forked from sin365/AxibugEmuOnline
175 lines
5.9 KiB
C#
175 lines
5.9 KiB
C#
using System;
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using System.Runtime.InteropServices;
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using UnityEngine;
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using UnityEngine.UI;
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using VirtualNes.Core;
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namespace AxibugEmuOnline.Client
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{
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public class VideoProvider : MonoBehaviour
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{
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#region UI_REF
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public NesEmulator NesEmu;
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public Canvas DrawCanvas;
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public RawImage Image;
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#endregion
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#region GPU_TURBO
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//图像数据字节数
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private int TexBufferSize_gpu;
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//图像数据指针
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private IntPtr wrapTexBufferPointer_gpu;
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//Unity 2D纹理对象,用于UI上绘制最终输出画面
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private Texture2D wrapTex_gpu;
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//nes调色板数据,已转换为unity纹理对象
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private Texture2D pPal_gpu;
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private Material GPUTurboMat_gpu;
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#endregion
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#region CPU
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//图像数据字节数
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private int TexBufferSize_cpu;
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//图像数据指针
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private GCHandle wrapTexBufferGH;
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private IntPtr wrapTexBufferPointer_cpu;
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//Unity 2D纹理对象,用于UI上绘制最终输出画面
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private Texture2D wrapTex_cpu;
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#endregion
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public bool GPUTurbo = true;
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private void Awake()
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{
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DrawCanvas.worldCamera = Camera.main;
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GPUTurboMat_gpu = Image.material;
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}
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private void OnDestroy()
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{
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if (wrapTexBufferGH.IsAllocated)
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wrapTexBufferGH.Free();
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}
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public unsafe void SetDrawData(uint* screenData)
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{
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PrepareUI(screenData);
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if (GPUTurbo) PrepareForGPU(screenData);//判断使用GPU还是CPU
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else PrepareForCPU(screenData);//使用CPU
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if (GPUTurbo)
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{
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wrapTex_gpu.LoadRawTextureData(wrapTexBufferPointer_gpu, TexBufferSize_gpu);
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wrapTex_gpu.Apply();
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}
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else
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{
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wrapTex_cpu.LoadRawTextureData(wrapTexBufferPointer_cpu, TexBufferSize_cpu);
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wrapTex_cpu.Apply();
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}
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}
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private unsafe void PrepareUI(uint* screenData)
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{
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if (GPUTurbo)
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{
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if (Image.material != GPUTurboMat_gpu) Image.material = GPUTurboMat_gpu;
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if (wrapTex_gpu == null)
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{
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wrapTex_gpu = new Texture2D(PPU.SCREEN_WIDTH, PPU.SCREEN_HEIGHT, TextureFormat.RGBA32, false);
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wrapTex_gpu.filterMode = FilterMode.Point;
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wrapTexBufferPointer_gpu = (IntPtr)screenData;
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TexBufferSize_gpu = wrapTex_gpu.width * wrapTex_gpu.height * 4;
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}
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if (Image.texture != wrapTex_gpu) Image.texture = wrapTex_gpu;
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}
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else
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{
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if (Image.material == GPUTurboMat_gpu) Image.material = null;
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if (wrapTex_cpu == null)
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{
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wrapTex_cpu = new Texture2D(PPU.SCREEN_WIDTH - 16, PPU.SCREEN_HEIGHT, TextureFormat.RGBA32, false);
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wrapTex_cpu.filterMode = FilterMode.Point;
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uint[] cpuTexBuffer = new uint[wrapTex_cpu.width * wrapTex_cpu.height];
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wrapTexBufferGH = GCHandle.Alloc(cpuTexBuffer, GCHandleType.Pinned);
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wrapTexBufferPointer_cpu = wrapTexBufferGH.AddrOfPinnedObject();
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TexBufferSize_cpu = cpuTexBuffer.Length * 4;
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}
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if (Image.texture != wrapTex_cpu) Image.texture = wrapTex_cpu;
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}
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}
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private unsafe void PrepareForGPU(uint* screenData)
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{
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if (pPal_gpu == null)
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{
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var palRaw = PaletteDefine.m_cnPalette[0];
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pPal_gpu = new Texture2D(palRaw.Length, 1, TextureFormat.RGBA32, false);
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pPal_gpu.filterMode = FilterMode.Point;
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for (int i = 0; i < palRaw.Length; i++)
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{
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uint colorRaw = palRaw[i];
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var argbColor = BitConverter.GetBytes(colorRaw);
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Color temp = Color.white;
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temp.r = argbColor[2] / 255f;
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temp.g = argbColor[1] / 255f;
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temp.b = argbColor[0] / 255f;
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temp.a = 1;
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pPal_gpu.SetPixel(i, 0, temp);
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}
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pPal_gpu.Apply();
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GPUTurboMat_gpu.SetTexture("_PalTex", pPal_gpu);
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}
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}
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private unsafe void PrepareForCPU(uint* screenData)
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{
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int pScn = 0;
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int width;
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var Dst = (uint*)wrapTexBufferPointer_cpu;
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var pDst = 0;
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var palRaw = PaletteDefine.m_cnPalette[0];
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for (int line = 0; line < PPU.SCREEN_HEIGHT; line++)
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{
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//PS:如果是CPU计算,宽度减少16的不必要部分,才能对齐
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width = PPU.SCREEN_WIDTH - 16;
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while (width > 0)
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{
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var edx = screenData[pScn + 8];
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uint index = edx & 0xFF;
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//按下标颜色查找表中真实颜色
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var colorData = palRaw[index];
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//dst中颜色排列为abgr,而colorData排列为argb
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uint r = (colorData & 0x00FF0000) >> 16; // 提取Red通道
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uint g = (colorData & 0x0000FF00) >> 8; // 提取Green通道
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uint b = (colorData & 0x000000FF); // 提取Blue通道
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//用rgb构建颜色对象(如果非unity 可以用这个rgb 构建System.Drawing.Color 单个颜色对象)
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uint abgr = 0xFF000000 | (b << 16) | (g << 8) | (r << 0);
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//放进颜色矩阵
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Dst[pDst] = abgr;
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pScn += 1;
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pDst += 1;
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width -= 1;
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}
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pScn += 16;
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}
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}
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}
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}
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