在运行时制作截图
This article provides the code sufficient to create a screenshot making component configurable via Editor and making screenshots at runtime.本文提供了足够的代码来创建一个屏幕截图,使组件可以通过Editor进行配置,并在运行时制作屏幕截图。
Component Code组件代码#
Create a component in the Editor and insert this code:在编辑器中创建一个组件并插入以下代码:
using System;
using System.Collections;
using System.Collections.Generic;
using Unigine;
[Component(PropertyGuid = "AUTOGENERATED_GUID")] // <-- this line is generated automatically for a new component
public class ScreenshotMaker : Component
{
public enum Format
{
tga = 0,
png,
jpg
}
public enum State
{
STATE_START = 0,
STATE_WARMUP,
STATE_SAVE,
STATE_DONE,
};
[ShowInEditor]
private string namePrefix = "screenshot";
[ShowInEditor]
[ParameterSlider(Min = 1)]
private int width = 640;
[ShowInEditor]
[ParameterSlider(Min = 1)]
private int height = 480;
[ShowInEditor]
private Format format = Format.png;
[ShowInEditor]
private bool alphaChannel = false;
private Texture texture = null;
private Viewport viewport = null;
private int count = 0;
private State state = State.STATE_DONE;
const int warmup_frames = 30;
int warm_up_count = 0;
private void Init()
{
texture = new Texture();
viewport = new Viewport();
viewport.SkipFlags = Viewport.SKIP_VISUALIZER;
Unigine.Console.Onscreen = true;
Unigine.Console.OnscreenMessageLine(vec4.GREEN, "Screenshot component is initialized.");
}
private void Update()
{
Player player = Game.Player;
if (player == null)
{
state = State.STATE_DONE;
Unigine.Console.OnscreenMessageLine(vec4.RED, "No active camera.");
return;
}
if (state == State.STATE_DONE && Input.IsKeyDown(Input.KEY.T))
{
warm_up_count = 0;
state = State.STATE_WARMUP;
Unigine.Console.OnscreenMessageLine(vec4.GREEN, "Trying to take a screenshot...");
}
if (state == State.STATE_WARMUP)
{
viewport.Mode = Render.ViewportMode;
if (warm_up_count == 0)
{
// First frame we render with velocity buffer turned off to avoid temporal effects artifacts
viewport.AppendSkipFlags(Viewport.SKIP_VELOCITY_BUFFER);
viewport.RenderTexture2D(player.Camera, texture, width, height);
viewport.RemoveSkipFlags(Viewport.SKIP_VELOCITY_BUFFER);
}
else
{
// We temporarily set exposure adaptation time to 0, otherwise the image may be too dark
float exposureAdaptation = Render.ExposureAdaptation;
Render.ExposureAdaptation = 0.0f;
viewport.RenderTexture2D(player.Camera, texture, width, height);
Render.ExposureAdaptation = exposureAdaptation;
}
warm_up_count++;
if (warm_up_count == warmup_frames)
state = State.STATE_SAVE;
if (state == State.STATE_SAVE)
{
Render.AsyncTransferTextureToImage(
null,
(Image image) =>
{
if (!alphaChannel || format == Format.jpg)
{
if (image.Format == Image.FORMAT_RGBA8)
image.ConvertToFormat(Image.FORMAT_RGB8);
else if (image.Format == Image.FORMAT_RGBA16F)
image.ConvertToFormat(Image.FORMAT_RGB16F);
}
if (!Render.IsFlipped)
image.FlipY();
string fullName = $"{namePrefix}_{count}.{format}";
image.Save(fullName);
Unigine.Console.OnscreenMessageLine(vec4.GREEN, $"{fullName} saved.");
},
texture);
count++;
state = State.STATE_DONE;
}
}
}
}
Making Screenshots使屏幕截图#
Now you have a component in your project. To be able to make screenshots, you need to do the following:现在您的项目中有了一个组件。为了能够截图,您需要做以下操作:
-
Assign the ScreenshotMaker component to any node in the Editor (or create a Node Dummy and assign the component to it).将 ScreenshotMaker组件分配给编辑器中的任何节点(或创建一个Node Dummy并将组件分配给它)。
-
Adjust settings as necessary.根据需要调整设置。
Name Prefix The prefix used in the file name.文件名中使用的前缀。 Width Width of the saved screenshot image.保存的截图图像的宽度。 Height Height of the saved screenshot image.保存的截图图像的高度。 Format Format of the saved screenshot image.保存的截图格式。 Alpha Channel If enabled, transparent areas are cut off.如果启用,透明区域将被切断。 - Run your app and take screenshots.运行应用程序并截图。
- Check the data/ folder of your project.检查项目的data/文件夹。
最新更新:
2024-04-19
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