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
60 lines
2.5 KiB
C++
60 lines
2.5 KiB
C++
#pragma once
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// m2_material — Metin2-style forward material as a Godot ShaderMaterial.
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//
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// M2.5 infrastructure. The gr2 fixed-function texture-stage / blend data is not
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// yet exposed by libgr2's POD API (see docs/GODOT-POC-PLAN.md §M2.5 gap list),
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// so callers pick the blend mode heuristically for now. The shader itself
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// already covers the common Metin2 cases: modulate(tex, vertex_color) + light,
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// alpha-test, alpha-blend, additive.
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#include <godot_cpp/classes/ref.hpp>
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namespace godot {
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class ShaderMaterial;
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class Texture2D;
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class ImageTexture;
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} // namespace godot
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namespace mtgodot {
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enum class BlendMode {
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Opaque, // blend_mix, ALPHA=1, no discard
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Alpha, // blend_mix, sorted, uses texture alpha
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AlphaTest, // blend_mix, discard below alpha_scissor (cutout)
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Add, // blend_add (glow / effects)
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};
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struct MaterialDesc {
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godot::Ref<godot::Texture2D> albedo; // null -> flat white
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BlendMode blend = BlendMode::Opaque;
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float alpha_scissor = 0.5f;
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bool two_sided = true; // winding not yet verified per-model
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// GPU skinning: LBS with FULL per-bone affine matrices in the vertex shader
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// (no Skeleton3D -> no quaternion orthonormalization -> shear preserved).
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// `bones_tex` is RGBAF, size 3 x bone_count; columns 0..2 = the 3 columns of
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// the row-vector skin matrix (see metin2_model.cpp::gpu_skin).
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bool skinned = false;
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godot::Ref<godot::ImageTexture> bones_tex;
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// Sphere-map specular — port of CGrannyMaterial::__ApplySpecularRenderState
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// (EterGrnLib/Material.cpp:305). Opaque armor gets a metallic highlight from a
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// camera-space reflection-vector lookup into a shared sphere map, added on top
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// of the lit diffuse:
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// out.rgb = tex.rgb*modulate + (tex.a * spec_power) * sphere(reflect_uv)
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// Client enables this per skin-part only when the equipped body-armor item's
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// item_proto `bSpecular > 0` (power = bSpecular/100); the base body is flat.
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// Dormant here until an equipment layer feeds a power: spec_power <= 0 ->
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// the shader branch is skipped and output is byte-identical to before.
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godot::Ref<godot::Texture2D> spec_map; // shared sphere map; null -> disabled
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float spec_power = 0.0f; // fSpecularPower (D3DRS_TEXTUREFACTOR.a); 0 = off
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};
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godot::Ref<godot::ShaderMaterial> make_material(const MaterialDesc &d);
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// Drop the extension-owned shader cache before GDExtension teardown. Materials
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// still alive in the scene keep their own Ref, so this only removes the static
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// lifetime that otherwise survives Godot's leak check.
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void cleanup_material_shaders();
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} // namespace mtgodot
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