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<Renderer>().material.SetTexture("_mainTex", Image_left);
GetComponent<Renderer>().material.SetFloat("_tex_start", 0.0f);
GetComponent<Renderer>().material.SetFloat("_tex_end", 1.0f);
GetComponent<Renderer>().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);
}
最后,填个小坑:如果在linux下运行没问题,如果是win下,要右键Unity.exe 在后面加上 -force-opengl