using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class XunJianPhotos : MonoBehaviour
{
public RawImage rawImage;
public Image screenshotImage;
public Button saveBtn;
public Button cancelBtn;
public Image showImage;
// Start is called before the first frame update
void Start()
{
cancelBtn.onClick.AddListener(() =>
{
gameObject.SetActive(false);
});
saveBtn.onClick.AddListener(() =>
{
XunJianInitialize.Instance.xjDetails.SetShowImage(SwitchSprite(rawImage));
gameObject.SetActive(false);
});
}
public void SetImage(Image image)
{
this.showImage = image;
}
private void OnEnable()
{
XRRGBCamera.Instance.playCamera(1280, 720);
rawImage.texture = XRRGBCamera.Instance.CaptureImage;
}
public Texture2D SwitchSprite(RawImage rawImage)
{
//SaveLocal(rawImage, "1", "0");
// 获取RawImage的纹理
Texture2D rawTexture = TextureToTexture2D(rawImage.texture);
// 创建一个新的纹理,用于截图
Texture2D screenshot = new Texture2D(rawTexture.width, rawTexture.height);
// 截取RawImage的画面,并应用到新的纹理上
screenshot.SetPixels(rawTexture.GetPixels());
screenshot.Apply();
return screenshot;
}
///
/// 运行模式下Texture转换成Texture2D
///
///
///
public Texture2D TextureToTexture2D(Texture texture)
{
Texture2D texture2D = new Texture2D(texture.width, texture.height, TextureFormat.RGBA32, false);
RenderTexture currentRT = RenderTexture.active;
RenderTexture renderTexture = RenderTexture.GetTemporary(texture.width, texture.height, 32);
Graphics.Blit(texture, renderTexture);
RenderTexture.active = renderTexture;
texture2D.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0);
texture2D.Apply();
RenderTexture.active = currentRT;
RenderTexture.ReleaseTemporary(renderTexture);
return texture2D;
}
}