flutter纹理之iOS

需求播放h264格式的视频,在iOS端进行解码得到CVpixelbuffer,在flutter上播放,用到纹理。

flutter端:
1,创建一个MethodChannel _channel = MethodChannel(‘opengl_texture’);
用来和iOS端通信,主要是从iOS端获取_textureID,
2,把Texture(textureId: _textureID,)添加到widget上,这个用来播放视频的,原理是从底层获取iOS端的CVpixelbuffer,
把CVpixelbuffer渲染到flutter页面上。
代码如下:

import 'package:flutter/material.dart';
import 'package:flutter/services.dart';

void main() => runApp(MyApp());

class MyApp extends StatelessWidget {
  // This widget is the root of your application.
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      theme: ThemeData(
        primarySwatch: Colors.blue,
      ),
      home: MyHomePage(title: 'Flutter Demo Home Page'),
    );
  }
}

class MyHomePage extends StatefulWidget {
  MyHomePage({Key key, this.title}) : super(key: key);
  final String title;
  @override
  _MyHomePageState createState() => _MyHomePageState();
}

class _MyHomePageState extends State<MyHomePage> {

  MethodChannel _channel = MethodChannel('com.ios.texture');

  bool _isTextureOK = false;
  int _textureID = -1;

  @override
  void initState() {
    super.initState();

  }

  void getTexture() async {
    _textureID = await _channel.invokeMethod('newTexture');
    setState(() {
      _isTextureOK = true;
    });
  }

  Widget getTextureWidget(BuildContext context) {
    return Container(
      // color: Colors.red,
      width: 300,
      height: 300,
      child: Texture(textureId: _textureID,),
    );
  }

  @override
  Widget build(BuildContext context) {
    
    return Scaffold(
      appBar: AppBar(
        title: Text(widget.title),
      ),
      body: Stack(
        children: [
          Positioned.fill(
              child: Center(
                //在这里加载纹理Texture
                child: _isTextureOK ? getTextureWidget(context) : Text('video'),
              )
          ),
          Positioned(
            left: 0,
              bottom: 0,
              child: FlatButton(
              onPressed: (){
                getTexture();
              },
              child: Text("getTexture")
          )),
          Positioned(
            right: 0,
              bottom: 0,
              child: FlatButton(
              onPressed: (){
                _channel.invokeMethod('open');
              },
              child: Text("open camera")
          )),
        ],
      ),
    );
  }
}

iOS端:
1,定义一个TexturePlugin类,并实现FlutterPlugin协议,FlutterPlugin是一个插件协议,实现该协议可以自定义一个插件。实现FlutterPlugin协议的类方法:

  • (void)registerWithRegistrar:(NSObject FlutterPluginRegistrar *)registrar
    2,在AppDelegate里,AppDelegate继承FlutterAppDelegate类,
    在FlutterAppDelegate类继承UIResponder并实现 UIApplicationDelegate, FlutterPluginRegistry, FlutterAppLifeCycleProvider协议
#import "AppDelegate.h"
#import "TexturePlugin.h"
@implementation AppDelegate
- (BOOL)application:(UIApplication *)application
    didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
    [TexturePlugin registerWithRegistrar:[self registrarForPlugin:@"TexturePlugin"]];
  return [super application:application didFinishLaunchingWithOptions:launchOptions];
}
@end

3,创建一个GLRender类,并实现FlutterTexture;实现协议的方法,把cvpixelbuffer赋值给_target属性,

  • (CVPixelBufferRef)copyPixelBuffer {
    // 实现FlutterTexture协议的接口,每次flutter是直接读取我们映射了纹理的pixelBuffer对象
    return _target;
    }

TexturePlugin.h文件

#import <Flutter/Flutter.h>

NS_ASSUME_NONNULL_BEGIN

@interface TexturePlugin : NSObject <FlutterPlugin>

@end

NS_ASSUME_NONNULL_END

TexturePlugin.m文件

#import "TexturePlugin.h"
#import "GLRender.h"
#import "ViddeoController.h"
@interface TexturePlugin ()<ViddeoControllerDelegate>
{
    ViddeoController *video ;
    int64_t _textureId;//这个是创建纹理得到的ID
}
@property (nonatomic, strong) NSObject<FlutterTextureRegistry> *textures;
@property (nonatomic, strong) GLRender *glRender;

@end

@implementation TexturePlugin

- (instancetype) initWithTextures:(NSObject<FlutterTextureRegistry> *)textures {
    if (self = [super init]) {
        video = [[ViddeoController alloc] init];
        video.delegate = self;
        _textures = textures;
    }
    return self;
}

//协议方法
+ (void)registerWithRegistrar:(NSObject<FlutterPluginRegistrar>*)registrar {
    //创建一个FlutterMethodChannel,用来和flutter通信。
    FlutterMethodChannel *channel = [FlutterMethodChannel methodChannelWithName:@"com.ios.texture" binaryMessenger:[registrar messenger]];
    //创建这个插件对象,把实现了<FlutterPluginRegistrar>协议的对象传给TexturePlugin
    TexturePlugin *instance = [[TexturePlugin alloc] initWithTextures:registrar.textures];
    //把channel的代理设置给instance;
    [registrar addMethodCallDelegate:instance channel:channel];
}
//FlutterMethodChannel代理,
- (void)handleMethodCall:(FlutterMethodCall*)call result:(FlutterResult)result
{
    if ([call.method isEqualToString:@"newTexture"]) {
  //收到flutter获取纹理的信号
        
        _glRender = [[GLRender alloc] init];
        //生成textureId
        _textureId = [_textures registerTexture:_glRender];
        //把textureId反馈给flutter
        result(@(_textureId));
    }else if ([call.method isEqualToString:@"open"]){
        //开启手机摄像头,
        [video cameraButtonAction:YES];
        
    }
}
//把摄像头的视频封装成CVpixelBufferRef
- (void)video:(CVImageBufferRef)imageBuffer
{
    [_glRender createCVBufferWith:imageBuffer];
    //刷新frame,告诉flutter去读取新的CVpixelBufferRef
    [self.textures textureFrameAvailable:_textureId];
//    CVPixelBufferRelease(imageBuffer);
}

@end

GLRender.h文件

#import <Foundation/Foundation.h>
#import <Flutter/Flutter.h>

NS_ASSUME_NONNULL_BEGIN

@interface GLRender : NSObject <FlutterTexture>

- (instancetype)init;

- (void)createCVBufferWith:(CVPixelBufferRef )target;
@end

NS_ASSUME_NONNULL_END

GLRender.m文件

@implementation GLRender
{
    CVPixelBufferRef _target;
}

- (CVPixelBufferRef)copyPixelBuffer {
    // 实现FlutterTexture协议的接口,每次flutter是直接读取我们映射了纹理的pixelBuffer对象
    return _target;
}
- (void)createCVBufferWith:(CVPixelBufferRef )target
{
    _target = target;
}

合并后

//
//  TexturePlugin.m
//  Runner
//
//  Created by jonasluo on 2019/12/11.
//  Copyright © 2019 The Chromium Authors. All rights reserved.
//

#import "TexturePlugin.h"
#import "ViddeoController.h"

@interface GLTexture : NSObject<FlutterTexture>
@property(nonatomic)CVPixelBufferRef target;
@end

@implementation GLTexture

- (CVPixelBufferRef)copyPixelBuffer {
    // 实现FlutterTexture协议的接口,每次flutter是直接读取我们映射了纹理的pixelBuffer对象
    return _target;
}
@end

@interface TexturePlugin ()<ViddeoControllerDelegate,FlutterPlugin>
{
    ViddeoController *video ;//用来把摄像头的视频转码成cvpixelbuffer
    int64_t _textureId;
    GLTexture *_glTexture;
}
@property (nonatomic, strong) NSObject<FlutterTextureRegistry> *textures;//其实是FlutterEngine

@end

@implementation TexturePlugin

- (instancetype) initWithTextures:(NSObject<FlutterTextureRegistry> *)textures {
    if (self = [super init]) {
        video = [[ViddeoController alloc] init];
        video.delegate = self;
        _textures = textures;
    }
    return self;
}

+ (void)registerWithRegistrar:(NSObject<FlutterPluginRegistrar>*)registrar {
    
    FlutterMethodChannel *channel = [FlutterMethodChannel methodChannelWithName:@"com.ios.texture" binaryMessenger:[registrar messenger]];
    
    TexturePlugin *instance = [[TexturePlugin alloc] initWithTextures:registrar.textures];
    
    [registrar addMethodCallDelegate:instance channel:channel];
}

- (void)handleMethodCall:(FlutterMethodCall*)call result:(FlutterResult)result
{
    if ([call.method isEqualToString:@"newTexture"]) {
  
        _glTexture = [[GLTexture alloc] init];
        _textureId = [_textures registerTexture:_glTexture];
        result(@(_textureId));
    }else if ([call.method isEqualToString:@"open"]){
        [video cameraButtonAction:YES];
    }
}

- (void)video:(CVImageBufferRef)imageBuffer
{
    _glTexture.target = imageBuffer;
    [self.textures textureFrameAvailable:_textureId];
}

@end

另一个共享cvpixelbuffer的

#import "GLRender.h"
#import <OpenGLES/EAGL.h>
#import <OpenGLES/ES2/gl.h>
#import <OpenGLES/ES2/glext.h>
#import <CoreVideo/CoreVideo.h>
#import <UIKit/UIKit.h>

@implementation GLRender
{
    
    EAGLContext *_context;
    CGSize _size;
    CVOpenGLESTextureCacheRef _textureCache;
    CVOpenGLESTextureRef _texture;
    CVPixelBufferRef _target;
    GLuint _program;
    GLuint _frameBuffer;
}

- (CVPixelBufferRef)copyPixelBuffer {
    // 实现FlutterTexture协议的接口,每次flutter是直接读取我们映射了纹理的pixelBuffer对象
    return _target;
}

- (instancetype)init
{
    if (self = [super init]) {
        _size = CGSizeMake(1000, 1000);
        
        [self initGL];
        [self loadShaders];
    }
    return self;
}

- (void)initGL {
    _context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
    [EAGLContext setCurrentContext:_context];
    // 先调用上面的函数创建共享内存的pixelBuffer和texture对象
    [self createCVBufferWith:&_target withOutTexture:&_texture];
        
    // 创建帧缓冲区
    glGenFramebuffers(1, &_frameBuffer);
    glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
    
    // 将纹理附加到帧缓冲区上
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, CVOpenGLESTextureGetName(_texture), 0);
    
    glViewport(0, 0, _size.width, _size.height);
    
    if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
        NSLog(@"failed to make complete framebuffer object %x", glCheckFramebufferStatus(GL_FRAMEBUFFER));
    }
}

- (void)createCVBufferWith:(CVPixelBufferRef *)target withOutTexture:(CVOpenGLESTextureRef *)texture {
    // 创建纹理缓存池,这个不是重点
    CVReturn err = CVOpenGLESTextureCacheCreate(kCFAllocatorDefault, NULL, _context, NULL, &_textureCache);
    if (err) {
        return;
    }
    
    CFDictionaryRef empty;
    CFMutableDictionaryRef attrs;
    empty = CFDictionaryCreate(kCFAllocatorDefault, NULL, NULL, 0, &kCFTypeDictionaryKeyCallBacks, &kCFTypeDictionaryValueCallBacks);
    attrs = CFDictionaryCreateMutable(kCFAllocatorDefault, 1, &kCFTypeDictionaryKeyCallBacks, &kCFTypeDictionaryValueCallBacks);
    // 核心参数是这个,共享内存必须要设置这个kCVPixelBufferIOSurfacePropertiesKey
    CFDictionarySetValue(attrs, kCVPixelBufferIOSurfacePropertiesKey, empty);
    // 分配pixelBuffer对象的内存,注意flutter需要的是BGRA格式
    CVPixelBufferCreate(kCFAllocatorDefault, _size.width, _size.height, kCVPixelFormatType_32BGRA, attrs, target);
    // 映射上面的pixelBuffer对象到一个纹理上
    CVOpenGLESTextureCacheCreateTextureFromImage(kCFAllocatorDefault, _textureCache, *target, NULL, GL_TEXTURE_2D, GL_RGBA, _size.width, _size.height, GL_BGRA, GL_UNSIGNED_BYTE, 0, texture);
    
    CFRelease(empty);
    CFRelease(attrs);
}

- (void)deinitGL {
    glDeleteFramebuffers(1, &_frameBuffer);
    CFRelease(_target);
    CFRelease(_textureCache);
    CFRelease(_texture);
}

- (void)createCVBufferWith:(CVPixelBufferRef )target
{
    _target = target;
}


#pragma mark - shader compilation
- (BOOL)loadShaders
{
    GLuint vertShader, fragShader;
    NSString *vertShaderPathname, *fragShaderPathname;
    
    _program = glCreateProgram();
    
    vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
    if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
        NSLog(@"failed to compile vertex shader");
        return NO;
    }
    
    fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
    if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
        NSLog(@"failed to compile fragment shader");
        return NO;
    }
    
    glAttachShader(_program, vertShader);
    glAttachShader(_program, fragShader);
    
    if (![self linkProgram:_program]) {
        NSLog(@"failed to link program: %d", _program);
        
        if (vertShader) {
            glDeleteShader(vertShader);
            vertShader = 0;
        }
        if (fragShader) {
            glDeleteShader(fragShader);
            fragShader = 0;
        }
        if (_program) {
            glDeleteProgram(_program);
            _program = 0;
        }
        return NO;
    }
    
    if (vertShader) {
       glDetachShader(_program, vertShader);
       glDeleteShader(vertShader);
    }
    if (fragShader) {
       glDetachShader(_program, fragShader);
       glDeleteShader(fragShader);
    }
    
    NSLog(@"load shaders succ");
    return YES;
}

- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
{
    GLint status;
    const GLchar *source;
    
    source = (GLchar*)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
    if (!source) {
        NSLog(@"failed to load shader. type: %i", type);
        return NO;
    }
    
    *shader = glCreateShader(type);
    glShaderSource(*shader, 1, &source, NULL);
    glCompileShader(*shader);
    
    #if defined(DEBUG)
       GLint logLength;
       glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
       if (logLength > 0) {
          GLchar *log = (GLchar *)malloc(logLength);
          glGetShaderInfoLog(*shader, logLength, &logLength, log);
          NSLog(@"Shader compile log:\n%s", log);
          free(log);
       }
    #endif
    
    glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
    if (status == 0) {
       glDeleteShader(*shader);
       return NO;
    }
    
    return YES;
}

- (BOOL)linkProgram:(GLuint)prog
{
    GLint status;
    glLinkProgram(prog);
    
    glGetProgramiv(prog, GL_LINK_STATUS, &status);
    if (status == 0) {
       return NO;
    }
    
    return YES;
}

- (BOOL)validateProgram:(GLuint)prog
{
    GLint logLength, status;
    glValidateProgram(prog);
    glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
    if (logLength > 0) {
        GLchar *log = (GLchar *)malloc(logLength);
        glGetProgramInfoLog(prog, logLength, &logLength, log);
        NSLog(@"program validate log : \n%s", log);
        free(log);
    }
    
    glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
    if (status == 0) {
        return NO;
    }
    
    return YES;
}

@end
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