2V2-e.2: Godot consumer of the 3D draw commands, offline screenshot

python_3d_surface.gd turns RenderGame's recorded draws into meshes under a
camera read back from SetPerspective; textures come from the 40250 packs.
GetFarClip and the CMapManager ctor ported verbatim. Until the environment
is ported, lit draws with no light/ambient are shown unshaded (stand-in).
script/python_game_render_test.sh runs system.py login -> select -> game
against port_fake_login_server (or --live via MT_LIVE_*) and screenshots.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
shenlei
2026-09-23 20:35:36 +09:00
co-authored by Claude Opus 5.5
parent 5bfa13c5cc
commit 1fe8a4b643
12 changed files with 630 additions and 6 deletions
+4
View File
@@ -43,6 +43,10 @@ public:
// The pixels of a "mem:<id>@<revision>" image command (the CGraphicFontTexture glyph pages) as an
// RGBA8 Image; null when the texture is gone or its revision is still `known_revision`.
static godot::Ref<godot::Image> memory_texture(const godot::String &name, int64_t known_revision);
// The 3D draw calls of the last ui_update() (RenderCommands3D.h), one Dictionary each: "world",
// "view", "proj" (PackedFloat32Array, D3D row-vector layout), vertex arrays, "indices", "texture0"
// and the blend/depth/cull/lighting state.
static godot::Array render3d_draws();
static void stop();
protected: