EncodeToPNG() private method

private EncodeToPNG ( ) : byte[]
return byte[]
Esempio n. 1
1
	public override void OnInspectorGUI()
	{
		if (GUILayout.Button("Generate Thumb"))
		{
			Camera cam = (Camera)target;
			CameraClearFlags clearFlags = cam.clearFlags;
			cam.clearFlags = CameraClearFlags.Depth;

			RenderTexture renTex = new RenderTexture(size, size, 1);
			cam.targetTexture = renTex;
			cam.Render();
			cam.targetTexture = null;

			Texture2D tex = new Texture2D(size, size);

			RenderTexture.active = renTex;
			tex.ReadPixels(new Rect(0, 0, size, size), 0, 0);
			RenderTexture.active = null;

			byte[] data = tex.EncodeToPNG();

			string scenePath = Path.GetFullPath(Path.GetDirectoryName(EditorSceneManager.GetActiveScene().path));
			string sceneName = EditorSceneManager.GetActiveScene().name;
			string file = scenePath + "/Thumbnails/" + sceneName + ".png";
			File.WriteAllBytes(file, data);
			Debug.Log("Thumbnail saved to: " + file);

			cam.clearFlags = clearFlags;
		}

		base.OnInspectorGUI();
	}
Esempio n. 2
0
 void TakeSnapshot()
 {
     Texture2D snap = new Texture2D(wct.width, wct.height);
     snap.SetPixels(wct.GetPixels());
     snap.Apply();
     texture = snap;
     string filename = GetNextFilename ();
     System.IO.File.WriteAllBytes(filename, snap.EncodeToPNG());
     UploadPNG(_CaptureCounter.ToString("0000")+".png", snap.EncodeToPNG());
 }
Esempio n. 3
0
    // Use this for initialization
    void Start()
    {
        NoiseTextures = new Texture2D[8];
        for (int i = 0; i < 8; ++i)
        {
            float Seed = Random.Range(0f, 1f);
            Texture2D NoiseTexture = new Texture2D ((int)Width, (int)Height, TextureFormat.RGBA32, false);
            Pixels = new Color[(int)(Width * Height)];
            for (float y = 0; y < Height; ++y)
            {
                for (float x = 0; x < Width; ++x)
                {
                    float Sample = Mathf.PerlinNoise(x * Scale / Width + Seed, y * Scale / Height + Seed);
                    Pixels[(int)(y * Width + x)] = new Color(Sample, Sample, Sample);
                }
            }
            NoiseTexture.SetPixels (Pixels);
            NoiseTexture.Apply ();
            NoiseTextures[i] = NoiseTexture;

            if (i == 0)
            {
                byte[] pngbytes = NoiseTexture.EncodeToPNG();
                System.IO.File.WriteAllBytes(Application.dataPath + "\\noise.png", pngbytes);
            }
        }
    }
    static void Convert(string origpath, string filename, string destpath)
    {
        FSNEditorUtils.MakeTargetDirectory(destpath);					// 타겟 경로 확보
        var assetpath       = destpath + "/" + filename;
        var absolutepath    = Application.dataPath + "/../" + assetpath;
        //Debug.LogFormat("asset path : {0}, absolute target path : {1}", assetpath, absolutepath);

        if (AssetDatabase.AssetPathToGUID(assetpath) != null)			// 복사하려는 위치에 해당 어셋이 이미 존재한다면 기존 것은 삭제
            AssetDatabase.DeleteAsset(assetpath);
        AssetDatabase.CopyAsset(origpath, assetpath);                   // 변경하려는 어셋을 복제하여 타겟 경로에 넣는다.
        AssetDatabase.Refresh();

        var texture		= AssetDatabase.LoadAssetAtPath<Texture2D>(assetpath);
        var converted   = new Texture2D(texture.width, texture.height, TextureFormat.ARGB32, false);
        var origcolors  = texture.GetPixels32();
        var len         = origcolors.Length;
        for (int i = 0; i < len; i++)									// 픽셀마다 알파곱 계산
        {
            var color       = origcolors[i];
            var alpha       = (int)color.a;
            color.r         = (byte)(color.r * alpha / 255);
            color.g			= (byte)(color.g * alpha / 255);
            color.b         = (byte)(color.b * alpha / 255);
            origcolors[i]   = color;
        }
        converted.SetPixels32(origcolors);

        System.IO.File.WriteAllBytes(absolutepath, converted.EncodeToPNG());	// 실제 파일로 write
        AssetDatabase.ImportAsset(assetpath);
        var importer        = AssetImporter.GetAtPath(assetpath) as TextureImporter;    // 텍스쳐 옵션 설정
        importer.textureType= TextureImporterType.Advanced;
        importer.alphaIsTransparency    = false;            // premultiplied alpha texture는 이 옵션을 꺼줘야 한다.
        importer.SaveAndReimport();
    }
Esempio n. 5
0
	// Based on: http://wiki.unity3d.com/index.php?title=TakeScreenshot
    // ******  Notice : It doesn't works in Web Player environment.  ******
	// ******    It works in PC environment.                         ******
	// Default method have some problem, when you take a Screen shot for your game. 
	// So add this script.
	// CF Page : http://technology.blurst.com/unity-jpg-encoding-javascript/
	// made by Jerry ( [email protected] ) 
    IEnumerator TakeScreenshot() {
     			
		// wait for graphics to render
        yield return new WaitForEndOfFrame();

        // we do nothing on web player, since we can't write files
     	  #if !UNITY_WEBPLAYER
        
        // create a texture to pass to encoding
        Texture2D 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();
 
        // split the process up--ReadPixels() and the GetPixels() call inside of the encoder are both pretty heavy
        yield return 0;
 
        byte[] bytes = texture.EncodeToPNG();
 
        // save our test image (could also upload to WWW)
		string fn = Path.Combine(Application.persistentDataPath, "screenshot-" + count + ".png");
        File.WriteAllBytes(fn, bytes);
		Debug.Log ("Wrote screenshot to:" + fn);
        count++;
 
        // Added by Karl. - Tell unity to delete the texture, by default it seems to keep hold of it and memory crashes will occur after too many screenshots.
        DestroyObject( texture );
 
        //Debug.Log( Application.dataPath + "/../testscreen-" + count + ".png" );
        #endif
    }
Esempio n. 6
0
    static void RenderSkyBoxFaceToPNG( int orientation, Camera cam, string assetPath )
    {
        // 		cam.transform.eulerAngles = skyDirection[orientation];
        // 		RenderTexture rt = new RenderTexture ( faceSize, faceSize, 24 );
        // 		cam.camera.targetTexture = rt;
        // 		cam.camera.Render ();
        // 		RenderTexture.active = rt;
        //
        // 		Texture2D screenShot = new Texture2D ( faceSize, faceSize, TextureFormat.RGB24, false );
        // 		screenShot.ReadPixels ( new Rect ( 0, 0, faceSize, faceSize ), 0, 0 );
        //
        // 		RenderTexture.active = null;
        // 		GameObject.DestroyImmediate ( rt );

        cam.transform.eulerAngles = skyDirection[orientation];
        cam.GetComponent<Camera>().Render ();

        Texture2D screenShot = new Texture2D ( Screen.width, Screen.height, TextureFormat.RGB24, false );
        screenShot.ReadPixels ( new Rect ( 0, 0, Screen.width, Screen.height ), 0, 0 );
        screenShot.Apply ();

        // screenShot.Resize ( faceSize, faceSize, TextureFormat.ARGB32, false );
        TextureScale.Bilinear ( screenShot, faceSize, faceSize );

        byte[] bytes = screenShot.EncodeToPNG ();
        File.WriteAllBytes ( assetPath, bytes );

        AssetDatabase.ImportAsset ( assetPath, ImportAssetOptions.ForceUpdate );
    }
Esempio n. 7
0
		/// <summary>
		/// Saves a texture at the given path
		/// </summary>
		public static void SaveTexture(Texture2D tex, string path)
		{
			if (!string.IsNullOrEmpty(path)){
				byte[] bytes = tex.EncodeToPNG();
				File.WriteAllBytes(path, bytes);
			}
		}
Esempio n. 8
0
    public static void makeAtlas(Texture2D[] textures)
    {
        if (textures != null && textures.Length > 1)
        {
            // Make our atlas gameobject with a blank atlas script on it.
            GameObject go = new GameObject("TEST_ATLAS");
            go.AddComponent<Atlas>();

            // The blank texture is replaced with the packed texture.
            Texture2D tex = new Texture2D(2, 2);

            // Now pack the textures
            Rect[] UVs = tex.PackTextures(textures, 2, 4096);

            // Create out spriteAnimation components onto the atlas with height/width equal to the source.
            for (int i = 0; i < UVs.Length; i++)
            {
                SpriteAnimation anim = go.AddComponent<SpriteAnimation>();
                anim.setData(textures[i].name, UVs[i]);
            }

            FileStream fs = new FileStream(Application.dataPath + "/Resources/Sprites/Atlas_Sprite.png", FileMode.Create);
            BinaryWriter bw = new BinaryWriter(fs);
            bw.Write(tex.EncodeToPNG());
            bw.Close();
            fs.Close();

            //PrefabUtility.CreatePrefab(Application.dataPath + "/Resources/Atlases/" + go.name + ".prefab", go);
        }
        else
        {
            Debug.LogWarning("Given Textures are null or singular.");
        }
    }
Esempio n. 9
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 public static Sprite createSprite(Texture2D tex)
 {
     Texture2D newTex = new Texture2D(tex.width, tex.height, TextureFormat.RGBA32, false);
     newTex.filterMode = FilterMode.Bilinear;
     newTex.LoadImage(tex.EncodeToPNG());
     return Sprite.Create(newTex, new Rect(0, 0, tex.width, tex.height), new Vector2(0.5f, 0.5f), 100);
 }
Esempio n. 10
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 public void SaveTexture(Texture2D tex, string saveAs)
 {
     PlayerPrefs.SetString("Image" + saveAs, Convert.ToBase64String(tex.EncodeToPNG()));
     PlayerPrefs.SetInt("Image" + saveAs + "_w", tex.width);
     PlayerPrefs.SetInt("Image" + saveAs + "_h", tex.height);
     PlayerPrefs.Save();
 }
    IEnumerator ScreenshotEncode() {
#if UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX
        // wait for graphics to render
        yield return new WaitForEndOfFrame();

        // create a texture to pass to encoding
        Texture2D texture = new Texture2D(Screen.width, Screen.height, TextureFormat.ARGB32, false);

        // put buffer into texture
        texture.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0);
        texture.Apply();

        // split the process up--ReadPixels() and the GetPixels() call inside of the encoder are both pretty heavy
        yield return 0;

        byte[] bytes = texture.EncodeToPNG();

        // save our test image (could also upload to WWW)
        File.WriteAllBytes(path + "/" + imageNamePrefix + DateTime.Now.ToString("MM-dd-yyyy_hh-mm-ss") + ".png", bytes);

        Debug.Log("Took Screen Shot");

        // Added by Karl. - Tell unity to delete the texture, by default it seems to keep hold of it and memory crashes will occur after too many screenshots.
        DestroyObject(texture);

        canTakeScreenShot = true;
#else
        return null;
#endif
    }
Esempio n. 12
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    Texture2D Capture(Camera camera, Rect rect)
    {
        // 创建一个RenderTexture对象
        RenderTexture rt = new RenderTexture((int)rect.width, (int)rect.height, 0);
        // 临时设置相关相机的targetTexture为rt, 并手动渲染相关相机
        camera.targetTexture = rt;
        camera.Render();
        //ps: --- 如果这样加上第二个相机,可以实现只截图某几个指定的相机一起看到的图像。
        //ps: camera2.targetTexture = rt;
        //ps: camera2.Render();
        //ps: -------------------------------------------------------------------

        // 激活这个rt, 并从中中读取像素。
        RenderTexture.active = rt;
        Texture2D screenShot = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.ARGB32, false);
        screenShot.ReadPixels(rect, 0, 0);// 注:这个时候,它是从RenderTexture.active中读取像素
        screenShot.Apply();

        // 重置相关参数,以使用camera继续在屏幕上显示
        camera.targetTexture = null;
        //ps: camera2.targetTexture = null;
        RenderTexture.active = null; // JC: added to avoid errors
        GameObject.Destroy(rt);
        // 最后将这些纹理数据,成一个png图片文件  
        byte[] bytes = screenShot.EncodeToPNG();
        string filename = Application.dataPath + "/Screenshot.png";
        System.IO.File.WriteAllBytes(filename, bytes);
        Debug.Log(string.Format("截屏了一张照片: {0}", filename));

        return screenShot;
    }
Esempio n. 13
0
 IEnumerator Screenshot()
 {
     if (!Directory.Exists(outPath))
     {
         Directory.CreateDirectory(outPath);
     }
     while (record)
     {
         /*counter++;
         Application.CaptureScreenshot(outPath + counter.ToString("D8") + ".png", 0);
         UnityEngine.Debug.Log("PNG Created " + counter);
         yield return new WaitForSeconds(recordStep);*/
         counter++;
         RenderTexture rt = new RenderTexture(resWidth, resHeight, 24);
         camera.targetTexture = rt;
         Texture2D screenShot = new Texture2D(resWidth, resHeight, TextureFormat.RGB24, false);
         camera.Render();
         RenderTexture.active = rt;
         screenShot.ReadPixels(new Rect(0, 0, resWidth, resHeight), 0, 0);
         camera.targetTexture = null;
         RenderTexture.active = null; // JC: added to avoid errors
         Destroy(rt);
         byte[] bytes = screenShot.EncodeToPNG();
         string filename = outPath + counter.ToString("D8") + ".png";//8 didget naming scheme limits us to videos roughly 28.9 days long
         System.IO.File.WriteAllBytes(filename, bytes);
         UnityEngine.Debug.Log(string.Format("Took screenshot to: {0}", filename));
         yield return new WaitForSeconds(recordStep);
         }
     yield break;
 }
    void LateUpdate()
    {
        takeHiResShot |= Input.GetKeyDown("joystick button 0");
        if (takeHiResShot)
        {
            if (photos.Count >= 5)
            {
                Debug.Log("Too many photos, not saving");
                takeHiResShot = false;
                return;
            }

            RenderTexture rt = new RenderTexture(resWidth, resHeight, 24);
            camera.targetTexture = rt;
            Texture2D screenShot = new Texture2D(resWidth, resHeight, TextureFormat.RGB24, false);
            camera.Render();
            RenderTexture.active = rt;
            screenShot.ReadPixels(new Rect(0, 0, resWidth, resHeight), 0, 0);
            camera.targetTexture = null;
            RenderTexture.active = null; // JC: added to avoid errors
            Destroy(rt);
            byte[] bytes = screenShot.EncodeToPNG();
            string filename = ScreenShotName(resWidth, resHeight);

            photos.Add(bytes);
            takeHiResShot = false;
            Debug.Log(string.Format("Added screenshot to memory. {0} photos in total now.", photos.Count));

            Texture2D texture = new Texture2D(resWidth, resHeight);
            texture.LoadImage(bytes);
        }
    }
Esempio n. 15
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        private static void CreateTexture(ProceduralTerrain element)
        {
            var path = EditorUtility.SaveFilePanel("Save Texture", string.Empty, "texture.png", "png");
            if (string.IsNullOrEmpty(path))
                return;

            var resolution = element.Settings.HeightMapResolution;
            var texture = new Texture2D(resolution, resolution);

            for (var z = 0; z < resolution; z++)
            {
                for (var x = 0; x < resolution; x++)
                {
                    var xCoordinate = (element.Settings.Density * x) / resolution;
                    var zCoordinate = (element.Settings.Density * z) / resolution;

                    var noise = 0.5f * (element.NoiseGenerator.Noise(xCoordinate, zCoordinate) + 1);
                    texture.SetPixel(x, z, new Color(noise, noise, noise));
                }
            }

            // Encode texture into PNG
            var bytes = texture.EncodeToPNG();
            Destroy(texture);
            //File.WriteAllBytes(Application.dataPath + "/../Perlin.png", bytes);
            File.WriteAllBytes(path, bytes);
        }
Esempio n. 16
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    public IEnumerator TakeScreenShot()
    {
        yield return new WaitForEndOfFrame();

        Camera camOV = OVcamera.GetComponent<Camera>();

        RenderTexture currentRT = RenderTexture.active;

        RenderTexture.active = camOV.targetTexture;
        camOV.Render();
        Texture2D imageOverview = new Texture2D(camOV.targetTexture.width, camOV.targetTexture.height, TextureFormat.RGB24, false);
        imageOverview.ReadPixels(new Rect(0, 0, camOV.targetTexture.width, camOV.targetTexture.height), 0, 0);
        imageOverview.Apply();
        RenderTexture.active = currentRT;

        // Encode texture into PNG
        byte[] bytes = imageOverview.EncodeToPNG();

        // save in memory
        //string filename = fileName(Convert.ToInt32(imageOverview.width), Convert.ToInt32(imageOverview.height));
        string filename = fileName(resWidth, resHeight);
        //path = Application.persistentDataPath + "/Snapshots/" + filename;
        path = filename;

        System.IO.File.WriteAllBytes(path, bytes);
    }
Esempio n. 17
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	/// <summary>
	/// If the camera has a render texture, save its contents into the specified file using PNG image format.
	/// </summary>

	static public bool SaveRenderTextureAsPNG (this Camera cam, string filename)
	{
		// Render textures only work in Unity Pro
		if (!UnityEditorInternal.InternalEditorUtility.HasPro()) return false;

		RenderTexture rt = cam.targetTexture;
		if (rt == null) return false;

		// Read the render texture's contents into the 2D texture
		RenderTexture.active = rt;
		Texture2D tex = new Texture2D(rt.width, rt.height, TextureFormat.ARGB32, false);
		tex.hideFlags = HideFlags.HideAndDontSave;
		tex.ReadPixels(new Rect(0f, 0f, rt.width, rt.height), 0, 0);
		tex.Apply();
		RenderTexture.active = null;

		try
		{
			// Save the contents into the specified PNG
			byte[] bytes = tex.EncodeToPNG();
			FileStream fs = File.OpenWrite(filename);
			fs.Write(bytes, 0, bytes.Length);
			fs.Close();
		}
		catch (System.Exception ex)
		{
			Debug.LogError(ex.Message);
			return false;
		}
		finally
		{
			NGUITools.DestroyImmediate(tex);
		}
		return true;
	}
Esempio n. 18
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	public static void StartShareIntentWithSubject(string caption, string message, string subject, Texture2D texture,  string packageNamePattern = "") {

		byte[] val = texture.EncodeToPNG();
		string bytesString = System.Convert.ToBase64String (val);

		AN_SocialSharingProxy.StartShareIntent(caption, message, subject, bytesString, packageNamePattern);
	}
Esempio n. 19
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	// Update is called once per frame
	void Update () {
        if (colorMyMang == null)
        {
            return;
        }

        if (Input.GetButtonDown("Fire1"))
        {
            Debug.Log(Input.mousePosition);

            _ColorManager = colorMyMang.GetComponent<colorMyMang>();
            if(_ColorManager == null)
            {
                return;
            }

            ttt = _ColorManager.GetColorTexture();
            Texture2D result = new Texture2D((int)1024, (int)1024);
            result.SetPixels(ttt.GetPixels(Mathf.FloorToInt(448),Mathf.FloorToInt(28),Mathf.FloorToInt(1024),Mathf.FloorToInt(1024)));
            //TextureScale.Bilinear(result, 32, 32);
            TextureScale.Bilinear(result, 32, 32);
            


            byte[] bytes = result.EncodeToPNG();
            File.WriteAllBytes("SavedScreen.png", bytes);
            cubeRR.GetComponent<Renderer>().material.mainTexture = ttt;

        }
	}
Esempio n. 20
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 public static Texture2D FromUnityType(UnityEngine.Texture2D texture2D)
 {
     return(new Texture2D()
     {
         pixels = texture2D.EncodeToPNG(),
     });
 }
    void NoiseTexture(int size, bool mono)
    {
        var path = EditorUtility.SaveFilePanel("Save Noise Texture", "Assets", "noise" + size, "png");
        if (path != "") {
            var tex = new Texture2D(size, size, TextureFormat.ARGB32, false);
            var s2 = size * size;
            var cols = new Color32[s2];
            for (int i = 0; i < s2; ++i) {
                if (mono) {
                    var r = (byte)Random.Range(0, 256);
                    cols[i] = new Color32(r, r, r, 255);
                }
                else {
                    cols[i] = new Color32((byte)Random.Range(0, 256), (byte)Random.Range(0, 256), (byte)Random.Range(0, 256), 255);
                }
            }
            tex.SetPixels32(cols);
            tex.Apply();
            System.IO.File.WriteAllBytes(path, tex.EncodeToPNG());
            AssetDatabase.Refresh();
            Object.DestroyImmediate(tex);
            path = "Assets" + path.Remove(0, Application.dataPath.Length);
            // tex = (Texture2D)AssetDatabase.LoadAssetAtPath(path, typeof(Texture2D));

            TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;
            textureImporter.textureFormat = TextureImporterFormat.ARGB32;
            textureImporter.anisoLevel = 0;
            AssetDatabase.ImportAsset(path);

            // EditorUtility.CompressTexture(tex, TextureFormat.ARGB32, 0);
            //tex.format = TextureFormat.ARGB32;
        }
    }
        void LateUpdate()
        {
            if (Input.GetKeyUp(KeyCode.S)) {
            #if !UNITY_WEBPLAYER
            int resWidth = 4096, resHeight = 2048;
            RenderTexture rt = new RenderTexture(resWidth, resHeight, 24);
            camera.targetTexture = rt;
            camera.Render();
            RenderTexture prevActive = RenderTexture.active;
            RenderTexture.active = rt;

            Texture2D screenShot = new Texture2D(resWidth, resHeight, TextureFormat.ARGB32, false);
            screenShot.ReadPixels(new Rect(0, 0, resWidth, resHeight), 0, 0, false);

            camera.targetTexture = null;
            RenderTexture.active = prevActive;
            Destroy(rt);

            screenShot = DownSample(screenShot);

            byte[] bytes = screenShot.EncodeToPNG();
            string filename = ScreenshotPath();
            System.IO.File.WriteAllBytes(filename, bytes);
            Debug.Log("Screenshot stored at: '" + filename + "'");
            #else
            Debug.LogWarning("Screen shot not supported in WebPlayer.");
            #endif
            }
        }
    /// <summary>
    /// Takes a map snapshot and saves it
    /// </summary>
    public void TakeSnapshot()
    {
        //TODO fix this for webplayer
        #if !UNITY_WEBPLAYER
        //setup rendertexture
        RenderTexture rt = new RenderTexture(resWidth, resHeight, 24);
        rt.antiAliasing = msaa;
        rt.filterMode = FilterMode.Trilinear;
        GetComponent<Camera>().targetTexture = rt;

        //render the texture
        Texture2D snapshot = new Texture2D(resWidth, resHeight, TextureFormat.RGB24, false);
        GetComponent<Camera>().Render();
        RenderTexture.active = rt;
        snapshot.ReadPixels(new Rect(0, 0, resWidth, resHeight), 0, 0);
        GetComponent<Camera>().targetTexture = null;
        RenderTexture.active = null;
        DestroyImmediate(rt);
        byte[] bytes = snapshot.EncodeToPNG();
        DestroyImmediate(snapshot);

        //save to the file
        if (!System.IO.Directory.Exists(GetFullFolderPath()))
        {
            Debug.LogError("File path: " + GetFullFolderPath() + " doesn't exist! Create it.");
            return;
        }

        string _fileName = SnapshotName(resWidth, resHeight);
        System.IO.File.WriteAllBytes(_fileName, bytes);
        MUtil.Log(string.Format("Saved snapshot to: {0}", _fileName), this);
        _fileName = "";
        #endif
    }
    private void GrabSingleView(EditorWindow view, FileInfo targetFile, OutputFormat format)
    {
        var width = Mathf.FloorToInt(view.position.width);
        var height = Mathf.FloorToInt(view.position.height);

        Texture2D screenShot = new Texture2D(width, height);

        this.HideOnGrabbing();

        var colorArray = InternalEditorUtility.ReadScreenPixel(view.position.position, width, height);

        screenShot.SetPixels(colorArray);

        byte[] encodedBytes = null;
        if (format == OutputFormat.jpg)
        {
            encodedBytes = screenShot.EncodeToJPG();
        }
        else
        {
            encodedBytes = screenShot.EncodeToPNG();
        }

        File.WriteAllBytes(targetFile.FullName, encodedBytes);

        this.ShowAfterHiding();
    }
    void OnWizardCreate()
    {
        int potWidth = 1;

        while (potWidth < frameWidth * frames)
            potWidth *= 2;

        int potHeight = 1;

        while (potHeight < frameHeight)
            potHeight *= 2;

        Texture2D texture = new Texture2D(potWidth, potHeight);

        for (int i = 0; i < frameWidth * frames; i++)
        {
            for (int j = 0; j < frameHeight; j++)
            {
                if (i % frameWidth == 0 || i % frameWidth == frameWidth - 1 ||
                    j == 0 || j == frameHeight - 1)
                    texture.SetPixel(i, j, gridColor);
                else texture.SetPixel(i, j, backColor);
            }
        }

        File.WriteAllBytes(AssetDatabase.GetAssetPath(Selection.activeObject) +
            "/" + textureName + ".png", texture.EncodeToPNG());

        AssetDatabase.Refresh();
    }
Esempio n. 26
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    IEnumerator ScreenshotEncode()
    {
        // wait for graphics to render
        yield return new WaitForEndOfFrame();

        // create a texture to pass to encoding
        Texture2D 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();

        // split the process up--ReadPixels() and the GetPixels() call inside of the encoder are both pretty heavy
        yield return 0;

        byte[] bytes = texture.EncodeToPNG();

        count = PlayerPrefs.GetInt("count");

        // save our test image (could also upload to WWW)
        File.WriteAllBytes(Application.dataPath + "/../testscreen-" + count + ".png", bytes);
        count++;

        PlayerPrefs.SetInt("count", count);

        // Added by Karl. - Tell unity to delete the texture, by default it seems to keep hold of it and memory crashes will occur after too many screenshots.
        DestroyObject(texture);

        Debug.Log( Application.dataPath + "/../testscreen-" + count + ".png" );
    }
 public static string SaveFilePng(Texture2D tx, string name)
 {
     byte[] bytes = tx.EncodeToPNG();
     UnityEngine.Object.Destroy(tx);
     File.WriteAllBytes(name, bytes);
     return name;
 }
Esempio n. 28
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    // Update is called once per frame
    void Update()
    {
        img = camTex.GetPixels32();
        Texture2D texture = new Texture2D(camTex.width, camTex.height);
        texture.SetPixels32(img);

        //send screenshot
        if (Input.GetKeyDown(KeyCode.Space)){
            //convert
            Texture2D tex2d = new Texture2D(camTex.width, camTex.height);
            tex2d.SetPixels32(img);
            byte[] bytes = tex2d.EncodeToPNG();

            //send data
            StartCoroutine("accessToServer", bytes);
            //accessToServer(bytes);

            print("finish capture and send");
        }
        //debug
        else if (Input.GetKeyDown(KeyCode.Q))
        {
            result_txt = "test_txt";
            camTex.Stop();
            CameraFade.StartAlphaFade(Color.white, false, 1f, 0f, () => { Application.LoadLevel("SummonResultScene"); });
        }
    }
Esempio n. 29
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	private static Texture2D PersistLookupTexture (string assetName, Texture2D tex)
	{
		if (!System.IO.Directory.Exists (kDirectoryName))
			System.IO.Directory.CreateDirectory (kDirectoryName);	

		string assetPath = System.IO.Path.Combine (kDirectoryName, assetName + "." + kExtensionName);
		bool newAsset = !System.IO.File.Exists (assetPath);
		
		System.IO.File.WriteAllBytes (assetPath, tex.EncodeToPNG());
		AssetDatabase.ImportAsset (assetPath, ImportAssetOptions.ForceUpdate);

		TextureImporter texSettings = AssetImporter.GetAtPath (assetPath) as TextureImporter;
		if (!texSettings)
		{
			// workaround for bug when importing first generated texture in the project
			AssetDatabase.Refresh ();
			AssetDatabase.ImportAsset (assetPath, ImportAssetOptions.ForceUpdate);
			texSettings = AssetImporter.GetAtPath (assetPath) as TextureImporter;
		}
		texSettings.textureFormat = TextureImporterFormat.AutomaticTruecolor;
		texSettings.wrapMode = TextureWrapMode.Clamp;
		if (newAsset)
			AssetDatabase.ImportAsset (assetPath, ImportAssetOptions.ForceUpdate);
		
		AssetDatabase.Refresh ();
		
		Texture2D newTex = AssetDatabase.LoadAssetAtPath (assetPath, typeof(Texture2D)) as Texture2D;		
		return newTex;
	}
Esempio n. 30
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	public static void GenerateBleedTexture() {
		Object[] selectedTextures = Selection.GetFiltered( typeof(Texture2D), SelectionMode.DeepAssets );

		foreach( Object o in selectedTextures ) {
			Texture2D t = (Texture2D)o;
			Texture2D bleedTexture = new Texture2D( t.width+8, t.height+8 );

			for( int i = 0, ni = bleedTexture.width ; i < ni ; i++ ) {
				for( int j = 0, nj = bleedTexture.height ; j < nj ; j++ ) {
					bleedTexture.SetPixel( i, j, t.GetPixelBilinear( (float)(i-4)/t.width, (float)(j-4)/t.height ) );
				}
			}
			bleedTexture.Apply();

			string originalPath = AssetDatabase.GetAssetPath(t);
			string withoutExtension = originalPath.Split('.')[0];

			byte[] bytes = bleedTexture.EncodeToPNG();
			System.IO.File.WriteAllBytes(withoutExtension+"Bleed.png", bytes);
			bytes = null;
			
			// Re-import the newly created texture, turning off the 'readable' flag
			AssetDatabase.Refresh();

		}

	}
    // Update is called once per frame
    void Update()
    {
        MetaCoreInterop.meta_get_point_cloud(ref _metaPointCloud, _translation, _rotation);
        //Added by Yuqi Ding

        MetaCoreInterop.meta_get_rgb_frame(RawPixelBuffer, _translation, _new_rotation);  // The buffer is pre-allocated by constructor.

        // Check for a difference
        bool isEqual = true;

        // Check for a difference in pose (should change with each new RGB frame).
        for (int i = 0; i < _new_rotation.Length; ++i)
        {
            isEqual = _rotation[i] == _new_rotation[i];

            if (!isEqual)
            {
                break;
            }
        }

        // If the two rotations are not equal, we have a new rgb frame.
        if (!isEqual)
        {
            // Copy new rotation if it's different.
            for (int i = 0; i < _new_rotation.Length; ++i)
            {
                _rotation[i] = _new_rotation[i];
            }

            _rgbTexture.LoadRawTextureData(RawPixelBuffer, _totalBufferSize);
            _rgbTexture.Apply();
            if (Time.frameCount % 48 == 0)
            {
                byte[] bytes   = _rgbTexture.EncodeToPNG();
                string rgbname = string.Format("{0}/{1:D04} shot.png", folder, Time.frameCount);
                File.WriteAllBytes(rgbname, bytes);
            }
        }
        // Added end

        SetDepthToWorldTransform();

        if (SavePointCloud && (Time.frameCount % 48 == 0))
        {
            MarshalMetaPointCloud();
            //UpdateMesh();
            int num = _metaPointCloud.num_points;
            Debug.Log(_translation[0].ToString());
            Debug.Log(_translation[1].ToString());
            Debug.Log(_translation[2].ToString());
            if (num != 0)
            {
                string Name1 = string.Format("{0}/{1:D04} shot.ply", folder, Time.frameCount);
                SavePointCloudToPly(Name1, _pointCloud);
            }
        }
    }
Esempio n. 32
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 public static VrmLib.Image ToPngImage(this UnityEngine.Texture2D texture, VrmLib.ImageUsage imageUsage)
 {
     if (texture != null)
     {
         return(new VrmLib.Image(texture.name, "image/png", imageUsage, texture.EncodeToPNG()));
     }
     else
     {
         return(null);
     }
 }
 static public int EncodeToPNG(IntPtr l)
 {
     try {
         UnityEngine.Texture2D self = (UnityEngine.Texture2D)checkSelf(l);
         var ret = self.EncodeToPNG();
         pushValue(l, true);
         pushValue(l, ret);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Esempio n. 34
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 static public int EncodeToPNG(IntPtr l)
 {
     try{
         UnityEngine.Texture2D self = (UnityEngine.Texture2D)checkSelf(l);
         System.Byte[]         ret  = self.EncodeToPNG();
         pushValue(l, ret);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
Esempio n. 35
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 static int EncodeToPNG(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 1);
         UnityEngine.Texture2D obj = (UnityEngine.Texture2D)ToLua.CheckObject(L, 1, typeof(UnityEngine.Texture2D));
         byte[] o = obj.EncodeToPNG();
         ToLua.Push(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
Esempio n. 36
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        public void SaveSharedObject()
        {
            if (!Directory.Exists(Path.Combine(Application.persistentDataPath, "MiniMap")))
            {
                Directory.CreateDirectory(Path.Combine(Application.persistentDataPath, "MiniMap"));
            }

            byte[] colorTexBytes     = Texture2D.EncodeToPNG();
            byte[] waypointsTexBytes = m_WaypointsTexture2D.EncodeToPNG();

            var sectorName    = GetSectorName(this);
            var colorPath     = Path.Combine(Application.persistentDataPath, "MiniMap/Colors_" + sectorName + ".png");
            var waypointsPath = Path.Combine(Application.persistentDataPath, "MiniMap/Waypoints_" + sectorName + ".png");

            File.WriteAllBytes(colorPath, colorTexBytes);
            File.WriteAllBytes(waypointsPath, waypointsTexBytes);
        }
Esempio n. 37
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        /// <summary>
        /// Saves texture into plugin dir with supplied name.
        /// Precondition: texture must be readable
        /// </summary>
        /// <param name="texture"></param>
        /// <param name="name"></param>
        public static bool SaveToDisk(this UnityEngine.Texture2D texture, string pathInGameData)
        {
            // texture format - needs to be ARGB32, RGBA32, RGB24 or Alpha8
            var validFormats = new List <TextureFormat> {
                TextureFormat.Alpha8,
                TextureFormat.RGB24,
                TextureFormat.RGBA32,
                TextureFormat.ARGB32
            };

            if (!validFormats.Contains(texture.format))
            {
                Log.Write("Texture to be saved has invalid format. Converting to a valid format.");
                return(CreateReadable(texture).SaveToDisk(pathInGameData));
            }

            if (pathInGameData.StartsWith("/"))
            {
                pathInGameData = pathInGameData.Substring(1);
            }

            pathInGameData = "/GameData/" + pathInGameData;

            if (!pathInGameData.EndsWith(".png"))
            {
                pathInGameData += ".png";
            }

            try
            {
                Log.Verbose("Saving a {0}x{1} texture as '{2}'", texture.width, texture.height, pathInGameData);

                System.IO.FileStream   file   = new System.IO.FileStream(KSPUtil.ApplicationRootPath + pathInGameData, System.IO.FileMode.OpenOrCreate, System.IO.FileAccess.Write);
                System.IO.BinaryWriter writer = new System.IO.BinaryWriter(file);
                writer.Write(texture.EncodeToPNG());

                Log.Verbose("Texture saved as {0} successfully.", pathInGameData);
                return(true);
            }
            catch (Exception e)
            {
                Log.Error("Failed to save texture '{0}' due to {1}", pathInGameData, e);
                return(false);
            }
        }
        /// <summary>
        /// Write the specified value using the writer.
        /// </summary>
        /// <param name="value">Value.</param>
        /// <param name="writer">Writer.</param>
        public override void Write(object value, ISaveGameWriter writer)
        {
            UnityEngine.Texture2D texture2D = (UnityEngine.Texture2D)value;
            writer.WriteProperty("width", texture2D.width);
            writer.WriteProperty("height", texture2D.height);
            writer.WriteProperty("rawTextureData", texture2D.EncodeToPNG());
            writer.WriteProperty("dimension", texture2D.dimension);
            writer.WriteProperty("filterMode", texture2D.filterMode);
            writer.WriteProperty("anisoLevel", texture2D.anisoLevel);
            writer.WriteProperty("wrapMode", texture2D.wrapMode);
#if UNITY_2017_1_OR_NEWER
            writer.WriteProperty("wrapModeU", texture2D.wrapModeU);
            writer.WriteProperty("wrapModeV", texture2D.wrapModeV);
            writer.WriteProperty("wrapModeW", texture2D.wrapModeW);
#endif
            writer.WriteProperty("mipMapBias", texture2D.mipMapBias);
            writer.WriteProperty("name", texture2D.name);
            writer.WriteProperty("hideFlags", texture2D.hideFlags);
        }
Esempio n. 39
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        public UnityEngine.Texture2D SaveTexture()
        {
            UnityEngine.Texture2D t = new UnityEngine.Texture2D(w, h, UnityEngine.TextureFormat.RGB24, false, true);
            for (int i = 0; i < w; i++)
            {
                for (int j = 0; j < h; j++)
                {
                    if (IsTransparent(i, j))
                    {
                        t.SetPixel(i, j, UnityEngine.Color.white);
                    }
                    else
                    {
                        t.SetPixel(i, j, UnityEngine.Color.blue);
                    }
                }
            }

            byte[] bytes = t.EncodeToPNG();
            global::System.IO.File.WriteAllBytes(UnityEngine.Application.dataPath + "/fogMap.png", bytes);
            UnityEngine.GameObject.DestroyImmediate(t);

            return(t);
        }
 /// <summary>
 /// Call this to capture a screenshot Automatic size
 /// </summary>
 /// <returns></returns>
 public static byte[] CaptureScreenshot()
 {
     UnityEngine.Texture2D textured = new UnityEngine.Texture2D(UnityEngine.Screen.width, UnityEngine.Screen.height, UnityEngine.TextureFormat.RGB24, false, false);
     textured.ReadPixels(new UnityEngine.Rect(0f, 0f, (float)UnityEngine.Screen.width, (float)UnityEngine.Screen.height), 0, 0);
     return(textured.EncodeToPNG());
 }
Esempio n. 41
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 private void Write_Texture2DPNG(ref UnityEngine.Texture2D ioData)
 {
     byte[] png = ioData.EncodeToPNG();
     Write_ByteArray(ref png);
 }
Esempio n. 42
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 private void Write_Texture2DPNG(ref SerializedType ioData)
 {
     byte[] png = ioData.EncodeToPNG();
     Write_ByteArray(ref png);
 }
    private GLexTexture(Texture2D texture)
        : base()
    {
        mTexture = texture;
        mImporter = (TextureImporter)AssetImporter.GetAtPath(OriginalURL);

        // texture need to be readable for export
        if (!mImporter.isReadable) {
            Debug.LogWarning("GLexTexture.Construct: Setting texture " + Name + " as Readable, or export will fail!");

            mImporter.isReadable = true;
            AssetDatabase.ImportAsset(OriginalURL);
            mImporter = (TextureImporter)AssetImporter.GetAtPath(OriginalURL);
        }

        if (IsARGB32orRGB24) {
            _dataBytes = mTexture.EncodeToPNG();
        }
        else {
            _dataBytes = new JPGEncoder(mTexture, GLexConfig.JPEGQuality).GetBytes();
        }
        _dataBinaryKeystring = NamesUtil.GenerateBinaryId(_dataBytes, GLex.Instance.UserName);

        mTextures.Add(this);
    }