开始菜单、玩家选择、脸部绘制

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2026-10-02 12:06:28 +08:00
parent fbf00cf11f
commit 698cb02c21
26 changed files with 1419 additions and 21 deletions
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class_name FacePainter
extends Node
## 面部画笔:直接往一张 Image 的字节缓冲上盖笔刷印章。
##
## 为什么不用 Control._draw():Godot 4 的 canvas 已经没有「擦除」混合模式了
## (CanvasItemMaterial 只有 mix / add / sub / mul / premult,也没有 draw_set_blend_mode),
## 橡皮没法靠 blend_mode 实现。自己管像素反而更直接:
## 画 = 标准的 source-over alpha 混合;擦 = 把目标的 alpha 乘掉;存档 = 就是存这张图。
var image: Image
var texture: ImageTexture
var canvas_size: int = 512
## 当前笔刷。绘画面板改这几个值,下一笔生效。
var brush_color: Color = Color.BLACK
var brush_width: float = 12.0
var erasing: bool = false
## 像素缓冲(RGBA8)。所有绘制都改它,一笔画完再一次性推给显卡。
var _buf: PackedByteArray
## 圆形笔刷的覆盖度,边长 _stamp_d
var _cov: PackedFloat32Array
var _stamp_d: int = 0
var _stamp_rgb: Vector3 = Vector3.ZERO
var _last_stamp: Vector2 = Vector2.INF
func _init(size: int = 512) -> void:
canvas_size = size
func _ready() -> void:
_buf = PackedByteArray()
_buf.resize(canvas_size * canvas_size * 4)
_sync()
# ---------------- 画笔接口 ----------------
func begin_stroke(pos: Vector2) -> void:
_rebuild_stamp()
_last_stamp = Vector2.INF
_stamp_at(pos)
_last_stamp = pos
_sync()
func extend_stroke(pos: Vector2) -> void:
if not _last_stamp.is_finite():
_stamp_at(pos)
_last_stamp = pos
_sync()
return
var spacing := maxf(1.0, brush_width * 0.25)
var dist := _last_stamp.distance_to(pos)
if dist < spacing:
return
# 鼠标动得快时两点之间得补章,否则线是一串断点
var steps := int(ceil(dist / spacing))
for i in range(1, steps + 1):
_stamp_at(_last_stamp.lerp(pos, float(i) / float(steps)))
_last_stamp = pos
_sync()
func end_stroke() -> void:
_last_stamp = Vector2.INF
func clear() -> void:
_buf.fill(0)
_last_stamp = Vector2.INF
_sync()
## 拍一张当前笔画层的快照。绘画面板打开时存一份,点「取消」时还原
func snapshot() -> PackedByteArray:
return _buf.duplicate()
## 还原到快照。尺寸对不上就忽略(换过画布大小)
func restore(data: PackedByteArray) -> void:
if data.size() != _buf.size():
return
_buf = data.duplicate()
_last_stamp = Vector2.INF
_sync()
# ---------------- 存档 ----------------
## 笔画层存成一张透明底 PNG
func save_png(path: String) -> void:
_sync()
image.save_png(path)
## 读回笔画层。尺寸对不上就当没读到(换了画布大小的话)
func load_png(path: String) -> void:
if not FileAccess.file_exists(path):
return
set_image(Image.load_from_file(path))
## 从一张 Image 直接载入笔画层 —— 联机收到别人的脸时走这条,不用落盘
func set_image(img: Image) -> void:
if img == null:
return
if img.get_width() != canvas_size or img.get_height() != canvas_size:
push_warning("笔画层尺寸是 %s,画布是 %d,忽略" % [img.get_size(), canvas_size])
return
img.convert(Image.FORMAT_RGBA8)
_buf = img.get_data()
_last_stamp = Vector2.INF
_sync()
## 当前笔画层的 PNG 字节 —— 联机同步用,不落盘
func to_png_bytes() -> PackedByteArray:
_sync()
return image.save_png_to_buffer()
# ---------------- 内部 ----------------
## 把字节缓冲变成 Image 再推给显卡。一笔画完调一次 —— 512² 一次就是 1MB,别每盖一个印章都来
func _sync() -> void:
image = Image.create_from_data(canvas_size, canvas_size, false, Image.FORMAT_RGBA8, _buf)
if texture == null:
texture = ImageTexture.create_from_image(image)
else:
texture.update(image)
## 按当前粗细和颜色重造笔刷。边缘留 1 像素羽化 —— 硬边的线很难看。
func _rebuild_stamp() -> void:
var r := maxi(2, int(round(brush_width * 0.5)))
var d := r * 2
_stamp_d = d
_stamp_rgb = Vector3(brush_color.r, brush_color.g, brush_color.b)
_cov.resize(d * d)
for y in d:
for x in d:
var dx := float(x) - float(r) + 0.5
var dy := float(y) - float(r) + 0.5
var dist := sqrt(dx * dx + dy * dy) / float(r)
_cov[y * d + x] = clampf((1.0 - dist) * float(r), 0.0, 1.0)
## 在 pos 处盖一个印章。越界像素直接跳过,所以画到边上也不会出错。
func _stamp_at(pos: Vector2) -> void:
var d := _stamp_d
var r := d / 2
var cx := int(round(pos.x)) - r
var cy := int(round(pos.y)) - r
var sr := _stamp_rgb.x * 255.0
var sg := _stamp_rgb.y * 255.0
var sb := _stamp_rgb.z * 255.0
for sy in d:
var ty := cy + sy
if ty < 0 or ty >= canvas_size:
continue
var row := ty * canvas_size * 4
var srow := sy * d
for sx in d:
var tx := cx + sx
if tx < 0 or tx >= canvas_size:
continue
var cov := _cov[srow + sx]
if cov <= 0.001:
continue
var o := row + tx * 4
if erasing:
# 擦:把 alpha 按覆盖度乘掉。RGB 留着不管 —— shader 只看 alpha
_buf[o + 3] = int(float(_buf[o + 3]) * (1.0 - cov))
continue
var sa := cov
var da := float(_buf[o + 3]) / 255.0
var na := sa + da * (1.0 - sa)
if na <= 0.0001:
continue
var ws := sa / na
var wd := da * (1.0 - sa) / na
_buf[o] = int(clampf(sr * ws + float(_buf[o]) * wd, 0.0, 255.0))
_buf[o + 1] = int(clampf(sg * ws + float(_buf[o + 1]) * wd, 0.0, 255.0))
_buf[o + 2] = int(clampf(sb * ws + float(_buf[o + 2]) * wd, 0.0, 255.0))
_buf[o + 3] = int(clampf(na * 255.0, 0.0, 255.0))