I've a similiar question like the follow three SO questions:
- Save AcquireCameraImageBytes() from Unity ARCore to storage as an image
- Save Camera image from unity ARCore
- ARCore for Unity save camera image
My aim is to save the camera image (without the augmented objects) and the pose of the camera on a button click. Today I tried the whole day on saving the camera image with ARCore. I tried the different approaches from the three questions linked above, but it didn't worke. My C# Script which is attached to a button:
using UnityEngine;
using UnityEngine.UI;
using GoogleARCore;
using System.IO;
public class takeimg : MonoBehaviour
{
private Texture2D m_TextureRender;
public Button yourButton;
private byte[] m_EdgeDetectionResultImage = null;
void Start()
{
Button btn = yourButton.GetComponent<Button>();
btn.onClick.AddListener(TaskOnClick);
}
void TaskOnClick()
{
var image = Frame.CameraImage.AcquireCameraImageBytes();
m_TextureRender = new Texture2D(image.Width, image.Height, TextureFormat.RGBA32, false, false);
m_EdgeDetectionResultImage = new byte[image.Width * image.Height * 4];
System.Runtime.InteropServices.Marshal.Copy(image.Y, m_EdgeDetectionResultImage, 0, image.Width * image.Height * 4);
m_TextureRender.LoadRawTextureData(m_EdgeDetectionResultImage);
m_TextureRender.Apply();
var encodedJpg = m_TextureRender.EncodeToJPG();
var path = Application.persistentDataPath;
File.WriteAllBytes(path + "/test.jpg", encodedJpg);
}
}
Currently the image i get looks: Saved Image It looks similiar to the third SO question I linked above. So something is still wrong/missing. Can someone help me what's wrong? Something with the buffers?
Update: In the meantime I managed to get back a black/withe picture: bw picture Here my new TaskOnClick function:
void TaskOnClick()
{
var image = Frame.CameraImage.AcquireCameraImageBytes();
byte[] bufferY = new byte[image.Width * image.Height];
byte[] bufferU = new byte[image.Width * image.Height / 2];
byte[] bufferV = new byte[image.Width * image.Height / 2];
System.Runtime.InteropServices.Marshal.Copy(image.Y, bufferY, 0, image.Width * image.Height);
System.Runtime.InteropServices.Marshal.Copy(image.U, bufferU, 0, image.Width * image.Height / 2);
System.Runtime.InteropServices.Marshal.Copy(image.V, bufferV, 0, image.Width * image.Height / 2);
m_TextureRender = new Texture2D(image.Width, image.Height, TextureFormat.RGBA32, false, false);
Color c = new Color();
for (int y = 0; y < image.Height; y++) {
for (int x =0; x<image.Width;x++) {
float Y = bufferY[y * image.Width + x];
float U = bufferU[(y/2) * image.Width + x];
float V = bufferV[(y/2) * image.Width + x];
c.r = Y;
c.g = Y;
c.b = Y;
c.r /= 255.0f;
c.g /= 255.0f;
c.b /= 255.0f;
if (c.r < 0.0f) c.r = 0.0f;
if (c.g < 0.0f) c.g = 0.0f;
if (c.b < 0.0f) c.b = 0.0f;
if (c.r > 1.0f) c.r = 1.0f;
if (c.g > 1.0f) c.g = 1.0f;
if (c.b > 1.0f) c.b = 1.0f;
c.a = 1.0f;
m_TextureRender.SetPixel(image.Width-1-x, y, c);
}
}
var encodedJpg = m_TextureRender.EncodeToJPG();
var path = Application.persistentDataPath;
File.WriteAllBytes(path + "/test.jpg", encodedJpg);
}
Can someone tell, which is the acutal YUV to RGB conversation Google ARCore is useing? I tried some, but the colors in the pictures looked always wrong... Is there an easier way to save the camera image from the current frame than my solution?