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Unity と NativePluginの連携について
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using UnityEngine; | |
using System.Collections; | |
using System; | |
using System.Runtime.InteropServices; | |
public class FastImageLoader : MonoBehaviour | |
{ | |
[DllImport("plugin1")] | |
private static extern IntPtr setTexturePtr(IntPtr texturePointer); | |
[DllImport("plugin1")] | |
private static extern IntPtr setTextureData(byte[] textureData); | |
[DllImport("plugin1")] | |
private static extern IntPtr getRenderEventFunc(); | |
Texture2D tex = null; | |
IntPtr ptr; | |
byte[] data; | |
void Start() | |
{ | |
tex = new Texture2D(120, 120, TextureFormat.RGBA32, false); | |
ptr = tex.GetNativeTexturePtr(); | |
Debug.Log(ptr); | |
setTexturePtr(ptr); | |
GetComponent<Renderer>().material.mainTexture = tex; | |
var fileURL = Application.streamingAssetsPath + "/test1.jpg"; | |
StartCoroutine(DownloadTexture(fileURL)); | |
} | |
IEnumerator DownloadTexture(string url) { | |
using(var www = new WWW(url)) { | |
while (!www.isDone) { | |
yield return null; | |
} | |
Debug.Log("Error is " + www.error); | |
Create(www.bytes); | |
data = www.bytes; | |
} | |
} | |
private void OnGUI() | |
{ | |
//画像がロードできたら押す | |
var str = data.Length != 0 ? "DataLoaded": "No"; | |
if (GUILayout.Button(str, GUILayout.Width(300), GUILayout.Height(100))) | |
{ | |
StartCoroutine(Create(data)); | |
} | |
} | |
IEnumerator Create(byte[] data) | |
{ | |
yield return new WaitForEndOfFrame(); | |
setTextureData(data); | |
GL.IssuePluginEvent(getRenderEventFunc(), 0); | |
tex.UpdateExternalTexture(ptr); | |
} | |
} |
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#include <GLES2/gl2.h> | |
#include <GLES/gl.h> | |
#include <malloc.h> | |
#include <android/log.h> | |
extern "C" { | |
using UnityRenderEvent = void(*)(int); | |
namespace | |
{ | |
GLuint texture_; | |
GLubyte* textureData; | |
} | |
void setTexturePtr(void* ptr) | |
{ | |
texture_ = (GLuint)(size_t)ptr; | |
} | |
void setTextureData(void* textureByte){ | |
textureData = (GLubyte *)textureByte; | |
} | |
void SetTexture(){ | |
glGenTextures(1, &texture_); | |
glBindTexture(GL_TEXTURE_2D, texture_); | |
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 120, 120, 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); | |
} | |
void onRenderEvent(int eventId) | |
{ | |
SetTexture(); | |
} | |
UnityRenderEvent getRenderEventFunc() | |
{ | |
return onRenderEvent; | |
} | |
} |
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