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
77 lines
1.8 KiB
C++
77 lines
1.8 KiB
C++
#include "texture_util.h"
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#include <cstdlib>
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#include <cstring>
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#include <godot_cpp/classes/os.hpp>
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#include <godot_cpp/core/class_db.hpp>
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#include <godot_cpp/variant/packed_byte_array.hpp>
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#include <godot_cpp/variant/utility_functions.hpp>
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using namespace godot;
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namespace mtgodot {
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namespace {
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int g_state = -1; // -1 = uninit, 0 = off, 1 = on
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bool g_warned = false;
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void lazy_init() {
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if (g_state != -1) {
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return;
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}
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if (const char *e = std::getenv("MTGODOT_TEXCOMP")) {
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g_state = (e[0] == '1') ? 1 : 0;
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return;
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}
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// No explicit override: on for mobile targets, off for desktop (keeps the
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// Phase-1 parity path byte-identical).
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OS *os = OS::get_singleton();
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g_state = (os && os->has_feature("mobile")) ? 1 : 0;
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}
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} // namespace
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bool texcomp_enabled() {
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lazy_init();
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return g_state == 1;
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}
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void texcomp_set_enabled(bool on) {
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g_state = on ? 1 : 0;
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}
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Ref<ImageTexture> make_color_texture(int w, int h, const uint8_t *rgba, size_t len,
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bool mipmaps, TexUse use) {
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if (w <= 0 || h <= 0 || rgba == nullptr || len < size_t(w) * size_t(h) * 4) {
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return Ref<ImageTexture>();
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}
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PackedByteArray bytes;
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bytes.resize(int64_t(w) * h * 4);
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std::memcpy(bytes.ptrw(), rgba, size_t(w) * size_t(h) * 4);
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Ref<Image> img = Image::create_from_data(w, h, false, Image::FORMAT_RGBA8, bytes);
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if (img.is_null()) {
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return Ref<ImageTexture>();
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}
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if (mipmaps) {
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img->generate_mipmaps();
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}
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if (use == TexUse::COLOR && texcomp_enabled()) {
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// ASTC 8x8: ~2 bpp vs 32 for RGBA8. GENERIC source hint (sRGB colour).
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Error err = img->compress(Image::COMPRESS_ASTC, Image::COMPRESS_SOURCE_GENERIC,
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Image::ASTC_FORMAT_8x8);
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if (err != OK && !g_warned) {
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g_warned = true;
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UtilityFunctions::push_warning(
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"mtgodot: runtime ASTC compression unavailable, using RGBA8");
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}
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}
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return ImageTexture::create_from_image(img);
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}
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} // namespace mtgodot
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