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