Files
mtgodot-poc/extension/src/terrain_splat.cpp
T
shenandClaude Sonnet 5 47baf6c0c6 Metin2 game client (P0–P11) + mobile asset pipeline
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
2026-08-31 20:02:12 +09:00

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#include "terrain_splat.h"
#include "asset_io.h"
#include "dxt.h"
#include <godot_cpp/classes/image.hpp>
#include <godot_cpp/classes/image_texture.hpp>
#include <godot_cpp/classes/shader.hpp>
#include <godot_cpp/classes/texture2d_array.hpp>
#include <godot_cpp/variant/color.hpp>
#include <godot_cpp/variant/packed_byte_array.hpp>
#include <godot_cpp/variant/typed_array.hpp>
#include <asset_resolver.h>
#include <algorithm>
#include <unordered_map>
using namespace godot;
namespace mtgodot {
// 最多 16 层:A1 单区块实测最多 12 个活动图层(`000004`/`003004`),旧的 8 层上限会静默丢层。
static const int MAX_LAYERS = 16;
namespace {
const char *SRC_TERRAIN = R"(shader_type spatial;
render_mode diffuse_lambert, specular_disabled, cull_back;
uniform sampler2DArray layers : source_color, filter_linear_mipmap_anisotropic, repeat_enable;
uniform sampler2D weights0 : filter_linear; // RGBA = layer 0..3 alpha
uniform sampler2D weights1 : filter_linear; // RGBA = layer 4..7 alpha
uniform sampler2D weights2 : filter_linear; // RGBA = layer 8..11 alpha
uniform sampler2D weights3 : filter_linear; // RGBA = layer 12..15 alpha
uniform vec4 layer_uv[16]; // xy = 每区块平铺频率 (8*Scale)zw = offset
uniform int layer_count = 0;
uniform sampler2D shadowmap : source_color, filter_linear;
uniform bool use_shadowmap = false;
void fragment() {
vec3 col = vec3(0.32, 0.30, 0.24);
vec4 w[4];
w[0] = texture(weights0, UV);
w[1] = texture(weights1, UV);
w[2] = texture(weights2, UV);
w[3] = texture(weights3, UV);
for (int i = 0; i < 16; i++) {
if (i >= layer_count) { break; }
float wi = w[i >> 2][i & 3];
if (wi <= 0.003) { continue; }
vec2 tuv = UV * layer_uv[i].xy + layer_uv[i].zw;
vec3 lc = texture(layers, vec3(tuv, float(i))).rgb;
col = mix(col, lc, wi);
}
if (use_shadowmap) {
col *= texture(shadowmap, UV).rgb;
}
ALBEDO = col;
ROUGHNESS = 1.0;
}
)";
Ref<Shader> g_terrain_shader;
Ref<Shader> terrain_shader() {
if (g_terrain_shader.is_null()) {
g_terrain_shader.instantiate();
g_terrain_shader->set_code(SRC_TERRAIN);
}
return g_terrain_shader;
}
// DDS -> RGBA8 Imageresize 到 size×size。缓存(非函数静态 —— 见 cleanup)。
std::unordered_map<std::string, Ref<godot::Image>> g_layer_cache;
Ref<godot::Image> layer_image(const std::string &real_path, int size) {
auto &cache = g_layer_cache;
std::string key = real_path + "@" + std::to_string(size);
auto it = cache.find(key);
if (it != cache.end())
return it->second;
Ref<godot::Image> out;
mtgodot::Image d = mtgodot::dds_from_file(godot::String(real_path.c_str()));
if (d.ok()) {
PackedByteArray b;
b.resize((int64_t)d.rgba.size());
std::copy(d.rgba.begin(), d.rgba.end(), b.ptrw());
out = godot::Image::create_from_data(d.w, d.h, false, godot::Image::FORMAT_RGBA8, b);
if (out.is_valid() && (d.w != size || d.h != size))
out->resize(size, size, godot::Image::INTERPOLATE_BILINEAR);
if (out.is_valid())
out->generate_mipmaps();
}
cache.emplace(key, out);
return out;
}
// SplatLayer.alpha (258²) -> 256² 的某个通道
void pack_channel(uint8_t *dst /*256*256*4*/, int ch, const std::vector<uint8_t> &alpha258) {
const int S = fmt::SPLAT_RAW_XY; // 258
for (int y = 0; y < 256; ++y)
for (int x = 0; x < 256; ++x)
dst[(y * 256 + x) * 4 + ch] = alpha258[size_t(y + 1) * S + (x + 1)];
}
Ref<ImageTexture> weight_tex(const std::vector<const fmt::SplatLayer *> &four) {
std::vector<uint8_t> buf(size_t(256) * 256 * 4, 0);
for (int c = 0; c < 4 && c < (int)four.size(); ++c)
if (four[c])
pack_channel(buf.data(), c, four[c]->alpha);
PackedByteArray b;
b.resize((int64_t)buf.size());
std::copy(buf.begin(), buf.end(), b.ptrw());
Ref<godot::Image> img =
godot::Image::create_from_data(256, 256, false, godot::Image::FORMAT_RGBA8, b);
return ImageTexture::create_from_image(img);
}
} // namespace
void cleanup_terrain_shader() {
g_terrain_shader.unref();
g_layer_cache.clear(); // 释放缓存的 Ref<Image>,别拖到 __cxa_finalize(那时引擎已析构)
}
Ref<ShaderMaterial> build_chunk_terrain_material(const fmt::SplatSet &splat,
const fmt::TextureSet &tset, const fmt::AssetResolver &res,
const String &shadowmap_path) {
// Texture2DArray 要求各 slice 同尺寸 —— 取用到的图层里的最大源边长(上限 1024),
// 只放大不缩小最大源,避免把 512² 地表贴图硬降采样(PARITY-GAP §3.4)。
int src_max = 256;
for (const auto &L : splat.layers) {
if (L.layer >= 1 && L.layer <= (int)tset.layers.size()) {
std::string rp = res.resolve(tset.layers[L.layer - 1].texture, nullptr);
if (rp.empty())
continue;
mtgodot::Image d = mtgodot::dds_from_file(godot::String(rp.c_str()));
if (d.ok())
src_max = std::max<int>(src_max, std::max<int>(d.w, d.h));
}
}
const int LSIZE = std::min(1024, src_max);
int n = std::min<int>(MAX_LAYERS, (int)splat.layers.size());
if (n == 0)
return Ref<ShaderMaterial>();
// 颜色数组
TypedArray<godot::Image> imgs;
std::vector<Color> uvparm(MAX_LAYERS, Color(40, 40, 0, 0));
Ref<godot::Image> fallback;
{
PackedByteArray b;
b.resize(LSIZE * LSIZE * 4);
for (int i = 0; i < LSIZE * LSIZE * 4; i += 4) {
b[i] = 90;
b[i + 1] = 110;
b[i + 2] = 70;
b[i + 3] = 255;
}
fallback = godot::Image::create_from_data(LSIZE, LSIZE, false, godot::Image::FORMAT_RGBA8, b);
fallback->generate_mipmaps();
}
for (int i = 0; i < n; ++i) {
const fmt::SplatLayer &L = splat.layers[i];
Ref<godot::Image> img;
if (L.layer >= 1 && L.layer <= (int)tset.layers.size()) {
const fmt::TextureLayer &tl = tset.layers[L.layer - 1];
std::string rp = res.resolve(tl.texture, nullptr);
if (!rp.empty())
img = layer_image(rp, LSIZE);
// 原客户端 TextureSet.cpp:185u' = (TexCoordBase*UScale)*vtx_cm + UOffset
// TexCoordBase = 1/(PATCH_XSIZE*CELLSCALE) = 1/3200;区块归一化 UV -> 平铺频率 = 8*Scale。
float us = tl.u_scale > 0.01f ? tl.u_scale : 1.0f;
float vs = tl.v_scale > 0.01f ? tl.v_scale : 1.0f;
uvparm[i] = Color(8.0f * us, -8.0f * vs, tl.u_offset, -tl.v_offset);
}
imgs.push_back(img.is_valid() ? img : fallback);
}
Ref<Texture2DArray> arr;
arr.instantiate();
arr->create_from_images(imgs);
// 权重贴图:ceil(n/4) 张 RGBA8(每通道一层 alpha
Ref<ImageTexture> wtex[4];
for (int g = 0; g < 4; ++g) {
std::vector<const fmt::SplatLayer *> grp(4, nullptr);
for (int k = 0; k < 4; ++k) {
int li = g * 4 + k;
if (li < n)
grp[k] = &splat.layers[li];
}
wtex[g] = weight_tex(grp);
}
Ref<ShaderMaterial> mat;
mat.instantiate();
mat->set_shader(terrain_shader());
mat->set_shader_parameter("layers", arr);
mat->set_shader_parameter("weights0", wtex[0]);
mat->set_shader_parameter("weights1", wtex[1]);
mat->set_shader_parameter("weights2", wtex[2]);
mat->set_shader_parameter("weights3", wtex[3]);
mat->set_shader_parameter("layer_count", n);
{
Array uva;
for (int i = 0; i < MAX_LAYERS; ++i)
uva.push_back(Plane(uvparm[i].r, uvparm[i].g, uvparm[i].b, uvparm[i].a));
mat->set_shader_parameter("layer_uv", uva);
}
if (!shadowmap_path.is_empty()) {
mtgodot::Image sm = mtgodot::dds_from_file(shadowmap_path);
if (sm.ok()) {
PackedByteArray b;
b.resize((int64_t)sm.rgba.size());
std::copy(sm.rgba.begin(), sm.rgba.end(), b.ptrw());
Ref<godot::Image> smi = godot::Image::create_from_data(
sm.w, sm.h, false, godot::Image::FORMAT_RGBA8, b);
mat->set_shader_parameter("shadowmap", ImageTexture::create_from_image(smi));
mat->set_shader_parameter("use_shadowmap", true);
}
}
return mat;
}
} // namespace mtgodot