I am trying to chroma key a video in ARKit, and I have done very similar to what @Felix has done here: GPUImageView inside SKScene as SKNode material - Playing transparent video on ARKit
But, when the video is supposed to show up (in this case, when an AR reference image is detected) I get a [SceneKit] Error: Cannot get pixel buffer (CVPixelBufferRef)
error and the video no longer plays. It did play before I implemented the chromaKeyMaterial
. Here is my code, starting from just after the AR refernce image is detected:
DispatchQueue.main.async {
let filePath = Bundle.main.path(forResource: "wigz", ofType: "mp4")
let videoURL = NSURL(fileURLWithPath: filePath!)
let player = AVPlayer(url: videoURL as URL)
let spriteKitScene = SKScene(size: CGSize(width: 640, height: 480))
let videoSpriteKitNode = SKVideoNode(avPlayer: player)
let videoNode = SCNNode()
videoNode.geometry = SCNPlane(width: imageAnchor.referenceImage.physicalSize.width,
height: imageAnchor.referenceImage.physicalSize.height)
videoNode.eulerAngles = SCNVector3(-Float.pi/2, 0, 0)
// Use spritekit with videonode inside
spriteKitScene.scaleMode = .aspectFit
videoSpriteKitNode.position = CGPoint(x: spriteKitScene.size.width / 2,
y: spriteKitScene.size.height / 2)
videoSpriteKitNode.size = spriteKitScene.size
videoSpriteKitNode.yScale = -1.0
videoSpriteKitNode.play()
// Loop video
NotificationCenter.default.addObserver(forName: .AVPlayerItemDidPlayToEndTime, object: player.currentItem, queue: .main) { _ in
player.seek(to: kCMTimeZero)
player.play()
}
spriteKitScene.addChild(videoSpriteKitNode)
videoNode.geometry?.firstMaterial?.diffuse.contents = spriteKitScene
videoNode.geometry?.firstMaterial?.isDoubleSided = true
let chromaKeyMaterial = ChromaKeyMaterial()
chromaKeyMaterial.diffuse.contents = player
videoNode.geometry!.materials = [chromaKeyMaterial]
node.addChildNode(videoNode)
self.imageDetectView.scene.rootNode.addChildNode(node)
}
In the ChromaKeyMaterial.swift file, i have changed these lines to:
float maskY = 0.0 * c_colorToReplace.r + 1.0 * c_colorToReplace.g + 0.0 * c_colorToReplace.b;
float maskCr = 0.7132 * (c_colorToReplace.r - maskY);
float maskCb = 0.5647 * (c_colorToReplace.b - maskY);
float Y = 0.0 * textureColor.r + 1.0 * textureColor.g + 0.0 * textureColor.b;
float Cr = 0.7132 * (textureColor.r - Y);
float Cb = 0.5647 * (textureColor.b - Y);
In an effort to chroma key out a pure green, but I am not sure if that is the correct approach.
Any help would be greatly appreciated!