• 9、osg的texture转换为虚幻引擎的UTexture2D


    osg::Texture中读取纹理图片,并动态转换为虚幻引擎的UTexture2D,不过这段代码只能转换图片格式为R8G8B8A8的纹理图片,其他格式请根据实际情况进行修改

    UTexture2D* ConvertOsgTexture2UeTexture2D(osg::Texture* texture) {
    	if (texture)
    	{
    		const unsigned int numImages = texture->getNumImages();
    		if (numImages != 0) {
    			for (unsigned int j = 0; j < numImages; j++) {
    				osg::ref_ptr<osg::Image> img = texture->getImage(j);
    				//osgb的纹理坐标的y轴和虚幻引擎的纹理坐标的y轴是相反的
    				img->flipVertical();
    				const int imgWidth = img->s();
    				const int imgHeight = img->t();
    
    				UTexture2D* ueTexture2D = NewObject<UTexture2D>();
    				ueTexture2D->AddToRoot();
    				FTexturePlatformData* platformData = new FTexturePlatformData();
    				ueTexture2D->SetPlatformData(platformData);
    				ueTexture2D->PlatformData->SizeX = imgWidth;
    				ueTexture2D->PlatformData->SizeY = imgHeight;
    				ueTexture2D->PlatformData->SetNumSlices(1);
    				ueTexture2D->PlatformData->PixelFormat = EPixelFormat::PF_R8G8B8A8;
    				//填充texture,创建一个像素数组,然后为每个数组定义颜色。数组大小为width*height*每个像素的字节
    				const int32 numBlocksX = imgWidth / GPixelFormats[EPixelFormat::PF_R8G8B8A8].BlockSizeX;
    				const int32 numBlocksY = imgHeight / GPixelFormats[EPixelFormat::PF_R8G8B8A8].BlockSizeY;
    				const int32 size = numBlocksX * numBlocksY * GPixelFormats[EPixelFormat::PF_R8G8B8A8].BlockBytes;
    
    				//接下来,把颜色数组输入到纹理中去
    				FTexture2DMipMap* mip = new FTexture2DMipMap();
    				mip->SizeX = imgWidth;
    				mip->SizeY = imgHeight;
    				mip->BulkData.Lock(LOCK_READ_WRITE);
    				uint8* pTextureData = static_cast<uint8*>(mip->BulkData.Realloc(size));
    				memset(pTextureData, 255, size);
    				for (int k = 0; k < imgWidth * imgHeight; k++)
    				{
    					FMemory::Memcpy(&pTextureData[k * 4], &img->data()[k * 3], 3 * sizeof(uint8));
    				}
    				mip->BulkData.Unlock();
    				ueTexture2D->PlatformData->Mips.Add(mip);
    				//保存texture
    				ueTexture2D->UpdateResource();
    
    				return ueTexture2D;
    			}
    		}
    	}
    	return nullptr;
    }
    
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  • 原文地址:https://blog.csdn.net/weixin_41364246/article/details/137959513