Exemple #1
0
    void Start()
    {
        AsciiArt_Init();
        _gid = 0;

        AsciiArt_PerlinNoise_SetNoiseSeed(_gid, 123);

        _perlinNoiseCommand          = new CommandBuffer();
        _perlinNoiseTexture          = new Texture2D(perlinNoiseWidth, perlinNoiseHeight, TextureFormat.RGBA32, false);
        _perlinNoiseTexture.wrapMode = TextureWrapMode.Clamp;

        // initialize chars image
        Texture2D _chars = Resources.Load <Texture2D>(charsResName);

        _pixelsArray = _chars.GetRawTextureData <Color32>();
        _charsPixels = _pixelsArray.ToArray();
        Debug.Log(String.Format("_pixelsArray = {0} bytes", _pixelsArray.Length));

        _charsHandle = GCHandle.Alloc(_charsPixels, GCHandleType.Pinned);
        IntPtr ptr = _charsHandle.AddrOfPinnedObject();

        Debug.Log(String.Format("CharsImage: {0}x{1}, charWidth={2}", _chars.width, _chars.height, charWidth));
        AsciiArt_Digit_SetCharsImage(_gid, ptr, _chars.width, _chars.height, charWidth);

        _digitCommand          = new CommandBuffer();
        _digitTexture          = new Texture2D(perlinNoiseWidth * charWidth, perlinNoiseHeight * _chars.height, TextureFormat.RGBA32, false);
        _digitTexture.wrapMode = TextureWrapMode.Clamp;

        var prop = new MaterialPropertyBlock();

        prop.SetTexture("_MainTex", _perlinNoiseTexture);
        prop.SetTexture("_DigitTex", _digitTexture);

        GetComponent <Renderer>().SetPropertyBlock(prop);
    }
Exemple #2
0
    private void LoadTextures()
    {
        System.Diagnostics.Stopwatch stopWatch = new System.Diagnostics.Stopwatch();
        stopWatch.Reset();

        stopWatch.Start();

        Unity.Collections.NativeArray <byte> data = new Unity.Collections.NativeArray <byte>(System.IO.File.ReadAllBytes($"Texture_PNG.png"), Unity.Collections.Allocator.Temp);

        PNGTexture = new Texture2D(912, 513, TextureFormat.ARGB32, true);
        PNGTexture.LoadImage(data.ToArray());
        PNGTexture.Apply();



        data.Dispose();

        stopWatch.Stop();
        Debug.Log($"<color=red>Time taken for PNG :</color> {stopWatch.ElapsedMilliseconds} ms");

        stopWatch.Reset();
        stopWatch.Start();

        DDSTexture = TextureUtils.LoadTexture_DDS(System.IO.File.ReadAllBytes($"Texture_DDS.DDS"), TextureFormat.DXT5);
        stopWatch.Stop();
        Debug.Log($"<color=red>Time taken for DDS :</color> {stopWatch.ElapsedMilliseconds} ms");
    }
Exemple #3
0
    IEnumerator Render()
    {
        while (true)
        {
            yield return(new WaitForEndOfFrame());

            if (sora != null)
            {
                sora.OnRender();
            }
            if (sora != null && !Recvonly)
            {
                var samples = AudioRenderer.GetSampleCountForCaptureFrame();
                if (AudioSettings.speakerMode == AudioSpeakerMode.Stereo)
                {
                    using (var buf = new Unity.Collections.NativeArray <float>(samples * 2, Unity.Collections.Allocator.Temp))
                    {
                        AudioRenderer.Render(buf);
                        sora.ProcessAudio(buf.ToArray(), 0, samples);
                    }
                }
            }
        }
    }
Exemple #4
0
        public T[] ToArray()
        {
            NativeArray <T> nativeArray = this;

            return(nativeArray.ToArray());
        }
Exemple #5
0
        public int[] ToArray()
        {
            NativeArray <int> nativeArray = this;

            return(nativeArray.ToArray());
        }