我想创建简单的iOS插件,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纹理上的指针正确传递给iOS插件,我查了一下。但我在iOS插件的这一行中崩溃了:
[tex replaceRegion: r mipmapLevel: 0 withBytes: data bytesPerRow: w * 4];
我很确定我有这个问题,因为Unity纹理(uintptr_t)上的指针转换为金属纹理(id)错误。
所以我的问题是 - 如何正确地将纹理指针转换为MTLTexture?
答案 0 :(得分:3)
我想你应该读一下ARC。
您可以使用__bridge_retained
将新创建的id<MTLTexture>
对象的所有权转移到uintptr_t
代码。如果您不希望转回所有权,或者想要将uintptr_t
转换回id<MTLTexture>
,请使用__bridge
。