Use a custom renderer.
Render the scene using the custom renderer, then get texture from the custom renderer, finally covert that to a CVPixelBufferRef
- (void)viewDidLoad {
[super viewDidLoad];
self.rgbColorSpace = CGColorSpaceCreateDeviceRGB();
self.bytesPerPixel = 4;
self.bitsPerComponent = 8;
self.bitsPerPixel = 32;
self.textureSizeX = 640;
self.textureSizeY = 960;
// Set the view's delegate
self.sceneView.delegate = self;
// Show statistics such as fps and timing information
self.sceneView.showsStatistics = YES;
// Create a new scene
SCNScene *scene = [SCNScene scene];//[SCNScene sceneNamed:@"art.scnassets/ship.scn"];
// Set the scene to the view
self.sceneView.scene = scene;
self.sceneView.preferredFramesPerSecond = 30;
[self setupMetal];
[self setupTexture];
self.renderer.scene = self.sceneView.scene;
}
- (void)setupMetal
{
if (self.sceneView.renderingAPI == SCNRenderingAPIMetal) {
self.device = self.sceneView.device;
self.commandQueue = [self.device newCommandQueue];
self.renderer = [SCNRenderer rendererWithDevice:self.device options:nil];
}
else {
NSAssert(nil, @"Only Support Metal");
}
}
- (void)setupTexture
{
MTLTextureDescriptor *descriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatBGRA8Unorm_sRGB width:self.textureSizeX height:self.textureSizeY mipmapped:NO];
descriptor.usage = MTLTextureUsageShaderRead | MTLTextureUsageRenderTarget;
id<MTLTexture> textureA = [self.device newTextureWithDescriptor:descriptor];
self.offscreenTexture = textureA;
}
- (void)renderer:(id <SCNSceneRenderer>)renderer willRenderScene:(SCNScene *)scene atTime:(NSTimeInterval)time
{
[self doRender];
}
- (void)doRender
{
if (self.rendering) {
return;
}
self.rendering = YES;
CGRect viewport = CGRectMake(0, 0, self.textureSizeX, self.textureSizeY);
id<MTLTexture> texture = self.offscreenTexture;
MTLRenderPassDescriptor *renderPassDescriptor = [MTLRenderPassDescriptor new];
renderPassDescriptor.colorAttachments[0].texture = texture;
renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0, 1, 0, 1.0);
renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
self.renderer.pointOfView = self.sceneView.pointOfView;
[self.renderer renderAtTime:0 viewport:viewport commandBuffer:commandBuffer passDescriptor:renderPassDescriptor];
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer> _Nonnull bf) {
[self.recorder writeFrameForTexture:texture];
self.rendering = NO;
}];
[commandBuffer commit];
}
Then in the recorder, set up the AVAssetWriterInputPixelBufferAdaptor with AVAssetWriter. And convert the texture to CVPixelBufferRef:
- (void)writeFrameForTexture:(id<MTLTexture>)texture {
CVPixelBufferPoolRef pixelBufferPool = self.assetWriterPixelBufferInput.pixelBufferPool;
CVPixelBufferRef pixelBuffer;
CVReturn status = CVPixelBufferPoolCreatePixelBuffer(nil, pixelBufferPool, &pixelBuffer);
CVPixelBufferLockBaseAddress(pixelBuffer, 0);
void *pixelBufferBytes = CVPixelBufferGetBaseAddress(pixelBuffer);
size_t bytesPerRow = CVPixelBufferGetBytesPerRow(pixelBuffer);
MTLRegion region = MTLRegionMake2D(0, 0, texture.width, texture.height);
[texture getBytes:pixelBufferBytes bytesPerRow:bytesPerRow fromRegion:region mipmapLevel:0];
[self.assetWriterPixelBufferInput appendPixelBuffer:pixelBuffer withPresentationTime:presentationTime];
CVPixelBufferUnlockBaseAddress(pixelBuffer, 0);
CVPixelBufferRelease(pixelBuffer);
}
Make sure the custom renderer and the adaptor share the same pixel encoding.
I tested this for the default ship.scn and it and it only consume 30% CPU compared to almost 90% compared to use snapshot method for every frame. And this will not pop up a permission dialog.