如何从字节数组创建图像并显示?

时间:2019-01-15 03:14:41

标签: c# unity3d textures texture2d

我想从图像文件中获取数据并以Unity可以读取的纹理显示该信息。

我能够将像素信息放入字节数组中,但是屏幕上什么也没有显示。我实际上如何显示图像?

     pcxFile = File.ReadAllBytes("Assets/5_ImageParser/bagit_icon.pcx");
     int startPoint = 128;
     int height = 152; 
     int width = 152; 
     target = new Texture2D(height, width);
     for (var y = 0; y < height; y++)
     {
         for (var x = 0; x < width; x++)
         {
             timesDone ++;
             pixels[x, y] = new Color(pcxFile[startPoint], pcxFile[startPoint+1], pcxFile[startPoint+2]);
             startPoint += 4;
             target.SetPixel(x, y, pixels[x, y]);
         }            
     }
     target.Apply();
     target.EncodeToJPG();

1 个答案:

答案 0 :(得分:2)

好吧,(假设您正确地获得了像素数据)您必须将创建纹理的东西分配给某些东西...

我会使用例如RawImage,因为它不需要Sprite(就像UI.Image组件那样-也请参见RawImage Manual):

// Reference this in the Inspector
public RawImage image;

//...

pcxFile = File.ReadAllBytes("Assets/5_ImageParser/bagit_icon.pcx");
int startPoint = 128;
int height = 152; 
int width = 152; 
target = new Texture2D(height, width);
for (var y = 0; y < height; y++)
{
    for (var x = 0; x < width; x++)
    {
        timesDone ++;
        pixels[x, y] = new Color(pcxFile[startPoint], pcxFile[startPoint+1], pcxFile[startPoint+2]);
        startPoint += 4;
        target.SetPixel(x, y, pixels[x, y]);
    }            
}
target.Apply();
// You don't need this. Only if you are also going to save it locally
// as an actual *.jpg file or if you are going to
// e.g. upload it later via http POST
//
// In this case however you would have to asign the result 
// to a variable in order to use it later
//var rawJpgBytes = target.EncodeToJPG();

// Assign the texture to the RawImage component
image.texture = target;

或者与常规Image组件一起使用,使用Sprite.Create从纹理中创建一个Sprite

// Reference this in the Inspector
public Image image;

// ...

var sprite = Sprite.Create(target, new Rect(0.0f, 0.0f, target.width, target.height), new Vector2(0.5f, 0.5f), 100.0f);

image.sprite = sprite;

提示1
为了获得正确的纵横比,我通常使用一些技巧:

  1. 为此RawImage创建一个父对象
  2. 在父级RectTransform中设置所需的“最大尺寸”
  3. RawImage / Image旁边(在子对象上)添加一个AspectRatioFitter(另请参见AspectRatioFitter Manual)并将AspectMode设置为{{ 1}}。
  4. 现在在代码中调整纵横比(您可以从纹理中获取):

    FitInParent

提示2
与重复调用public RawImage image; public AspectRatioFitter fitter; //... image.texture = target; var ratio = target.width / target.height; fitter.aspectRatio = ratio; 相比,对所有像素一次调用SetPixels是“便宜”的事情:

SetPixel

(我不知道您的// ... startPoint = 0; pixels = new Color[width * height](); for(int i = 0; i < pixels.Length; i++) { pixels[i] = new Color(pcxFile[startPoint], pcxFile[startPoint+1], pcxFile[startPoint+2]); startPoint += 4; } target.SetPixels(pixels); target.Apply(); // ... 格式的工作原理如何,但也许您甚至可以使用LoadRawTextureData