121 lines
4.5 KiB
C#
121 lines
4.5 KiB
C#
using UnityEngine;
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using UVC.Log;
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namespace UVC.Extension
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{
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/// <summary>
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/// RenderTexture 확장 메서드를 제공하는 클래스입니다.
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/// </summary>
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public static class RenderTextureEx
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{
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/// <summary>
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/// RenderTexture를 Texture2D로 변환합니다.
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/// </summary>
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/// <param name="renderTexture">변환할 RenderTexture 객체</param>
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/// <returns>변환된 Texture2D 객체</returns>
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/// <example>
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/// 사용 예시:
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/// <code>
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/// // RenderTexture 생성
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/// RenderTexture renderTexture = new RenderTexture(256, 256, 24);
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///
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/// // 카메라에서 renderTexture에 렌더링
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/// Camera.main.targetTexture = renderTexture;
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/// Camera.main.Render();
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///
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/// // RenderTexture를 Texture2D로 변환
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/// Texture2D texture2D = renderTexture.ToTexture2D();
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///
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/// // 사용 후 정리
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/// Camera.main.targetTexture = null;
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/// Camera.main.ResetAspect();
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/// </code>
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/// </example>
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public static Texture2D ToTexture2D(this RenderTexture renderTexture)
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{
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Texture2D texture2D = new Texture2D(renderTexture.width, renderTexture.height);
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RenderTexture.active = renderTexture;
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texture2D.ReadPixels(new UnityEngine.Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0);
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texture2D.Apply();
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return texture2D;
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}
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/// <summary>
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/// RenderTexture를 바이트 배열로 변환합니다.
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/// </summary>
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/// <param name="renderTexture">변환할 RenderTexture 객체</param>
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/// <param name="format">이미지 형식 (기본값: PNG)</param>
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/// <returns>바이트 배열</returns>
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/// <example>
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/// 사용 예시:
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/// <code>
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/// RenderTexture rt = new RenderTexture(256, 256, 24);
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/// byte[] bytes = rt.ToBytes();
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/// File.WriteAllBytes("screenshot.png", bytes);
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/// </code>
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/// </example>
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public static byte[] ToBytes(this RenderTexture renderTexture, TextureFormat format = TextureFormat.RGBA32)
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{
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Texture2D texture2D = renderTexture.ToTexture2D();
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byte[] bytes = texture2D.EncodeToPNG();
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Object.Destroy(texture2D);
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return bytes;
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}
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/// <summary>
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/// RenderTexture를 지정된 경로에 PNG 파일로 저장합니다.
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/// </summary>
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/// <param name="renderTexture">저장할 RenderTexture 객체</param>
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/// <param name="filePath">저장할 파일 경로</param>
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/// <returns>성공 여부</returns>
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/// <example>
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/// 사용 예시:
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/// <code>
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/// RenderTexture rt = new RenderTexture(256, 256, 24);
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/// Camera.main.targetTexture = rt;
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/// Camera.main.Render();
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/// bool success = rt.SaveToPNG("Assets/Screenshots/screenshot.png");
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/// Camera.main.targetTexture = null;
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/// </code>
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/// </example>
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public static bool SaveToPNG(this RenderTexture renderTexture, string filePath)
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{
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try
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{
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byte[] bytes = renderTexture.ToBytes();
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System.IO.File.WriteAllBytes(filePath, bytes);
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return true;
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}
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catch (System.Exception e)
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{
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ULog.Error($"RenderTexture를 PNG로 저장하는 데 실패했습니다: {e.Message}", e);
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return false;
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}
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}
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/// <summary>
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/// RenderTexture의 크기를 조정합니다.
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/// </summary>
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/// <param name="renderTexture">원본 RenderTexture</param>
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/// <param name="width">새 너비</param>
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/// <param name="height">새 높이</param>
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/// <returns>크기가 조정된 새로운 RenderTexture</returns>
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/// <example>
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/// 사용 예시:
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/// <code>
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/// RenderTexture originalRT = new RenderTexture(1024, 1024, 24);
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/// RenderTexture resizedRT = originalRT.ResizeTLBR(512, 512);
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/// // 사용 후 정리
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/// resizedRT.Release();
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/// originalRT.Release();
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/// </code>
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/// </example>
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public static RenderTexture Resize(this RenderTexture renderTexture, int width, int height)
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{
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RenderTexture resized = new RenderTexture(width, height, renderTexture.depth);
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Graphics.Blit(renderTexture, resized);
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return resized;
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}
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}
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}
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