void SaveJPG(string filename, int width, int height, Color[] pixels)
    {
        FileStream fs = new FileStream(filename, FileMode.Create);

        if (fs != null)
        {
            //Debug.Log("File created \"" + filename + "\"");
            BinaryWriter bw = new BinaryWriter(fs);

            if (bw != null)
            {
                //Debug.Log("Creating JPG " + width + " x " + height);
                Quality = Mathf.Clamp(Quality, 0.0f, 100.0f);
                JPGEncoder NewEncoder = new JPGEncoder(pixels, width, height, Quality);
                NewEncoder.doEncoding();
                //Debug.Log("jpg encoded size=" + NewEncoder.GetBytes().Length + " bytes");
                byte[] TexData = NewEncoder.GetBytes();

                bw.Write(TexData);
                bw.Close();
            }
            fs.Close();
            //Debug.Log("JPG saved");
        }
    }
    public void SendTexture()
    {
        if (sendTexture == null)
        {
            sendTexture = new Texture2D(sendRenderTexture.width, sendRenderTexture.height, TextureFormat.RGB24, false);
        }
        RenderTexture.active = sendRenderTexture;
        sendTexture.ReadPixels(new Rect(0, 0, sendRenderTexture.width, sendRenderTexture.height), 0, 0, false);
        //sendTexture.Apply(false);

        byte[] packet;
        if (useJpgEncodeSend)
        {
            JPGEncoder encoder = new JPGEncoder(sendTexture, jpgQuality);
            encoder.doEncoding();
            packet = encoder.GetBytes();
        }
        else
        {
            packet = sendTexture.EncodeToPNG();
        }

        if (packet.Length > 0)
        {
            udp.SendPacket(packet);
        }
    }
    private IEnumerator ScreenshotEncode()
    {
        //		yield return new WaitForEndOfFrame();
        //
        //		// create a texture to pass to encoding
        //		texture = new Texture2D (Screen.width, Screen.height, TextureFormat.RGB24, false);
        //
        //		// put buffer into texture
        //		texture.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0);
        //		texture.Apply(false, false);

        string fullPath = Application.dataPath + "/../testscreen-" + count + ".jpg";
        JPGEncoder encoder = new JPGEncoder(texture, 75, fullPath );

        //How to encode without save to disk
        //		JPGEncoder encoder = new JPGEncoder(texture, 75);

        //encoder is threaded; wait for it to finish
        while(!encoder.isDone)
            yield return null;

        Debug.Log("Screendump saved at : " + fullPath);
        Debug.Log("Done encoding and bytes ready for use. e.g. send over network, write to disk");
        Debug.Log("Size: " + encoder.GetBytes().Length + " bytes");

        count++;
    }
    private IEnumerator ScreenshotEncode()
    {
//		yield return new WaitForEndOfFrame();
//
//		// create a texture to pass to encoding
//		texture = new Texture2D (Screen.width, Screen.height, TextureFormat.RGB24, false);
//
//		// put buffer into texture
//		texture.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0);
//		texture.Apply(false, false);

        string     fullPath = Application.dataPath + "/../testscreen-" + count + ".jpg";
        JPGEncoder encoder  = new JPGEncoder(texture, 75, fullPath);

        //How to encode without save to disk
//		JPGEncoder encoder = new JPGEncoder(texture, 75);


        //encoder is threaded; wait for it to finish
        while (!encoder.isDone)
        {
            yield return(null);
        }

        Debug.Log("Screendump saved at : " + fullPath);
        Debug.Log("Done encoding and bytes ready for use. e.g. send over network, write to disk");
        Debug.Log("Size: " + encoder.GetBytes().Length + " bytes");

        count++;
    }
Exemple #5
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    void SaveJPG(string filename, int width, int height, Color[] pixels)
    {
        using (FileStream fs = new FileStream(filename, FileMode.Create))
        {
            try
            {
                BinaryWriter bw = new BinaryWriter(fs);

                if (bw != null)
                {
                    Quality = Mathf.Clamp(Quality, 0.0f, 100.0f);
                    JPGEncoder NewEncoder = new JPGEncoder(pixels, width, height, Quality);
                    NewEncoder.doEncoding();
                    byte[] TexData = NewEncoder.GetBytes();

                    bw.Write(TexData);
                    bw.Close();
                }
            }
            catch (System.Exception ex)
            {
                Debug.Log("Error Writing File! " + ex);
            }
            finally
            {
                fs.Close();
            }
        }
    }
Exemple #6
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        IEnumerator CaptureScreenshotJpg(Rect rect, Action <string> onFinish)
        {
            yield return(new WaitForEndOfFrame());

            // 先创建一个的空纹理,大小可根据实现需要来设置
            var screenShot = new Texture2D((int)(rect.width), (int)(rect.height), TextureFormat.RGB24, false);

            // 读取屏幕像素信息并存储为纹理数据,
            screenShot.ReadPixels(rect, 0, 0);
            screenShot.Apply();
            var encoder = new JPGEncoder(screenShot, 20);

            //质量1~100
            encoder.doEncoding();
            while (!encoder.isDone)
            {
                yield return(null);
            }

            File.WriteAllBytes(_sShotImgpath, encoder.GetBytes());

            while (!File.Exists(_sShotImgpath))
            {
                Debug.LogError("等待截图完成");
                yield return(new WaitForEndOfFrame());
            }

            onFinish(_sShotImgpath);
        }
Exemple #7
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            IEnumerator CreateScreenshotCR(string path)
            {
                yield return(new WaitForEndOfFrame());

                Texture2D texture = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, false);

#if UNITY_EDITOR
                var offset = GetWindowOffset() - GetMainGameView().position.position;
                offset.x += 2;
                offset.y -= 16;
                texture.ReadPixels(new Rect(offset.x, offset.y, Screen.width, Screen.height), 0, 0);
#else
                texture.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0);
#endif
                texture.Apply();
                yield return(null);

                JPGEncoder encoder = new JPGEncoder(texture, 95.0f);
                while (!encoder.isDone)
                {
                    yield return(null);
                }
                System.IO.File.WriteAllBytes(path, encoder.GetBytes());
#endif
            }
        public void Save(string path, float jpegQuality, float lightmapMult, float lightmapPower)
        {
            // http://answers.unity3d.com/questions/1114251/lightmappingcompleted-callback-occurs-before-light.html
            string curScene = UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene().path;

            string[] parts        = curScene.Split('/', '\\');
            string   sceneName    = parts[parts.Length - 1].Split('.')[0];
            string   lightmapPath = Path.GetDirectoryName(curScene) + "/" + sceneName + "/";
            string   filepath     = lightmapPath + "Lightmap-" + "0" + "_comp_light.exr";

            //TODO 어디에서 파일명을 얻을 것인가?
            //string filepath = "Assets/Scenes/simple/Lightmap-0_comp_light.exr";

            // readable 설정 켜주기
            TextureImporter texImporter = (TextureImporter)AssetImporter.GetAtPath(filepath);

            if (!texImporter.isReadable)
            {
                texImporter.isReadable = true;
                texImporter.SaveAndReimport();
            }

            Texture2D ti = LightmapSettings.lightmaps[Index].lightmapFar;

            Texture2D tf = new Texture2D(ti.width, ti.height, TextureFormat.ARGB32, false);

            Color32[] c = ti.GetPixels32();

            for (int j = 0; j < c.Length; j++)
            {
                float af = c[j].a / 255f;
                float rf = c[j].r / 255f;
                float gf = c[j].g / 255f;
                float bf = c[j].b / 255f;

                float ur = Mathf.Pow(rf * af, lightmapPower) * 255f * lightmapMult;
                float ug = Mathf.Pow(gf * af, lightmapPower) * 255f * lightmapMult;
                float ub = Mathf.Pow(bf * af, lightmapPower) * 255f * lightmapMult;

                ur = Mathf.Clamp(ur, 0, 255);
                ug = Mathf.Clamp(ug, 0, 255);
                ub = Mathf.Clamp(ub, 0, 255);

                c[j].r = Convert.ToByte(ur);
                c[j].g = Convert.ToByte(ug);
                c[j].b = Convert.ToByte(ub);
                c[j].a = 255;
            }

            tf.SetPixels32(c);

            JPGEncoder je = new JPGEncoder(tf, jpegQuality, "", true);

            byte[] bytes = je.GetBytes();

            File.WriteAllBytes(path + FileName, bytes);

            Texture2D.DestroyImmediate(tf);
        }
Exemple #9
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	private byte[] getBytes(float quality)
	{
		if(Format == TextureImporterFormat.ARGB32) {
			return t2d.EncodeToPNG (); 
		} else {
			JPGEncoder j = new JPGEncoder(t2d, quality);
			return j.GetBytes();
		}
	}
Exemple #10
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    void UploadJPG(string filename, int width, int height, Color[] pixels)
    {
        Quality = Mathf.Clamp(Quality, 0.0f, 100.0f);
        JPGEncoder NewEncoder = new JPGEncoder(pixels, width, height, Quality);

        NewEncoder.doEncoding();
        byte[] TexData = NewEncoder.GetBytes();

        UploadFile(TexData, m_URL, filename);
    }
Exemple #11
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 private byte[] getBytes(float quality)
 {
     if (Format == TextureImporterFormat.ARGB32)
     {
         return(t2d.EncodeToPNG());
     }
     else
     {
         JPGEncoder j = new JPGEncoder(t2d, quality);
         return(j.GetBytes());
     }
 }
Exemple #12
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    public void CaptureJPG(string filePath, int superSize)
    {
        int width = Screen.width;
        int height = Screen.height;

        Texture2D texture = new Texture2D(width, height, TextureFormat.ARGB32, false);
        texture.ReadPixels (new Rect(0, 0, width, height), 0, 0);
        texture.Apply();

        JPGEncoder enc = new JPGEncoder(texture, 100, filePath);
        GameObject.Destroy(texture);

        Debug.Log(filePath+" : saved !");
    }
Exemple #13
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    void SaveJPG(string filename, int width, int height, Color[] pixels)
    {
        FileStream fs = new FileStream(filename, FileMode.Create);

        if (fs != null)
        {
            BinaryWriter bw = new BinaryWriter(fs);

            Quality = Mathf.Clamp(Quality, 0.0f, 100.0f);
            JPGEncoder NewEncoder = new JPGEncoder(pixels, width, height, Quality);
            NewEncoder.doEncoding();
            byte[] TexData = NewEncoder.GetBytes();

            bw.Write(TexData);
        }
    }
    public void Save(string path, float jpegQuality, float lightmapMult, float lightmapPower)
    {
        Texture2D ti = LightmapSettings.lightmaps[index].lightmapFar;
        Texture2D tf = new Texture2D(ti.width, ti.height, TextureFormat.ARGB32, false);

        Color32[] c = ti.GetPixels32();

        for (int j = 0; j < c.Length; j++)
        {
            float af = c[j].a / 255f;
            float rf = c[j].r / 255f;
            float gf = c[j].g / 255f;
            float bf = c[j].b / 255f;

            float ur = Mathf.Pow(rf * af, lightmapPower) * 255f * lightmapMult;
            float ug = Mathf.Pow(gf * af, lightmapPower) * 255f * lightmapMult;
            float ub = Mathf.Pow(bf * af, lightmapPower) * 255f * lightmapMult;

            ur = Mathf.Clamp(ur, 0, 255);
            ug = Mathf.Clamp(ug, 0, 255);
            ub = Mathf.Clamp(ub, 0, 255);

            c[j].r = Convert.ToByte(ur);
            c[j].g = Convert.ToByte(ug);
            c[j].b = Convert.ToByte(ub);
            c[j].a = 255;
        }

        tf.SetPixels32(c);

        JPGEncoder je = new JPGEncoder(tf, jpegQuality);

        byte[] bytes = je.GetBytes();

        File.WriteAllBytes(path + fileName, bytes);

        Texture2D.DestroyImmediate(tf);
    }
    static byte [] EncodeTexture(Texture2D texture, ImageType type)
    {
        byte [] encodedBytes = null;

        switch (type)
        {
        case ImageType.PNG:
            encodedBytes = texture.EncodeToPNG();
            break;

        case ImageType.JPG:
            JPGEncoder encoder = new JPGEncoder(texture, m_JPEGQuality);
            encoder.doEncoding();

            if (encoder.isDone)
            {
                encodedBytes = encoder.GetBytes();
            }
            break;
        }

        return(encodedBytes);
    }
        /// <summary>
        /// 範囲指定をしてPNGで保存
        /// </summary>
        public static IEnumerator CaptureRangeJPG(string dirPath, string fileName, Rect range)
        {
            yield return(new WaitForEndOfFrame());

            //範囲でキャプチャをする
            Texture2D screenShot = new Texture2D((int)range.width, (int)range.height);

            screenShot.ReadPixels(range, 0, 0);

            //保存先の確認
            if (!Directory.Exists(dirPath))
            {
                Directory.CreateDirectory(dirPath);
            }

            //拡張子の確認
            if (Path.GetExtension(fileName).ToUpper() != ".JPG")
            {
                fileName = Path.GetFileNameWithoutExtension(fileName) + ".jpg";
            }

            //JPEGエンコード
            JPGEncoder encoder = new JPGEncoder(screenShot, 100.0f);

            encoder.doEncoding();
            while (!encoder.isDone)
            {
                yield return(0);
            }

            //保存
            File.WriteAllBytes(Path.Combine(dirPath, fileName), encoder.GetBytes());

            encoder = null;
            Texture2D.Destroy(screenShot);
        }
Exemple #17
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	public void Save (string path, float jpegQuality, float lightmapMult, float lightmapPower)
	{
		Texture2D ti = LightmapSettings.lightmaps[index].lightmapFar;
		Texture2D tf = new Texture2D(ti.width, ti.height, TextureFormat.ARGB32, false);

		Color32[] c = ti.GetPixels32();

		for(int j = 0; j < c.Length; j++) {
			float af = c[j].a / 255f;
			float rf = c[j].r / 255f;
			float gf = c[j].g / 255f;
			float bf = c[j].b / 255f;
			
			float ur = Mathf.Pow(rf * af, lightmapPower) * 255f * lightmapMult;
			float ug = Mathf.Pow(gf * af, lightmapPower) * 255f * lightmapMult;
			float ub = Mathf.Pow(bf * af, lightmapPower) * 255f * lightmapMult;
			
			ur = Mathf.Clamp(ur, 0, 255);
			ug = Mathf.Clamp(ug, 0, 255);
			ub = Mathf.Clamp(ub, 0, 255);
			
			c[j].r = Convert.ToByte(ur);
			c[j].g = Convert.ToByte(ug);
			c[j].b = Convert.ToByte(ub);
			c[j].a = 255;
		}
		
		tf.SetPixels32(c);			

		JPGEncoder je = new JPGEncoder(tf, jpegQuality);
		byte[] bytes = je.GetBytes();
		
		File.WriteAllBytes (path + fileName, bytes);
		
		Texture2D.DestroyImmediate(tf);
	}
	void UploadJPG(string filename, int width, int height, Color[] pixels)
	{
		Quality = Mathf.Clamp(Quality, 0.0f, 100.0f);
		JPGEncoder NewEncoder = new JPGEncoder(pixels, width, height, Quality);
		NewEncoder.doEncoding();
		byte[] TexData = NewEncoder.GetBytes();

		UploadFile(TexData, m_URL, filename);
	}
	void SaveJPG(string filename, int width, int height, Color[] pixels)
	{
		FileStream fs = new FileStream(filename, FileMode.Create);
		if ( fs != null )
		{
			//Debug.Log("File created \"" + filename + "\"");
			BinaryWriter bw = new BinaryWriter(fs);

			if ( bw != null )
			{
				//Debug.Log("Creating JPG " + width + " x " + height);
				Quality = Mathf.Clamp(Quality, 0.0f, 100.0f);
				JPGEncoder NewEncoder = new JPGEncoder(pixels, width, height, Quality);
				NewEncoder.doEncoding();
				//Debug.Log("jpg encoded size=" + NewEncoder.GetBytes().Length + " bytes");
				byte[] TexData = NewEncoder.GetBytes();

				bw.Write(TexData);
				bw.Close();
			}
			fs.Close();
			//Debug.Log("JPG saved");
		}
	}
Exemple #20
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	void SaveJPG(string filename, int width, int height, Color[] pixels)
	{
		FileStream fs = new FileStream(filename, FileMode.Create);
		if ( fs != null )
		{
			BinaryWriter bw = new BinaryWriter(fs);

			if ( bw != null )
			{
				Quality = Mathf.Clamp(Quality, 0.0f, 100.0f);
				JPGEncoder NewEncoder = new JPGEncoder(pixels, width, height, Quality);
				NewEncoder.doEncoding();
				byte[] TexData = NewEncoder.GetBytes();

				bw.Write(TexData);
				bw.Close();
			}
			fs.Close();
		}
	}