UE4 png图片转为UTexture2D

时间:2023-02-04 06:08:00

//FilePath 文件路径

UTexture2D* UMyShotter::GetTexture2DFromDiskFile(const FString& FilePath)

{
TArray<uint8> RawFileData;
UTexture2D* MyTexture = NULL;
if (FFileHelper::LoadFileToArray(RawFileData, *FilePath /*"<path to file>"*/))
{
IImageWrapperModule& ImageWrapperModule = FModuleManager::LoadModuleChecked<IImageWrapperModule>(FName("ImageWrapper"));
// Note: PNG format.  Other formats are supported
IImageWrapperPtr ImageWrapper = ImageWrapperModule.CreateImageWrapper(EImageFormat::PNG);
if (ImageWrapper.IsValid() && ImageWrapper->SetCompressed(RawFileData.GetData(), RawFileData.Num()))
{
const TArray<uint8>* UncompressedBGRA = NULL;
if (ImageWrapper->GetRaw(ERGBFormat::BGRA, 8, UncompressedBGRA))
{
// Create the UTexture for rendering
MyTexture = UTexture2D::CreateTransient(ImageWrapper->GetWidth(), ImageWrapper->GetHeight(), PF_B8G8R8A8);

// Fill in the source data from the file
void* TextureData = MyTexture->PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE);
FMemory::Memcpy(TextureData, UncompressedBGRA->GetData(), UncompressedBGRA->Num());
MyTexture->PlatformData->Mips[0].BulkData.Unlock();


// Update the rendering resource from data.
MyTexture->UpdateResource();
}
}
}
return MyTexture;
}