M2.5: ShaderMaterial + texture resolution + fog; multi-skeleton verified

- m2_material: Metin2-style ShaderMaterial. blend_mix shader (opaque /
  alpha-blend / alpha-test-cutout via `mode` uniform) + blend_add shader
  (additive glow). modulate(tex, COORD) * COLOR, diffuse_lambert.
- Metin2Model: material_mode prop ("metin2" ShaderMaterial | "standard");
  _resolve_texture does filename-convention + case-insensitive dir scan of
  *.dds (face/hair keyword slots, stem match, fallback); set_surface_texture
  override; guess_blend heuristic (hair->cutout, cape->alpha, effect->add).
  Texture cache. Fixed opaque path to NOT alpha-discard (was hiding bodies).
- harness: AABB-based camera framing, engine depth fog (MTGODOT_FOG=1),
  MTGODOT_ANIM_T fixed-pose capture (needs explicit anim reload first),
  MTGODOT_AUTOSHOT batch screenshot.

Verified: warrior 5/5 surfaces textured under the shader (t=9 dance pose,
lit, fogged). assassin 17/17 textured via dir scan. shaman_lord (gr2 v7)
renders. Screenshots test/golden/m25-*.png, m2c-t*.png.

Gap (M2.5 gate not closed): libgr2 POD API exposes no material/texture-name/
blend data, so multi-slot -> texture/blend mapping is heuristic only. Needs
a libgr2 material API (gr2_material.cpp walking the type tree) — same gap as
xrender-poc M1 T5. Documented in docs/GODOT-POC-PLAN.md §M2.5 T2.5.6.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WaHYEY9rwLWt21PULiYjeJ
This commit is contained in:
Claude
2026-08-29 09:35:01 +09:00
parent 27e39993f7
commit eeffa2a730
29 changed files with 368 additions and 54 deletions
Binary file not shown.
Binary file not shown.
+16 -10
View File
@@ -19,16 +19,22 @@
## 现状
- [~] **M0'** — 脚手架macOS)。本机已验证:
- **T0.1** GDExtension 加载、`Metin2Model` 注册成功
`[mtgodot] Metin2Model registered OK`
- **T0.2** `libgr2` 链接进扩展且可调用:`probe_gr2(warrior_cheongrin.gr2)
→ gr2 OK: format_version=6 sections=8`。
- **T0.3** Godot 4.7 工程(orbit 相机 + `DirectionalLight3D` 阴影 +
`WorldEnvironment` procedural sky + 占位 cube)经 Metal Forward+ 出画
`test/golden/m0-scaffold.png`)。
- **T0.4** `export_presets.cfg`macOS)就位;实际 `export` 待安装 4.7.1
导出模板(`godot --headless --install-export-templates`)。
- [x] **M0'** — 脚手架。GDExtension 加载 + `Metin2Model` 注册 + `libgr2` 链接可调用
+ Godot 4.7 工程经 Metal Forward+ 出画。T0.4 实际 `export` 待装 4.7.1 导出模板。
- [x] **M1** — 静态渲染。`gr2``Skeleton3D` + `ArrayMesh` + `Skin` + 材质
`warrior_cheongrin`75 骨 / 5 表面 / 3324 顶点)正立、朝 +Z、贴图正确
`test/golden/m1-bindpose.png`)。多骨架:`warrior_lord`(v6,74)、`assassin`(v6,95,17 表面)、
`shaman_lord`(**v7**,93) 均正确加载渲染。
- [x] **M2** — 骨骼动画。`Metin2AnimPlayer` `_process``gr2::sample_pose`(跨文件)
`Skeleton3D.set_bone_global_pose`Godot GPU 蒙皮。`dance01`28.3s / 74 track
播放,`selfcheck` 25 采样 0 NaNt=2/9/16/23 姿势各异(`test/golden/m2c-*.png`)。
- [~] **M2.5** — 材质与观感保真。`ShaderMaterial`modulate tex×COLOR×light、
opaque/alpha/alpha-test/add 四模式)+ 目录扫描贴图解析 + 方向光阴影 + procedural sky
+ 引擎雾(`test/golden/m25-*.png`)。**门禁未闭**:多材质槽 → 贴图/混合的精确映射需
给 libgr2 加材质 API(见 `docs/GODOT-POC-PLAN.md` §M2.5 T2.5.6 差距清单)。
- [ ] **中期评审** — 待 M2.5 门禁 + 对拍报告
对拍(与 `xrender-poc` bgfx demo / oracle 逐帧)尚未接线,是中期评审前的下一步。
---
+14 -2
View File
@@ -294,5 +294,17 @@ mtgodot-poc/
## 选型变更记录
- 2026-08-29 · 范围收敛为 **Phase 1 = macOS only**;新增 **M2.5 材质与观感保真** 作为 Phase 1 核心门禁;动画 A/B 决策推迟到 Phase 2Godot 版本钉死 4.7.1 / godot-cpp 4.7。
- *(待 M1 T1.3 填写:贴图走 `.dds` 原生导入 还是运行时 `dds_loader`)*
- *(待 M2.5 T2.5.6 填写:材质无法 1:1 还原项清单)*
- 2026-08-29 · **M1 T1.3**:贴图走 **运行时 `dds_loader`**`src/dxt.cpp`,端口自 xrender-poc)。理由:Godot 4 的 `Image.load()` 不支持 `.dds`,且资产从 `res://` 外的绝对路径加载(`.gr2``.gdignore` 同理)。DXT1/3/5 + BGRA8level 0 + `generate_mipmaps()`
- 2026-08-29 · **动画方案**:确认走 **B 方案** —— `_process``gr2::sample_pose``Skeleton3D.set_bone_global_pose(i, gr2_to_godot(world[i]))`Godot GPU 蒙皮 `skin_matrix = global_pose(i) * bind_pose(i)` 恒等于 gr2 deformer 矩阵(`gr2_bridge.h` 有推导)。A 方案(烘 `Animation`)仍推迟到 Phase 2 按多角色 CPU 采样决定。
- 2026-08-29 · **坐标/单位**`gr2_to_godot()` = gr2 行主序 Mat4 的 4×4 转置 → Godot `Transform3D`Z-up cm → Y-up m`rotate(-90°,X)` + `scale(0.01)`)放在 `Metin2Model` 节点自身 transform`make_conv`)。warrior/warrior_lord/assassin/shaman_lord 实测 `flip_z=false``flip_winding=false``unit_scale=0.01` 正立、朝 +Z、无镜像。
### M2.5 T2.5.6 — 材质无法 1:1 还原 / 待办项清单
| 项 | 现状 | 影响 | 出路 |
|---|---|---|---|
| **libgr2 POD API 不暴露材质数据** —— 只有 `material_count`/`texture_count`,无材质名、无贴图文件名、无 texture-stage op、无 `D3DBLEND_*`/alpha-test 标志 | 贴图靠**文件名约定 + 目录大小写不敏感扫描**(`_resolve_texture`);blend 靠**表面名关键字启发式**(`guess_blend`hair→alpha-test、cape/skirt→alpha、effect/glow→add,其余 opaque | warrior 5/5、assassin 17/17、shaman 1/1 表面命中贴图,但**多材质槽 → 具体贴图/混合的精确映射做不到**;换皮/多贴图变体、精确 alpha-test 阈值、MODULATE2X/ADDSIGNED 等 stage op 无法复现 | **需要给 libgr2 加材质 API**(新文件 `gr2_material.cpp`,走类型树取 `Materials[].Name` + `Maps[].Texture.FromFileName` + shader/blend hint)。这也正是 xrender-poc M1 T5「多 stage 材质对拍待 oracle」的同一缺口,两条 route 共用修法。 |
| **顶点色** | `gr2::Vertex` POD 无 color 字段;shader 已留 `COLOR` 通道,默认白 | Metin2 PC 模型基本不用顶点色,影响小;特效/地形会用 | libgr2 若暴露则 `build_mesh``ARRAY_COLOR` |
| **`TriGroup.material_index` 未接线** | libgr2 已解析每个三角组的 material_index,但 `build_mesh` 目前一个 gr2 mesh = 一个 surface(未按 material_index 再拆分) | 单 mesh 内多材质的模型会用同一张贴图 | `build_mesh``tri_groups` 的 material_index 分 surface(有材质 API 后一起做) |
| **ShaderMaterial 静态 `Shader` 退出泄漏** | `shader_for()` 用 function-static `Ref<Shader>`Godot 退出时报 "1 shader never freed" | 仅退出时一条 warning,无功能影响 | 改成每材质自持 Shader,或注册 cleanup |
| **alpha 排序 corner case** | 半透明/additive 用 `render_priority` 粗排,未做逐三角/OIT | 多层半透明部件可能穿插 | 记录,不追求 100%Phase 2 M2.5 打磨) |
| **法线未做逆转置** | 走 Godot GPU 蒙皮,其法线处理与 Granny runtime 的「上 3×3 不逆转置」近似不完全一致 | 非均匀缩放骨骼下法线略有差异;warrior 类资产无明显问题 | Phase 2 逐帧对拍时量化 |
+1
View File
@@ -25,6 +25,7 @@ add_library(mtgodot SHARED
src/metin2_model.cpp
src/metin2_anim.cpp
src/gr2_bridge.cpp
src/m2_material.cpp
src/dxt.cpp
)
target_compile_features(mtgodot PRIVATE cxx_std_20)
+95
View File
@@ -0,0 +1,95 @@
#include "m2_material.h"
#include <godot_cpp/classes/shader.hpp>
#include <godot_cpp/classes/shader_material.hpp>
#include <godot_cpp/classes/texture2d.hpp>
#include <godot_cpp/variant/color.hpp>
using namespace godot;
namespace mtgodot {
namespace {
// blend_mix shader: covers opaque (mode 0, alpha-scissor) and alpha (mode 1).
const char *SRC_MIX = R"(shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_lambert, specular_disabled;
uniform sampler2D albedo_tex : source_color, filter_linear_mipmap, repeat_enable;
uniform bool use_texture = true;
uniform vec4 modulate : source_color = vec4(1.0);
uniform float alpha_scissor : hint_range(0.0, 1.0) = 0.5;
uniform int mode = 0; // 0 opaque | 1 alpha-blend | 2 alpha-test (cutout)
void fragment() {
vec4 c = use_texture ? texture(albedo_tex, UV) : vec4(1.0);
c *= modulate * COLOR;
if (mode == 2 && c.a < alpha_scissor) {
discard;
}
ALBEDO = c.rgb;
ALPHA = (mode == 1) ? c.a : 1.0;
}
)";
// blend_add shader: additive glow (effects, enchant overlays).
const char *SRC_ADD = R"(shader_type spatial;
render_mode blend_add, depth_draw_opaque, depth_test_disabled, cull_disabled, unshaded;
uniform sampler2D albedo_tex : source_color, filter_linear_mipmap, repeat_enable;
uniform bool use_texture = true;
uniform vec4 modulate : source_color = vec4(1.0);
void fragment() {
vec4 c = use_texture ? texture(albedo_tex, UV) : vec4(1.0);
c *= modulate * COLOR;
ALBEDO = c.rgb * c.a;
ALPHA = 1.0;
}
)";
Ref<Shader> shader_for(bool additive) {
static Ref<Shader> s_mix;
static Ref<Shader> s_add;
Ref<Shader> &slot = additive ? s_add : s_mix;
if (slot.is_null()) {
slot.instantiate();
slot->set_code(additive ? SRC_ADD : SRC_MIX);
}
return slot;
}
} // namespace
Ref<ShaderMaterial> make_material(const MaterialDesc &d) {
Ref<ShaderMaterial> m;
m.instantiate();
const bool additive = (d.blend == BlendMode::Add);
m->set_shader(shader_for(additive));
const bool has_tex = d.albedo.is_valid();
m->set_shader_parameter("use_texture", has_tex);
if (has_tex) {
m->set_shader_parameter("albedo_tex", d.albedo);
}
m->set_shader_parameter("modulate", has_tex ? Color(1, 1, 1, 1) : Color(0.8, 0.8, 0.82, 1));
if (!additive) {
m->set_shader_parameter("alpha_scissor", d.alpha_scissor);
int mode = 0;
if (d.blend == BlendMode::Alpha) {
mode = 1;
} else if (d.blend == BlendMode::AlphaTest) {
mode = 2;
}
m->set_shader_parameter("mode", mode);
}
if (d.blend == BlendMode::Alpha) {
m->set_render_priority(1);
} else if (additive) {
m->set_render_priority(2);
}
return m;
}
} // namespace mtgodot
+35
View File
@@ -0,0 +1,35 @@
#pragma once
// m2_material — Metin2-style forward material as a Godot ShaderMaterial.
//
// M2.5 infrastructure. The gr2 fixed-function texture-stage / blend data is not
// yet exposed by libgr2's POD API (see docs/GODOT-POC-PLAN.md §M2.5 gap list),
// so callers pick the blend mode heuristically for now. The shader itself
// already covers the common Metin2 cases: modulate(tex, vertex_color) + light,
// alpha-test, alpha-blend, additive.
#include <godot_cpp/classes/ref.hpp>
namespace godot {
class ShaderMaterial;
class Texture2D;
} // namespace godot
namespace mtgodot {
enum class BlendMode {
Opaque, // blend_mix, ALPHA=1, no discard
Alpha, // blend_mix, sorted, uses texture alpha
AlphaTest, // blend_mix, discard below alpha_scissor (cutout)
Add, // blend_add (glow / effects)
};
struct MaterialDesc {
godot::Ref<godot::Texture2D> albedo; // null -> flat white
BlendMode blend = BlendMode::Opaque;
float alpha_scissor = 0.5f;
bool two_sided = true; // winding not yet verified per-model
};
godot::Ref<godot::ShaderMaterial> make_material(const MaterialDesc &d);
} // namespace mtgodot
+172 -37
View File
@@ -2,13 +2,16 @@
#include "dxt.h"
#include "gr2_bridge.h"
#include "m2_material.h"
#include <godot_cpp/classes/array_mesh.hpp>
#include <godot_cpp/classes/base_material3d.hpp>
#include <godot_cpp/classes/dir_access.hpp>
#include <godot_cpp/classes/file_access.hpp>
#include <godot_cpp/classes/image.hpp>
#include <godot_cpp/classes/image_texture.hpp>
#include <godot_cpp/classes/mesh_instance3d.hpp>
#include <godot_cpp/classes/shader_material.hpp>
#include <godot_cpp/classes/skeleton3d.hpp>
#include <godot_cpp/classes/skin.hpp>
#include <godot_cpp/classes/standard_material3d.hpp>
@@ -38,6 +41,9 @@ void Metin2Model::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_flip_z"), &Metin2Model::get_flip_z);
ClassDB::bind_method(D_METHOD("set_flip_winding", "v"), &Metin2Model::set_flip_winding);
ClassDB::bind_method(D_METHOD("get_flip_winding"), &Metin2Model::get_flip_winding);
ClassDB::bind_method(D_METHOD("set_material_mode", "m"), &Metin2Model::set_material_mode);
ClassDB::bind_method(D_METHOD("get_material_mode"), &Metin2Model::get_material_mode);
ClassDB::bind_method(D_METHOD("set_surface_texture", "surface", "path"), &Metin2Model::set_surface_texture);
ClassDB::bind_method(D_METHOD("reload"), &Metin2Model::reload);
ClassDB::bind_method(D_METHOD("get_info"), &Metin2Model::get_info);
ClassDB::bind_method(D_METHOD("probe_gr2", "path"), &Metin2Model::probe_gr2);
@@ -50,6 +56,28 @@ void Metin2Model::_bind_methods() {
"set_unit_scale", "get_unit_scale");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_z"), "set_flip_z", "get_flip_z");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_winding"), "set_flip_winding", "get_flip_winding");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "material_mode", PROPERTY_HINT_ENUM, "metin2,standard"),
"set_material_mode", "get_material_mode");
}
void Metin2Model::set_material_mode(const String &m) {
material_mode = m;
if (is_inside_tree()) {
reload();
}
}
void Metin2Model::set_surface_texture(int surface, const String &path) {
if (surface < 0) {
return;
}
while (surface_tex_override.size() <= surface) {
surface_tex_override.push_back(String());
}
surface_tex_override[surface] = path;
if (is_inside_tree()) {
_apply_materials();
}
}
void Metin2Model::set_gr2_path(const String &p) {
@@ -173,58 +201,165 @@ String Metin2Model::_guess_texture_dir() const {
return gr2_path.get_base_dir();
}
Ref<godot::ImageTexture> Metin2Model::_load_dds(const String &path) {
Ref<ImageTexture> t;
if (tex_cache.has(path)) {
return tex_cache[path];
}
if (FileAccess::file_exists(path)) {
mtgodot::Image dds = mtgodot::load_dds_path(path.utf8().get_data());
if (dds.ok()) {
PackedByteArray bytes;
bytes.resize((int)dds.rgba.size());
memcpy(bytes.ptrw(), dds.rgba.data(), dds.rgba.size());
Ref<godot::Image> img = godot::Image::create_from_data(
dds.w, dds.h, false, godot::Image::FORMAT_RGBA8, bytes);
if (img.is_valid()) {
img->generate_mipmaps();
t = ImageTexture::create_from_image(img);
}
}
}
tex_cache[path] = t;
return t;
}
// Best-effort texture pick for a surface. libgr2's POD API gives no material or
// texture names yet (see GODOT-POC-PLAN.md §M2.5 gap list), so this is filename
// convention + a case-insensitive directory scan.
Ref<godot::ImageTexture> Metin2Model::_resolve_texture(const String &dir, const String &stem,
const String &surface_name, const PackedStringArray &dds_files) {
String sn = surface_name.to_lower();
auto scan = [&](const String &needle) -> Ref<ImageTexture> {
for (int i = 0; i < dds_files.size(); ++i) {
if (dds_files[i].to_lower().find(needle) != -1) {
Ref<ImageTexture> t = _load_dds(dir.path_join(dds_files[i]));
if (t.is_valid()) {
return t;
}
}
}
return Ref<ImageTexture>();
};
// 1. surface-name keyword slots
if (sn.find("face") != -1) {
Ref<ImageTexture> t = _load_dds(dir.path_join(stem + String("_face.dds")));
if (t.is_null()) {
t = scan("face");
}
if (t.is_valid()) {
return t;
}
}
if (sn.find("hair") != -1) {
Ref<ImageTexture> t = _load_dds(dir.path_join(stem + String("_hair.dds")));
if (t.is_null()) {
t = scan("hair");
}
if (t.is_valid()) {
return t;
}
}
// 2. surface name used verbatim as a texture basename
if (!sn.is_empty()) {
Ref<ImageTexture> t = _load_dds(dir.path_join(surface_name + String(".dds")));
if (t.is_valid()) {
return t;
}
}
// 3. exact stem
Ref<ImageTexture> t = _load_dds(dir.path_join(stem + String(".dds")));
if (t.is_valid()) {
return t;
}
// 4. any dds whose name contains the stem, then any non-face/hair dds
t = scan(stem);
if (t.is_valid()) {
return t;
}
for (int i = 0; i < dds_files.size(); ++i) {
String f = dds_files[i].to_lower();
if (f.find("face") == -1 && f.find("hair") == -1 && f.find("_lod") == -1) {
Ref<ImageTexture> any = _load_dds(dir.path_join(dds_files[i]));
if (any.is_valid()) {
return any;
}
}
}
return Ref<ImageTexture>();
}
static mtgodot::BlendMode guess_blend(const String &surface_name) {
String sn = surface_name.to_lower();
if (sn.find("effect") != -1 || sn.find("glow") != -1 || sn.find("aura") != -1) {
return mtgodot::BlendMode::Add;
}
if (sn.find("hair") != -1) {
return mtgodot::BlendMode::AlphaTest; // Metin2 hair = alpha-test cutout
}
if (sn.find("cloak") != -1 || sn.find("cape") != -1 ||
sn.find("skirt") != -1 || sn.find("ribbon") != -1) {
return mtgodot::BlendMode::Alpha;
}
return mtgodot::BlendMode::Opaque;
}
void Metin2Model::_apply_materials() {
if (!mi || !file || !*file) {
return;
}
const gr2::FileInfo &fi = (*file)->file_info();
const String dir = _guess_texture_dir();
const String stem = gr2_path.get_file().get_basename();
// Cache: texture path -> ImageTexture.
auto load_tex = [&](const String &path) -> Ref<ImageTexture> {
Ref<ImageTexture> t;
if (!FileAccess::file_exists(path)) {
return t;
PackedStringArray dds_files;
{
Ref<DirAccess> da = DirAccess::open(dir);
if (da.is_valid()) {
da->list_dir_begin();
for (String f = da->get_next(); !f.is_empty(); f = da->get_next()) {
if (!da->current_is_dir() && f.to_lower().ends_with(".dds")) {
dds_files.push_back(f);
}
}
da->list_dir_end();
}
mtgodot::Image dds = mtgodot::load_dds_path(path.utf8().get_data());
if (!dds.ok()) {
return t;
}
PackedByteArray bytes;
bytes.resize((int)dds.rgba.size());
memcpy(bytes.ptrw(), dds.rgba.data(), dds.rgba.size());
Ref<godot::Image> img = godot::Image::create_from_data(
dds.w, dds.h, false, godot::Image::FORMAT_RGBA8, bytes);
if (img.is_null()) {
return t;
}
img->generate_mipmaps();
t = ImageTexture::create_from_image(img);
return t;
};
Ref<ImageTexture> tex_main = load_tex(dir.path_join(stem + String(".dds")));
Ref<ImageTexture> tex_face = load_tex(dir.path_join(stem + String("_face.dds")));
if (tex_face.is_null()) {
tex_face = load_tex(dir.path_join(String("warrior_face.dds")));
}
Ref<ArrayMesh> mesh = mi->get_mesh();
int textured = 0;
for (int s = 0; s < mesh->get_surface_count(); ++s) {
String sname = mesh->surface_get_name(s).to_lower();
Ref<ImageTexture> tex = (sname.find("face") != -1 && tex_face.is_valid()) ? tex_face : tex_main;
Ref<StandardMaterial3D> mat;
mat.instantiate();
mat->set_cull_mode(BaseMaterial3D::CULL_DISABLED); // M1: winding unverified
if (tex.is_valid()) {
mat->set_texture(BaseMaterial3D::TEXTURE_ALBEDO, tex);
const String sname = mesh->surface_get_name(s);
Ref<ImageTexture> tex;
if (s < surface_tex_override.size() && !String(surface_tex_override[s]).is_empty()) {
tex = _load_dds(surface_tex_override[s]);
} else {
mat->set_albedo(Color(0.8, 0.8, 0.82));
tex = _resolve_texture(dir, stem, sname, dds_files);
}
if (tex.is_valid()) {
++textured;
}
if (material_mode == String("standard")) {
Ref<StandardMaterial3D> mat;
mat.instantiate();
mat->set_cull_mode(BaseMaterial3D::CULL_DISABLED);
if (tex.is_valid()) {
mat->set_texture(BaseMaterial3D::TEXTURE_ALBEDO, tex);
} else {
mat->set_albedo(Color(0.8, 0.8, 0.82));
}
mi->set_surface_override_material(s, mat);
} else {
mtgodot::MaterialDesc md;
md.albedo = tex;
md.blend = guess_blend(sname);
mi->set_surface_override_material(s, mtgodot::make_material(md));
}
mi->set_surface_override_material(s, mat);
}
UtilityFunctions::print(vformat("[Metin2Model] materials: %d/%d surfaces textured (dir=%s, %d dds)",
textured, mesh->get_surface_count(), dir, (int)dds_files.size()));
}
const gr2::Skeleton *Metin2Model::gr2_skeleton() const {
+19
View File
@@ -1,6 +1,10 @@
#pragma once
#include <godot_cpp/classes/image_texture.hpp>
#include <godot_cpp/classes/node3d.hpp>
#include <godot_cpp/classes/ref.hpp>
#include <godot_cpp/templates/hash_map.hpp>
#include <godot_cpp/variant/packed_string_array.hpp>
#include <godot_cpp/variant/string.hpp>
#include <gr2/gr2.h>
@@ -11,6 +15,7 @@
namespace godot {
class Skeleton3D;
class MeshInstance3D;
class ImageTexture;
} // namespace godot
namespace mtgodot {
@@ -46,6 +51,12 @@ public:
void set_flip_winding(bool v);
bool get_flip_winding() const { return flip_winding; }
void set_material_mode(const godot::String &m);
godot::String get_material_mode() const { return material_mode; }
// Explicit per-surface texture path override (index -> absolute .dds path).
void set_surface_texture(int surface, const godot::String &path);
// Rebuild the subtree from the current properties.
void reload();
@@ -69,14 +80,22 @@ private:
bool flip_z = false;
bool flip_winding = false;
godot::String material_mode = "metin2"; // "metin2" (ShaderMaterial) | "standard"
godot::PackedStringArray surface_tex_override;
std::shared_ptr<std::optional<gr2::File>> file; // shared_ptr so accessor stays valid
godot::Skeleton3D *skel = nullptr;
godot::MeshInstance3D *mi = nullptr;
godot::String last_info;
godot::HashMap<godot::String, godot::Ref<godot::ImageTexture>> tex_cache;
void _clear_children();
void _apply_materials();
godot::String _guess_texture_dir() const;
godot::Ref<godot::ImageTexture> _load_dds(const godot::String &path);
godot::Ref<godot::ImageTexture> _resolve_texture(const godot::String &dir,
const godot::String &stem, const godot::String &surface_name,
const godot::PackedStringArray &dds_files);
};
} // namespace mtgodot
+16 -5
View File
@@ -56,6 +56,15 @@ func _build_environment() -> void:
env.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
env.ambient_light_energy = 0.6
env.tonemap_mode = Environment.TONE_MAPPER_FILMIC
# T2.5.4 — distance fog via the engine (not per-shader).
if OS.get_environment("MTGODOT_FOG") == "1":
env.fog_enabled = true
env.fog_mode = Environment.FOG_MODE_DEPTH
env.fog_light_color = Color(0.55, 0.55, 0.62)
env.fog_sun_scatter = 0.1
env.fog_density = 0.0
env.fog_depth_begin = 3.0
env.fog_depth_end = 12.0
we.environment = env
add_child(we)
@@ -121,13 +130,15 @@ func _load_content() -> void:
func _frame_model() -> void:
# Use the model's converted world-space AABB to place the orbit target/dist.
# Place the orbit target/dist from the model's converted world-space AABB.
var mi := _model.get_node_or_null("MeshInstance3D") if _model else null
if mi and mi is VisualInstance3D:
var aabb: AABB = (mi as VisualInstance3D).get_aabb()
aabb = _model.transform * aabb
_target = aabb.get_center()
_dist = maxf(1.0, aabb.get_longest_axis_size() * 1.8)
var aabb: AABB = _model.transform * (mi as VisualInstance3D).get_aabb()
var h := maxf(aabb.size.y, 0.5)
_target = Vector3(aabb.get_center().x, aabb.position.y + h * 0.5, aabb.get_center().z)
_dist = h * 3.2
_pitch = 0.12
print("[mtgodot] frame: aabb=", aabb, " target=", _target, " dist=", _dist)
_update_camera()
Binary file not shown.

Before

Width:  |  Height:  |  Size: 274 KiB

After

Width:  |  Height:  |  Size: 253 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 271 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 271 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 271 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 271 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 255 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 250 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 104 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 281 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 271 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 271 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 271 KiB