Commit Graph
8 Commits
Author SHA1 Message Date
shenleiandClaude Opus 5.5 52ccb80d01 native_render: HiDPI glyph pages, sharp UI upscaling, 4x MSAA
- CGraphicFontTexture rasterises glyph pages at the swapchain density
  (UISetFontOversample, MT_FONT_OVERSAMPLE) with anti-aliased coverage;
  metrics, packing and UVs stay the 40250 1x values. Default 1 keeps the
  verbatim bilevel path (Godot unchanged).
- native.frag: sharp-bilinear sampling for magnified UI textures.
- Multisampled colour/depth with a resolve into the swapchain (MT_MSAA,
  default 4); stats line reports msaa=N.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 16:56:36 +09:00
shenandshen 25dd65f2ce feat: complete native client rendering parity updates 2026-09-27 19:44:41 -07:00
shenandshen 400973da11 Fix reached macOS UI primitives and audio fade behavior 2026-09-24 00:31:51 -07:00
shenleiandClaude Opus 5.5 2ead95756e port: CMapOutdoor + PythonBackground + minimap (1:1 40250)
GameLib map/area/terrain units, PRTerrainLib Terrain/TextureSet,
PythonBackground(+Module) and ColorTransitionHelper ported verbatim;
pending stand-ins and background module stubs removed. Hand edits:
BeginEnvironment's pointer tag via uintptr_t, LoadWaterMap reads the
file's 32-bit longs. Terrain draw passes stay platform no-ops (Godot
draws the terrain). RecordingDevice gains textures, buffers and render
targets; orthographic draws become UI commands so CPythonMiniMap's
masked tiles show through minimap_image_filter in python_ui_surface.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 03:50:09 +09:00
shenleiandClaude Opus 5.5 5bfa13c5cc 2V2-e.1: 3D draw-command channel — recording D3D8 device, StateManager, GrpBase, camera
EterLib/StateManager.cpp and GrpBase.cpp ported verbatim. CGraphicDevice::Create builds a platform
IDirect3DDevice8 that keeps the device state and records every Draw* call as a Render3DDraw
(vertices decoded by FVF, strips/fans expanded, textures, world/view/proj, blend/depth/light state).
The 40250 camera (__UpdateCamera, SetCenterPosition, ...) and the Process order
(__UpdateCamera -> OnCameraUpdate -> OnUIUpdate -> Begin/SetInterfaceRenderState/OnUIRender/End)
are in place; CScreen Begin/End, CPythonGraphic render states and CCullingManager::Process matrix
updates are verbatim. port.login_flow asserts a textured, lit character draw under the RH
perspective with every vertex on screen; offline and live pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 20:15:54 +09:00
shenleiandClaude Opus 5.5 afe63bfa61 2V0-g: port the .fnt font pipeline over a FreeType GDI emulation
CGraphicText, CGraphicFontTexture and CGraphicDib are the 40250 bodies
verbatim; CGraphicTextInstance is verbatim except that its D3D draws become
UI render commands (one image quad per glyph, Bar for cursor/underline).

- platform/Win32Gdi.cpp: the GDI subset those files call, over vendored
  FreeType 2.13.3, following GDI's LOGFONT cell height, win metrics and gasp
  rules; system font lookup with substitute and CJK fallback faces
- Win32Crt: MultiByteToWideChar / WideCharToMultiByte (UTF-8 and 1252 by
  hand, other code pages through iconv)
- CGraphicImageTexture memory textures: glyph pages reach Godot as
  "mem:<id>@<revision>"; Metin2PythonHost.memory_texture + Canvas cache
- Util.cpp code page / font face table, SetDefaultCodePage at boot,
  DefaultFont_* block, fnt resource type, GetMaxTextureWidth/Height
- TextTag, StringCodec, Arabic, Vietnamese copied from 40250
- tests: port.text (Tahoma 12 metrics, alignment, CP949), port.app_loop
  and python_host_test.gd now check glyph quads instead of text commands

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 14:17:25 +09:00
shenleiandClaude Opus 5.5 141206cb69 2V0-f: run the real system.py app loop in Godot
- system.py runs app.Loop() on the script fiber; each UIUpdate is one
  CPythonApplication::Process(). Logo -> Login, popup ESC/click and
  app.Exit teardown (launcher cleared first, as in 40250 Main) work.
- Image commands are base-texture quads with UVs (a .sub shares its parent
  texture); ImageInstance/ExpandedImageInstance OnRender and SetRenderingRect
  ported verbatim, so scale/rotation/rendering rect are drawn.
- CGraphicBase::GetColor / grp.GenerateColor ported (ThinBoard background).
- port.app_loop test, python_host_test app-loop checks, MT_TEST_MODE=python_ui.
- TODO: .fnt/CGraphicText font pipeline, ExpandedImage blend modes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 13:38:13 +09:00
shenandshen 5590714b16 Port 2V0-f window input and UI render command bridge 2026-09-22 20:34:45 -07:00