byteBuffer | 目标字节列表,捕捉的原始图像数据将被复制到这个位置。 |
可将原始 IMFMediaBuffer 图像数据复制到字节列表中。
如果您想在外部插件或其他线程上针对字节数据自行处理图像,可能需要将原始 IMFMediaBuffer 数据复制到自己的字节列表中。
有关 WinRT IMFMediaBuffer 对象的更多信息,请访问 https://msdn.microsoft.com/en-us/library/windows/desktop/ms696261(v=vs.85).aspx
此示例将捕捉来自网络摄像机的图像,并将原始 IMFMediaBuffer 对象中的图像数据手动复制到纹理中,然后在游戏对象上显示相应图像数据。
using UnityEngine; using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine.Windows.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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