我想创建一个简单的 iOS 插件,它可以将纹理绘制到统一的 Texture2D。我已经通过 CreateExternalTexture() 和 UpdateExternalTexture() 完成了它,它工作正常,但我很好奇我是否可以直接从 iOS 端填充 Unity 纹理。这是我的 iOS 插件代码:
//
// testTexturePlugin.m
// Unity-iPhone
//
// Created by user on 18/01/16.
//
//
#import <OpenGLES/ES2/gl.h>
#import <OpenGLES/ES2/glext.h>
#import <UIKit/UIKit.h>
#include "UnityMetalSupport.h"
#include <stdlib.h>
#include <stdint.h>
static UIImage* LoadImage()
{
NSString* imageName = @"logo"; //[NSString stringWithUTF8String: filename];
NSString* imagePath = [[NSBundle mainBundle] pathForResource: imageName ofType: @"png"];
return [UIImage imageWithContentsOfFile: imagePath];
}
// you need to free this pointer
static void* LoadDataFromImage(UIImage* image)
{
CGImageRef imageData = image.CGImage;
unsigned imageW = CGImageGetWidth(imageData);
unsigned imageH = CGImageGetHeight(imageData);
// for the sake of the sample we enforce 128x128 textures
//assert(imageW == 128 && imageH == 128);
void* textureData = ::malloc(imageW * imageH * 4);
::memset(textureData, 0x00, imageW * imageH * 4);
CGContextRef textureContext = CGBitmapContextCreate(textureData, imageW, imageH, 8, imageW * 4, CGImageGetColorSpace(imageData), kCGImageAlphaPremultipliedLast);
CGContextSetBlendMode(textureContext, kCGBlendModeCopy);
CGContextDrawImage(textureContext, CGRectMake(0, 0, imageW, imageH), imageData);
CGContextRelease(textureContext);
return textureData;
}
static void CreateMetalTexture(uintptr_t texRef, void* data, unsigned w, unsigned h)
{
#if defined(__IPHONE_8_0) && !TARGET_IPHONE_SIMULATOR
NSLog(@"texRef iOS = %lu", texRef);
id<MTLTexture> tex = (id<MTLTexture>)(size_t)texRef;
MTLRegion r = MTLRegionMake3D(0, 0, 0, w, h, 1);
[tex replaceRegion: r mipmapLevel: 0 withBytes: data bytesPerRow: w * 4];
#else
#endif
}
extern "C" void FillUnityTexture(uintptr_t texRef)
{
UIImage* image = LoadImage();
void* textureData = LoadDataFromImage(image);
if (UnitySelectedRenderingAPI() == apiMetal)
CreateMetalTexture(texRef, textureData, image.size.width, image.size.height);
::free(textureData);
}
这是 Unity 代码:
using UnityEngine;
using System;
using System.Collections;
using System.Runtime.InteropServices;
public class TextureHandler : MonoBehaviour {
[SerializeField]
private Renderer _mesh;
private Texture2D _meshTexture;
[DllImport("__Internal")]
private static extern void FillUnityTexture(IntPtr texRef);
void Start () {
_meshTexture = new Texture2D(200, 200, TextureFormat.ARGB32, false);
_mesh.material.SetTextureScale ("_MainTex", new Vector2 (-1, -1));
_mesh.material.mainTexture = _meshTexture;
IntPtr texPtr = _meshTexture.GetNativeTexturePtr();
Debug.Log("texPtr Unity = " + texPtr);
FillUnityTexture(texPtr);
}
}
Unity 纹理上的指针正确地传递给 iOS 插件,我检查了。但是我在 iOS 插件的这一行中遇到了崩溃:
[tex replaceRegion: r mipmapLevel: 0 withBytes: data bytesPerRow: w * 4];
我很确定我有这个问题是因为将 Unity 纹理 (uintptr_t) 上的指针错误地转换为 Metal 纹理 (id)。
所以我的问题是 - 如何正确地将指向纹理的指针转换为 MTLTexture?
Best Answer-推荐答案 strong>
我想您应该阅读有关 ARC 的信息。
您可以使用 __bridge_retained 将新创建的 id 对象的所有权转移到 uintptr_t 代码。当您想将 uintptr_t 转换回 id 时,如果您不想将所有权转移回来,请使用 __bridge 或使用 __bridge_transfer 当你这样做时。
关于c# - 将 uintptr_t 转换为 id<MTLTexture>,我们在Stack Overflow上找到一个类似的问题:
https://stackoverflow.com/questions/34854854/
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