Switch to VectorEngine gpt-image-2 and edits

Replace uses of the legacy `gpt-image-2-all` model with `gpt-image-2` and standardize image workflows: no-reference generation uses POST /v1/images/generations, any-reference flows use POST /v1/images/edits with multipart `image` parts. Update SKILLs, generation scripts, decision logs, and docs to reflect the contract change and edits-vs-generations guidance. Apply corresponding changes across backend (api-server match3d/puzzle modules, openai image adapter, mappers, telemetry, spacetime client/module), frontend components and services (Match3D, Puzzle, CreativeImageInputPanel, runtime shells), and add new spritesheet/parser files and tests. Also add media/logo.png. These changes align repository code and documentation with the VectorEngine image API contract and update generation/upload handling (green-screen -> alpha processing, spritesheet handling, and related tests).
This commit is contained in:
2026-05-22 03:06:41 +08:00
parent 321e1ea33a
commit ae014ac881
90 changed files with 7078 additions and 3389 deletions

View File

@@ -3,9 +3,8 @@ use super::*;
use crate::generated_asset_sheets::crop_generated_asset_sheet_view_edge_matte;
use crate::generated_asset_sheets::{
GeneratedAssetSheetPersistInput, GeneratedAssetSheetPersistPrompt,
GeneratedAssetSheetPromptInput, GeneratedAssetSheetSliceImage,
build_generated_asset_sheet_prompt, persist_generated_asset_sheet_bytes,
slice_generated_asset_sheet,
GeneratedAssetSheetSliceImage, persist_generated_asset_sheet_bytes,
slice_generated_asset_sheet_two_items_per_row,
};
pub(super) async fn generate_match3d_item_assets(
@@ -18,6 +17,7 @@ pub(super) async fn generate_match3d_item_assets(
config: &Match3DConfigJson,
item_plan: Vec<Match3DGeneratedItemPlan>,
existing_assets: Vec<Match3DGeneratedItemAsset>,
generated_background_asset: Option<Match3DGeneratedBackgroundAsset>,
) -> Result<Vec<Match3DGeneratedItemAsset>, Response> {
// 中文注释:抓大鹅音频生成当前关闭;自动草稿只补齐 2D 物品图片和可选点击音效。
let target_item_count = resolve_match3d_generated_item_count(config);
@@ -37,6 +37,7 @@ pub(super) async fn generate_match3d_item_assets(
config,
item_plan,
assets,
generated_background_asset,
)
.await?;
}
@@ -76,6 +77,7 @@ async fn ensure_match3d_item_image_assets(
config: &Match3DConfigJson,
item_plan: Vec<Match3DGeneratedItemPlan>,
existing_assets: Vec<Match3DGeneratedItemAsset>,
generated_background_asset: Option<Match3DGeneratedBackgroundAsset>,
) -> Result<Vec<Match3DGeneratedItemAsset>, Response> {
let mut assets = normalize_match3d_generated_item_assets_for_resume(existing_assets);
let target_item_count = resolve_match3d_generated_item_count(config);
@@ -101,9 +103,11 @@ async fn ensure_match3d_item_image_assets(
background_music_style: None,
background_music_prompt: None,
background_asset: if index == 0 {
assets
.first()
.and_then(|asset| asset.background_asset.clone())
generated_background_asset.clone().or_else(|| {
assets
.first()
.and_then(|asset| asset.background_asset.clone())
})
} else {
None
},
@@ -160,6 +164,8 @@ struct Match3DItemImageGenerationSeed {
struct Match3DMaterialBatchOutput {
task_id: String,
prompt: String,
image_src: Option<String>,
image_object_key: Option<String>,
generated_at_micros: i64,
items: Vec<(
Match3DItemImageGenerationSeed,
@@ -194,12 +200,17 @@ async fn generate_match3d_item_image_assets_in_batches(
.map(|chunk| {
let chunk_seeds = chunk.to_vec();
async move {
let item_names = chunk_seeds
.iter()
.map(|item| item.item_name.clone())
.collect::<Vec<_>>();
let material_sheet =
generate_match3d_material_sheet(state, config, &item_names).await?;
let material_sheet = generate_match3d_material_sheet_from_level_scene(
state,
owner_user_id,
session_id,
profile_id,
config,
chunk_seeds
.iter()
.find_map(|seed| seed.background_asset.as_ref()),
)
.await?;
let generated_at_micros = current_utc_micros();
let persisted_seed_count = chunk_seeds
.iter()
@@ -218,14 +229,17 @@ async fn generate_match3d_item_image_assets_in_batches(
.iter()
.map(|item| item.item_name.clone())
.collect::<Vec<_>>();
let item_images = slice_generated_asset_sheet(
let item_images = slice_generated_asset_sheet_two_items_per_row(
&material_sheet.image,
&persisted_item_names,
MATCH3D_MATERIAL_GRID_SIZE as usize,
MATCH3D_ITEM_VIEW_COUNT,
)?;
Ok::<_, AppError>(Match3DMaterialBatchOutput {
task_id: material_sheet.task_id,
prompt: material_sheet.prompt,
image_src: material_sheet.image_src,
image_object_key: material_sheet.image_object_key,
generated_at_micros,
items: persisted_seeds
.into_iter()
@@ -248,14 +262,22 @@ async fn generate_match3d_item_image_assets_in_batches(
for batch in batches {
let sheet_task_id = batch.task_id;
let sheet_prompt = batch.prompt;
let sheet_image_src = batch.image_src;
let sheet_image_object_key = batch.image_object_key;
let generated_at_micros = batch.generated_at_micros;
for (item_index, (seed, item_images)) in batch.items.into_iter().enumerate() {
let item_slug = build_match3d_item_slug(seed.item_id.as_str(), seed.item_name.as_str());
let mut image_views = Vec::with_capacity(item_images.len());
for (view_index, item_image) in item_images.into_iter().enumerate() {
let view_number = view_index + 1;
let item_name_prompt =
format!("{}行:{} 的 5 个不同视角", item_index + 1, seed.item_name);
let (sheet_row_index, sheet_col_index) =
resolve_match3d_material_sheet_cell_indices(item_index, view_index);
let item_name_prompt = format!(
"{}行第{}种:{} 的 5 个不同形态",
item_index / 2 + 1,
item_index % 2 + 1,
seed.item_name
);
let view_upload = persist_generated_asset_sheet_bytes(
state,
GeneratedAssetSheetPersistInput {
@@ -277,8 +299,8 @@ async fn generate_match3d_item_image_assets_in_batches(
(item_index * MATCH3D_ITEM_VIEW_COUNT + view_index) as i64 + 1,
),
grid_size: MATCH3D_MATERIAL_GRID_SIZE as usize,
row_index: item_index + 1,
view_index: view_number,
row_index: sheet_row_index,
view_index: sheet_col_index,
prompt: GeneratedAssetSheetPersistPrompt {
sheet_prompt: Some(sheet_prompt.clone()),
item_name_prompt: Some(item_name_prompt),
@@ -322,7 +344,12 @@ async fn generate_match3d_item_image_assets_in_batches(
background_music_prompt: seed.background_music_prompt,
background_music: None,
click_sound: None,
background_asset: seed.background_asset,
background_asset: merge_match3d_item_spritesheet_asset_metadata(
seed.background_asset,
sheet_prompt.clone(),
sheet_image_src.clone(),
sheet_image_object_key.clone(),
),
status: "image_ready".to_string(),
error: None,
},
@@ -512,6 +539,7 @@ async fn append_match3d_new_item_assets(
return Ok(assets);
}
let mut next_item_index = next_match3d_generated_item_index(&assets);
let background_asset = find_match3d_generated_background_asset(&assets);
let item_seeds = append_plan
.padded_item_names
.into_iter()
@@ -527,7 +555,11 @@ async fn append_match3d_new_item_assets(
background_music_title: None,
background_music_style: None,
background_music_prompt: None,
background_asset: None,
background_asset: if index == 0 {
background_asset.clone()
} else {
None
},
}
})
.collect::<Vec<_>>();
@@ -697,6 +729,8 @@ async fn replace_match3d_item_assets(
pub(super) struct Match3DMaterialSheet {
pub(super) task_id: String,
pub(super) prompt: String,
pub(super) image_src: Option<String>,
pub(super) image_object_key: Option<String>,
pub(super) image: DownloadedOpenAiImage,
}
@@ -710,6 +744,118 @@ pub(super) struct Match3DVectorEngineGeminiImageSettings {
pub(super) struct Match3DSlicedItemImage {
pub(super) bytes: Vec<u8>,
}
async fn generate_match3d_material_sheet_from_level_scene(
state: &AppState,
owner_user_id: &str,
session_id: &str,
profile_id: &str,
config: &Match3DConfigJson,
background_asset: Option<&Match3DGeneratedBackgroundAsset>,
) -> Result<Match3DMaterialSheet, AppError> {
let settings = require_openai_image_settings(state)?;
let http_client = build_openai_image_http_client(&settings)?;
let prompt = build_match3d_item_spritesheet_prompt();
let reference = load_match3d_level_scene_reference_image(state, background_asset).await?;
let generated = create_openai_image_edit(
&http_client,
&settings,
prompt.as_str(),
Some(build_match3d_material_sheet_negative_prompt(config).as_str()),
"2k",
&reference,
"抓大鹅物品 spritesheet 生成失败",
)
.await?;
let image = generated.images.into_iter().next().ok_or_else(|| {
AppError::from_status(StatusCode::BAD_GATEWAY).with_details(json!({
"provider": "vector-engine",
"message": "抓大鹅物品 spritesheet 生成失败:未返回图片",
}))
})?;
let image = make_match3d_spritesheet_image_transparent(image)?;
let upload = persist_match3d_generated_bytes(
state,
owner_user_id,
session_id,
profile_id,
&["item-spritesheet", generated.task_id.as_str()],
"item-spritesheet.png",
image.mime_type.as_str(),
image.bytes.clone(),
"match3d_item_spritesheet_image",
Some(generated.task_id.as_str()),
current_utc_micros(),
)
.await?;
Ok(Match3DMaterialSheet {
task_id: generated.task_id,
prompt,
image_src: Some(upload.src),
image_object_key: Some(upload.object_key),
image,
})
}
fn merge_match3d_item_spritesheet_asset_metadata(
background_asset: Option<Match3DGeneratedBackgroundAsset>,
prompt: String,
image_src: Option<String>,
image_object_key: Option<String>,
) -> Option<Match3DGeneratedBackgroundAsset> {
background_asset.map(|mut asset| {
asset.item_spritesheet_prompt = Some(prompt);
asset.item_spritesheet_image_src = image_src;
asset.item_spritesheet_image_object_key = image_object_key;
asset
})
}
async fn load_match3d_level_scene_reference_image(
state: &AppState,
background_asset: Option<&Match3DGeneratedBackgroundAsset>,
) -> Result<OpenAiReferenceImage, AppError> {
let Some(source) = background_asset
.and_then(|asset| {
asset
.level_scene_image_object_key
.as_deref()
.or(asset.level_scene_image_src.as_deref())
})
.map(str::trim)
.filter(|value| !value.is_empty())
else {
return Err(
AppError::from_status(StatusCode::BAD_REQUEST).with_details(json!({
"provider": MATCH3D_AGENT_PROVIDER,
"message": "抓大鹅物品 spritesheet 生成缺少关卡画面参考图",
})),
);
};
let bytes = if source.starts_with("data:image/") {
decode_match3d_data_url_bytes(source)?
} else if source.trim_start_matches('/').starts_with("generated-") {
read_match3d_generated_object_bytes(
state,
source,
"读取抓大鹅关卡画面参考图失败",
MATCH3D_ITEM_IMAGE_MAX_BYTES,
)
.await?
} else {
return Err(
AppError::from_status(StatusCode::BAD_REQUEST).with_details(json!({
"provider": MATCH3D_AGENT_PROVIDER,
"message": "抓大鹅关卡画面参考图必须是图片 Data URL 或 /generated-* 路径",
})),
);
};
Ok(OpenAiReferenceImage {
bytes,
mime_type: "image/png".to_string(),
file_name: "match3d-level-scene.png".to_string(),
})
}
pub(super) fn normalize_match3d_item_name(raw: &str) -> String {
raw.trim()
.trim_matches(['"', '\'', '“', '”', '。', '', ',', '、'])
@@ -1115,20 +1261,20 @@ pub(super) fn resolve_match3d_gameplay_item_count(config: &Match3DConfigJson) ->
8 => 3,
12 => 9,
16 => 15,
20 | 21 => 21,
20 | 21 => 20,
_ => match config.difficulty {
0..=2 => 3,
3..=4 => 9,
5..=6 => 15,
_ => 21,
_ => 20,
},
}
.min(MATCH3D_MAX_GENERATED_ITEM_COUNT)
}
pub(super) fn resolve_match3d_generated_item_count(config: &Match3DConfigJson) -> usize {
round_match3d_item_count_to_full_sheet(resolve_match3d_gameplay_item_count(config))
.min(MATCH3D_MAX_GENERATED_ITEM_COUNT)
let _ = config;
MATCH3D_MAX_GENERATED_ITEM_COUNT
}
fn round_match3d_item_count_to_full_sheet(item_count: usize) -> usize {
@@ -1138,6 +1284,16 @@ fn round_match3d_item_count_to_full_sheet(item_count: usize) -> usize {
item_count.div_ceil(MATCH3D_MATERIAL_ITEM_BATCH_SIZE) * MATCH3D_MATERIAL_ITEM_BATCH_SIZE
}
pub(super) fn resolve_match3d_material_sheet_cell_indices(
item_index: usize,
view_index: usize,
) -> (usize, usize) {
let items_per_row = (MATCH3D_MATERIAL_GRID_SIZE as usize / MATCH3D_ITEM_VIEW_COUNT).max(1);
let row_index = item_index / items_per_row + 1;
let col_index = (item_index % items_per_row) * MATCH3D_ITEM_VIEW_COUNT + view_index + 1;
(row_index, col_index)
}
pub(super) fn sort_match3d_generated_assets(
mut assets: Vec<Match3DGeneratedItemAsset>,
) -> Vec<Match3DGeneratedItemAsset> {
@@ -1295,11 +1451,23 @@ pub(super) fn is_match3d_background_asset_ready(asset: &Match3DGeneratedBackgrou
.filter(|value| !value.is_empty())
.is_some())
&& (asset
.container_image_object_key
.ui_spritesheet_image_object_key
.as_deref()
.map(str::trim)
.filter(|value| !value.is_empty())
.is_some()
|| asset
.ui_spritesheet_image_src
.as_deref()
.map(str::trim)
.filter(|value| !value.is_empty())
.is_some()
|| asset
.container_image_object_key
.as_deref()
.map(str::trim)
.filter(|value| !value.is_empty())
.is_some()
|| asset
.container_image_src
.as_deref()
@@ -1312,34 +1480,16 @@ pub(super) fn build_match3d_material_sheet_prompt(
config: &Match3DConfigJson,
item_names: &[String],
) -> String {
let asset_style_prompt = resolve_match3d_asset_style_prompt(config);
let style_clause = asset_style_prompt
.as_ref()
.map(|prompt| format!("整体画风遵循:{prompt}"))
.unwrap_or_default();
let subject_text = format!(
"{}题材的抓大鹅游戏2D物品素材。{style_clause}",
config.theme_text
);
let special_prompt = match3d_material_sheet_special_prompt();
build_generated_asset_sheet_prompt(&GeneratedAssetSheetPromptInput {
subject_text: subject_text.as_str(),
item_names,
grid_size: MATCH3D_MATERIAL_GRID_SIZE as usize,
item_name_prompt_template: Some("第{row_index}行:{item_name} 的 {view_count} 个不同视角"),
special_prompt: Some(special_prompt.as_str()),
})
.unwrap_or_else(|_| {
format!(
"生成一张1:1图片。固定生成5行*5列网格素材图画面是{}题材的抓大鹅游戏2D物品素材。{}",
config.theme_text,
match3d_material_sheet_special_prompt(),
)
})
let _ = (config, item_names);
build_match3d_item_spritesheet_prompt()
}
pub(super) fn build_match3d_item_spritesheet_prompt() -> String {
"固定生成10行*10列spritesheet图统一纯绿色绿幕背景高饱和亮绿色接近 #00FF00背景平整无纹理、无渐变、无阴影、无场景内容后端会在生图后将绿幕扣成透明并把透明背景 PNG 存到 OSS。素材间距严格均匀分布任意两个素材间距相同物品来自参考图中画面中心容器中的2D素材。每一行包含两种物品每种物品的五个不同形态。物品素材自身不得使用接近 #00FF00 的高饱和纯绿;绿色物品只能使用深绿、橄榄绿、金绿或蓝绿,并用清晰描边与绿幕区分。严禁出现两种高相似度的物品".to_string()
}
fn match3d_material_sheet_special_prompt() -> String {
"一行五格必须是同一物品的五个不同视角,依次为正面、左前、右前、俯视、背面;".to_string()
"一行包含两种物品,每种物品的五个不同形态。".to_string()
}
pub(super) fn build_match3d_material_sheet_negative_prompt(config: &Match3DConfigJson) -> String {
@@ -1389,18 +1539,22 @@ pub(super) fn slice_match3d_material_sheet(
image: &DownloadedOpenAiImage,
item_names: &[String],
) -> Result<Vec<Vec<Match3DSlicedItemImage>>, AppError> {
slice_generated_asset_sheet(image, item_names, MATCH3D_MATERIAL_GRID_SIZE as usize).map(
|rows| {
rows.into_iter()
.map(|views| {
views
.into_iter()
.map(|view| Match3DSlicedItemImage { bytes: view.bytes })
.collect()
})
.collect()
},
slice_generated_asset_sheet_two_items_per_row(
image,
item_names,
MATCH3D_MATERIAL_GRID_SIZE as usize,
MATCH3D_ITEM_VIEW_COUNT,
)
.map(|rows| {
rows.into_iter()
.map(|views| {
views
.into_iter()
.map(|view| Match3DSlicedItemImage { bytes: view.bytes })
.collect()
})
.collect()
})
}
#[cfg(test)]