动态更新纹理
1. 創(chuàng)建C++類繼承自AStaticMeshActor
2. 定義用于渲染隊列的數(shù)據(jù)結(jié)構(gòu)
struct FUpdateTextureData {FTexture2DResource* Texture2DResource;FUpdateTextureRegion2D* UpdateTextureRegion;uint8* DynamicColors;int32 w; };3. 增加成員變量
????????UMaterialInstanceDynamic* mDynamicMaterials;UTexture2D *mDynamicTexture; FUpdateTextureRegion2D* mUpdateTextureRegion;uint8* mDynamicColors; //BGRAconst int32 w = 650;const int32 h = 650;FUpdateTextureData mTextureData;4. 在PostInitializeComponents函數(shù)中初始化材質(zhì),顏色內(nèi)存
????????mDynamicMaterials = GetStaticMeshComponent()->CreateAndSetMaterialInstanceDynamic(0);if (mDynamicMaterials == nullptr)return;mUpdateTextureRegion = new FUpdateTextureRegion2D(0, 0, 0, 0, w, h);mDynamicTexture = UTexture2D::CreateTransient(w, h);if (mDynamicTexture == nullptr)return;mDynamicTexture->CompressionSettings = TextureCompressionSettings::TC_VectorDisplacementmap;mDynamicTexture->SRGB = 0;mDynamicTexture->Filter = TextureFilter::TF_Nearest;mDynamicTexture->AddToRoot();mDynamicTexture->UpdateResource();mDynamicMaterials->SetTextureParameterValue("DynamicTextureParam", mDynamicTexture);mDynamicColors = (uint8*)CreatePixelMemory(w, h);mTextureData.Texture2DResource = (FTexture2DResource*)mDynamicTexture->Resource;mTextureData.UpdateTextureRegion = mUpdateTextureRegion;mTextureData.DynamicColors = mDynamicColors;mTextureData.w = w;5. 創(chuàng)建更新函數(shù)
void AMyStaticMeshActor::UpdateTexture() {if (mDynamicMaterials == nullptr || mDynamicTexture == nullptr || mDynamicTexture->Resource == nullptr || mUpdateTextureRegion == nullptr || mDynamicColors == nullptr)return;ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER(UpdateTexture,FUpdateTextureData, TextureData, mTextureData,{RHIUpdateTexture2D(TextureData.Texture2DResource->GetTexture2DRHI(),0,*TextureData.UpdateTextureRegion,TextureData.w * 4,TextureData.DynamicColors);});mDynamicMaterials->SetTextureParameterValue("DynamicTextureParam", mDynamicTexture); }6. 在tick函數(shù)中調(diào)用更新函數(shù)
7. 在endplay函數(shù)中釋放內(nèi)存
????if (mUpdateTextureRegion){delete mUpdateTextureRegion;mUpdateTextureRegion = nullptr;}8. 直接將此類拖入的場景中,并且設(shè)置其static mesh,材質(zhì),并且設(shè)置材質(zhì)的空白紋理
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