I can successfully create a movie from a single still image. However I am also given an array of smaller images that I need to superimpose on top of the background image. I've tried just repeating the process of appending frames with the assetWriter, but I get errors because you can't write to the same frame you've already written to.
So, I assume you have to compose the entire pixel buffer for each frame completely before you write the frame. But how would you do that?
Here's my code that works for rendering one background image:
CGSize renderSize = CGSizeMake(320, 568);
NSUInteger fps = 30;
self.assetWriter = [[AVAssetWriter alloc] initWithURL:
[NSURL fileURLWithPath:videoOutputPath] fileType:AVFileTypeQuickTimeMovie
error:&error];
NSParameterAssert(self.assetWriter);
NSDictionary *videoSettings = [NSDictionary dictionaryWithObjectsAndKeys:
AVVideoCodecH264, AVVideoCodecKey,
[NSNumber numberWithInt:renderSize.width], AVVideoWidthKey,
[NSNumber numberWithInt:renderSize.height], AVVideoHeightKey,
nil];
AVAssetWriterInput* videoWriterInput = [AVAssetWriterInput
assetWriterInputWithMediaType:AVMediaTypeVideo
outputSettings:videoSettings];
AVAssetWriterInputPixelBufferAdaptor *adaptor = [AVAssetWriterInputPixelBufferAdaptor
assetWriterInputPixelBufferAdaptorWithAssetWriterInput:videoWriterInput
sourcePixelBufferAttributes:nil];
NSParameterAssert(videoWriterInput);
NSParameterAssert([self.assetWriter canAddInput:videoWriterInput]);
videoWriterInput.expectsMediaDataInRealTime = YES;
[self.assetWriter addInput:videoWriterInput];
//Start a session:
[self.assetWriter startWriting];
[self.assetWriter startSessionAtSourceTime:kCMTimeZero];
CVPixelBufferRef buffer = NULL;
NSInteger totalFrames = 90; //3 seconds
//process the bg image
int frameCount = 0;
UIImage* resizedImage = [UIImage resizeImage:self.bgImage size:renderSize];
buffer = [self pixelBufferFromCGImage:[resizedImage CGImage]];
BOOL append_ok = YES;
int j = 0;
while (append_ok && j < totalFrames) {
if (adaptor.assetWriterInput.readyForMoreMediaData) {
CMTime frameTime = CMTimeMake(frameCount,(int32_t) fps);
append_ok = [adaptor appendPixelBuffer:buffer withPresentationTime:frameTime];
if(!append_ok){
NSError *error = self.assetWriter.error;
if(error!=nil) {
NSLog(#"Unresolved error %#,%#.", error, [error userInfo]);
}
}
}
else {
printf("adaptor not ready %d, %d\n", frameCount, j);
[NSThread sleepForTimeInterval:0.1];
}
j++;
frameCount++;
}
if (!append_ok) {
printf("error appending image %d times %d\n, with error.", frameCount, j);
}
//Finish the session:
[videoWriterInput markAsFinished];
[self.assetWriter finishWritingWithCompletionHandler:^() {
self.assetWriter = nil;
}];
- (CVPixelBufferRef)pixelBufferFromCGImage:(CGImageRef)image {
CGSize size = CGSizeMake(320,568);
NSDictionary *options = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:YES], kCVPixelBufferCGImageCompatibilityKey,
[NSNumber numberWithBool:YES], kCVPixelBufferCGBitmapContextCompatibilityKey,
nil];
CVPixelBufferRef pxbuffer = NULL;
CVReturn status = CVPixelBufferCreate(kCFAllocatorDefault,
size.width,
size.height,
kCVPixelFormatType_32ARGB,
(__bridge CFDictionaryRef) options,
&pxbuffer);
if (status != kCVReturnSuccess){
NSLog(#"Failed to create pixel buffer");
}
CVPixelBufferLockBaseAddress(pxbuffer, 0);
void *pxdata = CVPixelBufferGetBaseAddress(pxbuffer);
CGColorSpaceRef rgbColorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(pxdata, size.width,
size.height, 8, 4*size.width, rgbColorSpace,
(CGBitmapInfo)kCGImageAlphaPremultipliedFirst);
CGContextConcatCTM(context, CGAffineTransformMakeRotation(0));
CGContextDrawImage(context, CGRectMake(0, 0, CGImageGetWidth(image),
CGImageGetHeight(image)), image);
CGColorSpaceRelease(rgbColorSpace);
CGContextRelease(context);
CVPixelBufferUnlockBaseAddress(pxbuffer, 0);
return pxbuffer;
}
Again, the question is how to create a pixel buffer for a background image and an array of N small images that will be layered on top of the bg image. The next step after this will be to also superimposed a small video.
You can add the pixel info from the image list over the pixel buffer.
This example code shows how to add BGRA data over a ARGB pixelbuffer.
// Try to create a pixel buffer with the image mat
uint8_t* videobuffer = m_imageBGRA.data;
// From image buffer (BGRA) to pixel buffer
CVPixelBufferRef pixelBuffer = NULL;
CVReturn status = CVPixelBufferCreate (NULL, m_width, m_height, kCVPixelFormatType_32ARGB, NULL, &pixelBuffer);
if ((pixelBuffer == NULL) || (status != kCVReturnSuccess))
{
NSLog(#"Error CVPixelBufferPoolCreatePixelBuffer[pixelBuffer=%#][status=%d]", pixelBuffer, status);
return;
}
else
{
uint8_t *videobuffertmp = videobuffer;
CVPixelBufferLockBaseAddress(pixelBuffer, 0);
GLubyte *pixelBufferData = (GLubyte *)CVPixelBufferGetBaseAddress(pixelBuffer);
// Add data for all the pixels in the image
for( int row=0 ; row<m_width ; ++row )
{
for( int col=0 ; col<m_height ; ++col )
{
memcpy(&pixelBufferData[0], &videobuffertmp[3], sizeof(uint8_t)); // alpha
memcpy(&pixelBufferData[1], &videobuffertmp[2], sizeof(uint8_t)); // red
memcpy(&pixelBufferData[2], &videobuffertmp[1], sizeof(uint8_t)); // green
memcpy(&pixelBufferData[3], &videobuffertmp[0], sizeof(uint8_t)); // blue
// Move the buffer pointer to the next pixel
pixelBufferData += 4*sizeof(uint8_t);
videobuffertmp += 4*sizeof(uint8_t);
}
}
CVPixelBufferUnlockBaseAddress(pixelBuffer, 0);
}
So, in this example, the data into a image (videobuffer) is added to the pixel buffer. Usually, the pixel data is stored in a single row, so for each pixel, we have 4 bytes (represented as 'uint8_t' in this case): First for blue, then green, next red and the last for the alpha value (remember that the original image is in BGRA format).
The pixel buffer works in the same way, so the data is stored in a sigle row (ARGB in this case, as defined with 'kCVPixelFormatType_32ARGB' parameter).
This piece of code reorders the pixel data to match with the pixelbuffer configuration:
memcpy(&pixelBufferData[0], &videobuffertmp[3], sizeof(uint8_t)); // alpha
memcpy(&pixelBufferData[1], &videobuffertmp[2], sizeof(uint8_t)); // red
memcpy(&pixelBufferData[2], &videobuffertmp[1], sizeof(uint8_t)); // green
memcpy(&pixelBufferData[3], &videobuffertmp[0], sizeof(uint8_t)); // blue
And once we have the pixel added, we can move forward a pixel by:
// Move the buffer pointer to the next pixel
pixelBufferData += 4*sizeof(uint8_t);
videobuffertmp += 4*sizeof(uint8_t);
Moving the pointers 4 bytes forward.
If your images are smaller, you can add them in a smaller region, or define an 'if' using the alpha value as target data. For example:
// Add data for all the pixels in the image
for( int row=0 ; row<m_width ; ++row )
{
for( int col=0 ; col<m_height ; ++col )
{
if( videobuffertmp[3] > 10 ) // check alpha channel
{
memcpy(&pixelBufferData[0], &videobuffertmp[3], sizeof(uint8_t)); // alpha
memcpy(&pixelBufferData[1], &videobuffertmp[2], sizeof(uint8_t)); // red
memcpy(&pixelBufferData[2], &videobuffertmp[1], sizeof(uint8_t)); // green
memcpy(&pixelBufferData[3], &videobuffertmp[0], sizeof(uint8_t)); // blue
}
// Move the buffer pointer to the next pixel
pixelBufferData += 4*sizeof(uint8_t);
videobuffertmp += 4*sizeof(uint8_t);
}
}
Related
I need to create a variable length silent "video" (ie its just an image) that I can use in an AVPlayer on ios.
Does anyone know of a way that I can create an AVPlayerItem which simply consists of an image that lasts for n seconds?
If I have to generate a .mov file I would need that file to be very small.
Ok I've gone with writing my own video. It turns out that if you write a video with the image you want at the first and last key frames (and those are the only key frames) then you get a nice compact video that doesn't take "too" long to write.
My code is as follows:
- (CVPixelBufferRef) createPixelBufferOfSize: (CGSize) size fromUIImage: (UIImage*) pImage
{
NSNumber* numYes = [NSNumber numberWithBool: YES];
NSDictionary* pOptions = [NSDictionary dictionaryWithObjectsAndKeys: numYes, kCVPixelBufferCGImageCompatibilityKey,
numYes, kCVPixelBufferCGBitmapContextCompatibilityKey,
nil];
CVPixelBufferRef retBuffer = NULL;
CVReturn status = CVPixelBufferCreate( kCFAllocatorDefault, size.width, size.height, kCVPixelFormatType_32ARGB, (__bridge CFDictionaryRef)pOptions, &retBuffer );
CVPixelBufferLockBaseAddress( retBuffer, 0 );
void* pPixelData = CVPixelBufferGetBaseAddress( retBuffer );
CGColorSpaceRef colourSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate( pPixelData, size.width, size.height, 8, 4 * size.width, colourSpace, (CGBitmapInfo)kCGImageAlphaNoneSkipFirst );
CGSize inSize = pImage.size;
float inAspect = inSize.width / inSize.height;
float outAspect = size.width / size.height;
CGRect drawRect;
if ( inAspect > outAspect )
{
float scale = inSize.width / size.width;
CGSize outSize = CGSizeMake( size.width, inSize.height / scale );
drawRect = CGRectMake( 0, (size.height / 2) - (outSize.height / 2), outSize.width, outSize.height );
}
else
{
float scale = inSize.height / size.height;
CGSize outSize = CGSizeMake( inSize.width / scale, size.height );
drawRect = CGRectMake( (size.width / 2) - (outSize.width / 2), 0, outSize.width, outSize.height );
}
CGContextDrawImage( context, drawRect, [pImage CGImage] );
CGColorSpaceRelease( colourSpace );
CGContextRelease( context );
CVPixelBufferUnlockBaseAddress( retBuffer, 0 );
return retBuffer;
}
- (void) writeVideo: (NSURL*) pURL withImage: (UIImage*) pImage ofLength: (NSTimeInterval) length
{
[[NSFileManager defaultManager] removeItemAtURL: pURL error: nil];
NSError* pError = nil;
AVAssetWriter* pAssetWriter = [AVAssetWriter assetWriterWithURL: pURL fileType: AVFileTypeQuickTimeMovie error: &pError];
const int kVidWidth = 1920;//pImage.size.width;
const int kVidHeight = 1080;//pImage.size.height;
NSNumber* numVidWidth = [NSNumber numberWithInt: kVidWidth];
NSNumber* numVidHeight = [NSNumber numberWithInt: kVidHeight];
NSDictionary* pVideoSettings = [NSDictionary dictionaryWithObjectsAndKeys: AVVideoCodecH264, AVVideoCodecKey,
numVidWidth, AVVideoWidthKey,
numVidHeight, AVVideoHeightKey,
nil];
AVAssetWriterInput* pAssetWriterInput = [AVAssetWriterInput assetWriterInputWithMediaType: AVMediaTypeVideo
outputSettings: pVideoSettings];
[pAssetWriter addInput: pAssetWriterInput];
AVAssetWriterInputPixelBufferAdaptor* pAssetWriterInputPixelBufferAdaptor =
[AVAssetWriterInputPixelBufferAdaptor assetWriterInputPixelBufferAdaptorWithAssetWriterInput: pAssetWriterInput
sourcePixelBufferAttributes: pVideoSettings];
__block volatile int finished = 0;
[pAssetWriter startWriting];
[pAssetWriter startSessionAtSourceTime: kCMTimeZero];
// Write the image.
CVPixelBufferRef pixelBuffer = [self createPixelBufferOfSize: CGSizeMake( kVidWidth, kVidHeight ) fromUIImage: pImage];
[pAssetWriterInputPixelBufferAdaptor appendPixelBuffer: pixelBuffer withPresentationTime: kCMTimeZero];
[pAssetWriterInputPixelBufferAdaptor appendPixelBuffer: pixelBuffer withPresentationTime: CMTimeMake( length * 1000000, 1000000 )];
CVPixelBufferRelease( pixelBuffer );
[pAssetWriterInput markAsFinished];
// Set end time accurate to micro-seconds.
[pAssetWriter endSessionAtSourceTime: CMTimeMake( length * 1000000, 1000000 )];
[pAssetWriter finishWritingWithCompletionHandler: ^
{
OSAtomicIncrement32( &finished );
}];
// Wait for the writing to complete.
while( finished == 0 )
{
[NSThread sleepForTimeInterval: 0.01];
}
}
You may note that I am setting the video to always be 1920x1080 and letterboxing the image in place.
You can create a .mov video from that image, which plays a very short time, let's say a second, and loop this video with
yourplayer.actionAtItemEnd = AVPlayerActionAtItemEndNone;
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(playerItemDidReachEnd:)
name:AVPlayerItemDidPlayToEndTimeNotification
object:[yourplayer currentItem]];
- (void)playerItemDidReachEnd:(NSNotification *)notification {
[[yourplayer currentItem] seekToTime:kCMTimeZero];
}
If the video has a duration of n seconds, then you can use a counter in your playerItemDidReachEnd method and set a limit.
I am trying to convert a YUV image to CIIMage and ultimately UIImage. I am fairly novice at these and trying to figure out an easy way to do it. From what I have learnt, from iOS6 YUV can be directly used to create CIImage but as I am trying to create it the CIImage is only holding a nil value. My code is like this ->
NSLog(#"Started DrawVideoFrame\n");
CVPixelBufferRef pixelBuffer = NULL;
CVReturn ret = CVPixelBufferCreateWithBytes(
kCFAllocatorDefault, iWidth, iHeight, kCVPixelFormatType_420YpCbCr8BiPlanarFullRange,
lpData, bytesPerRow, 0, 0, 0, &pixelBuffer
);
if(ret != kCVReturnSuccess)
{
NSLog(#"CVPixelBufferRelease Failed");
CVPixelBufferRelease(pixelBuffer);
}
NSDictionary *opt = #{ (id)kCVPixelBufferPixelFormatTypeKey :
#(kCVPixelFormatType_420YpCbCr8BiPlanarFullRange) };
CIImage *cimage = [CIImage imageWithCVPixelBuffer:pixelBuffer options:opt];
NSLog(#"CURRENT CIImage -> %p\n", cimage);
UIImage *image = [UIImage imageWithCIImage:cimage scale:1.0 orientation:UIImageOrientationUp];
NSLog(#"CURRENT UIImage -> %p\n", image);
Here the lpData is the YUV data which is an array of unsigned character.
This also looks interesting : vImageMatrixMultiply, can't find any example on this. Can anyone help me with this?
I have also faced with this similar problem. I was trying to Display YUV(NV12) formatted data to the screen. This solution is working in my project...
//YUV(NV12)-->CIImage--->UIImage Conversion
NSDictionary *pixelAttributes = #{kCVPixelBufferIOSurfacePropertiesKey : #{}};
CVPixelBufferRef pixelBuffer = NULL;
CVReturn result = CVPixelBufferCreate(kCFAllocatorDefault,
640,
480,
kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange,
(__bridge CFDictionaryRef)(pixelAttributes),
&pixelBuffer);
CVPixelBufferLockBaseAddress(pixelBuffer,0);
unsigned char *yDestPlane = CVPixelBufferGetBaseAddressOfPlane(pixelBuffer, 0);
// Here y_ch0 is Y-Plane of YUV(NV12) data.
memcpy(yDestPlane, y_ch0, 640 * 480);
unsigned char *uvDestPlane = CVPixelBufferGetBaseAddressOfPlane(pixelBuffer, 1);
// Here y_ch1 is UV-Plane of YUV(NV12) data.
memcpy(uvDestPlane, y_ch1, 640*480/2);
CVPixelBufferUnlockBaseAddress(pixelBuffer, 0);
if (result != kCVReturnSuccess) {
NSLog(#"Unable to create cvpixelbuffer %d", result);
}
// CIImage Conversion
CIImage *coreImage = [CIImage imageWithCVPixelBuffer:pixelBuffer];
CIContext *MytemporaryContext = [CIContext contextWithOptions:nil];
CGImageRef MyvideoImage = [MytemporaryContext createCGImage:coreImage
fromRect:CGRectMake(0, 0, 640, 480)];
// UIImage Conversion
UIImage *Mynnnimage = [[UIImage alloc] initWithCGImage:MyvideoImage
scale:1.0
orientation:UIImageOrientationRight];
CVPixelBufferRelease(pixelBuffer);
CGImageRelease(MyvideoImage);
Here I am showing data structure of YUV(NV12) data and how we can get the Y-Plane(y_ch0) and UV-Plane(y_ch1) which is used to create CVPixelBufferRef. Let's look at the YUV(NV12) data structure..
If we look at the picture we can get following information about YUV(NV12),
Total Frame Size = Width * Height * 3/2,
Y-Plane Size = Frame Size * 2/3,
UV-Plane size = Frame Size * 1/3,
Data stored in Y-Plane -->{Y1, Y2, Y3, Y4, Y5.....}.
U-Plane-->(U1, V1, U2, V2, U3, V3,......}.
I hope it will be helpful to all. :) Have fun with IOS Development :D
If you have a video frame object that looks like this:
int width,
int height,
unsigned long long time_stamp,
unsigned char *yData,
unsigned char *uData,
unsigned char *vData,
int yStride
int uStride
int vStride
You can use the following to fill up a pixelBuffer:
NSDictionary *pixelAttributes = #{(NSString *)kCVPixelBufferIOSurfacePropertiesKey:#{}};
CVPixelBufferRef pixelBuffer = NULL;
CVReturn result = CVPixelBufferCreate(kCFAllocatorDefault,
width,
height,
kCVPixelFormatType_420YpCbCr8BiPlanarFullRange, // NV12
(__bridge CFDictionaryRef)(pixelAttributes),
&pixelBuffer);
if (result != kCVReturnSuccess) {
NSLog(#"Unable to create cvpixelbuffer %d", result);
}
CVPixelBufferLockBaseAddress(pixelBuffer, 0);
unsigned char *yDestPlane = (unsigned char *)CVPixelBufferGetBaseAddressOfPlane(pixelBuffer, 0);
for (int i = 0, k = 0; i < height; i ++) {
for (int j = 0; j < width; j ++) {
yDestPlane[k++] = yData[j + i * yStride];
}
}
unsigned char *uvDestPlane = (unsigned char *)CVPixelBufferGetBaseAddressOfPlane(pixelBuffer, 1);
for (int i = 0, k = 0; i < height / 2; i ++) {
for (int j = 0; j < width / 2; j ++) {
uvDestPlane[k++] = uData[j + i * uStride];
uvDestPlane[k++] = vData[j + i * vStride];
}
}
Now you can convert it to CIImage:
CIImage *coreImage = [CIImage imageWithCVPixelBuffer:pixelBuffer];
CIContext *tempContext = [CIContext contextWithOptions:nil];
CGImageRef coreImageRef = [tempContext createCGImage:coreImage
fromRect:CGRectMake(0, 0, width, height)];
And UIImage if you need that. (image orientation can vary depending on your input)
UIImage *myUIImage = [[UIImage alloc] initWithCGImage:coreImageRef
scale:1.0
orientation:UIImageOrientationUp];
Don't forget to release the variables:
CVPixelBufferRelease(pixelBuffer);
CGImageRelease(coreImageRef);
Problem
My AVAssetWriter is failing after appending 5 or so images to it using a AVAssetWriterInputPixelBufferAdaptor, and I have no idea why.
Details
This popular question helped but isn't working for my needs:
How do I export UIImage array as a movie?
Everything works as planned, I even delay the assetWriterInput until it can handle more media.
But for some reason, it always fails after 5 or so images. The images I'm using are extracted frames from a GIF
Code
Here is my iteration code:
-(void)writeImageData
{
__block int i = 0;
videoQueue = dispatch_queue_create("com.videoQueue", DISPATCH_QUEUE_SERIAL);
[self.writerInput requestMediaDataWhenReadyOnQueue:dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_HIGH, 0) usingBlock:^{
while (self.writerInput.readyForMoreMediaData) {
if (i >= self.imageRefs.count){
[self endSession];
videoQueue = nil;
[self saveToLibraryWithCompletion:^{
NSLog(#"Saved");
}];
break;
}
if (self.writerInput.readyForMoreMediaData){
CGImageRef imageRef = (__bridge CGImageRef)self.imageRefs[i];
CVPixelBufferRef buffer = [self pixelBufferFromCGImageRef:imageRef];
CGFloat timeScale = (CGFloat)self.imageRefs.count / self.originalDuration;
BOOL accepted = [self.adaptor appendPixelBuffer:buffer withPresentationTime:CMTimeMake(i, timeScale)];
CVBufferRelease(buffer);
if (!accepted){
NSLog(#"Buffer did not add %#, index %d, timescale %f", self.writer.error, i, timeScale);
}else{
NSLog(#"Buffer did nothing wrong");
}
i++;
}
}
}];
}
My other bits of code match the code from the Link above. This is only slightly different:
-(CVPixelBufferRef)pixelBufferFromCGImageRef:(CGImageRef)image
{
NSDictionary *options = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:YES], kCVPixelBufferCGImageCompatibilityKey,
[NSNumber numberWithBool:YES], kCVPixelBufferCGBitmapContextCompatibilityKey,
nil];
CVPixelBufferRef pxbuffer = NULL;
CGFloat width = 640;
CGFloat height = 640;
CVReturn status = CVPixelBufferCreate(kCFAllocatorDefault, width,
height, kCVPixelFormatType_32ARGB, (__bridge CFDictionaryRef) options,
&pxbuffer);
NSParameterAssert(status == kCVReturnSuccess && pxbuffer != NULL);
CVPixelBufferLockBaseAddress(pxbuffer, 0);
void *pxdata = CVPixelBufferGetBaseAddress(pxbuffer);
NSParameterAssert(pxdata != NULL);
CGColorSpaceRef rgbColorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(pxdata, width,
height, 8, 4*width, rgbColorSpace,
kCGImageAlphaNoneSkipFirst);
NSParameterAssert(context);
CGContextDrawImage(context, CGRectMake(0, 0, width,
height), image);
CGColorSpaceRelease(rgbColorSpace);
CGContextRelease(context);
CVPixelBufferUnlockBaseAddress(pxbuffer, 0);
return pxbuffer;
}
One thing that stands out to me is your use of CMTimeMake(adjustedTime, 1).
You need to calculate the time of each frame properly. Note that CMTime takes two integers, and passing them as floating point values in truncates them.
The second issue is that you weren't using your serial dispatch queue :)
Here is how I implement the AVCaptureVideoDataOutputSampleBufferDelegate:
CVPixelBufferRef pixelBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
OSType format = CVPixelBufferGetPixelFormatType(pixelBuffer);
CGRect videoRect = CGRectMake(0.0f, 0.0f, CVPixelBufferGetWidth(pixelBuffer), CVPixelBufferGetHeight(pixelBuffer));
AVCaptureVideoOrientation videoOrientation = [[[_captureOutput connections] objectAtIndex:0] videoOrientation];
CVPixelBufferLockBaseAddress(pixelBuffer, 0);
void *baseaddress = CVPixelBufferGetBaseAddressOfPlane(pixelBuffer, 0);
cv::Mat my_mat = cv::Mat(videoRect.size.height, videoRect.size.width, NULL, baseaddress, 0); //<<<<----HERE
CVPixelBufferUnlockBaseAddress(pixelBuffer, 0);
Here is how I set the capture format the format:
OSType format = kCVPixelFormatType_32BGRA;
// Check YUV format is available before selecting it (iPhone 3 does not support it)
if ([_captureOutput.availableVideoCVPixelFormatTypes containsObject:
[NSNumber numberWithInt:kCVPixelFormatType_420YpCbCr8BiPlanarFullRange]]) {
format = kCVPixelFormatType_420YpCbCr8BiPlanarFullRange;
}
_captureOutput.videoSettings = [NSDictionary dictionaryWithObject:[NSNumber numberWithUnsignedInt:format]
forKey:(id)kCVPixelBufferPixelFormatTypeKey];
The problem happens because of NULL passed as 3rd parameter. It should be CV_8UC4 for 4-channel image:
cv::Mat my_mat = cv::Mat(videoRect.size.height, videoRect.size.width, CV_8UC4, baseaddress);
I tried to answer this in the original thread however SO would not let me. Hopefully someone with more authority can merge this into the original question.
OK here is a more complete answer. First, setup the capture:
// Create capture session
self.captureSession = [[AVCaptureSession alloc] init];
[self.captureSession setSessionPreset:AVCaptureSessionPresetPhoto];
// Setup capture input
self.inputDevice = [AVCaptureDevice defaultDeviceWithMediaType:AVMediaTypeVideo];
AVCaptureDeviceInput *captureInput = [AVCaptureDeviceInput deviceInputWithDevice:self.inputDevice
error:nil];
[self.captureSession addInput:captureInput];
// Setup video processing (capture output)
AVCaptureVideoDataOutput *captureOutput = [[AVCaptureVideoDataOutput alloc] init];
// Don't add frames to the queue if frames are already processing
captureOutput.alwaysDiscardsLateVideoFrames = YES;
// Create a serial queue to handle processing of frames
_videoQueue = dispatch_queue_create("cameraQueue", NULL);
[captureOutput setSampleBufferDelegate:self queue:_videoQueue];
// Set the video output to store frame in YUV
NSString* key = (NSString*)kCVPixelBufferPixelFormatTypeKey;
NSNumber* value = [NSNumber numberWithUnsignedInt:kCVPixelFormatType_420YpCbCr8BiPlanarFullRange];
NSDictionary* videoSettings = [NSDictionary dictionaryWithObject:value forKey:key];
[captureOutput setVideoSettings:videoSettings];
[self.captureSession addOutput:captureOutput];
OK now the implementation for the delegate/callback:
- (void)captureOutput:(AVCaptureOutput *)captureOutput
didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer
fromConnection:(AVCaptureConnection *)connection
{
// Create autorelease pool because we are not in the main_queue
#autoreleasepool {
CVImageBufferRef imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
//Lock the imagebuffer
CVPixelBufferLockBaseAddress(imageBuffer,0);
// Get information about the image
uint8_t *baseAddress = (uint8_t *)CVPixelBufferGetBaseAddress(imageBuffer);
// size_t bytesPerRow = CVPixelBufferGetBytesPerRow(imageBuffer);
size_t width = CVPixelBufferGetWidth(imageBuffer);
size_t height = CVPixelBufferGetHeight(imageBuffer);
size_t bytesPerRow = CVPixelBufferGetBytesPerRow(imageBuffer);
CVPlanarPixelBufferInfo_YCbCrBiPlanar *bufferInfo = (CVPlanarPixelBufferInfo_YCbCrBiPlanar *)baseAddress;
// This just moved the pointer past the offset
baseAddress = (uint8_t *)CVPixelBufferGetBaseAddressOfPlane(imageBuffer, 0);
// convert the image
_prefImageView.image = [self makeUIImage:baseAddress bufferInfo:bufferInfo width:width height:height bytesPerRow:bytesPerRow];
// Update the display with the captured image for DEBUG purposes
dispatch_async(dispatch_get_main_queue(), ^{
[_myMainView.yUVImage setImage:_prefImageView.image];
});
}
and finally here is the method to convert from YUV to a UIImage
- (UIImage *)makeUIImage:(uint8_t *)inBaseAddress bufferInfo:(CVPlanarPixelBufferInfo_YCbCrBiPlanar *)inBufferInfo width:(size_t)inWidth height:(size_t)inHeight bytesPerRow:(size_t)inBytesPerRow {
NSUInteger yPitch = EndianU32_BtoN(inBufferInfo->componentInfoY.rowBytes);
uint8_t *rgbBuffer = (uint8_t *)malloc(inWidth * inHeight * 4);
uint8_t *yBuffer = (uint8_t *)inBaseAddress;
uint8_t val;
int bytesPerPixel = 4;
// for each byte in the input buffer, fill in the output buffer with four bytes
// the first byte is the Alpha channel, then the next three contain the same
// value of the input buffer
for(int y = 0; y < inHeight*inWidth; y++)
{
val = yBuffer[y];
// Alpha channel
rgbBuffer[(y*bytesPerPixel)] = 0xff;
// next three bytes same as input
rgbBuffer[(y*bytesPerPixel)+1] = rgbBuffer[(y*bytesPerPixel)+2] = rgbBuffer[y*bytesPerPixel+3] = val;
}
// Create a device-dependent RGB color space
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(rgbBuffer, yPitch, inHeight, 8,
yPitch*bytesPerPixel, colorSpace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedLast);
CGImageRef quartzImage = CGBitmapContextCreateImage(context);
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
UIImage *image = [UIImage imageWithCGImage:quartzImage];
CGImageRelease(quartzImage);
free(rgbBuffer);
return image;
}
You will also need to #import "Endian.h"
Note that the call to CGBitmapContextCreate is much more tricky that I expected. I'm not very savvy on video processing at all however this call stumped me for a while. Then when it finally worked it was like magic.
Background info: #Michaelg's version only accesses the y buffer so you only get luminance and not color. It also has a buffer overrun bug if the pitch in the buffers and the number of pixels don't match (padding bytes at the end of a line for whatever reason). The background on what is occurring here is that this is a planar image format which allocates one byte per pixel for luminance and 2 bytes per 4 pixels for color information. Rather than being stored continuously in memory these are stored as "planes" where the Y or luminance plane has its own block of memory and the CbCr or color plane also has its own block of memory. The CbCr plane consists of 1/4 the number of samples (half height and width) of the Y plane and each pixel in the CbCr plane corresponds to a 2x2 block in the Y plane. Hopefully this background helps.
edit: Both his version and my old version had the potential to overrun buffers and would not work if the rows in the image buffer have padding bytes at the end of each row. Furthermore my cbcr plane buffer was not created with the correct offset. To do this correctly you should always use the core video functions such as CVPixelBufferGetWidthOfPlane and CVPixelBufferGetBaseAddressOfPlane. This will ensure that you are correctly interpreting the buffer and it will work regardless of whether the buffer has a header and whether you screw up the pointer math. You should use the row sizes from Apple's functions and the buffer base address from their functions also. These are documented at: https://developer.apple.com/library/prerelease/ios/documentation/QuartzCore/Reference/CVPixelBufferRef/index.html Note that while this version here makes some use of Apple's functions and some use of the header it is best to only use Apple's functions. I may update this in the future to not use the header at all.
This will convert a kcvpixelformattype_420ypcbcr8biplanarfullrange buffer buffer into a UIImage which you can then use.
First, setup the capture:
// Create capture session
self.captureSession = [[AVCaptureSession alloc] init];
[self.captureSession setSessionPreset:AVCaptureSessionPresetPhoto];
// Setup capture input
self.inputDevice = [AVCaptureDevice defaultDeviceWithMediaType:AVMediaTypeVideo];
AVCaptureDeviceInput *captureInput = [AVCaptureDeviceInput deviceInputWithDevice:self.inputDevice
error:nil];
[self.captureSession addInput:captureInput];
// Setup video processing (capture output)
AVCaptureVideoDataOutput *captureOutput = [[AVCaptureVideoDataOutput alloc] init];
// Don't add frames to the queue if frames are already processing
captureOutput.alwaysDiscardsLateVideoFrames = YES;
// Create a serial queue to handle processing of frames
_videoQueue = dispatch_queue_create("cameraQueue", NULL);
[captureOutput setSampleBufferDelegate:self queue:_videoQueue];
// Set the video output to store frame in YUV
NSString* key = (NSString*)kCVPixelBufferPixelFormatTypeKey;
NSNumber* value = [NSNumber numberWithUnsignedInt:kCVPixelFormatType_420YpCbCr8BiPlanarFullRange];
NSDictionary* videoSettings = [NSDictionary dictionaryWithObject:value forKey:key];
[captureOutput setVideoSettings:videoSettings];
[self.captureSession addOutput:captureOutput];
OK now the implementation for the delegate/callback:
- (void)captureOutput:(AVCaptureOutput *)captureOutput
didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer
fromConnection:(AVCaptureConnection *)connection
{
// Create autorelease pool because we are not in the main_queue
#autoreleasepool {
CVImageBufferRef imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
//Lock the imagebuffer
CVPixelBufferLockBaseAddress(imageBuffer,0);
// Get information about the image
uint8_t *baseAddress = (uint8_t *)CVPixelBufferGetBaseAddress(imageBuffer);
// size_t bytesPerRow = CVPixelBufferGetBytesPerRow(imageBuffer);
size_t width = CVPixelBufferGetWidth(imageBuffer);
size_t height = CVPixelBufferGetHeight(imageBuffer);
size_t bytesPerRow = CVPixelBufferGetBytesPerRow(imageBuffer);
CVPlanarPixelBufferInfo_YCbCrBiPlanar *bufferInfo = (CVPlanarPixelBufferInfo_YCbCrBiPlanar *)baseAddress;
//get the cbrbuffer base address
uint8_t* cbrBuff = (uint8_t *)CVPixelBufferGetBaseAddressOfPlane(imageBuffer, 1);
// This just moved the pointer past the offset
baseAddress = (uint8_t *)CVPixelBufferGetBaseAddressOfPlane(imageBuffer, 0);
// convert the image
_prefImageView.image = [self makeUIImage:baseAddress cBCrBuffer:cbrBuff bufferInfo:bufferInfo width:width height:height bytesPerRow:bytesPerRow];
// Update the display with the captured image for DEBUG purposes
dispatch_async(dispatch_get_main_queue(), ^{
[_myMainView.yUVImage setImage:_prefImageView.image];
});
}
and finally here is the method to convert from YUV to a UIImage
- (UIImage *)makeUIImage:(uint8_t *)inBaseAddress cBCrBuffer:(uint8_t*)cbCrBuffer bufferInfo:(CVPlanarPixelBufferInfo_YCbCrBiPlanar *)inBufferInfo width:(size_t)inWidth height:(size_t)inHeight bytesPerRow:(size_t)inBytesPerRow {
NSUInteger yPitch = EndianU32_BtoN(inBufferInfo->componentInfoY.rowBytes);
NSUInteger cbCrOffset = EndianU32_BtoN(inBufferInfo->componentInfoCbCr.offset);
uint8_t *rgbBuffer = (uint8_t *)malloc(inWidth * inHeight * 4);
NSUInteger cbCrPitch = EndianU32_BtoN(inBufferInfo->componentInfoCbCr.rowBytes);
uint8_t *yBuffer = (uint8_t *)inBaseAddress;
//uint8_t *cbCrBuffer = inBaseAddress + cbCrOffset;
uint8_t val;
int bytesPerPixel = 4;
for(int y = 0; y < inHeight; y++)
{
uint8_t *rgbBufferLine = &rgbBuffer[y * inWidth * bytesPerPixel];
uint8_t *yBufferLine = &yBuffer[y * yPitch];
uint8_t *cbCrBufferLine = &cbCrBuffer[(y >> 1) * cbCrPitch];
for(int x = 0; x < inWidth; x++)
{
int16_t y = yBufferLine[x];
int16_t cb = cbCrBufferLine[x & ~1] - 128;
int16_t cr = cbCrBufferLine[x | 1] - 128;
uint8_t *rgbOutput = &rgbBufferLine[x*bytesPerPixel];
int16_t r = (int16_t)roundf( y + cr * 1.4 );
int16_t g = (int16_t)roundf( y + cb * -0.343 + cr * -0.711 );
int16_t b = (int16_t)roundf( y + cb * 1.765);
//ABGR
rgbOutput[0] = 0xff;
rgbOutput[1] = clamp(b);
rgbOutput[2] = clamp(g);
rgbOutput[3] = clamp(r);
}
}
// Create a device-dependent RGB color space
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
NSLog(#"ypitch:%lu inHeight:%zu bytesPerPixel:%d",(unsigned long)yPitch,inHeight,bytesPerPixel);
NSLog(#"cbcrPitch:%lu",cbCrPitch);
CGContextRef context = CGBitmapContextCreate(rgbBuffer, inWidth, inHeight, 8,
inWidth*bytesPerPixel, colorSpace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedLast);
CGImageRef quartzImage = CGBitmapContextCreateImage(context);
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
UIImage *image = [UIImage imageWithCGImage:quartzImage];
CGImageRelease(quartzImage);
free(rgbBuffer);
return image;
}
You will also need to #import "Endian.h" and the define #define clamp(a) (a>255?255:(a<0?0:a));
Note that the call to CGBitmapContextCreate is much more tricky that I expected. I'm not very savvy on video processing at all however this call stumped me for a while. Then when it finally worked it was like magic.