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
31 lines
1.2 KiB
C++
31 lines
1.2 KiB
C++
// W2 —— tile.raw -> 每图层 258×258 alpha(splat 权重)。
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// 逐字节照 GameLib/AreaTerrain.cpp CTerrain::RAW_GenerateSplat:
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// texel 值 = TextureSet 运行时图层索引;
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// layer i 的 alpha = 0xFF 当 tile==i;当 tile>i 且 3×3 邻域有 ==i 时也 0xFF(1px 羽化);否则 0。
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// SHINSOO §9-W2。无 godot 依赖。
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#pragma once
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#include <cstdint>
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#include <vector>
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#include "terrain_files.h"
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namespace fmt {
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constexpr int SPLAT_RAW_XY = TILEMAP_RAW_XY; // 258
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struct SplatLayer {
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int layer = 0; // TextureSet 运行时索引(1..N)
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std::vector<uint8_t> alpha; // 258*258,行主序
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int coverage = 0; // alpha==0xFF 的 texel 数(调试 / 决定是否提交)
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};
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struct SplatSet {
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std::vector<SplatLayer> layers; // 只含在本区块出现过的图层,按索引升序
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std::vector<int> tile_histogram; // [runtime_layer_index] -> texel 数(长度 = max+1)
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};
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// tile 来自 load_tile_map。runtime_layer_count = TextureSet.runtime_count()(含 index 0 空层)。
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void build_splat(const TileMap& tile, int runtime_layer_count, SplatSet& out);
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} // namespace fmt
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