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Forked from tsubaki/LoadTexture.cs
Created March 9, 2016 03:35
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ネイティブプラグインが作成したテクスチャをUnityで使用するサンプル
using UnityEngine;
using System;
using System.Runtime.InteropServices;
public class LoadTexture : MonoBehaviour {
[DllImport ("__Internal")]
private static extern IntPtr CreateTexture(string filename, out int w, out int h);
Texture2D tex = null;
void Start()
{
tex = new Texture2D(128,128, TextureFormat.ARGB32, false);
renderer.material.mainTexture = tex;
}
void OnGUI()
{
// アップデートする場合
if( GUILayout.Button("Push", GUILayout.Width(300), GUILayout.Height(100)))
{
int width, height;
IntPtr ptr = CreateTexture(Application.streamingAssetsPath + "/icon.png", out width, out height);
tex.UpdateExternalTexture(ptr);
}
// 新規にテクスチャ作る場合
if( GUILayout.Button("Push", GUILayout.Width(300), GUILayout.Height(100)))
{
int width, height;
IntPtr ptr = CreateTexture(Application.streamingAssetsPath + "/icon2.png", out width, out height);
Texture2D nativeTexture = Texture2D.CreateExternalTexture( width, height, TextureFormat.ARGB32, false,false,ptr);
tex.UpdateExternalTexture(nativeTexture.GetNativeTexturePtr());
}
}
}
//
// NativePlugins.mm
// Unity-iPhone
//
// Created by tsubaki_t1 on 2014/01/18.
//
extern "C"
{
void* CreateTexture(const char* fileName, int * w, int* h)
{
NSString* imageName = [NSString stringWithUTF8String:fileName];
UIImage* teximage = [[UIImage imageWithContentsOfFile: imageName] retain];
CGImageRef textureImage = teximage.CGImage;
unsigned texWidth = CGImageGetWidth(textureImage);
unsigned texHeight = CGImageGetHeight(textureImage);
*w = (int)texWidth;
*h = (int)texHeight;
GLubyte *textureData = (GLubyte *)malloc(texWidth * texHeight * 4);
CGContextRef textureContext = CGBitmapContextCreate(textureData, texWidth, texHeight, 8, texWidth * 4,
CGImageGetColorSpace(textureImage), kCGImageAlphaPremultipliedLast);
CGContextDrawImage(textureContext, CGRectMake(0.0, 0.0, (float)texWidth, (float)texHeight), textureImage);
CGContextRelease(textureContext);
GLuint texid;
glGenTextures(1, &texid);
glBindTexture(GL_TEXTURE_2D, texid);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texWidth, texHeight, 0, GL_RGBA,GL_UNSIGNED_BYTE, textureData);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
[textureImage release];
free(textureData);
return (void*)(intptr_t)texid;
}
}
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