t1 / TFDContents / Assets / KinectDemos / OverlayDemo / Scripts / PhotoShooter.cs @ 9
이력 | 보기 | 이력해설 | 다운로드 (4.9 KB)
1 | 3 | KTH | using UnityEngine; |
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2 | using System.Collections; |
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3 | using System.IO; |
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4 | using System; |
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5 | |||
6 | |||
7 | public class PhotoShooter : MonoBehaviour |
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8 | { |
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9 | [Tooltip("Camera that will be used to render the background.")] |
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10 | public Camera backroundCamera; |
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11 | |||
12 | [Tooltip("Camera that will be used to overlay the 3D-objects over the background.")] |
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13 | public Camera foreroundCamera; |
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14 | |||
15 | [Tooltip("Array of sprite transforms that will be used for displaying the countdown until image shot.")] |
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16 | public Transform[] countdown; |
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17 | |||
18 | [Tooltip("GUI-Text used to display information messages.")] |
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19 | public GUIText infoText; |
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20 | |||
21 | |||
22 | /// <summary> |
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23 | /// Counts down (from 3 for instance), then takes a picture and opens it |
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24 | /// </summary> |
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25 | public void CountdownAndMakePhoto() |
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26 | { |
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27 | StartCoroutine(CoCountdownAndMakePhoto()); |
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28 | } |
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29 | |||
30 | |||
31 | // counts down (from 3 for instance), then takes a picture and opens it |
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32 | private IEnumerator CoCountdownAndMakePhoto() |
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33 | { |
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34 | if (countdown != null && countdown.Length > 0) |
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35 | { |
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36 | for(int i = 0; i < countdown.Length; i++) |
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37 | { |
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38 | if (countdown [i]) |
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39 | countdown [i].gameObject.SetActive(true); |
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40 | |||
41 | yield return new WaitForSeconds(1.0f); |
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42 | |||
43 | if (countdown [i]) |
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44 | countdown [i].gameObject.SetActive(false); |
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45 | } |
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46 | } |
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47 | |||
48 | MakePhoto(); |
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49 | yield return null; |
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50 | } |
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51 | |||
52 | |||
53 | /// <summary> |
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54 | /// Saves the screen image as png picture, and then opens the saved file. |
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55 | /// </summary> |
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56 | public void MakePhoto() |
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57 | { |
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58 | MakePhoto(true); |
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59 | } |
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60 | |||
61 | /// <summary> |
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62 | /// Saves the screen image as png picture, and optionally opens the saved file. |
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63 | /// </summary> |
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64 | /// <returns>The file name.</returns> |
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65 | /// <param name="openIt">If set to <c>true</c> opens the saved file.</param> |
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66 | public string MakePhoto(bool openIt) |
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67 | { |
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68 | int resWidth = Screen.width; |
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69 | int resHeight = Screen.height; |
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70 | |||
71 | Texture2D screenShot = new Texture2D(resWidth, resHeight, TextureFormat.RGB24, false); //Create new texture |
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72 | RenderTexture rt = new RenderTexture(resWidth, resHeight, 24); |
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73 | |||
74 | // hide the info-text, if any |
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75 | if (infoText) |
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76 | { |
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77 | infoText.text = string.Empty; |
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78 | } |
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79 | |||
80 | // render background and foreground cameras |
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81 | if (backroundCamera && backroundCamera.enabled) |
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82 | { |
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83 | backroundCamera.targetTexture = rt; |
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84 | backroundCamera.Render(); |
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85 | backroundCamera.targetTexture = null; |
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86 | } |
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87 | |||
88 | if (foreroundCamera && foreroundCamera.enabled) |
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89 | { |
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90 | foreroundCamera.targetTexture = rt; |
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91 | foreroundCamera.Render(); |
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92 | foreroundCamera.targetTexture = null; |
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93 | } |
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94 | |||
95 | // get the screenshot |
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96 | RenderTexture prevActiveTex = RenderTexture.active; |
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97 | RenderTexture.active = rt; |
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98 | |||
99 | screenShot.ReadPixels(new Rect(0, 0, resWidth, resHeight), 0, 0); |
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100 | |||
101 | // clean-up |
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102 | RenderTexture.active = prevActiveTex; |
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103 | Destroy(rt); |
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104 | |||
105 | byte[] btScreenShot = screenShot.EncodeToJPG(); |
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106 | Destroy(screenShot); |
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107 | |||
108 | #if !UNITY_WSA |
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109 | // save the screenshot as jpeg file |
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110 | string sDirName = Application.persistentDataPath + "/Screenshots"; |
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111 | if (!Directory.Exists(sDirName)) |
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112 | Directory.CreateDirectory (sDirName); |
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113 | |||
114 | string sFileName = sDirName + "/" + string.Format ("{0:F0}", Time.realtimeSinceStartup * 10f) + ".jpg"; |
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115 | File.WriteAllBytes(sFileName, btScreenShot); |
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116 | |||
117 | Debug.Log("Photo saved to: " + sFileName); |
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118 | if (infoText) |
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119 | { |
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120 | infoText.text = "Saved to: " + sFileName; |
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121 | } |
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122 | |||
123 | // open file |
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124 | if(openIt) |
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125 | { |
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126 | System.Diagnostics.Process.Start(sFileName); |
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127 | } |
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128 | |||
129 | return sFileName; |
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130 | #elif NETFX_CORE |
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131 | System.Threading.Tasks.Task<string> task = null; |
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132 | |||
133 | string sFileName = string.Format("{0:F0}", Time.realtimeSinceStartup * 10f) + ".jpg"; |
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134 | string sFileUrl = string.Empty; // "ms-appdata:///local/" + sFileName; |
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135 | |||
136 | // UnityEngine.WSA.Application.InvokeOnUIThread(() => |
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137 | // { |
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138 | task = SaveImageFileAsync(sFileName, btScreenShot, openIt); |
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139 | // }, true); |
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140 | |||
141 | while (task != null && !task.IsCompleted && !task.IsFaulted) |
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142 | { |
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143 | task.Wait(100); |
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144 | } |
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145 | |||
146 | if (task != null) |
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147 | { |
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148 | if (task == null) |
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149 | throw new Exception("Could not create task for SaveImageFileAsync()"); |
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150 | else if (task.IsFaulted) |
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151 | throw task.Exception; |
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152 | |||
153 | sFileUrl = task.Result; |
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154 | Debug.Log(sFileUrl); |
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155 | } |
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156 | |||
157 | return sFileUrl; |
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158 | #else |
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159 | return string.Empty; |
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160 | #endif |
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161 | } |
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162 | |||
163 | #if NETFX_CORE |
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164 | private async System.Threading.Tasks.Task<string> SaveImageFileAsync(string imageFileName, byte[] btImageContent, bool openIt) |
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165 | { |
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166 | Windows.Storage.StorageFolder storageFolder = Windows.Storage.ApplicationData.Current.LocalFolder; |
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167 | Windows.Storage.StorageFile imageFile = await storageFolder.CreateFileAsync(imageFileName, |
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168 | Windows.Storage.CreationCollisionOption.ReplaceExisting); |
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169 | |||
170 | await Windows.Storage.FileIO.WriteBytesAsync(imageFile, btImageContent); |
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171 | |||
172 | if(openIt) |
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173 | { |
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174 | await Windows.System.Launcher.LaunchFileAsync(imageFile); |
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175 | } |
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176 | |||
177 | return imageFile.Path; |
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178 | } |
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179 | #endif |
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180 | |||
181 | } |