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使用UE4的ImageWrapperModule可以获取图像文件的信息,这些信息有助于创建UTexture2D纹理对象。
1、内存图像转纹理对象
使用如下代码将内存中的图像数据(可能来自磁盘或网络,也可能是程序化生成)转化为UTexture2D对象:
UTexture2D* USomeClassOfYours::LoadTexture2D_FromBuffer(const TArray<uint8>& RawFileData, EImageFormat ImageFormat, bool& IsValid, int32& Width, int32& Height)
{
IsValid = false;
UTexture2D* LoadedT2D = nullptr;
IImageWrapperModule& ImageWrapperModule = FModuleManager::LoadModuleChecked<IImageWrapperModule>(FName("ImageWrapper"));
TSharedPtr<IImageWrapper> ImageWrapper = ImageWrapperModule.CreateImageWrapper(ImageFormat);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//Create T2D!
if (ImageWrapper.IsValid() && ImageWrapper->SetCompressed(RawFileData.GetData(), RawFileData.Num()))
{
TArray<uint8> UncompressedBGRA;
if (ImageWrapper->GetRaw(ERGBFormat::BGRA, 8, UncompressedBGRA))
{
LoadedT2D = UTexture2D::CreateTransient(ImageWrapper->GetWidth(), ImageWrapper->GetHeight(), PF_B8G8R8A8);
//Valid?
if(!LoadedT2D) return nullptr;
//~~~~~~~~~~~~~~
//Out!
Width = ImageWrapper->GetWidth();
Height = ImageWrapper->GetHeight();
//Copy!
void* TextureData = LoadedT2D->PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE);
FMemory::Memcpy(TextureData, UncompressedBGRA.GetData(), UncompressedBGRA.Num());
LoadedT2D->PlatformData->Mips[0].BulkData.Unlock();
//Update!
LoadedT2D->UpdateResource();
}
}
// Success!
IsValid = true;
return LoadedT2D;
}
2、磁盘文件转纹理对象
使用如下代码将指定路径的图像文件转化为UE4的纹理对象:
UTexture2D* USomeClassOfYours::LoadTexture2D_FromFile(const FString& FullFilePath, EImageFormat ImageFormat, bool& IsValid, int32& Width, int32& Height)
{
//Load From File
TArray<uint8> RawFileData;
if (!FFileHelper::LoadFileToArray(RawFileData, *FullFilePath)) return nullptr;
return LoadTexture2D_FromBuffer(RawFileData, ImageFormat, IsValid, Width, Height);
}
原文链接:UnrealEngine - how to get buffer from in-memory image
BimAnt翻译整理,转载请标明出处