feat(渲染能力): 完善三维渲染、字体及版本保存
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xiaoqidun committed 2026-10-11 10:20:14 +08:00
1 parent 13dbacad15
commit f71000befd
45 files changed
+4383 -422

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@@ -36,9 +36,12 @@ type U3DCamera struct {
// Camera为空时使用View指定的节点或首个视图节点,Instance指定其父路径实例
// Lighting为空时沿用模型灯光,非空时替换全部模型灯光
// Opacity为空时沿用着色器混合,非空时叠加面片、着色边点及包围盒轮廓的透明度
// 纹理合成后先应用节点透明度,再应用Opacity
// Mode控制绘制方式,AuxiliaryColor用于固定颜色的边点,FaceColor用于包围盒面及插图面,空值分别使用黑色和背景色
// CreaseAngle为轮廓夹角,单位为度,空值使用45;着色插图以漫反射色的1/4补充自发光
// Nodes按名称覆盖节点,重复名称使用最后一项,每次绘制均从原场景开始
// Time以秒指定动画采样时刻,零值为初始时刻,不随实际时钟推进
// ResolveTexture提供外部纹理,空值不访问外部资源;回调自身的内存与超时由调用方控制
// Background为空时使用白色;缓存与实例上限为0时分别使用256MiB和65536,不含输入及运行时开销
type U3DRenderOptions struct {
Width, Height int
@@ -53,7 +56,9 @@ type U3DRenderOptions struct {
FaceColor *[3]float64
CreaseAngle *float64
Nodes []U3DNodeState
Time float64
Sections []U3DCrossSection
ResolveTexture U3DTextureResolver
MaxMemoryBytes int64
MaxInstances int
}
@@ -87,8 +92,15 @@ type u3dRender struct {
toCamera u3dMatrix
scene []u3dInstance
byNode [][]int
connected []bool
members []bool
meshes, shaders, materials, lightIndex map[string]int
textureIndex map[string]int
viewIndex, motionIndex map[string]int
textures map[string]*image.NRGBA64
textureSets map[[8]*U3DTextureLayer]*u3dTextureSet
resolveTexture U3DTextureResolver
view *U3DView
lights []u3dRenderLight
lighting *U3DLighting
opacity float64
@@ -97,7 +109,10 @@ type u3dRender struct {
auxiliaryColor, faceColor [3]float64
depthOnly bool
primitives map[u3dPrimitiveKey]struct{}
texturedPrimitives map[u3dTexturedPrimitiveKey]struct{}
states map[string]U3DNodeState
posed map[string]*U3DMesh
animated map[string]u3dAnimationState
sections []u3dSection
sectionScratch [2][]u3dVertex
chunks [][]u3dFragment
@@ -106,8 +121,16 @@ type u3dRender struct {
order uint64
}
// RenderU3D 绘制静态无纹理网格、线集、点集及包围盒,返回不透明图像,不执行脚本或动画
// 采用逐顶点光照及逐像素深度混合,缺失资源回退为空网格、灰色材质或无光源
// RenderU3D 绘制几何及视图纹理层,返回指定时刻的不透明图像,不执行脚本
// 可通过节点覆盖指定动作轨道与采样时间,逐次生成独立姿态,不修改原模型
// 显式骨骼姿态按权重变换位置和法线,暂不生成骨骼链接或推导缺失权重
// 动画修饰器支持单动作的节点和骨骼求值,尚未实现的动作衔接返回明确错误
// 几何纹理支持模型坐标与程序化映射,参考形状约定见U3DTextureLayer
// 纹理按需解码并复用,不自动访问外部图像
// 采用逐顶点光照及逐像素深度混合,空名称引用标准默认资源
// 缺失几何、材质和着色器采用默认资源,缺失的非空光源引用不产生光照
// 缺失纹理返回错误,空纹理名称使用标准默认图像
// 仅绘制默认根的后代,非空父节点引用缺失时不展开该父路径
// 入参: ctx 取消上下文, model 场景, options 视图、输出与资源限制
// 返回: *image.RGBA 图像, error 参数、能力、预算或取消错误
func RenderU3D(ctx context.Context, model *U3DModel, options U3DRenderOptions) (*image.RGBA, error) {
@@ -123,17 +146,17 @@ func RenderU3D(ctx context.Context, model *U3DModel, options U3DRenderOptions) (
}
// newU3DRender 建立有预算限制的场景实例与资源索引
// 入参: ctx 取消上下文, model 场景, options 输出与资源限制
// 入参: ctx 取消上下文, model 场景, options 输出与资源限制, states 后续节点覆盖分组
// 返回: *u3dRender 绘制状态, error 参数、场景、预算或取消错误
func newU3DRender(ctx context.Context, model *U3DModel, options U3DRenderOptions) (*u3dRender, error) {
if ctx == nil || model == nil || options.Width <= 0 || options.Height <= 0 || options.MaxMemoryBytes < 0 || options.MaxInstances < 0 || options.Instance < 0 {
func newU3DRender(ctx context.Context, model *U3DModel, options U3DRenderOptions, states ...[]U3DNodeState) (*u3dRender, error) {
if ctx == nil || model == nil || options.Width <= 0 || options.Height <= 0 || options.MaxMemoryBytes < 0 || options.MaxInstances < 0 || options.Instance < 0 || !finite(options.Time) {
return nil, fmt.Errorf("invalid U3D render options")
}
limit := options.MaxMemoryBytes
if limit == 0 {
limit = u3dDefaultBytes
}
r := &u3dRender{ctx: ctx, model: model, remaining: uint64(limit), opacity: -1, mode: options.Mode, creaseAngle: 45}
r := &u3dRender{ctx: ctx, model: model, remaining: uint64(limit), opacity: -1, mode: options.Mode, creaseAngle: 45, resolveTexture: options.ResolveTexture}
if options.Mode > U3DRenderShadedIllustration {
return nil, fmt.Errorf("unsupported U3D render mode")
}
@@ -157,23 +180,37 @@ func newU3DRender(ctx context.Context, model *U3DModel, options U3DRenderOptions
if err := r.reserve(pixels, 60); err != nil {
return nil, err
}
if err := r.resources(); err != nil {
return nil, err
}
order, index, err := r.sceneGraph()
if err != nil {
return nil, err
}
if err := r.checkAnimations(); err != nil {
return nil, err
}
maxInstances := options.MaxInstances
if maxInstances == 0 {
maxInstances = 65536
}
if err := r.nodeStates(options.Nodes); err != nil {
groups := append([][]U3DNodeState{options.Nodes}, states...)
if err := r.nodeStates(groups...); err != nil {
return nil, err
}
if err := r.instances(maxInstances); err != nil {
if err := r.prepareAnimations(options.Time); err != nil {
return nil, err
}
if err := r.instances(order, index, maxInstances); err != nil {
return nil, err
}
if err := r.poseNodes(); err != nil {
return nil, err
}
if err := r.reserve(uint64(len(r.scene)), 1); err != nil {
return nil, err
}
r.members = make([]bool, len(r.scene))
if err := r.resources(); err != nil {
return nil, err
}
return r, nil
}
@@ -223,11 +260,21 @@ func (r *u3dRender) render(options U3DRenderOptions, passes []U3DViewPass) (*ima
}
r.frame[i].color = background
}
if r.view != nil {
if err := r.viewLayers(r.view.Backdrops); err != nil {
return nil, err
}
}
for passIndex, pass := range passes {
if err := r.renderPass(pass, passIndex, passIndex == len(passes)-1); err != nil {
return nil, err
}
}
if r.view != nil {
if err := r.viewLayers(r.view.Overlays); err != nil {
return nil, err
}
}
for i, pixel := range r.frame {
if i%4096 == 0 {
if err := r.ctx.Err(); err != nil {
@@ -263,6 +310,7 @@ func (r *u3dRender) reserve(count, size uint64) error {
// 入参: options 绘制选项
// 返回: []U3DViewPass 绘制轮次, error 视图或投影错误
func (r *u3dRender) selectView(options U3DRenderOptions) ([]U3DViewPass, error) {
r.view = nil
r.viewport = [4]float64{0, 0, float64(options.Width), float64(options.Height)}
selected := -1
for i, node := range r.model.Nodes {
@@ -286,23 +334,12 @@ func (r *u3dRender) selectView(options U3DRenderOptions) ([]U3DViewPass, error)
return nil, fmt.Errorf("invalid U3D view node")
}
view := node.View
if len(view.Backdrops) != 0 || len(view.Overlays) != 0 {
return nil, fmt.Errorf("unsupported U3D textured view layers")
if view.Attributes & ^uint32(7) != 0 {
return nil, fmt.Errorf("invalid U3D view attributes")
}
found := false
for i, resource := range r.model.Views {
if i%256 == 0 {
if err := r.ctx.Err(); err != nil {
return nil, err
}
}
if resource.Name == node.Resource {
if found {
return nil, fmt.Errorf("duplicate U3D view resource")
}
passes = resource.Passes
found = true
}
r.view = view
if i, exists := r.viewIndex[node.Resource]; exists {
passes = r.model.Views[i].Passes
}
if options.Camera == nil {
if options.Instance >= len(r.byNode[selected]) {
@@ -374,10 +411,10 @@ func (r *u3dRender) selectView(options U3DRenderOptions) ([]U3DViewPass, error)
return passes, nil
}
// resources 建立只读资源索引,不按名称反复扫描场景
// 返回: error 重名或预算错误
// resources 建立只读资源索引,空名称保留给标准默认资源
// 返回: error 名称、预算或取消错误
func (r *u3dRender) resources() error {
count := uint64(len(r.model.Meshes)) + uint64(len(r.model.Shaders)) + uint64(len(r.model.Materials)) + uint64(len(r.model.Lights))
count := uint64(len(r.model.Meshes)) + uint64(len(r.model.Shaders)) + uint64(len(r.model.Materials)) + uint64(len(r.model.Lights)) + uint64(len(r.model.Textures)) + uint64(len(r.model.Views)) + uint64(len(r.model.Motions))
if err := r.reserve(count, 96); err != nil {
return err
}
@@ -385,12 +422,18 @@ func (r *u3dRender) resources() error {
r.shaders = make(map[string]int, len(r.model.Shaders))
r.materials = make(map[string]int, len(r.model.Materials))
r.lightIndex = make(map[string]int, len(r.model.Lights))
r.textureIndex = make(map[string]int, len(r.model.Textures))
r.viewIndex = make(map[string]int, len(r.model.Views))
r.motionIndex = make(map[string]int, len(r.model.Motions))
add := func(index map[string]int, name string, i int) error {
if i%256 == 0 {
if err := r.ctx.Err(); err != nil {
return err
}
}
if name == "" {
return fmt.Errorf("cannot redefine U3D default resource")
}
if _, ok := index[name]; ok {
return fmt.Errorf("duplicate U3D render resource %q", name)
}
@@ -417,6 +460,21 @@ func (r *u3dRender) resources() error {
return err
}
}
for i, v := range r.model.Textures {
if err := add(r.textureIndex, v.Name, i); err != nil {
return err
}
}
for i, v := range r.model.Views {
if err := add(r.viewIndex, v.Name, i); err != nil {
return err
}
}
for i, v := range r.model.Motions {
if err := add(r.motionIndex, v.Name, i); err != nil {
return err
}
}
return nil
}
@@ -494,11 +552,11 @@ func (r *u3dRender) drawScene(pass U3DViewPass, passIndex int) error {
if node.Visibility > 3 {
return fmt.Errorf("invalid U3D model visibility")
}
mesh, ok := r.meshes[node.Resource]
if !ok {
mesh := r.nodeMesh(node)
if mesh == nil {
continue
}
if err := r.drawMesh(instance, node, &r.model.Meshes[mesh], pass, passIndex); err != nil {
if err := r.drawMesh(instance, node, mesh, pass, passIndex); err != nil {
return err
}
}