Unity场景拍照并返回图片

该代码段展示了在Unity3D中如何创建场景的缩略图,通过RenderTexture渲染相机视图,然后读取像素并进行缩放处理,最后使用UnityWebRequest将处理后的图片以PNG格式上传到指定URL。
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    /// <summary>
    /// 场景拍照返回对应图片
    /// </summary>
    /// <returns></returns>
    public Texture2D CreateThumbnail()
    {
        int width = 1920;
        int height = 1080;
        RenderTexture rt = new RenderTexture(width, height, 0); //渲染一张1920*1080的图
        Camera.main.targetTexture = rt; //传到主摄像机上
        Camera.main.Render(); //渲染
        RenderTexture.active = rt;
        Texture2D screenShot = new Texture2D(width, height, TextureFormat.RGB24, false);
        screenShot.ReadPixels(new Rect(0, 0, width, height), 0, 0); //读像素
        screenShot = ScaleTexture(screenShot, screenShot.width / 4, screenShot.height / 4);
        screenShot.Apply();
        Camera.main.targetTexture = null;
        RenderTexture.active = null;
        Destroy(rt);
        return screenShot;
    }

    /// <summary>
    /// 控制图片的大小
    /// </summary>
    /// <param name="source"></param>
    /// <param name="targetWidth"></param>
    /// <param name="targetHeight"></param>
    /// <returns></returns>
    public static Texture2D ScaleTexture(Texture2D source, int targetWidth, int targetHeight)
    {
        Texture2D result = new Texture2D(targetWidth, targetHeight, source.format, true);
        Color[] rpixels = result.GetPixels(0);
        float incX = ((float) 1 / source.width) * ((float) source.width / targetWidth);
        float incY = ((float) 1 / source.height) * ((float) source.height / targetHeight);
        for (int px = 0; px < rpixels.Length; px++)
        {
            rpixels[px] = source.GetPixelBilinear(incX * ((float) px % targetWidth),
                incY * ((float) Mathf.Floor(px / targetWidth)));
        }

        result.SetPixels(rpixels, 0);
        result.Apply();
        return result;
    }

 private IEnumerator ResIDUploadPic(Texture2D tex, string id,string url, Action<string,string> callBack)
    {
        WWWForm form = new WWWForm();
        form.AddField("xx",id);
        form.AddBinaryData("yy", tex.EncodeToPNG());
        UnityWebRequest request = UnityWebRequest.Post(url, form);
        request.SetRequestHeader("Authorization", token);
        using (request)
        {
            yield return request.SendWebRequest();
            if (request.result != UnityWebRequest.Result.Success)
            {
                Debug.LogError(request.error);
            }
            else
            {
                string result = request.downloadHandler.text;
                Debug.LogError(result);
                callBack?.Invoke(result,id);
            }
        }
    }

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