Commit Graph
5 Commits
Author SHA1 Message Date
Claude 0ecdca821e Refresh warrior golden; note libgr2 dump_materials dependency
The dump_materials() addition this repo needs lives uncommitted in the
sibling xrender-poc working tree (that repo has no commit history; left
as-is). Documented in README.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WaHYEY9rwLWt21PULiYjeJ
2026-08-29 09:52:04 +09:00
Claude 83c48f0c14 M2.5: wire libgr2 dump_materials (opt-in), keep filename heuristic default
- Metin2Model stores gr2::dump_materials() and can resolve surface textures
  via tri_groups[0].material_index -> material.diffuse_texture basename,
  gated behind use_gr2_materials (default off): the mapping is unverified and
  currently regresses warrior (body surfaces pick the face texture), so the
  filename-convention + dir-scan path stays the default.
- Property + setter for use_gr2_materials so it can be A/B'd once a Granny
  oracle exists. Logged: "gr2 materials: N (M with diffuse name)".

warrior/assassin/shaman render unchanged from the heuristic path.
docs/GODOT-POC-PLAN.md §M2.5 T2.5.6 gap list already covers the open item.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WaHYEY9rwLWt21PULiYjeJ
2026-08-29 09:41:32 +09:00
Claude eeffa2a730 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
2026-08-29 09:35:01 +09:00
Claude 27e39993f7 M1+M2: gr2 -> Skeleton3D/ArrayMesh/Skin + libgr2-driven animation
- gr2_bridge: gr2 Mat4 (row-major) -> Godot Transform3D (4x4 transpose);
  build_skeleton (rest from local_transform, initial_placement folded into
  roots), build_skin (bind i -> bone i, pose = inverse_world), build_mesh
  (surface per gr2 mesh, ARRAY_BONES = skeleton idx via bone_bindings,
  rigid meshes bound to bone_bindings[0]).
- dxt: DDS DXT1/3/5 decoder ported from xrender-poc.
- Metin2Model: load_gr2 -> Skeleton3D + MeshInstance3D + StandardMaterial3D
  (runtime DDS albedo, face/body split by surface name). Z-up cm -> Y-up m
  conversion on the node transform (unit_scale, flip_z, flip_winding props).
- Metin2AnimPlayer: _process samples a (separate) anim .gr2 with
  gr2::sample_pose(model.skeleton, anim, t) -> set_bone_global_pose per bone;
  Godot GPU-skins via skin_matrix = global_pose(i) * bind_pose(i) == gr2
  deformer matrix. selfcheck() NaN-scans all anims.

Verified: warrior_cheongrin renders (75 bones, 5 surfaces, 3324 verts,
textured, upright). dance01 (dur 28.3s, 74 tracks) plays, 0 NaN over 25
samples, distinct poses at t=2/9/16/23. Screenshots in test/golden/.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WaHYEY9rwLWt21PULiYjeJ
2026-08-29 09:23:29 +09:00
Claude c52b8657c4 M0' scaffold: Godot 4.7 + GDExtension + libgr2 wired up (macOS)
- extension/: godot-cpp submodule (master, API 4.7), Metin2Model node
  registered, links xrender-poc/libgr2 via sibling-dir reference.
- project/: Godot 4.7 project — orbit camera + DirectionalLight3D (shadows)
  + WorldEnvironment/procedural sky + placeholder cube; main.gd probes the
  extension and can run libgr2 on a real .gr2 (MTGODOT_PROBE_GR2).
- build.sh one-shot build into project/bin/.
- docs/GODOT-POC-PLAN.md (phased: Phase 1 macOS -> M0'/M1/M2/M2.5).

Verified on this machine:
  [mtgodot] Metin2Model registered OK — libgr2 linked
  probe_gr2(warrior_cheongrin.gr2) -> gr2 OK: format_version=6 sections=8
  Metal Forward+ renders the scene (test/golden/m0-scaffold.png).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WaHYEY9rwLWt21PULiYjeJ
2026-08-29 09:09:55 +09:00