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  • ue4 C++ 导入图片

    导入本地图片
    void SDrawHouseTypeTools::OnButtonClickLoadImage()
    {
     //打开文件夹
     TArray<FString> OpenFilenames;
     TSharedPtr<SWindow> ParentWindow = FSlateApplication::Get().GetActiveTopLevelWindow();
     void* ParentWindowHandle = (ParentWindow.IsValid() && ParentWindow->GetNativeWindow().IsValid()) ? ParentWindow->GetNativeWindow()->GetOSWindowHandle() : nullptr;
     if (ExtendFunc::OpenFileDialog(
    ParentWindowHandle,
    NSLOCTEXT("UIHome", "OpenReferencePictureTitle", "打开户型图片文件...").ToString(),
    FPaths::GameDir(),
    TEXT(""),
    NSLOCTEXT("UIHome", "OpenReferencePictureFilter", "All Files (*.*)|*.*|户型图片文件 (*.png)|*.png|户型图片文件 (*.jpg)|*.jpg").ToString(),
    ExtendFunc::EFileDialogFlags::None,
    OpenFilenames))
     {
    if (OpenFilenames.Num() > 0)
    {
      FString OpenFilename = OpenFilenames[0];
      FName BrushName(*OpenFilename);
      //传了图片路径,返回可以用来显示在runtime中的图片纹理
      if (SpriteTexture.IsValid() && SpriteTexture->IsRooted())
      {
     SpriteTexture->RemoveFromRoot();
      }
      // 判断图片得格式是否正确
      SpriteTexture = TWeakObjectPtr<UTexture2D>(GetTexture2DFromDiskFile(OpenFilename));
      if (SpriteTexture.IsValid())
      {
     SpriteTexture->AddToRoot();
     //将数据存储并导入到画图方法中
     FIntPoint ImageSize = FIntPoint(SpriteTexture->GetSizeX(), SpriteTexture->GetSizeY());
     IHardModeModule::Get().GetImageSize() = ImageSize;
     TextureAlpha = 0.5;
     HardEdMode->OnHouseImgAlphaChanged(TextureAlpha);
     HardEdMode->SetHouseImg(SpriteTexture.Get(), ImageSize);
      }
      else
      {
     FMessageDialog::Open(EAppMsgType::Ok, FText::FromString(TEXT("请导入正确格式的图片!")));
     OnButtonClickLoadImage();
      }
    }
     }
    }
    //获取图片纹理
    UTexture2D* SDrawHouseTypeTools::GetTexture2DFromDiskFile(const FString& FilePath)
    {
           // 如果找到该文件,则返回true,否则为false
           if (!FPaths::FileExists(FilePath))
           {
                  UE_LOG(LogTemp, Error, TEXT("File not found: %s"), *FilePath);
                  return nullptr;
           }
           // 从文件中加载压缩的字节数据
           TArray<uint8> FileData;
           if (!FFileHelper::LoadFileToArray(FileData, *FilePath))
           {
                  UE_LOG(LogTemp, Error, TEXT("Failed to load file: %s"), *FilePath);
                  return nullptr;
           }
           // 使用ImageWrapper模块检测图像类型
           IImageWrapperModule& ImageWrapperModule = FModuleManager::LoadModuleChecked<IImageWrapperModule>(TEXT("ImageWrapper"));
           EImageFormat::Type ImageFormat = ImageWrapperModule.DetectImageFormat(FileData.GetData(), FileData.Num());
           if (ImageFormat == EImageFormat::Invalid)
           {
                  UE_LOG(LogTemp, Error, TEXT("Unrecognized image file format: %s"), *FilePath);
                  return nullptr;
           }
           // 为检测到的图像格式创建一个图像包装
           IImageWrapperPtr ImageWrapper = ImageWrapperModule.CreateImageWrapper(ImageFormat);
           if (!ImageWrapper.IsValid())
           {
                  UE_LOG(LogTemp, Error, TEXT("Failed to create image wrapper for file: %s"), *FilePath);
                  return nullptr;
           }
           // 解压图像数据
           const TArray<uint8>* RawData = nullptr;
           ImageWrapper->SetCompressed(FileData.GetData(), FileData.Num());
           ImageWrapper->GetRaw(ERGBFormat::BGRA, 8, RawData);
           if (RawData == nullptr)
           {
                  UE_LOG(LogTemp, Error, TEXT("Failed to decompress image file: %s"), *FilePath);
                  return nullptr;
           }
           // 创建纹理并上传未压缩的图像数据
           FString TextureBaseName = TEXT("Texture_") + FPaths::GetBaseFilename(FilePath);
           // UObject* Outer = nullptr;
           UTexture2D* mytexture = MyCreateTexture(*RawData, ImageWrapper->GetWidth(), ImageWrapper->GetHeight(), EPixelFormat::PF_B8G8R8A8, FName(*TextureBaseName));
           
           return mytexture;
    }
    UTexture2D* SDrawHouseTypeTools::MyCreateTexture(const TArray<uint8>& PixelData, int32 InSizeX, int32 InSizeY, EPixelFormat InFormat, FName BaseName)
    {
           // 无耻地抄袭UTexture2D:CreateTransient一些修改
           if (InSizeX <= 0 || InSizeY <= 0 || (InSizeX % GPixelFormats[InFormat].BlockSizeX) != 0 || (InSizeY % GPixelFormats[InFormat].BlockSizeY) != 0)
           {
                  return nullptr;
           }
           // 最重要的不同之处在于UTexture2D::CreateTransient:我们为新结构提供一个名称和一个所有者
           UTexture2D* NewTexture = NewObject<UTexture2D>(GetTransientPackage(), NAME_None, RF_Transient);
           NewTexture->PlatformData = new FTexturePlatformData();
           NewTexture->PlatformData->SizeX = InSizeX;
           NewTexture->PlatformData->SizeY = InSizeY;
           NewTexture->PlatformData->PixelFormat = InFormat;
           // 分配第一个纹理映射并上传像素数据
           int32 NumBlocksX = InSizeX / GPixelFormats[InFormat].BlockSizeX;
           int32 NumBlocksY = InSizeY / GPixelFormats[InFormat].BlockSizeY;
           FTexture2DMipMap* Mip = new(NewTexture->PlatformData->Mips) FTexture2DMipMap();
           Mip->SizeX = InSizeX;
           Mip->SizeY = InSizeY;
           Mip->BulkData.Lock(LOCK_READ_WRITE);
           void* TextureData = Mip->BulkData.Realloc(NumBlocksX * NumBlocksY * GPixelFormats[InFormat].BlockBytes);
           FMemory::Memcpy(TextureData, PixelData.GetData(), PixelData.Num());
           Mip->BulkData.Unlock();
           NewTexture->UpdateResource();
           return NewTexture;
    }
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  • 原文地址:https://www.cnblogs.com/huojiaoqingchun0123/p/7305804.html
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