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mtgodot-poc/formats/environment.h
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// .msenv(首行 `ScriptType EnvrionmentData` —— 原格式拼写错误,照收)。
// 文本,`Group NAME { ... }` + `List NAME { ... }`(匿名 rgba 行)。SHINSOO §5.5。
// 真值:ETC/ymir work/environment/*.msenv 实测 + EterLib 环境类。W5 用。
#pragma once
#include <array>
#include <string>
#include <vector>
namespace fmt {
using Rgba = std::array<float, 4>;
using Vec3f = std::array<float, 3>;
using Vec2f = std::array<float, 2>;
struct EnvDirLight {
Vec3f direction{{0.5f, 0.5f, -0.5f}};
bool bg_enable = false, ch_enable = false;
Rgba bg_diffuse{{1, 1, 1, 1}}, bg_ambient{{0.5f, 0.5f, 0.5f, 1}};
Rgba ch_diffuse{{1, 1, 1, 1}}, ch_ambient{{0.5f, 0.5f, 0.5f, 1}};
};
struct EnvMaterial {
Rgba diffuse{{0.8f, 0.8f, 0.8f, 1}}, ambient{{0.8f, 0.8f, 0.8f, 1}},
emissive{{0.8f, 0.8f, 0.8f, 1}};
};
struct EnvFog {
// 两种写法:老版 `Enable`/`NearDistance`/`FarDistance`A1 实盘用 `foglevel`0=关,>0=开)。
bool enable = false; // Enable != 0 || fog_level > 0
bool density_fog = false; // IsDensity(参考端保留,当前 Godot 用深度雾)
int fog_level = 0; // foglevel
float near_distance = 25600.0f * 0.5f, far_distance = 25600.0f * 0.7f;
Rgba color{{0.5f, 0.5f, 0.5f, 1}};
};
struct EnvFilter {
bool enable = false;
Rgba color{{0.3f, 0.1f, 0.1f, 0}};
int alpha_src = 1; // D3DBLEND_ONE
int alpha_dest = 1; // D3DBLEND_ONE
};
struct EnvSkyBox {
Vec3f scale{{3500, 3500, 3500}};
bool texture_render_mode = false;
int gradient_level_upper = 0, gradient_level_lower = 0;
std::array<std::string, 6> face_textures{}; // front/back/left/right/top/bottom
Vec2f cloud_scale{{200000, 200000}}, cloud_texture_scale{{4, 4}}, cloud_speed{{0.001f, 0.001f}};
float cloud_height = 30000;
std::string cloud_texture;
std::vector<Rgba> cloud_color; // List CloudColor
std::vector<Rgba> gradient; // List Gradient(成对 = 一段渐变的上下色)
};
struct EnvLensFlare {
bool enable = false, main_flare_enable = false;
Rgba brightness_color{{1, 1, 1, 1}};
float max_brightness = 1, main_flare_size = 0.2f;
std::string main_flare_texture;
};
struct Environment {
std::string script_type; // "EnvrionmentData"
float script_version = 0;
EnvDirLight dir_light;
EnvMaterial material;
EnvFog fog;
EnvFilter filter;
EnvSkyBox sky;
EnvLensFlare lens_flare;
bool reserved = false;
};
bool parse_environment(const std::string& text, Environment& out, std::string* err);
bool parse_environment_file(const std::string& path, Environment& out, std::string* err);
} // namespace fmt