chore: W1 项目骨架 — 基线 v1.0 架构落盘(Godot 4.7.2 / gl_compatibility)

架构基线:docs/architecture/2026-10-19-F-architecture.md(v1.0)
范围:WRATH OF THE DEAD《怨返》单人挂机 · GDScript · 1280×720 · 12 班底数据驱动

- 骨架:project.godot(4.7 + GL Compatibility)、架构 §2.1 完整目录树(含占位说明)、
  .gitignore/.gitattributes(LF 纪律)、README.md、CLAUDE.md、export_presets.cfg 占位、
  pipeline/README.md(3ds Max 侧契约)
- 数据管线段 1:data/sheets/generators.csv(GDD §3.1 十二班底逐值抄录)
  + data/schema/generators.schema.json(v0)+ src/tools/sheet_importer.gd
  (import_all/import_sheet/validate + ImportReport + .tres stub + 行号/列名/原因失败策略)
  + src/tools/import_main.gd(CI CLI 入口)+ data/build/generators.json(字节级确定性产物)
- 探针:P1(SCREEN_TEXTURE/CanvasLayer 排序)与 P3(NoiseTexture2D seamless)场景代码与
  截图/统计工具;实测手册与结论模板在工作区 docs/engineering/(随仓库外文档树)
- CI:数据门激活(import_all + schema validate + build 漂移门);单测/sim/导出 W3+ 注释占位;
  4.7.2 headless CLI 行为标注待本机验证

待用户侧:P1/P3 实测回填结论;P6 字体许可 / P7 GPU 实测;look-dev 游魂初版(Max 侧)
This commit is contained in:
程基岩(engineering-lead) committed 2026-10-19 15:13:10 +08:00
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# 探针 P1 —— SCREEN_TEXTURE / CanvasLayer 排序语义
验证 Godot 4.7 后处理三问(架构 §11 P1 / §5.2 ADR-2):
① 背景色是否含入 SCREEN_TEXTURE 采样;② CanvasLayer 排序(L0 世界 < L1 后处理 < L2 UI);③ UI 层是否被后处理污染。
**完整实测手册(必读,约 30 分钟)**:
`docs/engineering/2026-10-19-f-w1-probe-p1-manual.md`(本仓库外的工作区文档树)
**跑法**:编辑器打开 `tests/probe_p1_screen_texture/probe_p1.tscn` → F6 运行当前场景。
键位:`1` 直通 / `2` 反色 / `3` 红染 / `4` 纯绿 / `V` 显隐后处理层 / `S` 截图到 `user://` / `Esc` 退出。
控制台会打印引擎版本 / rendering_method / 显卡适配器——回填结论时连同截图一起归档。
**结论回填**:`docs/engineering/probes/P1-result.md`
**不过的回退**:SubViewport + BackBufferCopy(架构预算 +2-4h)。
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extends Node
# ============================================================================
# 探针 P1 —— Godot 4.7 hint_screen_texture / SCREEN_TEXTURE 语义
# 架构依据:§11 P1 / §5.2(ADR-2 单趟 fused 后处理的 CanvasLayer 拓扑)
# 实测手册:docs/engineering/2026-10-19-f-w1-probe-p1-manual.md
# 结论回填:docs/engineering/probes/P1-result.md
#
# 三问:
# ① 背景/世界色是否含入 SCREEN_TEXTURE 采样(后处理 L1 能否看见 L0)
# ② CanvasLayer 排序语义(L1 后处理在 L0 世界之上、L2 UI 之下)
# ③ UI 层是否被后处理污染(UI 保持 crisp、不被 shader 调制)
#
# 场景在 _ready() 中代码化搭建(不手写 .tscn 降低出错面)。
# 键位:1 直通 | 2 反色 | 3 红染 | 4 纯绿 | V 显/隐后处理层 | S 截图 user:// | Esc 退出
# ============================================================================
enum PostMode { PASSTHROUGH, INVERT, RED_TINT, SOLID_GREEN }
var _post: ColorRect
var _post_visible := true
var _mode: int = PostMode.PASSTHROUGH
var _mat: ShaderMaterial
var _hud: Label
var _shot_n := 0
func _ready() -> void:
_build_world()
_build_post()
_build_ui()
_print_environment()
func _build_world() -> void:
var world := CanvasLayer.new()
world.name = "L0_World"
world.layer = 0
add_child(world)
var bg := ColorRect.new()
bg.name = "Background"
bg.color = Color("#23384F") # 已知底色:后处理里能看见它 = 世界含入采样
bg.set_anchors_preset(Control.PRESET_FULL_RECT)
world.add_child(bg)
var marker := ColorRect.new()
marker.name = "WorldMarker"
marker.color = Color("#D08A2E")
marker.position = Vector2(400, 240)
marker.size = Vector2(480, 240)
world.add_child(marker)
var world_label := Label.new()
world_label.name = "WorldLabel"
world_label.text = "L0 World: bg #23384F + marker #D08A2E"
world_label.position = Vector2(24, 180)
world_label.add_theme_color_override("font_color", Color.WHITE)
world.add_child(world_label)
func _build_post() -> void:
var post_layer := CanvasLayer.new()
post_layer.name = "L1_PostProcess"
post_layer.layer = 1
add_child(post_layer)
var sh := load("res://tests/probe_p1_screen_texture/probe_p1.gdshader") as Shader
_mat = ShaderMaterial.new()
_mat.shader = sh
_mat.set_shader_parameter("mode", PostMode.PASSTHROUGH)
_post = ColorRect.new()
_post.name = "PostProcessRect"
_post.material = _mat
_post.mouse_filter = Control.MOUSE_FILTER_IGNORE
_post.set_anchors_preset(Control.PRESET_FULL_RECT)
post_layer.add_child(_post)
func _build_ui() -> void:
var ui_layer := CanvasLayer.new()
ui_layer.name = "L2_UI"
ui_layer.layer = 2
add_child(ui_layer)
var root := Control.new()
root.name = "UIRoot"
root.set_anchors_preset(Control.PRESET_FULL_RECT)
ui_layer.add_child(root)
# UI 样本:四色板 + 一块纯白。被后处理污染 = 颜色变了/出现着色/纸纹
var chip_colors := [
Color("#1A1614"), Color("#EDE6D8"), Color("#B03A2E"),
Color("#3A5A6B"), Color("#FFFFFF"),
]
var chip_names := ["墨 #1A1614", "骨白 #EDE6D8", "朱砂 #B03A2E", "靛 #3A5A6B", "纯白 #FFFFFF"]
for i in chip_colors.size():
var chip := ColorRect.new()
chip.name = "Chip%d" % i
chip.color = chip_colors[i]
chip.size = Vector2(200, 40)
chip.position = Vector2(960, 48 + i * 56)
root.add_child(chip)
var lbl := Label.new()
lbl.name = "ChipLabel%d" % i
lbl.text = chip_names[i]
lbl.position = Vector2(1010, 54 + i * 56)
if chip_colors[i].get_luminance() > 0.5:
lbl.add_theme_color_override("font_color", Color.BLACK)
else:
lbl.add_theme_color_override("font_color", Color.WHITE)
root.add_child(lbl)
_hud = Label.new()
_hud.name = "HUDHelp"
_hud.text = _help_text()
_hud.position = Vector2(24, 648)
_hud.add_theme_color_override("font_color", Color.WHITE)
root.add_child(_hud)
func _help_text() -> String:
var mode_names := ["PASS直通", "INVERT反色", "RED红染", "GREEN纯绿"]
var mode_name := mode_names[_mode] if _mode >= 0 and _mode < mode_names.size() else "?"
return "探针 P1 | 1 直通 2 反色 3 红染 4 纯绿 | V 显/隐后处理层(当前:%s)| S 截图到 user:// | Esc 退出 | 当前 mode=%s" % [
"显示" if _post_visible else "隐藏", mode_name]
func _input(event: InputEvent) -> void:
var key_event := event as InputEventKey
if key_event != null and key_event.pressed and not key_event.echo:
match key_event.keycode:
KEY_1:
_set_mode(PostMode.PASSTHROUGH)
KEY_2:
_set_mode(PostMode.INVERT)
KEY_3:
_set_mode(PostMode.RED_TINT)
KEY_4:
_set_mode(PostMode.SOLID_GREEN)
KEY_V:
_post_visible = not _post_visible
_post.visible = _post_visible
_hud.text = _help_text()
KEY_S:
_screenshot()
KEY_ESCAPE:
get_tree().quit()
func _set_mode(m: int) -> void:
_mode = m
_mat.set_shader_parameter("mode", m)
_hud.text = _help_text()
var mode_names := ["PASS直通", "INVERT反色", "RED红染", "GREEN纯绿"]
print("P1 mode → %d(%s)" % [m, mode_names[m] if m >= 0 and m < mode_names.size() else "?"])
func _screenshot() -> void:
var tex := get_viewport().get_texture()
if tex == null:
push_warning("P1: viewport texture 为空,回退:请用系统截图(Win+Shift+S)")
return
var img := tex.get_image()
if img == null:
push_warning("P1: get_image() 失败,回退:请用系统截图(Win+Shift+S)")
return
var path := "user://p1_mode_%d_%02d.png" % [_mode, _shot_n]
_shot_n += 1
var err := img.save_png(path)
print("P1 screenshot → ", path, " err=", err)
func _print_environment() -> void:
var v := Engine.get_version_info()
print("=== P1 probe 环境(截图请连同此段一起归档)===")
print("godot: %d.%d.%d %s" % [int(v.major), int(v.minor), int(v.patch), str(v.status)])
print("rendering_method: ", ProjectSettings.get_setting("rendering/renderer/rendering_method"))
print("adapter: ", RenderingServer.get_video_adapter_name())
print("viewport: ", get_viewport().get_visible_rect().size)
print("stretch: ", ProjectSettings.get_setting("display/window/stretch/mode"), " / ", ProjectSettings.get_setting("display/window/stretch/aspect"))
print("=== 键位:1 直通 | 2 反色 | 3 红染 | 4 纯绿 | V 显隐后处理 | S 截图 | Esc 退出 ===")
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shader_type canvas_item;
// ============================================================================
// 探针 P1 shader —— SCREEN_TEXTURE 语义(架构 §11 P1 / §5.2 ADR-2)
// 由 probe_p1.gd 以 ShaderMaterial 挂到 L1 全屏 ColorRect 上。
// mode(uniform int):
// 0 直通 —— 验证"背景/世界是否含入 SCREEN_TEXTURE 采样"
// 1 反色 —— 放大世界内容差异,便于肉眼确认采样到了 L0
// 2 红色染色 —— L1 全屏染色:验证 L2 UI 是否被后处理污染(UI 应保持原色 crisp)
// 3 纯绿 —— 顺序验证:整屏变绿 = CanvasLayer 排序 L0<L1<L2 符合预期
// ============================================================================
uniform int mode = 0;
void fragment() {
vec4 screen = texture(SCREEN_TEXTURE, SCREEN_UV);
if (mode == 0) {
COLOR = screen;
} else if (mode == 1) {
COLOR = vec4(1.0 - screen.rgb, screen.a);
} else if (mode == 2) {
COLOR = vec4(screen.r, 0.0, 0.0, 1.0);
} else {
COLOR = vec4(0.0, 1.0, 0.0, 1.0);
}
}
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[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://tests/probe_p1_screen_texture/probe_p1.gd" id="1"]
[node type="Node" name="ProbeP1ScreenTexture"]
script = ExtResource("1")