Metin2 game client (P0–P11) + mobile asset pipeline
Networked client on the existing Godot 4.7 + libgr2 renderer:
- net: m2dev wire protocol (libsodium KX + XChaCha20), auth/select/game
phases, EntityStore world model, ~all GC/CG headers. char create/delete,
private shop / mall / cube, SHOP_GC_START_EX, guild, party (+ CG_PARTY_SET_STATE),
quests, dragon soul, refine, safebox, exchange.
- UI: in-game windows migrated 1:1 from the reference uiscript/root .py —
char status (/stat), inventory+equipment, select-item ([SELECT_ITEM] quest
token), system-option + game-option + ESC system menu, private-shop 39-grid,
party info board, shop tabs, atlas, minimap, quickbar, chat, …
- EterGrnLib polish: GR2 material blend/two-sided, LOD crossfade, motion-event
dispatch, contact shadow, ray-AABB picking, weapon grip pre-transform.
Portable asset IO (A1) — all extension/libgr2/formats/mtproto reads routed
through godot::FileAccess (res:// PCK works on iOS/Android); standalone-lib
*_path() kept for the non-Godot CTests. AssetResolver + PropertyRegistry
switched to a baked index (bake_asset_index.gd) instead of std::filesystem.
Mobile builds: build-{android,ios}.sh, export-android.sh, pack-assets.sh,
gen-debug-keystore.sh. Assets ship as a zip mounted at runtime by
project/asset_pack.gd (adb push now; HTTP download is a drop-in later).
ctest 10/10, 34 GDScript suites, macOS/iOS/Android all build.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_013EJxkHiNKS4kybHS3XKyAJ
This commit is contained in:
@@ -0,0 +1,155 @@
|
||||
#include "static_object.h"
|
||||
|
||||
#include "asset_io.h"
|
||||
#include "dxt.h"
|
||||
#include "gr2_bridge.h"
|
||||
#include "texture_util.h"
|
||||
|
||||
#include <godot_cpp/classes/image.hpp>
|
||||
#include <godot_cpp/classes/image_texture.hpp>
|
||||
#include <godot_cpp/classes/standard_material3d.hpp>
|
||||
#include <godot_cpp/variant/packed_byte_array.hpp>
|
||||
#include <godot_cpp/variant/utility_functions.hpp>
|
||||
|
||||
#include <asset_resolver.h>
|
||||
#include <gr2/gr2.h>
|
||||
|
||||
#include <unordered_map>
|
||||
|
||||
using namespace godot;
|
||||
|
||||
namespace mtgodot {
|
||||
|
||||
namespace {
|
||||
|
||||
std::unordered_map<std::string, Ref<ImageTexture>> g_dds_cache;
|
||||
|
||||
// Building albedo (sRGB colour) -> mobile-ASTC-eligible via make_color_texture
|
||||
// (no-op on desktop). mipmaps=false keeps the desktop result byte-identical to
|
||||
// the old path (buildings had no mip chain). §F4.
|
||||
Ref<ImageTexture> decode_dds_cached(const std::string &real_path) {
|
||||
auto &cache = g_dds_cache;
|
||||
auto it = cache.find(real_path);
|
||||
if (it != cache.end())
|
||||
return it->second;
|
||||
Ref<ImageTexture> tex;
|
||||
mtgodot::Image d = mtgodot::dds_from_file(godot::String(real_path.c_str()));
|
||||
if (d.ok()) {
|
||||
tex = mtgodot::make_color_texture(d.w, d.h, d.rgba.data(), d.rgba.size(),
|
||||
/*mipmaps=*/false);
|
||||
}
|
||||
cache.emplace(real_path, tex);
|
||||
return tex;
|
||||
}
|
||||
|
||||
Ref<StandardMaterial3D> material_for(const std::string &tex_name, bool alpha_blend, bool two_sided,
|
||||
const fmt::AssetResolver &res) {
|
||||
Ref<StandardMaterial3D> mat;
|
||||
mat.instantiate();
|
||||
mat->set_albedo(Color(0.7f, 0.7f, 0.7f));
|
||||
mat->set_roughness(1.0f);
|
||||
mat->set_texture_filter(StandardMaterial3D::TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC);
|
||||
mat->set_cull_mode(StandardMaterial3D::CULL_BACK);
|
||||
|
||||
String t = String(tex_name.c_str()).to_lower();
|
||||
bool kw_alpha = t.find("leaf") != -1 || t.find("grass") != -1 || t.find("fence") != -1 ||
|
||||
t.find("net") != -1 || t.find("ivy") != -1 || t.find("tree") != -1 ||
|
||||
t.find("branch") != -1;
|
||||
if (alpha_blend) {
|
||||
// EterGrnLib TYPE_BLEND_PNT:真 alpha 混合(第 2 map 作 opacity)
|
||||
mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
|
||||
mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
|
||||
} else if (kw_alpha) {
|
||||
mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA_SCISSOR);
|
||||
mat->set_alpha_scissor_threshold(0.5f);
|
||||
mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
|
||||
}
|
||||
if (two_sided)
|
||||
mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
|
||||
|
||||
if (tex_name.empty())
|
||||
return mat;
|
||||
std::string rp = res.resolve(tex_name, nullptr);
|
||||
if (rp.empty()) {
|
||||
// gr2 里常是 .dds;有时资产用别的大小写 / 扩展。先只试原名。
|
||||
return mat;
|
||||
}
|
||||
Ref<ImageTexture> tex = decode_dds_cached(rp);
|
||||
if (tex.is_valid()) {
|
||||
mat->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, tex);
|
||||
mat->set_albedo(Color(1, 1, 1));
|
||||
}
|
||||
return mat;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
Ref<godot::ArrayMesh> get_static_mesh(const std::string &real_gr2_path,
|
||||
const fmt::AssetResolver &res, StaticMeshCache &cache) {
|
||||
auto it = cache.by_path.find(real_gr2_path);
|
||||
if (it != cache.by_path.end())
|
||||
return it->second;
|
||||
|
||||
Ref<godot::ArrayMesh> result; // invalid until success
|
||||
|
||||
gr2::LoadError err;
|
||||
auto loaded = mtgodot::gr2_from_file(godot::String(real_gr2_path.c_str()), &err);
|
||||
if (!loaded) {
|
||||
++cache.failed;
|
||||
UtilityFunctions::push_warning(String("[static] gr2 load failed: ") +
|
||||
real_gr2_path.c_str() + " (" + err.message.c_str() + ")");
|
||||
cache.by_path.emplace(real_gr2_path, result);
|
||||
return result;
|
||||
}
|
||||
const gr2::FileInfo &fi = loaded->file_info();
|
||||
|
||||
// 贴图名 -> 渲染态(来自 libgr2 dump_materials 的名字/map 推断)
|
||||
std::vector<gr2::MaterialInfo> mats = gr2::dump_materials(*loaded);
|
||||
std::map<std::string, std::pair<bool, bool>> tex_state; // lower(tex) -> {alpha, two_sided}
|
||||
for (const auto &m : mats) {
|
||||
std::string k;
|
||||
for (char c : m.diffuse_texture)
|
||||
k += (char)std::tolower((unsigned char)c);
|
||||
if (!k.empty())
|
||||
tex_state[k] = {m.alpha_blend, m.two_sided};
|
||||
}
|
||||
|
||||
std::vector<mtgodot::RenderPart> parts = mtgodot::build_parts(fi);
|
||||
AABB bounds;
|
||||
Ref<godot::ArrayMesh> mesh = mtgodot::build_mesh(fi, parts, /*flip_winding=*/false, bounds);
|
||||
if (mesh.is_valid() && mesh->get_surface_count() > 0) {
|
||||
for (int s = 0; s < mesh->get_surface_count() && s < (int)parts.size(); ++s) {
|
||||
const mtgodot::RenderPart &rp = parts[s];
|
||||
std::string tex;
|
||||
if (rp.mesh >= 0 && rp.mesh < (int)fi.meshes.size()) {
|
||||
const auto &mt = fi.meshes[rp.mesh].material_textures;
|
||||
if (rp.mat_index >= 0 && rp.mat_index < (int)mt.size())
|
||||
tex = mt[rp.mat_index];
|
||||
else if (!mt.empty())
|
||||
tex = mt[0];
|
||||
}
|
||||
bool alpha = false, two = false;
|
||||
{
|
||||
std::string k;
|
||||
for (char c : tex)
|
||||
k += (char)std::tolower((unsigned char)c);
|
||||
auto f = tex_state.find(k);
|
||||
if (f != tex_state.end()) {
|
||||
alpha = f->second.first;
|
||||
two = f->second.second;
|
||||
}
|
||||
}
|
||||
mesh->surface_set_material(s, material_for(tex, alpha, two, res));
|
||||
}
|
||||
result = mesh;
|
||||
++cache.loaded;
|
||||
} else {
|
||||
++cache.failed;
|
||||
}
|
||||
cache.by_path.emplace(real_gr2_path, result);
|
||||
return result;
|
||||
}
|
||||
|
||||
void cleanup_static_object_cache() { g_dds_cache.clear(); }
|
||||
|
||||
} // namespace mtgodot
|
||||
Reference in New Issue
Block a user