byteBuffer | The destination byte list to which the raw captured image data will be copied to. |
Will copy the raw IMFMediaBuffer image data into a byte list.
If you would like to do your own image processing on the byte data in an external plugin or on another thread, you may want to copy the raw IMFMediaBuffer data into your own byte list.
For more information about the WinRT IMFMediaBuffer object, please vist https://msdn.microsoft.com/en-us/library/windows/desktop/ms696261(v=vs.85).aspx
This example will capture an Image from the Web Camera and manually copy the image data out of a raw IMFMediaBuffer object into a Texture and display it on a GameObject.
no example available in JavaScript
using UnityEngine; using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine.XR.WSA.WebCam;
public class PhotoCaptureRawImageExample : MonoBehaviour { PhotoCapture photoCaptureObject = null; Texture2D targetTexture = null; Renderer quadRenderer = null;
// Use this for initialization void Start() { Resolution cameraResolution = PhotoCapture.SupportedResolutions.OrderByDescending((res) => res.width * res.height).First();
targetTexture = new Texture2D(cameraResolution.width, cameraResolution.height, TextureFormat.RGBA32, false);
PhotoCapture.CreateAsync(false, delegate(PhotoCapture captureObject) { photoCaptureObject = captureObject;
CameraParameters c = new CameraParameters(); c.cameraResolutionWidth = targetTexture.width; c.cameraResolutionHeight = targetTexture.height; c.pixelFormat = CapturePixelFormat.BGRA32;
captureObject.StartPhotoModeAsync(c, delegate(PhotoCapture.PhotoCaptureResult result) { photoCaptureObject.TakePhotoAsync(OnCapturedPhotoToMemory); }); }); }
void OnCapturedPhotoToMemory(PhotoCapture.PhotoCaptureResult result, PhotoCaptureFrame photoCaptureFrame) { List<byte> imageBufferList = new List<byte>(); // Copy the raw IMFMediaBuffer data into our empty byte list. photoCaptureFrame.CopyRawImageDataIntoBuffer(imageBufferList);
// In this example, we captured the image using the BGRA32 format. // So our stride will be 4 since we have a byte for each rgba channel. // The raw image data will also be flipped so we access our pixel data // in the reverse order. int stride = 4; float denominator = 1.0f / 255.0f; List<Color> colorArray = new List<Color>(); for (int i = imageBufferList.Count - 1; i >= 0; i -= stride) { float a = (int)(imageBufferList[i - 0]) * denominator; float r = (int)(imageBufferList[i - 1]) * denominator; float g = (int)(imageBufferList[i - 2]) * denominator; float b = (int)(imageBufferList[i - 3]) * denominator;
colorArray.Add(new Color(r, g, b, a)); }
targetTexture.SetPixels(colorArray.ToArray()); targetTexture.Apply();
if (quadRenderer == null) { GameObject p = GameObject.CreatePrimitive(PrimitiveType.Quad); quadRenderer = p.GetComponent<Renderer>() as Renderer; quadRenderer.material = new Material(Shader.Find("Custom/Unlit/UnlitTexture"));
p.transform.parent = this.transform; p.transform.localPosition = new Vector3(0.0f, 0.0f, 1.0f); }
quadRenderer.material.SetTexture("_MainTex", targetTexture);
// Take another photo photoCaptureObject.TakePhotoAsync(OnCapturedPhotoToMemory); } }
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