//为了让dll导出函数,需要在每一个需要被导出的函数前面加上标识符:
__declspec(dllexport)
//在编译链接时,C++会按照自己的规则篡改函数的名称,这一过程称为“名字改编”。这会导致不同的编译器、不同的语言下调用dll发生问题。因此我们希望动态链接库文件在编译时,导出函数的名称不要发生变化。
为了实现这一目的,可以在定义导出函数时加上限定符:
extern “C”
(1) TryTry.cpp中添加如下语句:
#include<opencv2/opencv.hpp>
using namespace cv;
//..\..\UnityActivate\VSActivateUnity.exe
#define EXPORT_API __declspec(dllexport)
VideoCapture my_cameraRight;
VideoCapture my_cameraLeft;
//Mat image, imageR, imageL;
int m_width = 640;
int m_height = 480;
extern "C" bool EXPORT_API openCamera()
{
bool my_open = false;
while (!my_cameraRight.isOpened() && !my_cameraLeft.isOpened())
{
//std::cout << "Cannot open the camera!" << std::endl;
my_cameraRight.open(0);
my_cameraLeft.open(1);
}
if (my_cameraRight.isOpened() && my_cameraLeft.isOpened())
{
my_cameraRight.set(CV_CAP_PROP_FRAME_WIDTH, m_width);
my_cameraRight.set(CV_CAP_PROP_FRAME_HEIGHT, m_height);
my_cameraLeft.set(CV_CAP_PROP_FRAME_WIDTH, m_width);
my_cameraLeft.set(CV_CAP_PROP_FRAME_HEIGHT, m_height);
my_open = true;
}
return my_open;
}
extern "C" void EXPORT_API recieveFrameRight(uchar* texturePtrRight)
{
Mat my_frameBGR_Right;
Mat my_frameRBG_Right;
my_cameraRight >> my_frameBGR_Right;
if (my_frameBGR_Right.data )
{
cvtColor(my_frameBGR_Right, my_frameRBG_Right, CV_BGR2RGB);
memcpy(texturePtrRight, my_frameRBG_Right.data, my_frameRBG_Right.cols*my_frameRBG_Right.rows*my_frameRBG_Right.channels()*sizeof(uchar));
}
}
extern "C" void EXPORT_API recieveFrameLeft( uchar* texturePtrLeft)
{
Mat my_frameBGR_Left;
Mat my_frameRBG_Left;
my_cameraLeft >> my_frameBGR_Left;
if ( my_frameBGR_Left.data)
{
cvtColor(my_frameBGR_Left, my_frameRBG_Left, CV_BGR2RGB);
memcpy(texturePtrLeft, my_frameRBG_Left.data, my_frameRBG_Left.cols*my_frameRBG_Left.rows*my_frameRBG_Left.channels()*sizeof(uchar));
}
}
extern "C" void EXPORT_API closeCamera()
{
if (my_cameraRight.isOpened() && my_cameraLeft.isOpened())
{
my_cameraRight.release();
my_cameraLeft.release();
}
}
(2)在Unity中编写TryTryDllLeft和TryTryDllRight两个C#脚本如下,分别挂在PlaneLeft、PlaneRight两个GameObject上
①TryTryDllLeft
using UnityEngine;
using System.Collections;
using System.Runtime.InteropServices;//用c++中dll文件需要引入
public class TryTryDllLeft : MonoBehaviour
{
[DllImport("OpenDoubleCamera")]
public static extern bool openCamera();
[DllImport("OpenDoubleCamera")]
public static extern void recieveFrameRight(byte[] imageData);
[DllImport("OpenDoubleCamera")]
public static extern void closeCamera();
public bool IsOpen = false;
public byte[] imageData;
public Texture2D tex;
public int Width = 640;
public int Length = 480;
// Use this for initialization
void Start()
{
//open one camera
IsOpen = openCamera();
if (IsOpen)
{
imageData = new byte[Length * Width * 3];
tex = new Texture2D(Width, Length, TextureFormat.RGB24, false);
}
}
// Update is called once per frame
void Update()
{
//update one camera
if (IsOpen)
{
recieveFrameRight(imageData);
tex.LoadRawTextureData(imageData);
tex.Apply();
GetComponent<Renderer>().material.mainTexture = tex;
}
}
void OnGUI()
{
if (!IsOpen)
{
//string myword = "打开相机失败!";
string myword = "camera pause for a while!";
GUI.TextArea(new Rect(200, 100, 200, 50), myword, new GUIStyle());
}
//to get the button
GUI.color = Color.yellow;
GUI.backgroundColor = Color.red;
if (GUI.Button(new Rect(40, 50, 60, 30), "continue"))
{
IsOpen = true;
}
GUI.color = Color.white;
GUI.backgroundColor = Color.green;
if (GUI.Button(new Rect(40, 100, 60, 30), "pause"))
{
IsOpen = false;
}
GUI.color = Color.white;
GUI.backgroundColor = Color.blue;
if (GUI.Button(new Rect(40, 150, 60, 30), "close"))
{
closeCamera();
}
}
}
②TryTryDllRight
using UnityEngine;
using System.Collections;
using System.Runtime.InteropServices;//用c++中dll文件需要引入
public class TryTryDllRight : MonoBehaviour
{
[DllImport("OpenDoubleCamera")]
public static extern bool openCamera();
[DllImport("OpenDoubleCamera")]
public static extern void recieveFrameLeft(byte[] imageData);
[DllImport("OpenDoubleCamera")]
public static extern void closeCamera();
public bool IsOpen = false;
public byte[] imageData;
public Texture2D tex;
public int Width = 640;
public int Length = 480;
// Use this for initialization
void Start()
{
//open one camera
IsOpen = openCamera();
if (IsOpen)
{
imageData = new byte[Length * Width * 3];
tex = new Texture2D(Width, Length, TextureFormat.RGB24, false);
}
}
// Update is called once per frame
void Update()
{
//update one camera
if (IsOpen)
{
recieveFrameLeft(imageData);
tex.LoadRawTextureData(imageData);
tex.Apply();
GetComponent<Renderer>().material.mainTexture = tex;
}
}
void OnGUI()
{
if (!IsOpen)
{
//string myword = "打开相机失败!";
string myword = "camera pause for a while!";
GUI.TextArea(new Rect(900, 100, 200, 50), myword, new GUIStyle());
}
//to get the button
GUI.color = Color.yellow;
GUI.backgroundColor = Color.red;
if (GUI.Button(new Rect(1200, 50, 60, 30), "continue"))
{
IsOpen = true;
}
GUI.color = Color.white;
GUI.backgroundColor = Color.green;
if (GUI.Button(new Rect(1200, 100, 60, 30), "pause"))
{
IsOpen = false;
}
GUI.color = Color.white;
GUI.backgroundColor = Color.blue;
if (GUI.Button(new Rect(1200, 150, 60, 30), "close"))
{
closeCamera();
}
}
}