-
- using Godot;
-
- public partial class ImageCanvas : Sprite2D, IDestroy
- {
- /// <summary>
- /// 画布大小
- /// </summary>
- public int Width { get; }
-
- /// <summary>
- /// 画布高度
- /// </summary>
- public int Height { get; }
-
- public bool IsDestroyed { get; private set; }
-
- private Image _canvas;
- private ImageTexture _texture;
-
- public ImageCanvas(int width, int height)
- {
- Width = width;
- Height = height;
-
- _canvas = Image.Create(width, height, false, Image.Format.Rgba8);
- _texture = ImageTexture.CreateFromImage(_canvas);
-
- var w = _canvas.GetWidth();
- var h = _canvas.GetHeight();
- for (int i = 0; i < w; i++)
- {
- _canvas.SetPixel(i, h / 2, Colors.Green);
- }
-
- for (int j = 0; j < h; j++)
- {
- _canvas.SetPixel(w / 2, j, Colors.Green);
- }
- }
-
- public override void _Ready()
- {
- Centered = false;
- Texture = _texture;
- }
-
- /// <summary>
- /// 添加到预渲染队列中
- /// </summary>
- /// <param name="texture">需要渲染的纹理</param>
- /// <param name="x">离画布左上角x坐标</param>
- /// <param name="y">离画布左上角y坐标</param>
- /// <param name="angle">旋转角度, 角度制</param>
- /// <param name="centerX">旋转中心点x</param>
- /// <param name="centerY">旋转中心点y</param>
- /// <param name="flipY">是否翻转y轴</param>
- public void DrawImageInCanvas(Texture2D texture, int x, int y, float angle, int centerX, int centerY, bool flipY)
- {
- var item = new ImageRenderData();
- item.ImageCanvas = this;
- item.SrcImage = texture.GetImage();
- item.X = x;
- item.Y = y;
- item.Rotation = Mathf.DegToRad(Mathf.RoundToInt(Utils.ConvertAngle(angle)));
- item.CenterX = centerX;
- item.CenterY = centerY;
- item.FlipY = flipY;
-
- var cosAngle = Mathf.Cos(item.Rotation);
- var sinAngle = Mathf.Sin(item.Rotation);
- if (cosAngle == 0)
- {
- cosAngle = 1e-6f;
- }
-
- if (sinAngle == 0)
- {
- sinAngle = 1e-6f;
- }
-
- var width = item.SrcImage.GetWidth();
- var height = item.SrcImage.GetHeight();
- if (width > 128)
- {
- GD.PrintErr("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!");
- }
- if (height > 128)
- {
- GD.PrintErr("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!");
- }
- //旋转后的图片宽高
- item.RenderWidth = Mathf.CeilToInt(width * Mathf.Abs(cosAngle) + height * sinAngle) + 2;
- item.RenderHeight = Mathf.CeilToInt(width * sinAngle + height * Mathf.Abs(cosAngle)) + 2;
-
- if (item.RenderWidth >= RenderViewportSize.X)
- {
- GD.PrintErr($"图像旋转后的宽度大于{RenderViewportSize.X}, 不支持绘制到 ImageCanvas 下!");
- return;
- }
-
- //旋转后的图像中心点偏移
- item.RenderOffsetX =
- (int)((item.CenterX / sinAngle +
- (0.5f * item.RenderWidth * sinAngle - 0.5f * item.RenderHeight * cosAngle +
- 0.5f * height) /
- cosAngle -
- (-0.5f * item.RenderWidth * cosAngle - 0.5f * item.RenderHeight * sinAngle +
- 0.5f * width) /
- sinAngle - item.CenterY / cosAngle) /
- (cosAngle / sinAngle + sinAngle / cosAngle)) + 1;
- item.RenderOffsetY =
- (int)((item.CenterX / cosAngle -
- (-0.5f * item.RenderWidth * cosAngle - 0.5f * item.RenderHeight * sinAngle + 0.5f * width) /
- cosAngle -
- (0.5f * item.RenderWidth * sinAngle - 0.5f * item.RenderHeight * cosAngle + 0.5f * height) /
- sinAngle + item.CenterY / sinAngle) /
- (sinAngle / cosAngle + cosAngle / sinAngle)) + 1;
-
- _queueItems.Enqueue(item);
- }
-
- public void Destroy()
- {
- if (IsDestroyed)
- {
- return;
- }
-
- IsDestroyed = true;
- QueueFree();
- _canvas.Dispose();
- _texture.Dispose();
- }
-
- private void Redraw()
- {
- _texture.Update(_canvas);
- }
- }