暂存服务端渲染功能,材质渲染计划迁移至前端

This commit is contained in:
2025-12-08 17:40:28 +08:00
parent 63ca7eff0d
commit 399e6f096f
9 changed files with 2528 additions and 17 deletions

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@@ -0,0 +1,200 @@
package skin_renderer
import (
"image"
"image/color"
)
// Polygon 表示一个四边形面片
type Polygon struct {
dots [4]*Point
color color.RGBA
isProjected bool
face string // 面的方向: "x", "y", "z"
faceDepth float64 // 面的深度
}
// NewPolygon 创建一个新的多边形
func NewPolygon(dots [4]*Point, c color.RGBA) *Polygon {
p := &Polygon{
dots: dots,
color: c,
}
// 确定面的方向
x0, y0, z0 := dots[0].GetOriginCoord()
x1, y1, z1 := dots[1].GetOriginCoord()
x2, y2, z2 := dots[2].GetOriginCoord()
if x0 == x1 && x1 == x2 {
p.face = "x"
p.faceDepth = x0
} else if y0 == y1 && y1 == y2 {
p.face = "y"
p.faceDepth = y0
} else if z0 == z1 && z1 == z2 {
p.face = "z"
p.faceDepth = z0
}
return p
}
// Project 投影多边形的所有顶点
func (p *Polygon) Project(cosAlpha, sinAlpha, cosOmega, sinOmega float64, minX, maxX, minY, maxY *float64) {
for _, dot := range p.dots {
if !dot.IsProjected() {
dot.Project(cosAlpha, sinAlpha, cosOmega, sinOmega, minX, maxX, minY, maxY)
}
}
p.isProjected = true
}
// PreProject 预投影多边形的所有顶点
func (p *Polygon) PreProject(dx, dy, dz, cosAlpha, sinAlpha, cosOmega, sinOmega float64) {
for _, dot := range p.dots {
dot.PreProject(dx, dy, dz, cosAlpha, sinAlpha, cosOmega, sinOmega)
}
}
// IsProjected 返回是否已投影
func (p *Polygon) IsProjected() bool {
return p.isProjected
}
// AddToImage 将多边形绘制到图像上
func (p *Polygon) AddToImage(img *image.RGBA, minX, minY, ratio float64) {
// 检查透明度,完全透明则跳过
if p.color.A == 0 {
return
}
// 获取投影后的 2D 坐标
points := make([][2]float64, 4)
var coordX, coordY *float64
samePlanX := true
samePlanY := true
for i, dot := range p.dots {
x, y, _ := dot.GetDestCoord()
points[i] = [2]float64{
(x - minX) * ratio,
(y - minY) * ratio,
}
if coordX == nil {
coordX = &x
coordY = &y
} else {
if *coordX != x {
samePlanX = false
}
if *coordY != y {
samePlanY = false
}
}
}
// 如果所有点在同一平面(退化面),跳过
if samePlanX || samePlanY {
return
}
// 使用扫描线算法填充多边形
fillPolygon(img, points, p.color)
}
// fillPolygon 使用扫描线算法填充四边形
func fillPolygon(img *image.RGBA, points [][2]float64, c color.RGBA) {
// 找到 Y 的范围
minY := points[0][1]
maxY := points[0][1]
for _, pt := range points {
if pt[1] < minY {
minY = pt[1]
}
if pt[1] > maxY {
maxY = pt[1]
}
}
bounds := img.Bounds()
// 扫描每一行
for y := int(minY); y <= int(maxY); y++ {
if y < bounds.Min.Y || y >= bounds.Max.Y {
continue
}
// 找到这一行与多边形边的交点
var intersections []float64
n := len(points)
for i := 0; i < n; i++ {
j := (i + 1) % n
y1, y2 := points[i][1], points[j][1]
x1, x2 := points[i][0], points[j][0]
// 检查这条边是否与当前扫描线相交
if (y1 <= float64(y) && y2 > float64(y)) || (y2 <= float64(y) && y1 > float64(y)) {
// 计算交点的 X 坐标
t := (float64(y) - y1) / (y2 - y1)
x := x1 + t*(x2-x1)
intersections = append(intersections, x)
}
}
// 排序交点
for i := 0; i < len(intersections)-1; i++ {
for j := i + 1; j < len(intersections); j++ {
if intersections[i] > intersections[j] {
intersections[i], intersections[j] = intersections[j], intersections[i]
}
}
}
// 填充交点之间的像素
for i := 0; i+1 < len(intersections); i += 2 {
xStart := int(intersections[i])
xEnd := int(intersections[i+1])
for x := xStart; x <= xEnd; x++ {
if x >= bounds.Min.X && x < bounds.Max.X {
// Alpha 混合
if c.A == 255 {
img.SetRGBA(x, y, c)
} else {
existing := img.RGBAAt(x, y)
blended := alphaBlend(existing, c)
img.SetRGBA(x, y, blended)
}
}
}
}
}
}
// alphaBlend 执行 Alpha 混合
func alphaBlend(dst, src color.RGBA) color.RGBA {
if src.A == 0 {
return dst
}
if src.A == 255 {
return src
}
srcA := float64(src.A) / 255.0
dstA := float64(dst.A) / 255.0
outA := srcA + dstA*(1-srcA)
if outA == 0 {
return color.RGBA{}
}
return color.RGBA{
R: uint8((float64(src.R)*srcA + float64(dst.R)*dstA*(1-srcA)) / outA),
G: uint8((float64(src.G)*srcA + float64(dst.G)*dstA*(1-srcA)) / outA),
B: uint8((float64(src.B)*srcA + float64(dst.B)*dstA*(1-srcA)) / outA),
A: uint8(outA * 255),
}
}