How do I call the method FlipTextureVertically
in MakePhoto ?
My picture currently taken is upside down in unity, and I came across this texture flipping code, but I do not know how to apply it.
Would really appreciate if someone could help me out here!
public static Texture2D FlipTextureVertically(Texture2D original)
{
Texture2D flipped = new Texture2D(original.width, original.height, TextureFormat.ARGB32, false);
int xN = original.width;
int yN = original.height;
for (int i = 0; i < xN; i++)
{
for (int j = 0; j < yN; j++)
{
flipped.SetPixel(i, yN - j - 1, original.GetPixel(i, j));
}
}
flipped.Apply();
return flipped;
}
public string MakePhoto(bool openIt)
{
int resWidth = Screen.width;
int resHeight = Screen.height;
Texture2D screenShot = new Texture2D(resWidth, resHeight, TextureFormat.RGB24, false); //Create new texture
RenderTexture rt = new RenderTexture(resWidth, resHeight, 24);
// hide the info-text, if any
if (infoText)
{
infoText.text = string.Empty;
}
// render background and foreground cameras
if (backroundCamera && backroundCamera.enabled)
{
backroundCamera.targetTexture = rt;
backroundCamera.Render();
backroundCamera.targetTexture = null;
}
if (backroundCamera2 && backroundCamera2.enabled)
{
backroundCamera2.targetTexture = rt;
backroundCamera2.Render();
backroundCamera2.targetTexture = null;
}
if (foreroundCamera && foreroundCamera.enabled)
{
foreroundCamera.targetTexture = rt;
foreroundCamera.Render();
foreroundCamera.targetTexture = null;
}
// get the screenshot
RenderTexture prevActiveTex = RenderTexture.active;
RenderTexture.active = rt;
screenShot.ReadPixels(new Rect(0, 0, resWidth, resHeight), 0, 0);
// clean-up
RenderTexture.active = prevActiveTex;
Destroy(rt);
byte[] btScreenShot = screenShot.EncodeToJPG();
Destroy(screenShot);
// save the screenshot as jpeg file
string sDirName = Application.persistentDataPath + "/Screenshots";
if (!Directory.Exists(sDirName))
Directory.CreateDirectory (sDirName);
string sFileName = sDirName + "/" + string.Format ("{0:F0}", Time.realtimeSinceStartup * 10f) + ".jpg";
File.WriteAllBytes(sFileName, btScreenShot);
Debug.Log("Photo saved to: " + sFileName);
if (infoText)
{
infoText.text = "Saved to: " + sFileName;
}
// open file
if(openIt)
{
System.Diagnostics.Process.Start(sFileName);
}
return sFileName;
}
I don't really see why the screenshot should be upside down but I guess you should call it e.g. after
screenShot.ReadPixels(new Rect(0, 0, resWidth, resHeight), 0, 0);
screenShot = FlipTextureVertically(screenShot);
but there might be more efficient ways of doing that.
E.g. not creating a new Texture2D
but instead alter only the pixels in the one you already have like
public static void FlipTextureVertically(Texture2D original)
{
var originalPixels = original.GetPixels();
var newPixels = new Color[originalPixels.Length];
var width = original.width;
var rows = original.height;
for (var x = 0; x < width; x++)
{
for (var y = 0; y < rows; y++)
{
newPixels[x + y * width] = originalPixels[x + (rows - y -1) * width];
}
}
original.SetPixels(newPixels);
original.Apply();
}
public static void FlipTextureHorizontally(Texture2D original)
{
var originalPixels = original.GetPixels();
var newPixels = new Color[originalPixels.Length];
var width = original.width;
var rows = original.height;
for (var x = 0; x < width; x++)
{
for (var y = 0; y < rows; y++)
{
newPixels[x + y * width] = originalPixels[(width - x - 1) + y * width];
}
}
original.SetPixels(newPixels);
original.Apply();
}
and use it like
screenShot.ReadPixels(new Rect(0, 0, resWidth, resHeight), 0, 0);
FlipTextureVertically(screenShot);