feat: complete native client rendering parity updates

This commit is contained in:
shen
2026-09-27 19:44:41 -07:00
parent 9a9dc6d224
commit 25dd65f2ce
99 changed files with 21121 additions and 921 deletions
+99 -20
View File
@@ -1,10 +1,10 @@
# UiAssets (P1) —— 解析 uiscript 里的图片路径(`.sub` / `.tga` / `.png` / `.jpg`)。
# UiAssets (P1) —— 解析 uiscript 里的图片路径(`.sub` / `.tga` / `.png` / `.jpg` / `.dds`)。
#
# 路径形如 `d:/ymir work/ui/public/middle_button_01.sub`。解析:
# 1) 去掉盘符前缀
# 2) 依次试: <assets>/<rel> · <assets>/<pack>/<rel>(散包目录)
# 3) `.sub` = 子图描述(title/image/left/top/right/bottom)→ 载入其 image + 裁剪成 AtlasTexture
# `.dds` 走 Metin2World.load_dds(C++ dxt 解码)运行时解成 Image。
# 1) 优先从 40250 Client/pack(Metin2Pack)取(保持 d:/ 盘符或规范相对路径)
# 2) 支持 pack 内 .sub 子图切片(AtlasTexture),支持 version 1.0 / 2.0 及公用 Public.dds / IntroEmpire.dds 母图寻址
# 3) 若 pack 找不到且指定了 assets_root,回退到散文件目录
# 4) .dds 走 Metin2World.load_dds(C++ dxt 解码)运行时解成 Image。
extends RefCounted
static var _cache := {}
@@ -19,21 +19,20 @@ static func load_dds_image(path: String) -> Image:
return null
if not ClassDB.class_exists("Metin2World"):
return null
# Metin2World is a Node, not RefCounted; a static reference never frees it.
# The decoder returns an independently owned Image, so release the helper
# after each decode (textures themselves remain cached by load_tex).
var helper: Object = ClassDB.instantiate("Metin2World")
var img = helper.call("load_dds", path)
helper.free()
return img if img is Image else null
static func load_tex(assets_root: String, vpath: String) -> Texture2D:
if vpath == "" or assets_root == "":
if vpath == "":
return null
var key := assets_root + "|" + vpath
var key := (assets_root if assets_root != "" else "pack") + "|" + vpath
if _cache.has(key):
return _cache[key]
var tex: Texture2D = _load_uncached(assets_root, vpath)
var tex: Texture2D = _load_pack_any(vpath)
if tex == null and assets_root != "":
tex = _load_uncached(assets_root, vpath)
_cache[key] = tex
return tex
@@ -45,8 +44,7 @@ static func load_pack_tex(vpath: String) -> Texture2D:
var key := "pack|" + vpath
if _cache.has(key):
return _cache[key]
# 40250 的包名带盘符(d:/ymir work/...),原样交给 CEterPackManager。
var tex: Texture2D = _load_pack_image(vpath.replace("\\", "/"))
var tex: Texture2D = _load_pack_any(vpath)
_cache[key] = tex
return tex
@@ -56,6 +54,93 @@ static func _strip_drive(p: String) -> String:
s = s.substr(2)
return s.lstrip("/")
static func _find_pack_path(vpath: String) -> String:
if not ClassDB.class_exists("Metin2Pack") or not Metin2Pack.is_ready():
return ""
var norm := vpath.replace("\\", "/").strip_edges()
var stripped := _strip_drive(norm)
var candidates: Array[String] = [
norm,
stripped,
"d:/" + stripped,
norm.to_lower(),
stripped.to_lower(),
("d:/" + stripped).to_lower(),
]
for c in candidates:
if Metin2Pack.exists(c):
return c
return ""
static func _load_pack_any(vpath: String) -> Texture2D:
var pack_path := _find_pack_path(vpath)
if pack_path == "":
return null
var ext := pack_path.get_extension().to_lower()
if ext == "sub":
return _load_pack_sub(pack_path)
return _load_pack_image(pack_path)
static func _load_pack_sub(pack_path: String) -> Texture2D:
if not ClassDB.class_exists("Metin2Pack") or not Metin2Pack.is_ready():
return null
if not Metin2Pack.exists(pack_path):
return null
var bytes: PackedByteArray = Metin2Pack.get_bytes(pack_path)
if bytes.is_empty():
return null
var txt := bytes.get_string_from_ascii()
var image_name := ""
var version := ""
var l := 0
var t := 0
var r := -1
var b := -1
for line in txt.split("\n"):
var parts := line.strip_edges().split(" ", false)
if parts.size() < 2:
continue
match parts[0].to_lower():
"version": version = parts[1].strip_edges().trim_prefix('"').trim_suffix('"')
"image": image_name = parts[1].strip_edges().trim_prefix('"').trim_suffix('"')
"left": l = int(parts[1])
"top": t = int(parts[1])
"right": r = int(parts[1])
"bottom": b = int(parts[1])
if image_name == "":
return null
var sub_dir := pack_path.get_base_dir()
var candidates: Array[String] = []
if version == "2.0":
candidates.append(sub_dir.path_join(image_name))
candidates.append("d:/ymir work/ui/".path_join(image_name))
else:
candidates.append("d:/ymir work/ui/".path_join(image_name))
candidates.append(sub_dir.path_join(image_name))
var search_dir := sub_dir
for _i in 4:
var parent := search_dir.get_base_dir()
if parent == search_dir or parent.is_empty():
break
candidates.append(parent.path_join(image_name))
search_dir = parent
var base_tex: Texture2D = null
for cand in candidates:
base_tex = _load_pack_any(cand)
if base_tex != null:
break
if base_tex == null:
return null
if r <= l or b <= t:
return base_tex
var at := AtlasTexture.new()
at.atlas = base_tex
at.region = Rect2(l, t, r - l, b - t)
return at
static func _resolve(assets_root: String, rel: String) -> String:
var direct := assets_root.path_join(rel)
if FileAccess.file_exists(direct):
@@ -67,20 +152,18 @@ static func _resolve(assets_root: String, rel: String) -> String:
var cand := assets_root.path_join(sub).path_join(rel)
if FileAccess.file_exists(cand):
return cand
# 大小写不敏感兜底:<assets>/**/ymir work/ui/... —— 只按 basename 找
return ""
static func _load_uncached(assets_root: String, vpath: String) -> Texture2D:
var rel := _strip_drive(vpath)
var real := _resolve(assets_root, rel)
if real == "":
# 试把 .sub 换成 .tga / .png
for ext: String in [".tga", ".png", ".jpg"]:
real = _resolve(assets_root, rel.get_basename() + ext)
if real != "":
break
if real == "":
return _load_pack_image(rel)
return _load_pack_any(vpath)
if real.get_extension().to_lower() == "sub":
return _load_sub(real)
return _load_image_file(real)
@@ -112,8 +195,6 @@ static func _load_pack_image(rel: String) -> Texture2D:
return ImageTexture.create_from_image(image) if image != null and not image.is_empty() else null
static func _load_image_file(path: String) -> Texture2D:
# .sub 文件可能引用了未随当前资源包发布的共享贴图(例如 Public.tga)。
# 先做存在性检查,避免 headless/UI fallback 因缺失可选贴图刷错误日志。
if not FileAccess.file_exists(path):
return null
var ext := path.get_extension().to_lower()
@@ -144,8 +225,6 @@ static func _load_sub(path: String) -> Texture2D:
"bottom": b = int(parts[1])
if image_name == "":
return null
# Skill .sub files live below ui/skill/<job>, while their shared DDS
# lives in ui/. Search the containing directory and its parents.
var img_path := ""
var search_dir := path.get_base_dir()
for _i in 6: