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
 
                    
                     
                    
                 
                    
                 
                
            
         
 
         浙公网安备 33010602011771号
浙公网安备 33010602011771号