UE4 读取本地图片
我这里,不能将图片全放工程之中,需要在外部在加载图片资源,再来使用
1.通过本地图片路径,获取图片,并将其数据转为uint类型的数组
#pragma region 通过本地图片转换成UTexture2D UTexture2D* AMyProjectGameMode::GetLocalTexture(const FString &_TexPath) { UTexture2D* OutTex=NULL; IImageWrapperModule& imageWrapperModule = FModuleManager::LoadModuleChecked<IImageWrapperModule>(FName("ImageWrapper")); IImageWrapperPtr imageWrapper = imageWrapperModule.CreateImageWrapper(EImageFormat::PNG); TArray<uint8> OutArray; if(FFileHelper::LoadFileToArray(OutArray, *_TexPath)) { if (imageWrapper.IsValid()&& imageWrapper->SetCompressed(OutArray.GetData(), OutArray.Num())) { const TArray<uint8>* uncompressedRGBA = NULL; if (imageWrapper->GetRaw(ERGBFormat::RGBA, 8, uncompressedRGBA)) { const TArray<FColor> uncompressedFColor=uint8ToFColor(*uncompressedRGBA); OutTex=TextureFromImage( imageWrapper->GetWidth(), imageWrapper->GetHeight(), uncompressedFColor, true); } } } return OutTex; } #pragma endregion2.将uint8数组转为颜色数组
#pragma region 将uint8数组转为颜色数组 TArray<FColor> AMyProjectGameMode::uint8ToFColor(const TArray<uint8> origin) { TArray<FColor> uncompressedFColor; uint8 auxOrigin; FColor auxDst; for (int i = 0; i < origin.Num(); i++) { auxOrigin = origin[i]; auxDst.R = auxOrigin; i++; auxOrigin = origin[i]; auxDst.G = auxOrigin; i++; auxOrigin = origin[i]; auxDst.B = auxOrigin; i++; auxOrigin = origin[i]; auxDst.A = auxOrigin; uncompressedFColor.Add(auxDst); } return uncompressedFColor; } #pragma endregion3.将颜色数组赋值给Texture
#pragma region 将颜色数组赋值给Texture UTexture2D* AMyProjectGameMode::TextureFromImage(const int32 SrcWidth, const int32 SrcHeight, const TArray<FColor> &SrcData, const bool UseAlpha) { // 创建Texture2D纹理 UTexture2D* MyScreenshot = UTexture2D::CreateTransient(SrcWidth, SrcHeight, PF_B8G8R8A8); // 锁住他的数据,以便修改 uint8* MipData = static_cast<uint8*>(MyScreenshot->PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE)); // 创建纹理数据 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++; } } // 解锁纹理 MyScreenshot->PlatformData->Mips[0].BulkData.Unlock(); MyScreenshot->UpdateResource(); return MyScreenshot; } #pragma endregion4.我这里建图片路径放在工程的相对路径下,调用GetLocalTexture函数,获取Texture2D
void AMyProjectGameMode::BeginPlay() { const FString _FilePath = FPaths::GameDir() + "video_logo.png"; _UITex = GetLocalTexture(_FilePath); }5.注意别忘了,需要添加两个头文件
#include "Runtime/ImageWrapper/Public/Interfaces/IImageWrapper.h" #include "Runtime/ImageWrapper/Public/Interfaces/IImageWrapperModule.h"6.运行截图,我这里将获取的图片放在了UI界面上
7.我在读取jpg格式的图片的时候,颜色明显不对,读png的格式的时候,就完全正常,还未去寻找原因