主要代码如下 :
IEnumerator Start()
{ Image_left = new Texture2D(m_videoWidth, m_videoHeight, TextureFormat.ARGB32, false); //在Unity中创建2D纹理 Image_left.filterMode = FilterMode.Point; //设置参数 Image_left.Apply(); GetComponent().material.SetTexture("_mainTex", Image_left); GetComponent().material.SetFloat("_tex_start", 0.0f); GetComponent().material.SetFloat("_tex_end", 1.0f); GetComponent().material.SetFloat("_tex_offset", 0.0f); NativeLib.SetCamTex(Image_left.GetNativeTexturePtr()); //自定义的一个dll插件Nativelib,功能是将Image_left的纹理指针传递到openGL中 yield return StartCoroutine("CallPluginAtEndOfFrames"); } private IEnumerator CallPluginAtEndOfFrames() { while (true) { // Wait until all frame rendering is done yield return new WaitForEndOfFrame(); GL.IssuePluginEvent(1); //重点!!!绘图线程将隐式调用插件DLL中的UnityRenderEvent }
}
/***************************nativelib***********************/
static void* m_TexturePointer ;
void _DLLExport SetCamTex(void* texturePtr){
m_TexturePointer = texturePtr;
}
void _DLLExport UnityRenderEvent(int eventID){
glDisable(GL_CULL_FACE);
...//这里是openGL的东西,随便你设置了
DoRending(); //自定义的渲染函数
}
void DoRending(){
GLuint glTex = (GLuint)(size_t)(m_TexturePointer);//获取纹理指针,下面都是openGL的那一套
glBindTexture(GL_TEXTURE_2D,glTex);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_BGR_EXT, GL_UNSIGNED_BYTE, m_Tex.data);
}