IOS Dev Intro - AVCaptureSession with multiple previews

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http://stackoverflow.com/questions/16543075/avcapturesession-with-multiple-previews




AVCaptureSession with multiple previews

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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 view and in each cell add a preview layer so that each cell shows a preview of the video.

If I try to pass the preview layer into the cell and add it as a subLayer then it removes the layer from the other cells so it only ever displays in one cell at a time.

Is there another (better) way of doing this?

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3 Answers

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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:

1. CAReplicatorLayer

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:

Init AVCaptureVideoPreviewLayer

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)];

Init CAReplicatorLayer and set properties

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);

Add Layers

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];

Downsides

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.


2. Manually Rendering SampleBuffer

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:

2.1 Contexts and Session

Setup OpenGL and CoreImage Context

_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]}];

Dispatch Queue

This queue will be used for the session and delegate.

self.captureSessionQueue = dispatch_queue_create("capture_session_queue", NULL);

Init your AVSession & AVCaptureVideoDataOutput

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];});

2.2 OpenGL Views

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));

2.3 Delegate Implementation

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.

3. Sample Code

Here is a github project I threw together with both soultions:https://github.com/JohnnySlagle/Multiple-Camera-Feeds

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2 
Thank you for your answer – souvickcse Aug 7 '14 at 7:24
1 
@souvickcse I hope it helps! :) – Johnny Aug 7 '14 at 17:11
 
After hours of searching, finally found this. Thanks. – Akshit Zaveri Apr 1 '15 at 5:25
 
@Johnny This really helped. But i want to display 1 full screen camera view and one at the right top corner (100,100). I believe that i can achieve it using OpenGL, but not successful yet. Any ideas? – Akshit Zaveri Apr 1 '15 at 10:43
 
@Akshit Zaveri i had same problem if you get any solution please share it. thanks – Chirag D jinjuwadiya Oct 24 '15 at 6:29 
up vote6down vote

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;
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Awesome! Thanks! I didn't use this exact method. I already had multiple views showing the output using the delegate method. Your post helped me realise that I could use this method and have a still image output set up as well for taking photos. So now I have one session with a delegate which posts a notification to update the "previews" and an output for taking full res photos :D Awesome! Thanks. – Fogmeister May 14 '13 at 13:09
 
You are most welcome mate! – Ushan87 May 14 '13 at 13:11 
1 
Actually the method is not a delegate method from AVCaptureSession, it is a delegate from the AVCaptureVideoDataOutputSampleBufferDelegate. I had to add these lines to get this to work:AVCaptureVideoDataOutput *captureOutput = [[AVCaptureVideoDataOutput alloc] init]; [captureOutput setSampleBufferDelegate:self queue:dispatch_get_main_queue()]; [_captureSession addOutput:captureOutput]; – Raphael Jul 29 '14 at 15:21
up vote1down vote

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.

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Ah, ok, thanks. – Fogmeister May 14 '13 at 12:33
2 
@Fogmeister check my answer dude – Ushan87 May 14 '13 at 12:43
 
+1 for being correct but not accepted as there is a way around it using the data delegate methods of the session. – Fogmeister May 14 '13 at 13:21
1 
While it might be true you can't have multiple AVCaptureVideoPreviewLayers or AVCaptureSessions, you can use the AVCaptureAudioDataOutputSampleBufferDelegate to manipulate the sample buffer how you choose.– Johnny Aug 6 '14 at 21:23 

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