!
    func setupScene() {
        self.imageMaterial = SCNMaterial()
        self.imageMaterial.isDoubleSided = true
        self.imageMaterial.diffuse.contentsTransform = SCNMatrix4MakeScale(-1, 1, 1)
        self.imageMaterial.diffuse.wrapS = .repeat
        self.imageMaterial.diffuse.contents = UIImage(named: "pano_01")

        self.scene = SCNScene()

        let sphere = SCNSphere(radius: 100.0)
        sphere.materials = [imageMaterial!]
        self.geometryNode = SCNNode(geometry: sphere)
        self.geometryNode.position = SCNVector3Make(0.0, 0.0, 0.0)
        scene.rootNode.addChildNode(self.geometryNode)

        self.cameraNode = SCNNode()
        self.cameraNode.camera = SCNCamera()
        self.cameraNode.camera?.yFov = 72.0
        self.cameraNode.position = SCNVector3Make(0, 0, 0)
        self.cameraNode.eulerAngles = SCNVector3Make(0.0, 0.0, 0.0)

        self.cameraBoxNode = SCNNode()
        self.cameraBoxNode.addChildNode(self.cameraNode)
        scene.rootNode.addChildNode(self.cameraBoxNode)

        self.scnView.scene = scene
        self.scnView.backgroundColor = UIColor.darkGray
        self.scnView.autoenablesDefaultLighting = true
    }

    func setupMovieWriter() {
        let _ = FileUtil.mkdirUsingFile(path)
        let _ = FileUtil.unlink(path)
        let url = URL(fileURLWithPath: path)
        self.movieWriter = GPUImageMovieWriter(movieURL: url, size: self.videoSize)
    }

    let glRenderQueue = GPUImageContext.sharedContextQueue()!
    var outputTexture: GLuint = 0
    var outputFramebuffer: GLuint = 0
    func setupOpenGL() {
        self.glRenderQueue.sync {
            let context = EAGLContext.current()
            if context != self.eaglContext {
                EAGLContext.setCurrent(self.eaglContext)
            }

            glGenFramebuffers(1, &self.outputFramebuffer)
            glBindFramebuffer(GLenum(GL_FRAMEBUFFER), self.outputFramebuffer)

            glGenTextures(1, &self.outputTexture)
            glBindTexture(GLenum(GL_TEXTURE_2D), self.outputTexture)
        }

        // Pipe the texture into GPUImage-land
        self.textureInput = GPUImageTextureInput(texture: self.outputTexture, size: self.videoSize)

        let rotate = GPUImageFilter()
        rotate.setInputRotation(kGPUImageFlipVertical, at: 0)
        self.textureInput?.addTarget(rotate)
        rotate.addTarget(self.gpuImageView)

        if let writer = self.movieWriter {
            rotate.addTarget(writer)
        }

        // Call me back on every render
        self.scnView.delegate = self
    }

    func renderToFramebuffer(atTime time: TimeInterval) {
        self.glRenderQueue.sync {
            let context = EAGLContext.current()
            if context != self.eaglContext {
                EAGLContext.setCurrent(self.eaglContext)
            }

            objc_sync_enter(self.eaglContext)

            let width = GLsizei(self.videoSize.width)
            let height = GLsizei(self.videoSize.height)

            glBindFramebuffer(GLenum(GL_FRAMEBUFFER), self.outputFramebuffer)
            glBindTexture(GLenum(GL_TEXTURE_2D), self.outputTexture)

            glTexImage2D(GLenum(GL_TEXTURE_2D), 0, GL_RGBA, width, height, 0, GLenum(GL_RGBA), GLenum(GL_UNSIGNED_BYTE), nil)

            glTexParameteri(GLenum(GL_TEXTURE_2D), GLenum(GL_TEXTURE_MAG_FILTER), GL_LINEAR)
            glTexParameteri(GLenum(GL_TEXTURE_2D), GLenum(GL_TEXTURE_MIN_FILTER), GL_LINEAR)
            glTexParameteri(GLenum(GL_TEXTURE_2D), GLenum(GL_TEXTURE_WRAP_S), GL_CLAMP_TO_EDGE)
            glTexParameteri(GLenum(GL_TEXTURE_2D), GLenum(GL_TEXTURE_WRAP_T), GL_CLAMP_TO_EDGE)

            glFramebufferTexture2D(GLenum(GL_FRAMEBUFFER), GLenum(GL_COLOR_ATTACHMENT0), GLenum(GL_TEXTURE_2D), self.outputTexture, 0)

            glViewport(0, 0, width, height)

            glClear(GLbitfield(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT))

            self.secondaryRenderer?.render(atTime: time)

            self.videoBuildingQueue.sync {
                self.textureInput?.processTexture(withFrameTime: CMTime(seconds: time, preferredTimescale: 100000))
            }

            objc_sync_exit(self.eaglContext)
        }

    }

    func startRecording() {
        self.startRecord()
        Timer.scheduledTimer(withTimeInterval: 24.0, repeats: false, block: {
            timer in
            self.stopRecord()
        })
    }

    let videoBuildingQueue = DispatchQueue.global(qos: .default)

    func startRecord() {
        self.videoBuildingQueue.sync {
            //inOrientation: CGAffineTransform(scaleX: 1.0, y: -1.0)
            self.movieWriter?.startRecording()
        }
    }

    var renderStartTime: TimeInterval = 0

    func stopRecord() {
        self.videoBuildingQueue.sync {
            self.movieWriter?.finishRecording(completionHandler: {
                self.saveFileToCameraRoll()
            })
        }
    }

    func saveFileToCameraRoll() {
        assert(FileUtil.fileExists(self.path), "Check for file output")

        DispatchQueue.global(qos: .utility).async {
            PHPhotoLibrary.shared().performChanges({
                PHAssetChangeRequest.creationRequestForAssetFromVideo(atFileURL: URL(fileURLWithPath: self.path))
            }) { (done, err) in
                if err != nil {
                    print("Error creating video file in library")
                    print(err.debugDescription)
                } else {
                    print("Done writing asset to the user's photo library")
                }
            }
        }
    }

}

extension ViewController: SCNSceneRendererDelegate {
    func renderer(_ renderer: SCNSceneRenderer, didRenderScene scene: SCNScene, atTime time: TimeInterval) {
        self.secondaryRenderer?.scene = scene
        self.secondaryRenderer?.pointOfView = (renderer as! SCNView).pointOfView
        self.renderToFramebuffer(atTime: time)
    }
}

但是这不会从设备相机渲染图像。

but this doesn't render the image from device camera.

所以我开始寻找这样做的方法。
到目前为止,我找到了通过访问ARFrame将捕获的图像作为CVImageBufferRef获取的方法。
Apple的GLCameraRipple示例似乎帮助我从中获取OpenGL纹理。

So I started searching for the way to do that as well. So far I found the way to grab the captured image as CVImageBufferRef by accessing ARFrame. And Apple's GLCameraRipple example seems like help me getting the OpenGL texture out of it.

但我的问题是如何在渲染循环中绘制它。
对于OpenGL经验丰富的人来说这可能是显而易见的,但我对OpenGL知之甚少,所以我无法弄清楚如何将其添加到上面的代码中。

But my question is how to draw it in the rendering loop. This might be obvious for OpenGL-experienced ones but I only have very little knowledge about OpenGL so I cannot figure out how to add that to the above code.

推荐答案

您可以使用 ReplayKit ,包括ARKit和SceneKit内容。

You can record everything seen on the screen (or live stream it to services like Twitch, for that matter) using ReplayKit, ARKit and SceneKit content included.

(正如Apple在WWDC上所指出的,ReplayKit实际上是iOS 11中控制中心屏幕录制功能的基础。)

(As Apple pointed out at WWDC, ReplayKit is actually the basis for the Control Center screen recording feature in iOS 11.)

这篇关于如何从ARKit录制视频?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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