android 下使用Direct Texture

本文详细介绍了如何在Android环境中使用DirectTexture技术优化纹理渲染性能。通过直接使用硬件纹理,避免了数据拷贝过程,显著提升了渲染效率。文章包含了关键代码片段、库依赖、配置指令及实际应用示例。

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要使用Direct Texture,需要有一份android系统的源码
部分C++代码如下:
#include <stdio.h>
#include <stdlib.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <android/native_window.h>
#include <ui/GraphicBuffer.h>
#include <dlfcn.h>
#include <jni.h>
#include "render_native.h"
 
int Graphics::initGL(){
 
     const char* const driver_absolute_path = "/system/lib/egl/libEGL_mali.so";
    // On Gingerbread you have to load symbols manually from Mali driver because
    // Android EGL library has a bug.
    // From  ICE CREAM SANDWICH you can freely use the eglGetProcAddress function.
    // You might be able to get away with just eglGetProcAddress (no dlopen). Tr y it,  else revert to the following code
    void* dso = dlopen(driver_absolute_path, RTLD_LAZY);
    if (dso != 0)
    {
        LOGI("dlopen: SUCCEEDED");
        _eglCreateImageKHR = (PFNEGLCREATEIMAGEKHRPROC)dlsym(dso, "eglCreateImageKHR");
        _eglDestroyImageKHR = (PFNEGLDESTROYIMAGEKHRPROC) dlsym(dso, "eglDestroyImageKHR");
    }
    else
    {
        LOGI("dlopen: FAILED! Loading functions in common way!");
        _eglCreateImageKHR = (PFNEGLCREATEIMAGEKHRPROC) eglGetProcAddress("eglCreateImageKHR");
        _eglDestroyImageKHR = (PFNEGLDESTROYIMAGEKHRPROC) eglGetProcAddress("eglDestroyImageKHR");
    }
 
    if(_eglCreateImageKHR == NULL)
    {
        LOGE("Error: Failed to find eglCreateImageKHR at %s:%in", __FILE__, __LINE__);
        exit(1);
    }
    if(_eglDestroyImageKHR == NULL)
    {
        LOGE("Error: Failed to find eglDestroyImageKHR at %s:%in", __FILE__, __LINE__);
        exit(1);
    }
        _glEGLImageTargetTexture2DOES = (PFNGLEGLIMAGETARGETTEXTURE2DOESPROC) eglGetProcAddress("glEGLImageTargetTexture2DOES");
    if(_glEGLImageTargetTexture2DOES == NULL)
    {
        LOGI("Error: Failed to find glEGLImageTargetTexture2DOES at %s:%in", __FILE__, __LINE__);
        return 0;
    }
     
    graphicBuffer = new GraphicBuffer( emu_width,emu_height,
            HAL_PIXEL_FORMAT_RGBA_8888,
            GraphicBuffer::USAGE_HW_TEXTURE |
            GraphicBuffer::USAGE_HW_2D |
            GRALLOC_USAGE_SW_READ_OFTEN |
            GRALLOC_USAGE_SW_WRITE_OFTEN);
             
    status_t err = graphicBuffer->initCheck();
    if (err != NO_ERROR)
    {
        LOGI("Error: %sn", strerror(-err));
        return 0;
    }
     
    GGLSurface t;
    //   graphicBuffer->lock(GraphicBuffer::USAGE_SW_WRITE_OFTEN, &addr);
    graphicBuffer->lock(&t, GRALLOC_USAGE_SW_WRITE_OFTEN);
           
    memset(t.data,128,t.stride*t.height);
    graphicBuffer->unlock();
     
     
    // Retrieve andorid native buffer
    android_native_buffer_t* anb =graphicBuffer->getNativeBuffer();
    // create the new EGLImageKHR
    const EGLint attrs[] =
    {
        EGL_IMAGE_PRESERVED_KHR, EGL_TRUE,
        EGL_NONE, EGL_NONE
    };
     
    mEngine.mTexture.pEGLImage = _eglCreateImageKHR(eglGetCurrentDisplay(),
                                mEngine.nContext, EGL_NATIVE_BUFFER_ANDROID, (EGLClientBuffer)anb, attrs);
    if(mEngine.mTexture.pEGLImage == EGL_NO_IMAGE_KHR)
    {
        LOGI("Error: eglCreateImage() failed at %s:%in", __FILE__, __LINE__);
        return 0;
    }
    checkGlError("eglCreateImageKHR");
    LOGI("create Program.......");
    GLuint gProgram = createProgram(vertex_source, fragment_source);
     checkGlError("createProgram");
     if (!gProgram) {
             LOGE("Could not create program.");
             return false;
          }
     glUseProgram(gProgram);
     vPosition = glGetAttribLocation(gProgram, "glVertex");
         checkGlError("glGetAttribLocation glVertex");
     glEnableVertexAttribArray(vPosition);
 
    a_texCoord0 = glGetAttribLocation(gProgram, "a_texCoord0");
        checkGlError("glGetAttribLocation texCoord0");
     glEnableVertexAttribArray(a_texCoord0);
 
     s_tex0 = glGetUniformLocation(gProgram, "s_texture0");
        checkGlError("glGetAttribLocation texture");
         
     
     
        LOGI("glGen Textures.......");
    glGenTextures(1, &texID);
     
    glDisable(GL_BLEND);
    glDisable(GL_DEPTH_TEST);
    glDisable(GL_STENCIL_TEST);
    glDisable(GL_DITHER);
    checkGlError("glDisable");
//  glEnable(GL_TEXTURE_2D);
//  checkGlError("glEnable(GL_TEXTURE_2D)");
    glGenTextures(1,&texID);
    checkGlError("glGenTextures");
     glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, texID);
//  glPixelStorei(GL_PACK_ALIGNMENT, 1);
//      glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST  );
         
//       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, mEngine.mTexture.nTextureWidth, mEngine.mTexture.nTextureHeight, 0,GL_RGBA, GL_UNSIGNED_BYTE, NULL);
     
//  glFinish();
    _glEGLImageTargetTexture2DOES(GL_TEXTURE_2D,mEngine.mTexture.pEGLImage);
         
     float w = float(emu_width)  / float(mEngine.mTexture.nTextureWidth);
     float h = float(emu_height) / float(mEngine.mTexture.nTextureHeight);
 
         g_pos=initFloatBuffer(vertices,12);
        g_texvbo=initFloatBuffer(texCoords,8);
         
        glViewport(0, 0,  mEngine.nScreen_Width, mEngine.nScreen_Height);
        return 1;
 
}
 
void Graphics::renderFrame() {
 
//  texture=(unsigned char*)ture;
    glClearColor(0.5f, 0.5f, 0.5f, 1);
    glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
 
     glUniform1i(s_tex0, 0);
     glBindBuffer(GL_ARRAY_BUFFER, g_pos);
     glVertexAttribPointer(vPosition, 3, GL_FLOAT, GL_FALSE, 0, 0);
     glBindBuffer(GL_ARRAY_BUFFER, g_texvbo);
     glVertexAttribPointer(a_texCoord0, 2, GL_FLOAT, GL_FALSE, 0, 0);
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
     
  eglSwapBuffers(mEngine.nDisplay, mEngine.nSurface);
  
 
void* Graphics::begin(){
    GGLSurface t;
     graphicBuffer->lock(&t,GRALLOC_USAGE_SW_WRITE_OFTEN);
    return t.data;
}
void Graphics::end(){
     graphicBuffer->unlock();
     renderFrame();
}
 
 
使用时如下:
Graphics  render;
 
 
void *buffer=render.begin();
把数据填充到buffer里
render.end();
 
编译时包含头文件
LOCAL_C_INCLUDES +=
    $(ANDROID_SRC_HOME)/frameworks/base/core/jni/android/graphics 
    $(ANDROID_SRC_HOME)/frameworks/base/include/
    $(ANDROID_SRC_HOME)/hardware/libhardware/include
    $(ANDROID_SRC_HOME)/system/core/include
    $(ANDROID_SRC_HOME)/frameworks/base/native/include/
    $(ANDROID_SRC_HOME)/frameworks/base/opengl/include/
 
链接选项:
LOCAL_LDLIBS    := -llog -lGLESv2 -lEGL -landroid  -lui -landroid_runtime  -ljnigraphics
 
android  Opengles 里虽然没有PBO, 但是用Direct Texture能实现类似的功能。
 
direct textures 的使用介绍
http://snorp.net/2011/12/16/android-direct-texture.html
 
eglCreateImageKHR扩展的介绍
http://www.khronos.org/registry/egl/extensions/KHR/EGL_KHR_image_base.txt

描述:在opengles 编程时如果用glTexImage2D /glTexSubImage2D API的话,当渲染的图片很大时,速度会变得很慢的,因为运行时会发生数据拷贝的过程,而使用opengles 的扩展glEGLImageTargetTexture2DOES可以解决这个问题,用这个扩展要用到另一个扩展 eglCreateImageKHR 。

<think>在Unity中使用VP9编码的视频需要了解以下关键点: 1. Unity内置的VideoPlayer组件在大多数平台上不支持VP9编码,因为VP9需要软件解码或特定硬件支持。 2. 移动平台(Android/iOS)对VP9的支持有限,通常需要较高版本的系统和硬件支持。 3. PC平台(Windows/macOS/Linux)可以通过安装额外的编解码器来支持VP9。 以下是完整的解决方案: ### 方法1:使用Unity的VideoPlayer(仅限部分平台支持) ```csharp using UnityEngine; using UnityEngine.Video; public class VP9VideoPlayer : MonoBehaviour { public string videoPath = "Assets/StreamingAssets/video.webm"; void Start() { VideoPlayer videoPlayer = gameObject.AddComponent<VideoPlayer>(); videoPlayer.renderMode = VideoRenderMode.RenderTexture; videoPlayer.targetTexture = new RenderTexture(1920, 1080, 24); videoPlayer.source = VideoSource.Url; // 设置视频路径 #if UNITY_EDITOR videoPlayer.url = "file://" + Application.dataPath + "/StreamingAssets/video.webm"; #else videoPlayer.url = Application.streamingAssetsPath + "/video.webm"; #endif // 设置音频输出 videoPlayer.audioOutputMode = VideoAudioOutputMode.AudioSource; videoPlayer.SetTargetAudioSource(0, GetComponent<AudioSource>()); // 注册事件 videoPlayer.prepareCompleted += OnPrepareCompleted; videoPlayer.Prepare(); } private void OnPrepareCompleted(VideoPlayer source) { Debug.Log("视频准备完成,开始播放"); source.Play(); } } ``` ### 方法2:使用外部库(例如AVPro Video - 第三方付费插件) AVPro Video是Unity中功能强大的视频播放插件,支持VP9编码。 1. 购买并导入AVPro Video插件 2. 使用以下代码: ```csharp using UnityEngine; using RenderHeads.Media.AVProVideo; public class VP9PlayerAVPro : MonoBehaviour { public MediaPlayer mediaPlayer; public string videoPath = "video.webm"; void Start() { if (mediaPlayer == null) mediaPlayer = gameObject.AddComponent<MediaPlayer>(); // 设置视频路径 string path = System.IO.Path.Combine(Application.streamingAssetsPath, videoPath); mediaPlayer.OpenMedia(new MediaPath(path, MediaPathType.AbsolutePathOrURL), autoPlay: true); } } ``` ### 方法3:使用系统原生播放器(Android/iOS) 通过调用系统原生播放器来播放VP9视频: ```csharp using UnityEngine; public class NativeVideoPlayer : MonoBehaviour { public void PlayVideo(string videoFileName) { string path = System.IO.Path.Combine(Application.streamingAssetsPath, videoFileName); #if UNITY_ANDROID && !UNITY_EDITOR using (var javaClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer")) using (var activity = javaClass.GetStatic<AndroidJavaObject>("currentActivity")) { AndroidJavaClass intentClass = new AndroidJavaClass("android.content.Intent"); AndroidJavaObject intentObject = new AndroidJavaObject("android.content.Intent", intentClass.GetStatic<string>("ACTION_VIEW")); AndroidJavaClass uriClass = new AndroidJavaClass("android.net.Uri"); AndroidJavaObject uriObject = uriClass.CallStatic<AndroidJavaObject>("parse", "file://" + path); intentObject.Call<AndroidJavaObject>("setDataAndType", uriObject, "video/*"); activity.Call("startActivity", intentObject); } #elif UNITY_IOS && !UNITY_EDITOR // iOS使用原生播放器 Handheld.PlayFullScreenMovie("file://" + path); #endif } } ``` ### 方法4:使用FFmpeg解码(高级自定义方案) 此方法需要集成FFmpeg库,适合高级用户: 1. 下载编译好的FFmpeg库(包含VP9解码器) 2. 使用DllImport调用FFmpeg函数 3. 将解码后的帧传输到Unity纹理 ```csharp using System; using System.Collections; using System.Runtime.InteropServices; using UnityEngine; public class FFmpegVP9Player : MonoBehaviour { [DllImport("ffmpeg")] private static extern IntPtr ffmpeg_open_file(string path); [DllImport("ffmpeg")] private static extern int ffmpeg_get_next_frame(IntPtr context, IntPtr data); [DllImport("ffmpeg")] private static extern void ffmpeg_close(IntPtr context); private Texture2D _texture; private IntPtr _ffmpegContext; IEnumerator Start() { string path = System.IO.Path.Combine(Application.streamingAssetsPath, "video.webm"); _ffmpegContext = ffmpeg_open_file(path); if (_ffmpegContext == IntPtr.Zero) { Debug.LogError("无法打开视频文件"); yield break; } // 创建纹理 _texture = new Texture2D(1920, 1080, TextureFormat.RGBA32, false); GetComponent<Renderer>().material.mainTexture = _texture; // 开始播放循环 StartCoroutine(PlayVideo()); } IEnumerator PlayVideo() { byte[] frameData = new byte[1920 * 1080 * 4]; GCHandle handle = GCHandle.Alloc(frameData, GCHandleType.Pinned); IntPtr ptr = handle.AddrOfPinnedObject(); while (true) { int result = ffmpeg_get_next_frame(_ffmpegContext, ptr); if (result != 0) // 0表示成功 break; // 更新纹理 _texture.LoadRawTextureData(frameData); _texture.Apply(); yield return new WaitForSeconds(1f / 30f); // 按帧率等待 } handle.Free(); ffmpeg_close(_ffmpegContext); } void OnDestroy() { if (_ffmpegContext != IntPtr.Zero) ffmpeg_close(_ffmpegContext); } } ``` ### 跨平台支持策略 | 平台 | 推荐方案 | 注意事项 | |------|----------|----------| | Windows | AVPro Video 或 FFmpeg | 需要安装VP9编解码器 | | macOS | AVPro Video 或 VideoPlayer | macOS 10.13+ 支持VP9 | | Android | 系统播放器或硬件解码 | 需要Android 4.4+,部分设备不支持 | | iOS | AVPro Video 或 系统播放器 | iOS 14+ 支持VP9 | | WebGL | 不支持 | WebGL无法解码VP9 | ### 性能优化技巧 1. **硬件加速**: ```csharp // 在Android上启用硬件加速 mediaPlayer.PlatformOptionsAndroid.overridePath = ""; mediaPlayer.PlatformOptionsAndroid.useFastOesPath = true; ``` 2. **降低分辨率**: ```csharp // 使用低分辨率视频流 mediaPlayer.m_Resampling = ResamplingMode.Linear; mediaPlayer.m_ResampleMode = ResampleMode.Point; ``` 3. **预加载策略**: ```csharp IEnumerator PreloadVideo() { MediaPlayer mediaPlayer = GetComponent<MediaPlayer>(); mediaPlayer.OpenMedia(new MediaPath(path, MediaPathType.AbsolutePathOrURL), false); while (!mediaPlayer.Control.IsPrepared()) yield return null; Debug.Log("视频预加载完成"); } ``` ### 常见问题解决方案 **问题1:视频无法播放** - 检查文件路径是否正确 - 确认平台支持VP9解码 - 使用MediaPlayer检查错误: ```csharp mediaPlayer.EventMediaError.AddListener((player, error) => { Debug.LogError("播放错误: " + error); }); ``` **问题2:视频不同步** - 调整播放速度: ```csharp mediaPlayer.Control.SetPlaybackRate(1.0f); ``` - 使用同步回调: ```csharp mediaPlayer.EventTracksChanged.AddListener((player) => { player.AudioChannel = 0; player.AudioVolume = 1f; }); ``` **问题3:内存占用过高** - 释放资源: ```csharp void OnDestroy() { if (mediaPlayer != null) { mediaPlayer.CloseMedia(); mediaPlayer.Dispose(); } } ``` - 限制缓冲: ```csharp mediaPlayer.m_BufferOptions.bufferDuration = 0.5f; ``` ### 最佳实践 1. **格式选择**: - 优先使用WebM容器(VP9+Opus) - 分辨率不超过1080p - 帧率控制在30fps 2. **回退方案**: ```csharp public void PlayVideo(string path) { #if UNITY_ANDROID || UNITY_IOS // 移动端尝试使用系统播放器 PlayWithNativePlayer(path); #elif UNITY_STANDALONE // PC端使用VideoPlayer PlayWithUnityVideoPlayer(path); #else // 其他平台使用备用方案 StartCoroutine(PlayFallback(path)); #endif } ``` 3. **多码率自适应**: ```csharp public void SelectOptimalQuality() { string quality = "low"; #if UNITY_ANDROID // 根据设备性能选择 if (SystemInfo.processorCount > 4 && SystemInfo.systemMemorySize > 3000) quality = "high"; else quality = "medium"; #endif string path = $"video_{quality}.webm"; PlayVideo(path); } ``` §§相关问题§§: 1. Unity中如何实现视频流的实时传输? 2. 如何解决移动端视频播放的内存泄漏问题? 3. 在Unity中如何实现360度全景视频播放? 4. 如何检测设备是否支持VP9硬件解码?</think>### Unity 中使用 VP9 编码视频的完整指南 VP9 是 Google 开发的高效视频编码格式,在 Unity 中使用需要特殊处理,因为 Unity 原生支持的视频格式有限。以下是完整的解决方案: #### 方法 1:使用 Unity 的 VideoPlayer(支持有限平台) ```csharp using UnityEngine; using UnityEngine.Video; public class VP9VideoPlayer : MonoBehaviour { public VideoPlayer videoPlayer; public string videoFileName = "sample.webm"; // VP9 通常封装在 WebM 容器中 void Start() { // 设置视频路径 string videoPath = System.IO.Path.Combine(Application.streamingAssetsPath, videoFileName); // 检查平台支持 if (IsVP9Supported()) { videoPlayer = gameObject.AddComponent<VideoPlayer>(); videoPlayer.renderMode = VideoRenderMode.RenderTexture; videoPlayer.targetTexture = new RenderTexture(1920, 1080, 24); // 设置视频源 #if UNITY_EDITOR videoPlayer.url = "file://" + videoPath; #else videoPlayer.url = videoPath; #endif videoPlayer.prepareCompleted += OnVideoPrepared; videoPlayer.Prepare(); } else { Debug.LogError("当前平台不支持 VP9 解码"); } } private bool IsVP9Supported() { // 检查平台对 VP9 的支持情况 switch (Application.platform) { case RuntimePlatform.WindowsPlayer: case RuntimePlatform.WindowsEditor: // Windows 8.1+ 支持 VP9 return true; case RuntimePlatform.OSXPlayer: case RuntimePlatform.OSXEditor: // macOS 10.13+ 支持 VP9 return true; case RuntimePlatform.Android: // Android 4.4+ 支持 VP9,但需要硬件支持 return SystemInfo.deviceType == DeviceType.Handheld && SystemInfo.graphicsDeviceVersion.Contains("Vulkan"); case RuntimePlatform.IPhonePlayer: // iOS 14+ 支持 VP9 return UnityEngine.iOS.Device.generation >= UnityEngine.iOS.DeviceGeneration.iPhone8; default: return false; } } private void OnVideoPrepared(VideoPlayer source) { Debug.Log("视频准备完成,开始播放"); source.Play(); } void OnApplicationQuit() { if (videoPlayer != null) { videoPlayer.Stop(); } } } ``` #### 方法 2:使用第三方插件(推荐 - AVPro Video) AVPro Video 是 Unity 中最强大的视频播放插件,提供完整的 VP9 支持: 1. **安装 AVPro Video**: - 从 Unity Asset Store 购买并导入 - 或使用试用版:https://assetstore.unity.com/packages/tools/video/avpro-video-56355 2. **VP9 播放代码**: ```csharp using RenderHeads.Media.AVProVideo; using UnityEngine; public class AVProVP9Player : MonoBehaviour { public MediaPlayer mediaPlayer; public DisplayUGUI display; public string videoPath = "video.webm"; void Start() { if (mediaPlayer == null) { mediaPlayer = gameObject.AddComponent<MediaPlayer>(); } // 配置媒体播放器 mediaPlayer.m_AutoStart = true; mediaPlayer.m_Loop = true; mediaPlayer.m_VideoReference = MediaReferenceType.Path; mediaPlayer.m_VideoPath = videoPath; // 设置解码选项(VP9 特定) mediaPlayer.m_VideoCodec = VideoCodec.Auto; mediaPlayer.m_ForceAudioOutputDevice = false; // 设置显示目标 if (display != null) { display._mediaPlayer = mediaPlayer; } // 事件监听 mediaPlayer.Events.AddListener(OnMediaPlayerEvent); } private void OnMediaPlayerEvent(MediaPlayer mp, MediaPlayerEvent.EventType et, ErrorCode errorCode) { switch (et) { case MediaPlayerEvent.EventType.ReadyToPlay: Debug.Log("视频准备就绪"); break; case MediaPlayerEvent.EventType.Started: Debug.Log("视频开始播放"); break; case MediaPlayerEvent.EventType.Error: Debug.LogError($"播放错误: {errorCode}"); break; } } void Update() { // 显示播放进度 if (mediaPlayer != null && mediaPlayer.Control != null) { float progress = mediaPlayer.Control.GetCurrentTime() / mediaPlayer.Info.GetDuration(); Debug.Log($"播放进度: {progress:P0}"); } } public void TogglePlayback() { if (mediaPlayer != null && mediaPlayer.Control != null) { if (mediaPlayer.Control.IsPlaying()) { mediaPlayer.Pause(); } else { mediaPlayer.Play(); } } } } ``` #### 方法 3:使用 FFmpeg 转码(跨平台兼容方案) 将 VP9 转换为 Unity 原生支持的 H.264 格式: ```csharp using UnityEngine; using UnityEditor; using System.Diagnostics; using System.IO; public class VP9Converter : MonoBehaviour { #if UNITY_EDITOR [MenuItem("Tools/Convert VP9 to H.264")] private static void ConvertVideoFormat() { string inputPath = EditorUtility.OpenFilePanel("选择VP9视频", "", "webm"); if (string.IsNullOrEmpty(inputPath)) return; string outputDir = Path.Combine(Application.streamingAssetsPath, "ConvertedVideos"); if (!Directory.Exists(outputDir)) Directory.CreateDirectory(outputDir); string outputPath = Path.Combine(outputDir, Path.GetFileNameWithoutExtension(inputPath) + ".mp4"); // FFmpeg 转码命令 string arguments = $"-i \"{inputPath}\" " + "-c:v libx264 -preset medium -crf 23 " + "-c:a aac -b:a 128k " + $"\"{outputPath}\""; ProcessStartInfo startInfo = new ProcessStartInfo { FileName = "ffmpeg", Arguments = arguments, UseShellExecute = false, CreateNoWindow = true, RedirectStandardOutput = true, RedirectStandardError = true }; using (Process process = new Process()) { process.StartInfo = startInfo; process.OutputDataReceived += (sender, e) => Debug.Log(e.Data); process.ErrorDataReceived += (sender, e) => Debug.LogError(e.Data); process.Start(); process.BeginOutputReadLine(); process.BeginErrorReadLine(); process.WaitForExit(); if (process.ExitCode == 0) { Debug.Log($"转换成功: {outputPath}"); AssetDatabase.Refresh(); } else { Debug.LogError($"转换失败,错误代码: {process.ExitCode}"); } } } #endif } ``` #### 方法 4:WebGL 平台的 VP9 播放 WebGL 平台需要特殊处理: ```csharp using UnityEngine; using UnityEngine.Networking; using System.Collections; public class WebGLVideoPlayer : MonoBehaviour { public string videoUrl = "https://example.com/video.webm"; IEnumerator Start() { #if UNITY_WEBGL && !UNITY_EDITOR // 创建视频元素 Application.ExternalEval(@" var video = document.createElement('video'); video.src = '" + videoUrl + @"'; video.loop = true; video.muted = true; // WebGL 需要静音才能自动播放 video.playsInline = true; video.style.display = 'none'; document.body.appendChild(video); video.addEventListener('canplay', () => { video.play(); SendMessage('" + gameObject.name + @"', 'OnVideoReady'); }); window.unityVideo = video; "); #endif yield return null; } void OnVideoReady() { Debug.Log("WebGL 视频准备就绪"); } public void PlayPause() { #if UNITY_WEBGL && !UNITY_EDITOR Application.ExternalEval(@" if (unityVideo.paused) { unityVideo.play(); } else { unityVideo.pause(); } "); #endif } } ``` ### 平台支持与优化策略 #### 1. 平台支持矩阵 | 平台 | 原生支持 | AVPro支持 | 转码建议 | |------|----------|-----------|----------| | Windows | ✅ (8.1+) | ✅ | 推荐原生 | | macOS | ✅ (10.13+) | ✅ | 推荐原生 | | Android | ⚠️ (需要硬件支持) | ✅ | 使用AVPro | | iOS | ⚠️ (14+有限支持) | ✅ | 转码为H.265 | | WebGL | ⚠️ (浏览器依赖) | ❌ | 使用HTML5视频 | | UWP | ⚠️ (部分支持) | ✅ | 使用AVPro | #### 2. 性能优化技巧 ```csharp // 优化视频播放性能 public void OptimizeVideoPlayback() { // 1. 降低分辨率 videoPlayer.targetTexture = new RenderTexture(1280, 720, 24); // 2. 调整缓冲 videoPlayer.playbackSpeed = 1.0f; // 3. 硬件加速检测 if (SystemInfo.supportsVideoCodec == VideoCodec.VP9) { Debug.Log("设备支持VP9硬件解码"); } // 4. 动态调整质量 QualitySettings.SetQualityLevel(GetOptimalQualityLevel(), true); } private int GetOptimalQualityLevel() { if (SystemInfo.graphicsDeviceType == UnityEngine.Rendering.GraphicsDeviceType.Vulkan) { return 3; // 高质量 } else if (SystemInfo.systemMemorySize > 4000) { return 2; // 中等质量 } else { return 1; // 低质量 } } ``` #### 3. 自适应码率流媒体 ```csharp using System.Collections.Generic; public class AdaptiveStreaming : MonoBehaviour { public List<string> qualityLevels = new List<string> { "video_low.webm", "video_medium.webm", "video_high.webm" }; private string currentQuality; private VideoPlayer player; void Start() { player = GetComponent<VideoPlayer>(); StartCoroutine(MonitorNetworkAndAdjustQuality()); } IEnumerator MonitorNetworkAndAdjustQuality() { while (true) { yield return new WaitForSeconds(5f); // 每5秒检测一次 // 检测网络带宽 float bandwidth = EstimateBandwidth(); // 根据带宽选择质量 if (bandwidth > 5000) // 5 Mbps { SelectQuality("video_high.webm"); } else if (bandwidth > 2000) // 2 Mbps { SelectQuality("video_medium.webm"); } else { SelectQuality("video_low.webm"); } } } private float EstimateBandwidth() { // 简化的带宽估算(实际项目应使用更精确的方法) if (Application.internetReachability == NetworkReachability.ReachableViaCarrierDataNetwork) { return 2000f; // 移动网络 } else if (Application.internetReachability == NetworkReachability.ReachableViaLocalAreaNetwork) { return 10000f; // WiFi } else { return 1000f; // 低速网络 } } private void SelectQuality(string qualityFile) { if (currentQuality == qualityFile) return; string path = Path.Combine(Application.streamingAssetsPath, qualityFile); player.url = path; player.Prepare(); currentQuality = qualityFile; Debug.Log($"切换到质量: {qualityFile}"); } } ``` ### 常见问题解决方案 1. **视频无法播放** - 检查文件路径是否正确 - 确保文件扩展名正确(.webm) - 验证平台支持情况 - 检查视频编码格式:`ffprobe -show_streams video.webm` 2. **音频不同步** ```csharp // 强制音频同步 videoPlayer.audioOutputMode = VideoAudioOutputMode.Direct; videoPlayer.controlledAudioTrackCount = 1; videoPlayer.SetTargetAudioSource(0, GetComponent<AudioSource>()); ``` 3. **内存泄漏** ```csharp void OnDestroy() { if (videoPlayer != null) { videoPlayer.Stop(); videoPlayer.targetTexture.Release(); Destroy(videoPlayer.targetTexture); } } ``` 4. **移动端发热问题** ```csharp // 降低渲染分辨率 void AdjustForMobile() { if (Application.isMobilePlatform) { videoPlayer.targetTexture = new RenderTexture(960, 540, 16); QualitySettings.vSyncCount = 0; Application.targetFrameRate = 30; } } ``` ### 最佳实践 1. **编码参数建议**: ```bash ffmpeg -i input.mp4 -c:v libvpx-vp9 -b:v 2M -crf 30 -c:a libopus -b:a 128k output.webm ``` 2. **多平台分发策略**: ```csharp public string GetVideoPath(string baseName) { string extension = ".mp4"; if (Application.platform == RuntimePlatform.WindowsPlayer || Application.platform == RuntimePlatform.OSXPlayer) { if (SystemInfo.supportsVideoCodec == VideoCodec.VP9) { extension = ".webm"; } } return Path.Combine(Application.streamingAssetsPath, baseName + extension); } ``` 3. **备用播放方案**: ```csharp public void PlayVideo(string videoFile) { try { // 尝试原生播放 PlayWithVideoPlayer(videoFile); } catch { // 回退到AVPro PlayWithAVPro(videoFile); } } ```
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