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ue4 C++ 导入图片

void SDrawHouseTypeTools::OnButtonClickLoadImage()
{
       // 当前如果是在硬装模块,则可进行导入户型操作
       FHardEdMode* HardEdMode = (FHardEdMode*)GLevelEditorModeTools().GetActiveMode(FBuiltinEditorModes::EM_HardEdModeId);
       if (HardEdMode)
       {
              //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();
                           }
                     }
              }
       }
       else
       {
              FMessageDialog::Open(EAppMsgType::Ok, FText::FromString(TEXT(" ")));
       }
}
//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;
}

ue4 C++ 导入图片