http://www.itnose.net/detail/6259004.html
一:Unity 中使用WebCamTexture 調用攝像頭實現拍照和攝像。
using UnityEngine;
using System.Collections;
using System.IO;
using System.Runtime.Serialization;
using System.Runtime .Serialization.Formatters.Binary;
using System.Threading;
public class takePhoto : MonoBehaviour
{
public string deviceName;
//接收返回的圖片數據
WebCamTexture tex;
public Texture2D _tex;
void OnGUI()
{
if (GUI.Button(new Rect(10, 20, 100, 40), "開啟攝像頭"))
{
// 調用攝像頭
StartCoroutine(start());
}
if(GUI.Button(new Rect(10,70,100,40),"捕獲照片"))
{
//捕獲照片
tex.Pause();
StartCoroutine(getTexture());
}
if(GUI.Button(new Rect(10,120,100,40),"再次捕獲"))
{
//重新開始
tex.Play();
}
if(GUI.Button(new Rect(120,20,80,40),"錄像"))
{
//錄像
StartCoroutine(SeriousPhotoes());
}
if(GUI.Button(new Rect(10,170,100,40),"停止"))
{
//停止捕獲鏡頭
tex.Stop ();
StopAllCoroutines();
}
if(tex!=null)
{
// 捕獲截圖大小 ?距X左屏距離 | 距Y上屏距離
GUI.DrawTexture(new Rect(Screen.width/2-150,Screen.height/2-190,280,200),tex);
}
}
/// <summary>
/// 捕獲窗口位置
/// </summary>
public IEnumerator start()
{
yield return Application.RequestUserAuthorization(UserAuthorization.WebCam);
if (Application.HasUserAuthorization(UserAuthorization.WebCam))
{
WebCamDevice[] devices = WebCamTexture.devices;
deviceName= devices[0].name;
tex=new WebCamTexture(deviceName,300,300,12);
tex.Play();
}
}
/// <summary>
/// 獲取截圖
/// </summary>
/// <returns>The texture.</returns>
public IEnumerator getTexture()
{
yield return new WaitForEndOfFrame();
Texture2D t=new Texture2D(400,300);
t.ReadPixels( new Rect(Screen.width/2-200,Screen.height/2-50,360,300),0,0,false);
//距X左的距離 距Y屏上的距離
// t.ReadPixels(new Rect(220, 180, 200, 180), 0, 0, false);
t.Apply();
byte[] byt=t.EncodeToPNG();
// File.WriteAllBytes(Application.dataPath+"/Photoes/"+Time.time+".jpg",byt);
tex.Play();
}
/// <summary>
/// 連續捕獲照片
/// </summary>
/// <returns>The photoes.</returns>
public IEnumerator SeriousPhotoes()
{
while (true)
{
yield return new WaitForEndOfFrame();
Texture2D t = new Texture2D(400, 300, TextureFormat.RGB24, true);
t.ReadPixels(new Rect(Screen.width/2-180,Screen.height/2-50,360,300), 0, 0, false);
t.Apply();
print(t);
byte[] byt = t.EncodeToPNG();
// File.WriteAllBytes(Application.dataPath + "/MulPhotoes/" + Time.time.ToString().Split('.')[0] + "_" + Time.time.ToString().Split('.')[1] + ".png", byt);
Thread.Sleep(300);
}
}
}
二:Unity 中使用WebCamTexture 設置背景為攝像頭畫面
1在unity的場景中新建一個Quad作為背景,可以自行調節縮放和位置。
2.新建一個Material文件夾用來存放Material,在Material里新建一個Material材質,並命名為CamTex。
3.選中CamTex材質,在Inspector面板中選擇shader的模式為Unlit/Texture。
4.新建C#腳本,並將其命名為WebCam,雙擊腳本進行編輯,添加以下代碼:
using UnityEngine;
using System.Collections;
public class WebCam : MonoBehaviour {
public string deviceName;
WebCamTexture tex;
// Use this for initialization
IEnumerator Start () {
yield return Application.RequestUserAuthorization(UserAuthorization.WebCam);
if(Application.HasUserAuthorization(UserAuthorization.WebCam))
{
WebCamDevice[] devices = WebCamTexture.devices;
deviceName = devices[0].name;
tex = new WebCamTexture(deviceName, 400, 300, 12);
renderer.material.mainTexture = tex;
tex.Play();
}
}
}
5.將CamWeb腳本和CamTex材質拖到Quad上
6.將Quad調至攝像機正對位置。
7.點擊播放按鈕即可調用攝像頭,在quad的貼圖會顯示攝像頭中的畫面。
