Hi! I'm pretty new to HoloLens. I'm trying to do a photo capture on the HoloLens and interact with the raw bytes. However, I get this error message when I run the program = Failed to initialize IMediaCapture (hr = 0xC00DABE0) when I try to create the asynchronous call in the beginning - PhotoCapture.CreateAsync(false, OnPhotoCaptureCreated);
Would really appreciate any help or tips! Thank you so much!
using UnityEngine;
using System.Collections;
using UnityEngine.VR.WSA.WebCam;
using System.Linq;
using System.Collections.Generic;
public class PhotoStream : MonoBehaviour {
private PhotoCapture photoCaptureObject = null;
// Use this for initialization
void Start () {
Debug.Log("Webcam Mode is: " + WebCamMode.PhotoMode);
PhotoCapture.CreateAsync(false, OnPhotoCaptureCreated);
}
// Update is called once per frame
void Update()
{
}
void OnPhotoCaptureCreated(PhotoCapture captureObject)
{
Debug.Log("begin on photo capture created");
// store object
photoCaptureObject = captureObject;
Resolution cameraResolution = PhotoCapture.SupportedResolutions.OrderByDescending((res) => res.width * res.height).First();
// set parameters
CameraParameters c = new CameraParameters();
c.hologramOpacity = 0.0f;
c.cameraResolutionWidth = cameraResolution.width;
c.cameraResolutionHeight = cameraResolution.height;
c.pixelFormat = CapturePixelFormat.BGRA32;
// start photo mode
captureObject.StartPhotoModeAsync(c, false, OnPhotoModeStarted);
}
// clean up
void OnStoppedPhotoMode(PhotoCapture.PhotoCaptureResult result)
{
photoCaptureObject.Dispose();
photoCaptureObject = null;
}
private void OnPhotoModeStarted(PhotoCapture.PhotoCaptureResult result)
{
if (result.success)
{
// capture a frame to memory
photoCaptureObject.TakePhotoAsync(OnCapturedPhotoToMemory);
}
else
{
Debug.LogError("Unable to start photo mode!");
}
}
void OnCapturedPhotoToMemory(PhotoCapture.PhotoCaptureResult result, PhotoCaptureFrame photoCaptureFrame)
{
if (result.success)
{
List<byte> imageBufferList = new List<byte>();
// Copy the raw IMFMediaBuffer data into our empty byte list.
photoCaptureFrame.CopyRawImageDataIntoBuffer(imageBufferList);
// In this example, we captured the image using the BGRA32 format.
// So our stride will be 4 since we have a byte for each rgba channel.
// The raw image data will also be flipped so we access our pixel data
// in the reverse order.
int stride = 4;
float denominator = 1.0f / 255.0f;
List<Color> colorArray = new List<Color>();
for (int i = imageBufferList.Count - 1; i >= 0; i -= stride)
{
float a = (int)(imageBufferList[i - 0]) * denominator;
float r = (int)(imageBufferList[i - 1]) * denominator;
float g = (int)(imageBufferList[i - 2]) * denominator;
float b = (int)(imageBufferList[i - 3]) * denominator;
colorArray.Add(new Color(r, g, b, a));
Debug.Log("color: (" + r + ", " + g + ", " + b + ", " + a + ")");
}
// Now we could do something with the array such as texture.SetPixels() or run image processing on the list
}
photoCaptureObject.StopPhotoModeAsync(OnStoppedPhotoMode);
}
}