【UE4】 Texture2D 数据读写

创建texture

  • 原文地址

  • 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();
    
    }
    
  • 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();
    }
    
  • 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
    About ENQUEUE_RENDER_COMMAND 渲染线程

访问材质上的点所对应贴图uv上的颜色

image

posted @ 2021-10-22 13:24  砥才人  阅读(1819)  评论(0编辑  收藏  举报