2017-08-30 112 views
2

我试图将ARCore相机馈送显示到我在Unity中创建的纹理上,但我看不出如何使其正常工作。将ARCore相机馈送到Unity纹理上

我已经建立了我在Unity质地像这样:

Texture2D unityTexture = new Texture2D(
     480, 
     640, 
     TextureFormat.RGBA32, 
     false); 
unityTexture.filterMode = FilterMode.Point; 
unityTexture.Apply(); 

我越过我的纹理ID为Java使用Texture2D#GetNativeTexturePtr()返回的值。

在我的Java,我尝试设置纹理如下:

// Called from Unity layer when camera texture is created. 
    public void setUnityCameraTexture(long texId, int width, int height) { 
    int textureId = (int) textId; 
    mSession.setCameraTextureName(textureId); 
    mSession.setDisplayGeometry(width, height); 
    } 

... 

    // Called on each Unity MonoBehaviour.Update(). 
    public void renderFrame() { 
    try { 
     mSession.update(); 
    } catch (CameraException e) { 
     Log.w(TAG, "Error when updating session", e); 
    } 
    } 

通过这种方法,质地不会呈现在屏幕上,我收到以下错误日志:

E GLConsumer: [SurfaceTexture-1337-7436-0] bindTextureImage: error binding external image: 0x502 
E tango_camera_native: Couldn't get image exposure/skew for timestamp offset! 
E ndk_camera: metadata has: 780757.577090 
E ndk_camera: metadata has: 780757.890735 
E ndk_camera: metadata has: 780757.924221 
E ndk_camera: metadata has: 780757.957402 
E ndk_camera: metadata has: 780757.990704 
E ndk_camera: metadata has: 780758.024007 
E ndk_camera: metadata has: 780758.057341 
E ndk_camera: metadata has: 780758.090735 
E ndk_camera: metadata has: 780758.124007 
E ndk_camera: metadata has: 780758.157341 
E ndk_camera: metadata has: 780758.190613 
E ndk_camera: metadata has: 780758.223977 
E ndk_camera: metadata has: 780758.257432 
E ndk_camera: metadata has: 780758.290643 
E ndk_camera: metadata has: 780758.323946 
E ndk_camera: metadata has: 780758.349104 
W tango_camera_native_jni: jint Java_com_google_tango_jni_TangoCameraNative_UpdateTextureExternalOes(JNIEnv*, jobject, int, int, jdoubleArray): Got a negative timestamp -0.000000 from camera with id 0. 
I Unity : AndroidJavaException: java.lang.RuntimeException: Error during updateTexImage (see logcat for details) 
I Unity : java.lang.RuntimeException: Error during updateTexImage (see logcat for details) 
I Unity :  at android.graphics.SurfaceTexture.nativeUpdateTexImage(Native Method) 
I Unity :  at android.graphics.SurfaceTexture.updateTexImage(SurfaceTexture.java:244) 
I Unity :  at com.google.tango.jni.TangoCameraNative.UpdateTextureExternalOes(Native Method) 
I Unity :  at com.google.tango.jni.TangoCameraNative.updateTextureExternalOes(TangoCameraNative.java:222) 
I Unity :  at com.google.tango.loader.ITangoCameraNative$Stub.onTransact(ITangoCameraNative.java:162) 
I Unity :  at android.os.Binder.transact(Binder.java:499) 
I Unity :  at com.google.tango.loader.ITangoCameraNative$Stub$Proxy.updateTextureExternalOes(ITangoCameraNative.java:436) 
I Unity :  at com.google.atap.tangoservice.TangoCameraNativeLoader.updateTextureExternalOes(TangoCameraNativeLoader.java:178) 
I Unity :  at com.google.atap.tangoservice.Tango.updateTextureExternalOes(Tango.java:512) 
I Unity :  at com.google.ar.core.TangoWrapper.updateTextureExternalOes(Tan 

不知道我是否刚刚设置我的纹理不正确,但任何帮助将不胜感激!

回答

1

想通了。我没有正确设置我的纹理。 ARCore documentation指出纹理必须使用glGenTextures(int, int[], int)创建并绑定到GL_TEXTURE_EXTERNAL_OES目标。我现在在Java层创建纹理,将其绑定到GL_TEXTURE_EXTERNAL_OES,然后将纹理ID传递回Unity,而不是让Unity创建纹理。

我的Java现在看起来是这样的:

// Called on app resume. 
public void resume() { 
    mSession.resume(mConfig); 
    mSession.setCameraTextureName(mTextureName[0]); 
} 

// Called on each Unity MonoBehaviour.Update(). 
public void renderFrame() { 
    try { 
    mSession.update(); 
    } catch (CameraException e) { 
    Log.w(TAG, "Error when updating session", e); 
    } 
} 

public int getTextureName() { 
    mTextureName = new int[1]; 
    GLES20.glGenTextures(1, mTextureName, 0); 
    GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTextureName[0]); 
    return mTextureName[0]; 
} 

在我的统一脚本:

// Called on Unity Start() 
public Texture2D GetCameraTexture() { 
    IntPtr textureId = GetCameraTextureId(); 
    Texture2D cameraTexture = Texture2D.CreateExternalTexture(
     1080, 
     1920, 
     TextureFormat.RGBA32, 
     false, 
     false, 
     GetTextureId()); 
    return cameraTexture; 
} 

private IntPtr GetCameraTextureId() { 
    // Calls into Java getTextureName method. 
} 

除了这些变化,我还必须在其访问的自定义统一GLSL着色器纹理使用samplerExternalOES取样器,并使用它在我的一个GameObject上显示纹理。这也被规定为documentation中的一项要求。

+0

你能分享你的工作吗?我想看看你是怎么做到的? –