I am building an app with AVAssetWriter where i add overlay to a video. It works great when I don't try to add overlays. But when I add overlays the video looks cropped from half (as you can see in the screenshot).
Here is my addOverlayToImage function:
func addOverlayToImage(from filteredImage: UIImage) -> UIImage {
UIGraphicsBeginImageContextWithOptions(self.imageView.frame.size, false, 1.0);
self.imageView.layer.render(in: UIGraphicsGetCurrentContext()!)
let imageWithText = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext();
return imageWithText!
}
I call the function inside captureOutput:
func captureOutput(_ captureOutput: AVCaptureOutput, didOutputSampleBuffer sampleBuffer: CMSampleBuffer!, from connection: AVCaptureConnection) {
self.bufferVideoQueue.async() {
let imageWithOverlay = self.addOverlayToImage(from: self.filteredImage)
let buffer = self.imageToBuffer(from: imageWithOverlay)
self.assetWriterPixelBufferInput?.append(buffer!, withPresentationTime: self.currentTime)
}
}
And the imageToBuffer function:
func imageToBuffer(from image: UIImage) -> CVPixelBuffer? {
let attrs = [
String(kCVPixelBufferCGImageCompatibilityKey) : kCFBooleanTrue,
String(kCVPixelBufferCGBitmapContextCompatibilityKey) : kCFBooleanTrue
] as [String : Any]
var buffer : CVPixelBuffer?
let status = CVPixelBufferCreate(kCFAllocatorDefault, Int(image.size.width), Int(image.size.height), kCVPixelFormatType_32ARGB, attrs as CFDictionary, &buffer)
guard (status == kCVReturnSuccess) else {
return nil
}
CVPixelBufferLockBaseAddress(buffer!, CVPixelBufferLockFlags(rawValue: 0))
let pixelData = CVPixelBufferGetBaseAddress(buffer!)
let rgbColorSpace = CGColorSpaceCreateDeviceRGB()
let context = CGContext(data: pixelData, width: Int(image.size.width), height: Int(image.size.height), bitsPerComponent: 8, bytesPerRow: CVPixelBufferGetBytesPerRow(buffer!), space: rgbColorSpace, bitmapInfo: CGImageAlphaInfo.noneSkipFirst.rawValue)
context?.translateBy(x: 0, y: image.size.height)
context?.scaleBy(x: 1.0, y: -1.0)
UIGraphicsPushContext(context!)
image.draw(in: CGRect(x: 0, y: 0, width: image.size.width, height: image.size.height))
UIGraphicsPopContext()
CVPixelBufferUnlockBaseAddress(buffer!, CVPixelBufferLockFlags(rawValue: 0))
return buffer
}
And a screenshot from the video:
addOverlayToImage(...)
? If you're calling it every time per frame then the device might not be getting enough time to render each frame. – EmilioPelaez