【UE4】 Texture2D 数据读写
创建texture
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方式一
// https://www.cnblogs.com/shiroe/p/15438401.html void AActor_Assignment2::TextureFromImage_Internal( const TArray<FColor>& 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(); }
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方式二
// https://www.cnblogs.com/shiroe/p/15438401.html void AHw7_Main::CreateTexture() { T_Result = UTexture2D::CreateTransient(width, height); FTexture2DMipMap& Mip = T_Result->PlatformData->Mips[0]; FColor* Data = (FColor*)Mip.BulkData.Lock(LOCK_READ_WRITE); FMemory::Memzero(Data, width * height * sizeof(FColor)); Mip.BulkData.Unlock(); T_Result->UpdateResource(); return; //T_Result->UpdateResource(); }
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方式三 UpdateTextureRegions这个函数貌似不适合创建,适合更新
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;
访问Texture数据
- 方式一
// https://www.cnblogs.com/shiroe/p/15438401.html void AHw7_Main::UpdateTexture() { // 更新texture if (T_Result && !pixelQueue.IsEmpty()) { FTexture2DMipMap& Mip = T_Result->PlatformData->Mips[0]; FColor* Data = (FColor*)Mip.BulkData.Lock(LOCK_READ_WRITE); for (int i = 0; i < width * 2 && !pixelQueue.IsEmpty(); i++) { ScreenPixel calc_res; ensure(pixelQueue.Dequeue(calc_res)); if (calc_res.index < width * height) Data[calc_res.index] = calc_res.color; } Mip.BulkData.Unlock(); T_Result->UpdateResource(); } }
- 方式二
// https://www.cnblogs.com/shiroe/p/15438401.html 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);
- 方式三
AboutENQUEUE_RENDER_COMMAND
渲染线程
访问材质上的点所对应贴图uv上的颜色
作者:砥才人
出处:https://www.cnblogs.com/shiroe
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