I have an AVCaptureSession running with an AVCaptureVideoPreviewLayer.
I can see the video so I know it\'s working.
However, I\'d like to have a collection v
I ran into the same problem of needing multiple live views displayed at the same time. The answer of using UIImage above was too slow for what I needed. Here are the two solutions I found:
The first option is to use a CAReplicatorLayer to duplicate the layer automatically. As the docs say, it will automatically create "...a specified number of copies of its sublayers (the source layer), each copy potentially having geometric, temporal and color transformations applied to it."
This is super useful if there isn't a lot of interaction with the live previews besides simple geometric or color transformations (Think Photo Booth). I have most often seen the CAReplicatorLayer used as a way to create the 'reflection' effect.
Here is some sample code to replicate a CACaptureVideoPreviewLayer:
AVCaptureVideoPreviewLayer *previewLayer = [[AVCaptureVideoPreviewLayer alloc] initWithSession:session];
[previewLayer setVideoGravity:AVLayerVideoGravityResizeAspectFill];
[previewLayer setFrame:CGRectMake(0.0, 0.0, self.view.bounds.size.width, self.view.bounds.size.height / 4)];
Note: This will replicate the live preview layer four times.
NSUInteger replicatorInstances = 4;
CAReplicatorLayer *replicatorLayer = [CAReplicatorLayer layer];
replicatorLayer.frame = CGRectMake(0, 0, self.view.bounds.size.width, self.view.bounds.size.height / replicatorInstances);
replicatorLayer.instanceCount = instances;
replicatorLayer.instanceTransform = CATransform3DMakeTranslation(0.0, self.view.bounds.size.height / replicatorInstances, 0.0);
Note: From my experience you need to add the layer you want to replicate to the CAReplicatorLayer as a sublayer.
[replicatorLayer addSublayer:previewLayer];
[self.view.layer addSublayer:replicatorLayer];
A downside to using CAReplicatorLayer is that it handles all placement of the layer replications. So it will apply any set transformations to each instance and and it will all be contained within itself. E.g. There would be no way to have a replication of a AVCaptureVideoPreviewLayer on two separate cells.
This method, albeit a tad more complex, solves the above mentioned downside of CAReplicatorLayer. By manually rendering the live previews, you are able to render as many views as you want. Granted, performance might be affected.
Note: There might be other ways to render the SampleBuffer but I chose OpenGL because of its performance. Code was inspired and altered from CIFunHouse.
Here is how I implemented it:
_eaglContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
// Note: must be done after the all your GLKViews are properly set up
_ciContext = [CIContext contextWithEAGLContext:_eaglContext
options:@{kCIContextWorkingColorSpace : [NSNull null]}];
This queue will be used for the session and delegate.
self.captureSessionQueue = dispatch_queue_create("capture_session_queue", NULL);
Note: I have removed all device capability checks to make this more readable.
dispatch_async(self.captureSessionQueue, ^(void) {
NSError *error = nil;
// get the input device and also validate the settings
NSArray *videoDevices = [AVCaptureDevice devicesWithMediaType:AVMediaTypeVideo];
AVCaptureDevice *_videoDevice = nil;
if (!_videoDevice) {
_videoDevice = [videoDevices objectAtIndex:0];
}
// obtain device input
AVCaptureDeviceInput *videoDeviceInput = [AVCaptureDeviceInput deviceInputWithDevice:self.videoDevice error:&error];
// obtain the preset and validate the preset
NSString *preset = AVCaptureSessionPresetMedium;
// CoreImage wants BGRA pixel format
NSDictionary *outputSettings = @{(id)kCVPixelBufferPixelFormatTypeKey : @(kCVPixelFormatType_32BGRA)};
// create the capture session
self.captureSession = [[AVCaptureSession alloc] init];
self.captureSession.sessionPreset = preset;
:
Note: The following code is the 'magic code'. It is where we are create and add a DataOutput to the AVSession so we can intercept the camera frames using the delegate. This is the breakthrough I needed to figure out how to solve the problem.
:
// create and configure video data output
AVCaptureVideoDataOutput *videoDataOutput = [[AVCaptureVideoDataOutput alloc] init];
videoDataOutput.videoSettings = outputSettings;
[videoDataOutput setSampleBufferDelegate:self queue:self.captureSessionQueue];
// begin configure capture session
[self.captureSession beginConfiguration];
// connect the video device input and video data and still image outputs
[self.captureSession addInput:videoDeviceInput];
[self.captureSession addOutput:videoDataOutput];
[self.captureSession commitConfiguration];
// then start everything
[self.captureSession startRunning];
});
We are using GLKView to render our live previews. So if you want 4 live previews, then you need 4 GLKView.
self.livePreviewView = [[GLKView alloc] initWithFrame:self.bounds context:self.eaglContext];
self.livePreviewView = NO;
Because the native video image from the back camera is in UIDeviceOrientationLandscapeLeft (i.e. the home button is on the right), we need to apply a clockwise 90 degree transform so that we can draw the video preview as if we were in a landscape-oriented view; if you're using the front camera and you want to have a mirrored preview (so that the user is seeing themselves in the mirror), you need to apply an additional horizontal flip (by concatenating CGAffineTransformMakeScale(-1.0, 1.0) to the rotation transform)
self.livePreviewView.transform = CGAffineTransformMakeRotation(M_PI_2);
self.livePreviewView.frame = self.bounds;
[self addSubview: self.livePreviewView];
Bind the frame buffer to get the frame buffer width and height. The bounds used by CIContext when drawing to a GLKView are in pixels (not points), hence the need to read from the frame buffer's width and height.
[self.livePreviewView bindDrawable];
In addition, since we will be accessing the bounds in another queue (_captureSessionQueue), we want to obtain this piece of information so that we won't be accessing _videoPreviewView's properties from another thread/queue.
_videoPreviewViewBounds = CGRectZero;
_videoPreviewViewBounds.size.width = _videoPreviewView.drawableWidth;
_videoPreviewViewBounds.size.height = _videoPreviewView.drawableHeight;
dispatch_async(dispatch_get_main_queue(), ^(void) {
CGAffineTransform transform = CGAffineTransformMakeRotation(M_PI_2);
// *Horizontally flip here, if using front camera.*
self.livePreviewView.transform = transform;
self.livePreviewView.frame = self.bounds;
});
Note: If you are using the front camera you can horizontally flip the live preview like this:
transform = CGAffineTransformConcat(transform, CGAffineTransformMakeScale(-1.0, 1.0));
After we have the Contexts, Sessions, and GLKViews set up we can now render to our views from the AVCaptureVideoDataOutputSampleBufferDelegate method captureOutput:didOutputSampleBuffer:fromConnection:
- (void)captureOutput:(AVCaptureOutput *)captureOutput didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer fromConnection:(AVCaptureConnection *)connection
{
CMFormatDescriptionRef formatDesc = CMSampleBufferGetFormatDescription(sampleBuffer);
// update the video dimensions information
self.currentVideoDimensions = CMVideoFormatDescriptionGetDimensions(formatDesc);
CVImageBufferRef imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
CIImage *sourceImage = [CIImage imageWithCVPixelBuffer:(CVPixelBufferRef)imageBuffer options:nil];
CGRect sourceExtent = sourceImage.extent;
CGFloat sourceAspect = sourceExtent.size.width / sourceExtent.size.height;
You will need to have a reference to each GLKView and it's videoPreviewViewBounds. For easiness, I will assume they are both contained in a UICollectionViewCell. You will need to alter this for your own use-case.
for(CustomLivePreviewCell *cell in self.livePreviewCells) {
CGFloat previewAspect = cell.videoPreviewViewBounds.size.width / cell.videoPreviewViewBounds.size.height;
// To maintain the aspect radio of the screen size, we clip the video image
CGRect drawRect = sourceExtent;
if (sourceAspect > previewAspect) {
// use full height of the video image, and center crop the width
drawRect.origin.x += (drawRect.size.width - drawRect.size.height * previewAspect) / 2.0;
drawRect.size.width = drawRect.size.height * previewAspect;
} else {
// use full width of the video image, and center crop the height
drawRect.origin.y += (drawRect.size.height - drawRect.size.width / previewAspect) / 2.0;
drawRect.size.height = drawRect.size.width / previewAspect;
}
[cell.livePreviewView bindDrawable];
if (_eaglContext != [EAGLContext currentContext]) {
[EAGLContext setCurrentContext:_eaglContext];
}
// clear eagl view to grey
glClearColor(0.5, 0.5, 0.5, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
// set the blend mode to "source over" so that CI will use that
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
if (sourceImage) {
[_ciContext drawImage:sourceImage inRect:cell.videoPreviewViewBounds fromRect:drawRect];
}
[cell.livePreviewView display];
}
}
This solution lets you have as many live previews as you want using OpenGL to render the buffer of images received from the AVCaptureVideoDataOutputSampleBufferDelegate.
Here is a github project I threw together with both soultions: https://github.com/JohnnySlagle/Multiple-Camera-Feeds
Working in Swift 5 on iOS 13, I implemented a somewhat simpler version of the answer by @Ushan87. For testing purposes, I dragged a new, small UIImageView on top of my existing AVCaptureVideoPreviewLayer. In the ViewController for that window, I added an IBOutlet for the new view and a variable to describe the correct orientation for the camera being used:
@IBOutlet var testView: UIImageView!
private var extOrientation: UIImage.Orientation = .up
I then implemented the AVCaptureVideoDataOutputSampleBufferDelegate as follows:
// MARK: - AVCaptureVideoDataOutputSampleBufferDelegate
extension CameraViewController: AVCaptureVideoDataOutputSampleBufferDelegate {
func captureOutput(_ captureOutput: AVCaptureOutput, didOutput sampleBuffer: CMSampleBuffer, from connection: AVCaptureConnection) {
let imageBuffer: CVPixelBuffer = CMSampleBufferGetImageBuffer(sampleBuffer)!
let ciimage : CIImage = CIImage(cvPixelBuffer: imageBuffer)
let image : UIImage = self.convert(cmage: ciimage)
DispatchQueue.main.sync(execute: {() -> Void in
testView.image = image
})
}
// Convert CIImage to CGImage
func convert(cmage:CIImage) -> UIImage
{
let context:CIContext = CIContext.init(options: nil)
let cgImage:CGImage = context.createCGImage(cmage, from: cmage.extent)!
let image:UIImage = UIImage.init(cgImage: cgImage, scale: 1.0, orientation: extOrientation)
return image
}
For my purposes, the performance was fine. I did not notice any lagginess in the new view.
You can't have multiple previews. Only one output stream as the Apple AVFundation says. I've tried many ways but you just can't.
Simply set the contents of the preview layer to another CALayer:
CGImageRef cgImage = (__bridge CGImage)self.previewLayer.contents; self.duplicateLayer.contents = (__bridge id)cgImage;
You can do this with the contents of any Metal or OpenGL layer. There was no increase in memory usage or CPU load on my end, either. You're not duplicating anything but a tiny pointer. That's not so with these other "solutions."
I have a sample project that you can download that displays 20 preview layers at the same time from a single camera feed. Each layer has a different effect applied to our.
You can watch a video of the app running, as well as download the source code at:
https://demonicactivity.blogspot.com/2017/05/developer-iphone-video-camera-wall.html?m=1
implement the AVCaptureSession delegate method which is
- (void)captureOutput:(AVCaptureOutput *)captureOutput didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer fromConnection:(AVCaptureConnection *)connection
using this you can get the sample buffer output of each and every video frame. Using the buffer output you can create an image using the method below.
- (UIImage *) imageFromSampleBuffer:(CMSampleBufferRef) sampleBuffer
{
// Get a CMSampleBuffer's Core Video image buffer for the media data
CVImageBufferRef imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
// Lock the base address of the pixel buffer
CVPixelBufferLockBaseAddress(imageBuffer, 0);
// Get the number of bytes per row for the pixel buffer
void *baseAddress = CVPixelBufferGetBaseAddress(imageBuffer);
// Get the number of bytes per row for the pixel buffer
size_t bytesPerRow = CVPixelBufferGetBytesPerRow(imageBuffer);
// Get the pixel buffer width and height
size_t width = CVPixelBufferGetWidth(imageBuffer);
size_t height = CVPixelBufferGetHeight(imageBuffer);
// Create a device-dependent RGB color space
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
// Create a bitmap graphics context with the sample buffer data
CGContextRef context = CGBitmapContextCreate(baseAddress, width, height, 8,
bytesPerRow, colorSpace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst);
// Create a Quartz image from the pixel data in the bitmap graphics context
CGImageRef quartzImage = CGBitmapContextCreateImage(context);
// Unlock the pixel buffer
CVPixelBufferUnlockBaseAddress(imageBuffer,0);
// Free up the context and color space
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
// Create an image object from the Quartz image
UIImage *image = [UIImage imageWithCGImage:quartzImage scale:1.0 orientation:UIImageOrientationRight];
// Release the Quartz image
CGImageRelease(quartzImage);
return (image);
}
so you can add several imageViews to your view and add these lines inside the delegate method that i have mentioned before:
UIImage *image = [self imageFromSampleBuffer:sampleBuffer];
imageViewOne.image = image;
imageViewTwo.image = image;