【UE4】读写 Texture 数据
阅读原文时间:2021年10月25日阅读:1
  • 方式一

    void AActor_Assignment2::TextureFromImage_Internal( const TArray& SrcData, const bool UseAlpha)
    {
    const int32 SrcWidth = CanvasSize.X;
    const int32 SrcHeight = CanvasSize.Y;
    // Create the texture
    T_Result = UTexture2D::CreateTransient(CanvasSize.X, CanvasSize.Y, PF_B8G8R8A8);

    // Lock the texture so it can be modified
    uint8* MipData = static_cast<uint8*>(T_Result->PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE));
    
    // Create base mip.
    uint8* DestPtr = NULL;
    const FColor* SrcPtr = NULL;
    for (int32 y = 0; y < SrcHeight; y++)
    {
        DestPtr = &MipData[(SrcHeight - 1 - y) * SrcWidth * sizeof(FColor)];
        SrcPtr = const_cast<FColor*>(&SrcData[(SrcHeight - 1 - y) * SrcWidth]);
        for (int32 x = 0; x < SrcWidth; x++)
        {
            *DestPtr++ = SrcPtr->B;
            *DestPtr++ = SrcPtr->G;
            *DestPtr++ = SrcPtr->R;
            if (UseAlpha)
            {
                *DestPtr++ = SrcPtr->A;
            }
            else
            {
                *DestPtr++ = 0xFF;
            }
            SrcPtr++;
        }
    }
    
    // Unlock the texture
    T_Result->PlatformData->Mips[0].BulkData.Unlock();
    T_Result->UpdateResource();

    }

  • 方式二

    void AActor_Assignment3::BeginPlay()
    {
    Super::BeginPlay();

    VideoTextureColor = UTexture2D::CreateTransient(640, 480, PF_B8G8R8A8);
    VideoTextureColor->UpdateResource();
    FUpdateTextureRegion2D* RegionColor = new FUpdateTextureRegion2D(0, 0, 0, 0, 640, 480);
    //FUpdateTextureRegionData* ColorRegionData = new FUpdateTextureRegionsData;
    
    // Populate the texture with blue color
    TArray<FColor> PixelDepthData;
    PixelDepthData.Init(FColor(255, 255, 0, 255), 640 * 480);
    
    VideoTextureColor->UpdateTextureRegions(
        (int32)0,
        (uint32)1,
        RegionColor,
        (uint32)(4 * 640),
        (uint32)4,
        (uint8*)PixelDepthData.GetData()
    );
     VideoTextureColor->LODGroup = TEXTUREGROUP_Pixels2D;

    }

  • 方式一

    VideoTextureColor->CompressionSettings = TextureCompressionSettings::TC_VectorDisplacementmap;
    VideoTextureColor->MipGenSettings = TextureMipGenSettings::TMGS_NoMipmaps;
    VideoTextureColor->SRGB = false;  //确保这些设置,否则颜色容易丢失
    //VideoTextureColor->LODGroup = TEXTUREGROUP_Pixels2D;
    VideoTextureColor->UpdateResource();
    
    FTexture2DMipMap& Mip = VideoTextureColor->PlatformData->Mips[0];
    uint8* Data = (uint8*)Mip.BulkData.Lock(LOCK_READ_ONLY);
    // read here in low level:
    //let's say I want pixel x = 300, y = 23
    //basic formula, data[channels * (width * y + x)];
    FColor pixelColor = FColor(0, 0, 0, 255);
    int x = 200, y = 2;
    pixelColor.B = Data[4 * (640 * y + x) + 0];
    pixelColor.G = Data[4 * (640 * y + x) + 1];
    pixelColor.R = Data[4 * (640 * y + x) + 2];
    pixelColor.A = 255;
    
    Mip.BulkData.Unlock();
    VideoTextureColor->UpdateResource();
    UKismetSystemLibrary::PrintString(GetWorld(), TEXT("font color"), true, true, pixelColor);
  • 方式二

    About ENQUEUE_RENDER_COMMAND 渲染线程