在unity2018中使用摄像头的WebCamTexture tex获取到图像后,需要对获得的图像进行切割处理,参考网上的代码进行了简单的切割处理,具体过程如下:
一、打开摄像头
public RawImage m_orinalImage;
public RawImage m_orinalImage2;
WebCamTexture tex;
byte[] imageDataBytes;//图像的buffer
void autoOpenVideo()
{
if (!gameObject.activeSelf)
return;
bool isOpenFlag = false;
if (tex == null)
isOpenFlag = true;
else if (!tex.isPlaying)
{
isOpenFlag = true;
}
if (isOpenFlag)
{
m_orinalImage.texture = null;
StartCoroutine(OpenVideo());
}
}
IEnumerator OpenVideo()
{
yield return Application.RequestUserAuthorization(UserAuthorization.WebCam);
if (Application.HasUserAuthorization(UserAuthorization.WebCam))
{
WebCamDevice[] devices = WebCamTexture.devices;
tex = new WebCamTexture("Integrated Camera",640,480, 30);
tex.Play();
m_orinalImage.texture = tex;
}
}
二、截图
IEnumerator CapturePhoto()
{
yield return new WaitForEndOfFrame();
if (tex != null)
{
Texture2D t2d = new Texture2D(tex.width, tex.height, TextureFormat.ARGB32, true);
//将WebCamTexture 的像素保存到texture2D中
t2d.SetPixels(tex.GetPixels());
t2d.Apply();
StopCamera();
SetBuffer(t2d.EncodeToJPG());
}
Resources.UnloadUnusedAssets();//卸载未占用的asset资源
System.GC.Collect();//回收内存
}
public void SetBuffer(byte[] buffer)
{
if (imageDataBytes == null)
imageDataBytes = new byte[buffer.Length];
imageDataBytes = buffer;
Texture2D texture = new Texture2D(1, 1);
texture.LoadImage(imageDataBytes);
Texture2D textureLeft = ScaleTextureCutOut(texture, 0, 0, texture.width/2, texture.height);
m_orinalImage2.texture = textureLeft;
}
Texture2D ScaleTextureCutOut(Texture2D originalTexture, float startX, float startY, float originalWidth, float originalHeight)
{
originalWidth = Mathf.Clamp(originalWidth, 0, Mathf.Max(originalTexture.width - startX, 0));
originalHeight = Mathf.Clamp(originalHeight, 0, Mathf.Max(originalTexture.height - startY, 0));
Texture2D newTexture = new Texture2D(Mathf.CeilToInt(originalWidth), Mathf.CeilToInt(originalHeight));
int maxX = originalTexture.width - 1;
int maxY = originalTexture.height - 1;
for (int y = 0; y < newTexture.height; y++)
{
for (int x = 0; x < newTexture.width; x++)
{
float targetX = x + startX;
float targetY = y + startY;
int x1 = Mathf.Min(maxX, Mathf.FloorToInt(targetX));
int y1 = Mathf.Min(maxY, Mathf.FloorToInt(targetY));
int x2 = Mathf.Min(maxX, x1 + 1);
int y2 = Mathf.Min(maxY, y1 + 1);
float u = targetX - x1;
float v = targetY - y1;
float w1 = (1 - u) * (1 - v);
float w2 = u * (1 - v);
float w3 = (1 - u) * v;
float w4 = u * v;
Color color1 = originalTexture.GetPixel(x1, y1);
Color color2 = originalTexture.GetPixel(x2, y1);
Color color3 = originalTexture.GetPixel(x1, y2);
Color color4 = originalTexture.GetPixel(x2, y2);
Color color = new Color(Mathf.Clamp01(color1.r * w1 + color2.r * w2 + color3.r * w3 + color4.r * w4),
Mathf.Clamp01(color1.g * w1 + color2.g * w2 + color3.g * w3 + color4.g * w4),
Mathf.Clamp01(color1.b * w1 + color2.b * w2 + color3.b * w3 + color4.b * w4),
Mathf.Clamp01(color1.a * w1 + color2.a * w2 + color3.a * w3 + color4.a * w4)
);
newTexture.SetPixel(x, y, color);
}
}
newTexture.anisoLevel = 2;
newTexture.Apply();
return newTexture;
}
备注:参考unity 内存中切割图片使用了GetPixels的方式进行
使用UV贴图的方式大家可以参考 unity3d任意图片截取和裁剪(我没有成功)