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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。