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DungeonShooting / DungeonShooting_Godot / src / framework / map / image / ImageCanvas.cs
@小李xl 小李xl on 11 Apr 2024 8 KB 敌人死亡效果更新
  1.  
  2. using System;
  3. using Godot;
  4.  
  5. /// <summary>
  6. /// 静态图像画布类, 用于处理游戏中大量静态物体的解决方案<br/>
  7. /// 将物体纹理绘直接绘制到画布上, 这样大大减少GPU开销, 从而提高帧率<br/>
  8. /// 图像旋转遵循完美像素
  9. /// </summary>
  10. public partial class ImageCanvas : Sprite2D, IDestroy
  11. {
  12. /// <summary>
  13. /// 画布大小
  14. /// </summary>
  15. public int Width { get; }
  16. /// <summary>
  17. /// 画布高度
  18. /// </summary>
  19. public int Height { get; }
  20.  
  21. public bool IsDestroyed { get; private set; }
  22.  
  23. private Image _canvas;
  24. private ImageTexture _texture;
  25.  
  26. public ImageCanvas(int width, int height)
  27. {
  28. Width = width;
  29. Height = height;
  30.  
  31. _canvas = Image.Create(width, height, false, Image.Format.Rgba8);
  32. _texture = ImageTexture.CreateFromImage(_canvas);
  33. }
  34.  
  35. public override void _Ready()
  36. {
  37. Centered = false;
  38. Texture = _texture;
  39. ZIndex = -1;
  40. }
  41.  
  42. /// <summary>
  43. /// 将指定纹理添加到预渲染队列中, 完成后会调用 onDrawingComplete 回调函数
  44. /// </summary>
  45. /// <param name="texture">需要渲染的纹理</param>
  46. /// <param name="material">渲染材质, 不需要则传null</param>
  47. /// <param name="x">离画布左上角x坐标</param>
  48. /// <param name="y">离画布左上角y坐标</param>
  49. /// <param name="angle">旋转角度, 角度制</param>
  50. /// <param name="centerX">旋转中心点x</param>
  51. /// <param name="centerY">旋转中心点y</param>
  52. /// <param name="flipY">是否翻转y轴</param>
  53. /// <param name="onDrawingComplete">绘制完成的回调函数</param>
  54. public void DrawImageInCanvas(Texture2D texture, Material material, float x, float y, float angle, int centerX, int centerY, bool flipY, Action onDrawingComplete = null)
  55. {
  56. DrawImageInCanvas(texture, material, x, y, angle, centerX, centerY, flipY, true, onDrawingComplete);
  57. }
  58. private void DrawImageInCanvas(Texture2D texture, Material material, float x, float y, float angle, int centerX, int centerY, bool flipY, bool enableQueueCutting, Action onDrawingComplete)
  59. {
  60. var item = new ImageRenderData();
  61. item.OnDrawingComplete = onDrawingComplete;
  62. item.EnableQueueCutting = enableQueueCutting;
  63. item.ImageCanvas = this;
  64. item.SrcImage = texture.GetImage();
  65. item.Material = material;
  66. var width = item.SrcImage.GetWidth();
  67. var height = item.SrcImage.GetHeight();
  68. if (width > 128)
  69. {
  70. Debug.LogError("警告: 图像宽度大于 128, 旋转后像素点可能绘制到画布外导致像素丢失!");
  71. }
  72. if (height > 128)
  73. {
  74. Debug.LogError("警告: 图像高度大于 128, 旋转后像素点可能绘制到画布外导致像素丢失!");
  75. }
  76. item.X = Mathf.RoundToInt(x);
  77. item.Y = Mathf.RoundToInt(y);
  78. item.Rotation = Mathf.DegToRad(Mathf.RoundToInt(Utils.ConvertAngle(angle)));
  79. item.CenterX = centerX;
  80. item.CenterY = centerY;
  81. if (item.Rotation > Mathf.Pi)
  82. {
  83. item.CenterX = width - item.CenterX;
  84. item.CenterY = height - item.CenterY;
  85. item.Rotation -= Mathf.Pi;
  86. item.RotationGreaterThanPi = true;
  87. }
  88. item.FlipY = flipY;
  89. var cosAngle = Mathf.Cos(item.Rotation);
  90. var sinAngle = Mathf.Sin(item.Rotation);
  91. if (cosAngle == 0)
  92. {
  93. cosAngle = 1e-6f;
  94. }
  95.  
  96. if (sinAngle == 0)
  97. {
  98. sinAngle = 1e-6f;
  99. }
  100.  
  101. //旋转后的图片宽高
  102. item.RenderWidth = Mathf.CeilToInt(width * Mathf.Abs(cosAngle) + height * sinAngle) + 2;
  103. item.RenderHeight = Mathf.CeilToInt(width * sinAngle + height * Mathf.Abs(cosAngle)) + 2;
  104.  
  105. if (item.RenderWidth >= RenderViewportSize.X)
  106. {
  107. Debug.LogError($"图像旋转后的宽度大于{RenderViewportSize.X}, 不支持绘制到 ImageCanvas 下!");
  108. item.SrcImage.Dispose();
  109. return;
  110. }
  111. //旋转后的图像中心点偏移
  112. item.RenderOffsetX =
  113. (int)((item.CenterX / sinAngle +
  114. (0.5f * item.RenderWidth * sinAngle - 0.5f * item.RenderHeight * cosAngle +
  115. 0.5f * height) /
  116. cosAngle -
  117. (-0.5f * item.RenderWidth * cosAngle - 0.5f * item.RenderHeight * sinAngle +
  118. 0.5f * width) /
  119. sinAngle - item.CenterY / cosAngle) /
  120. (cosAngle / sinAngle + sinAngle / cosAngle)) + 1;
  121. item.RenderOffsetY =
  122. (int)((item.CenterX / cosAngle -
  123. (-0.5f * item.RenderWidth * cosAngle - 0.5f * item.RenderHeight * sinAngle + 0.5f * width) /
  124. cosAngle -
  125. (0.5f * item.RenderWidth * sinAngle - 0.5f * item.RenderHeight * cosAngle + 0.5f * height) /
  126. sinAngle + item.CenterY / sinAngle) /
  127. (sinAngle / cosAngle + cosAngle / sinAngle)) + 1;
  128.  
  129. _queueItems.Add(item);
  130. }
  131. /// <summary>
  132. /// 将指定 ActivityObject 添加到预渲染队列中, 完成后会调用 onDrawingComplete 回调函数
  133. /// </summary>
  134. /// <param name="activityObject">物体实例</param>
  135. /// <param name="x">离画布左上角x坐标</param>
  136. /// <param name="y">离画布左上角y坐标</param>
  137. /// <param name="onDrawingComplete">绘制完成的回调</param>
  138. public void DrawActivityObjectInCanvas(ActivityObject activityObject, float x, float y, Action onDrawingComplete = null)
  139. {
  140. //是否翻转y轴
  141. var flipY = activityObject.Scale.Y < 0;
  142.  
  143. var animatedSprite = activityObject.AnimatedSprite;
  144. var animatedSpritePosition = animatedSprite.Position;
  145. var ax = x + animatedSpritePosition.X;
  146. var ay = y + animatedSpritePosition.X;
  147.  
  148. //先绘制阴影
  149. var shadowSprite = activityObject.ShadowSprite;
  150. var shadowSpriteTexture = activityObject.ShadowSprite.Texture;
  151. if (shadowSpriteTexture != null)
  152. {
  153. var spriteOffset = shadowSprite.Offset;
  154. var centerX = (int)-spriteOffset.X;
  155. var centerY = (int)-spriteOffset.Y;
  156. var angle = Utils.ConvertAngle(shadowSprite.GlobalRotationDegrees);
  157. if (shadowSprite.Centered)
  158. {
  159. centerX += shadowSpriteTexture.GetWidth() / 2;
  160. centerY += shadowSpriteTexture.GetHeight() / 2;
  161. }
  162. DrawImageInCanvas(
  163. shadowSprite.Texture, shadowSprite.Material,
  164. ax + activityObject.ShadowOffset.X, ay + activityObject.ShadowOffset.Y,
  165. angle,
  166. centerX, centerY, flipY,
  167. true, null
  168. );
  169. }
  170. //再绘制纹理
  171. var texture = activityObject.GetCurrentTexture();
  172. if (texture != null)
  173. {
  174. var spriteOffset = animatedSprite.Offset;
  175. var centerX = (int)-spriteOffset.X;
  176. var centerY = (int)-spriteOffset.Y;
  177. if (animatedSprite.Centered)
  178. {
  179. centerX += texture.GetWidth() / 2;
  180. centerY += texture.GetHeight() / 2;
  181. }
  182. //为了保证阴影在此之前渲染, 所以必须关闭插队渲染
  183. DrawImageInCanvas(
  184. texture, animatedSprite.Material,
  185. ax, ay,
  186. animatedSprite.GlobalRotationDegrees,
  187. centerX, centerY, flipY,
  188. false, onDrawingComplete
  189. );
  190. }
  191. }
  192. public void Destroy()
  193. {
  194. if (IsDestroyed)
  195. {
  196. return;
  197. }
  198.  
  199. IsDestroyed = true;
  200. QueueFree();
  201. _canvas.Dispose();
  202. _texture.Dispose();
  203. }
  204.  
  205. /// <summary>
  206. /// 使用透明色替换掉整个画布
  207. /// </summary>
  208. public void Clear()
  209. {
  210. Clear(new Color(0, 0, 0, 0));
  211. }
  212.  
  213. /// <summary>
  214. /// 使用指定颜色替换掉整个画布
  215. /// </summary>
  216. public void Clear(Color color)
  217. {
  218. _canvas.Fill(color);
  219. Redraw();
  220. }
  221. private void Redraw()
  222. {
  223. _texture.Update(_canvas);
  224. }
  225. }