外部网络图片通过MTKTextureLoader加载返回的MTKTexture怎么转换成spine-cpp中TextureRegion的rendererObject属性
Spine iOS Runtime 替换附件贴图
要将通过 MTKTextureLoader
加载的 MTKTexture
转换为 spine-cpp
中 TextureRegion
的 rendererObject
属性,可以按照以下步骤进行:
加载外部图片并创建
MTKTexture
:NSError *error = nil; MTKTextureLoader *textureLoader = [[MTKTextureLoader alloc] initWithDevice:device]; id<MTLTexture> texture = [textureLoader newTextureWithContentsOfURL:imageURL options:nil error:&error]; if (error) { NSLog(@"Error loading texture: %@", error); }
创建自定义的
Texture
类:
Spine 运行时需要一个自定义的Texture
类来包装MTLTexture
。你可以创建一个类来实现这个功能:class CustomTexture : public spine::Texture { public: id<MTLTexture> mtlTexture; CustomTexture(id<MTLTexture> texture) : mtlTexture(texture) {} virtual ~CustomTexture() {} };
将
MTLTexture
包装到CustomTexture
中:CustomTexture* customTexture = new CustomTexture(texture);
将
CustomTexture
设置为TextureRegion
的rendererObject
:spine::RegionAttachment* regionAttachment = ...; // 获取或创建 RegionAttachment regionAttachment->setRendererObject(customTexture);
在渲染时使用
CustomTexture
:
在渲染代码中,你需要从rendererObject
中获取CustomTexture
并使用mtlTexture
进行渲染:void renderRegionAttachment(spine::RegionAttachment* regionAttachment) { CustomTexture* customTexture = static_cast<CustomTexture*>(regionAttachment->getRendererObject()); id<MTLTexture> mtlTexture = customTexture->mtlTexture; // 使用 mtlTexture 进行渲染 }
通过以上步骤,你可以将通过 MTKTextureLoader
加载的 MTKTexture
转换为 spine-cpp
中 TextureRegion
的 rendererObject
属性,并在渲染时使用它。