Intro and background:
I have been working on a project for sometime that lets the user do some custom manipulations from their camera (a live feed)
At the moment, I start the capture session in the following way:
var session: AVCaptureSession?
var stillImageOutput: AVCaptureStillImageOutput?
var videoPreviewLayer: AVCaptureVideoPreviewLayer?
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
videoPreviewLayer!.frame = CameraView.bounds
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
session = AVCaptureSession()
session!.sessionPreset = AVCaptureSessionPresetPhoto
let backCamera = AVCaptureDevice.defaultDevice(withMediaType: AVMediaTypeVideo)
var error: NSError?
var input: AVCaptureDeviceInput!
do {
input = try AVCaptureDeviceInput(device: backCamera)
} catch let error1 as NSError {
error = error1
input = nil
}
if error == nil && session!.canAddInput(input) {
session!.addInput(input)
stillImageOutput = AVCaptureStillImageOutput()
stillImageOutput?.outputSettings = [AVVideoCodecKey: AVVideoCodecJPEG]
if session!.canAddOutput(stillImageOutput) {
session!.addOutput(stillImageOutput)
videoPreviewLayer = AVCaptureVideoPreviewLayer(session: session)
videoPreviewLayer!.videoGravity = AVLayerVideoGravityResizeAspect
videoPreviewLayer!.connection?.videoOrientation = AVCaptureVideoOrientation.portrait
CameraView.layer.addSublayer(videoPreviewLayer!)
session!.startRunning()
}
}
}
where CameraView
is the UIView of my viewcontroller. I now have a function called: singleTapped()
that I want to get every frame of the capture, process it, then put into the CameraView frame (Perhaps I should be using a UIImageView instead?)...
Research:
I have looked here and here, as well as many others for getting the frames of the camera, yet these don't necessarily conclude where I need. What's interesting is in the first link I provided: In their answer they have:
self.stillImageOutput.captureStillImageAsynchronouslyFromConnection(self.stillImageOutput.connectionWithMediaType(AVMediaTypeVideo)) { (buffer:CMSampleBuffer!, error:NSError!) -> Void in
var image = AVCaptureStillImageOutput.jpegStillImageNSDataRepresentation(buffer)
var data_image = UIImage(data: image) //THEY EXTRACTED A UIIMAGE HERE
self.imageView.image = data_image
}
which does indeed get a UIImage from the camera, but is this a viable method for 30fps?
Rational and Constraints:
The reason for why I need a UIImage is because I am utilizing a library someone else wrote for transforming a UIImage in a custom way quickly. I want to present this transformation to the user "live".
In conclusion
Please let me know if I am missing something, or if I should reword something. As said above this is my first post, so I am not quite strong with SO nuances. Thanks, and cheers
You should maybe try reconsider using AVCaptureSession. For what you are doing (I assume) you should try using OpenCV. Its a great utility for image manipulations, especially if you are doing so at 30/60fps* (The actual frame rate after processing might, and I guarantee will, be less). Depending on what this manipulation is you have been given, you can easily port that over into XCode using bridging headers or converting everything entirely to C++ for use with OpenCV.
With OpenCV you can call the camera from built-in functions and that can save you lots of processing time and therefore runtime. For example, take a look at this.
I have used OpenCV for similar situations to which you just described, and I think you could benefit. Swift is nice, but sometimes handling certain things are better through other means...