// NOTE: This is old code based on OnRenderImage...may be revived at some point private void OnRenderImage(RenderTexture source, RenderTexture dest) { if (_capturing && !_paused) { #if true while (_handle >= 0 && !NativePlugin.IsNewFrameDue(_handle)) { System.Threading.Thread.Sleep(1); } if (_handle >= 0) { if (_audioCapture && _audioDeviceIndex < 0 && !_noAudio && _isRealTime) { int audioDataLength = 0; System.IntPtr audioDataPtr = _audioCapture.ReadData(out audioDataLength); if (audioDataLength > 0) { NativePlugin.EncodeAudio(_handle, audioDataPtr, (uint)audioDataLength); } } // In Direct3D the RT can be flipped vertically /*if (source.texelSize.y < 0) * { * * }*/ Graphics.Blit(source, dest); _lastSource = source; _lastDest = dest; if (dest != _originalTarget) { Graphics.Blit(dest, _originalTarget); } #if AVPRO_MOVIECAPTURE_GLISSUEEVENT_52 GL.IssuePluginEvent(NativePlugin.GetRenderEventFunc(), NativePlugin.PluginID | (int)NativePlugin.PluginEvent.CaptureFrameBuffer | _handle); #else GL.IssuePluginEvent(NativePlugin.PluginID | (int)NativePlugin.PluginEvent.CaptureFrameBuffer | _handle); #endif GL.InvalidateState(); UpdateFPS(); return; } #endif } // Pass-through Graphics.Blit(source, dest); _lastSource = source; _lastDest = dest; }
private void OnRenderImage(RenderTexture source, RenderTexture dest) { #if false if (_capturing && !_paused) { while (_handle >= 0 && !NativePlugin.IsNewFrameDue(_handle)) { System.Threading.Thread.Sleep(1); } if (_handle >= 0) { if (_audioCapture && _audioDeviceIndex < 0 && !_noAudio) { uint bufferLength = (uint)_audioCapture.BufferLength; if (bufferLength > 0) { NativePlugin.EncodeAudio(_handle, _audioCapture.BufferPtr, bufferLength); _audioCapture.FlushBuffer(); } } // In Direct3D the RT can be flipped vertically /*if (source.texelSize.y < 0) * { * * }*/ Graphics.Blit(_cubeTarget, _target, _cubemapToEquirectangularMaterial); RenderThreadEvent(NativePlugin.PluginEvent.CaptureFrameBuffer); GL.InvalidateState(); UpdateFPS(); } } #endif // Pass-through if (_cubeTarget != null) { Graphics.Blit(_cubeTarget, dest, _cubemapToEquirectangularMaterial); } else { Graphics.Blit(source, dest); } }