Beispiel #1
0
    void RefreshImage()
    {
        // create texture
        if (texture == null && isTracking)
        {
            TexWidth  = Convert.ToInt32(Math.Pow(2.0, Math.Ceiling(Math.Log(ImageWidth) / Math.Log(2.0))));
            TexHeight = Convert.ToInt32(Math.Pow(2.0, Math.Ceiling(Math.Log(ImageHeight) / Math.Log(2.0))));
#if UNITY_ANDROID
            texture = new Texture2D(TexWidth, TexHeight, TextureFormat.RGB24, false);
#else
            texture = new Texture2D(TexWidth, TexHeight, TextureFormat.RGBA32, false);
#endif

            var cols = texture.GetPixels32();
            for (var i = 0; i < cols.Length; i++)
            {
                cols[i] = UnityEngine.Color.black;
            }

            texture.SetPixels32(cols);
            texture.Apply(false);



#if UNITY_STANDALONE_WIN
            // "pin" the pixel array in memory, so we can pass direct pointer to it's data to the plugin,
            // without costly marshaling of array of structures.
            texturePixels       = texture.GetPixels32(0);
            texturePixelsHandle = GCHandle.Alloc(texturePixels, GCHandleType.Pinned);
#endif
        }

        if (texture != null && isTracking && TrackerStatus != 0)
        {
#if UNITY_STANDALONE_WIN
            CameraViewMaterial.SetTexture("_MainTex", texture);

            // send memory address of textures' pixel data to VisageTrackerUnityPlugin
            VisageTrackerNative._setFrameData(texturePixelsHandle.AddrOfPinnedObject());
            texture.SetPixels32(texturePixels, 0);
            texture.Apply();
#elif UNITY_IPHONE || UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX || UNITY_ANDROID
            CameraViewMaterial.SetTexture("_MainTex", texture);


            if (SystemInfo.graphicsDeviceVersion.StartsWith("Metal"))
            {
                VisageTrackerNative._bindTextureMetal(texture.GetNativeTexturePtr());
            }
            else
            {
                VisageTrackerNative._bindTexture((int)texture.GetNativeTexturePtr());
            }
#endif
        }
    }
Beispiel #2
0
    void RefreshImage()
    {
#if (UNITY_IPHONE || UNITY_ANDROID) && UNITY_EDITOR
        return;
#endif

        // create texture
        if (Frame == null && isTracking)
        {
            TexWidth  = Convert.ToInt32(Math.Pow(2.0, Math.Ceiling(Math.Log(ImageWidth) / Math.Log(2.0))));
            TexHeight = Convert.ToInt32(Math.Pow(2.0, Math.Ceiling(Math.Log(ImageHeight) / Math.Log(2.0))));
#if UNITY_ANDROID
            Frame = new Texture2D(TexWidth, TexHeight, TextureFormat.RGB24, false);
#else
            Frame = new Texture2D(TexWidth, TexHeight, TextureFormat.RGBA32, false);
#endif

#if UNITY_STANDALONE_WIN
            // "pin" the pixel array in memory, so we can pass direct pointer to it's data to the plugin,
            // without costly marshaling of array of structures.
            texturePixels       = ((Texture2D)Frame).GetPixels32(0);
            texturePixelsHandle = GCHandle.Alloc(texturePixels, GCHandleType.Pinned);
#endif
        }
        if (Frame != null && isTracking)
        {
#if UNITY_STANDALONE_WIN
            // send memory address of textures' pixel data to VisageTrackerUnityPlugin
            VisageTrackerNative._setFrameData(texturePixelsHandle.AddrOfPinnedObject());
            ((Texture2D)Frame).SetPixels32(texturePixels, 0);
            ((Texture2D)Frame).Apply();
#elif UNITY_IPHONE || UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX || UNITY_ANDROID
            if (SystemInfo.graphicsDeviceVersion.StartsWith("Metal"))
            {
                VisageTrackerNative._bindTextureMetal(Frame.GetNativeTexturePtr());
            }
            else
            {
                VisageTrackerNative._bindTexture((int)Frame.GetNativeTexturePtr());
            }
#endif
        }
    }