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mtgodot-poc/project/python_3d_surface.gd
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2026-09-27 19:44:41 -07:00

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GDScript

# 3D adapter for the ported game render (docs/PORT-PLAN.md 2V2-e): every frame it turns the draw calls
# CPythonApplication::RenderGame issued through CStateManager (Metin2PythonHost.render3d_draws, recorded
# by the platform IDirect3DDevice8) into meshes under a camera.
#
# The draws carry 40250's own D3D matrices. CGraphicBase::SetPerspective builds a right-handed
# projection (D3DXMatrixPerspectiveFovRH), so 40250's view space already is Godot's camera space
# (x right, y up, looking down -z): each mesh gets world * view as its transform and the Camera3D stays
# at the origin with the fov/near/far read back from the projection. No axis conversion is involved.
# D3D's default front face (clockwise on screen, D3DCULL_CCW culls the rest) is also Godot's.
#
# Terrain and lighting come from the same 40250 map pack as the actor textures. The map is placed
# in the recorded D3D camera's coordinate frame, and its .msenv supplies the character light.
extends Node3D
const AssetRoot = preload("res://asset_root.gd")
const UiAssets = preload("res://ui/ui_assets.gd")
# D3DCULL / D3DBLEND / D3DCMPFUNC values used below (D3D8Types.h).
const D3DCULL_NONE := 1
const D3DCULL_CW := 2
const D3DCULL_CCW := 3
const D3DBLEND_ONE := 2
const D3DBLEND_SRCALPHA := 5
const D3DBLEND_INVSRCALPHA := 6
var camera: Camera3D
var light: DirectionalLight3D
var environment: WorldEnvironment
var terrain: Node3D
var terrain_report := {}
var map_path := "metin2_map_a1"
var _atlas: Array = []
var _terrain_attempted := false
var _last_terrain_focus := Vector2(INF, INF)
var _meshes: Array[MeshInstance3D] = []
var _geometry_cache := {}
var _geometry_frame := 0
var _bg_mesh: MeshInstance3D
var _bg_mat: StandardMaterial3D
var _bg_quad: QuadMesh
# Materials keyed by texture and state, so an unchanged draw keeps its material from frame to frame.
var _materials := {}
# The draws the last update_frame() showed (for tests and reports).
var draw_count := 0
var unlit_stand_in_count := 0 # Compatibility report field; real lighting keeps this at zero.
func _ready() -> void:
get_viewport().transparent_bg = true
camera = Camera3D.new()
camera.name = "GameCamera"
camera.keep_aspect = Camera3D.KEEP_HEIGHT
camera.current = true
add_child(camera)
# 40250's directional light (CPythonBackground::SetCharacterDirLight) arrives with the draws in
# world space; it is placed in camera space each frame like the meshes.
light = DirectionalLight3D.new()
light.name = "Light0"
light.visible = false
light.light_cull_mask = 1 << 1
add_child(light)
environment = WorldEnvironment.new()
environment.environment = Environment.new()
environment.environment.background_mode = Environment.BG_CLEAR_COLOR
environment.environment.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
environment.environment.ambient_light_color = Color.BLACK
environment.environment.tonemap_mode = Environment.TONE_MAPPER_LINEAR
add_child(environment)
func _process(_delta: float) -> void:
if Metin2PythonHost.is_running():
var profile_start := Time.get_ticks_usec() if _profile_frame else 0
update_frame()
if profile_start != 0:
profile_update_ms = float(Time.get_ticks_usec() - profile_start) / 1000.0
var _profile_frame := OS.has_environment("MT_PROFILE_FRAME")
var profile_update_ms := 0.0
# D3D row-vector matrix (v' = v * M) as a Godot Transform3D (v' = T * v): the rows of M are the basis
# columns, row 3 is the origin.
static func d3d_transform(m: PackedFloat32Array) -> Transform3D:
return Transform3D(Basis(Vector3(m[0], m[1], m[2]), Vector3(m[4], m[5], m[6]), Vector3(m[8], m[9], m[10])),
Vector3(m[12], m[13], m[14]))
func update_frame() -> void:
_geometry_frame += 1
var draws: Array = Metin2PythonHost.render3d_draws()
var native_map: String = Metin2PythonHost.current_map_name()
if terrain != null and not native_map.is_empty() and native_map != map_path:
terrain.queue_free()
terrain = null
terrain_report = {}
_terrain_attempted = false
_last_terrain_focus = Vector2(INF, INF)
var shown := 0
var camera_set := false
var light_set := false
var terrain_view := PackedFloat32Array()
for draw in draws:
# XYZRHW (screen-space) draws belong to the 2D pass; lines are debug geometry.
if draw["pretransformed"] or draw["lines"] or draw["indices"].is_empty():
continue
var proj: PackedFloat32Array = draw["proj"]
# _34 == -1: a perspective projection (the game pass). Ortho draws are UI-space.
if proj[11] != -1.0:
continue
if not camera_set:
_apply_projection(proj, draw)
camera_set = true
var view: PackedFloat32Array = draw["view"]
if terrain == null and not _terrain_attempted:
_load_terrain(draw)
if terrain != null:
terrain_view = view
if not light_set and draw["light0"]:
_apply_light(draw, view)
light_set = true
var instance := _mesh_instance(shown)
instance.transform = d3d_transform(view) * d3d_transform(draw["world"])
instance.mesh = _mesh_for_draw(draw)
instance.material_override = _material(draw)
instance.sorting_offset = float(shown) * 0.01
instance.visible = true
shown += 1
if terrain != null and not terrain_view.is_empty():
_place_terrain(terrain_view)
for i in range(shown, _meshes.size()):
_meshes[i].visible = false
_meshes[i].mesh = null
if not light_set:
light.visible = false
draw_count = shown
unlit_stand_in_count = 0
_update_background()
if _geometry_frame % 120 == 0:
for key in _geometry_cache.keys():
if _geometry_frame - int(_geometry_cache[key][2]) > 120:
_geometry_cache.erase(key)
func _update_background() -> void:
var bg_cmd: Dictionary = {}
for cmd in Metin2PythonHost.ui_render_commands_batched():
if cmd.get("behind_3d", false) and cmd.get("kind", "") == "image":
bg_cmd = cmd
break
if bg_cmd.is_empty():
if _bg_mesh != null:
_bg_mesh.visible = false
return
if _bg_mesh == null:
_bg_mesh = MeshInstance3D.new()
_bg_mesh.name = "BackgroundQuad"
_bg_mesh.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
_bg_quad = QuadMesh.new()
_bg_mesh.mesh = _bg_quad
_bg_mat = StandardMaterial3D.new()
_bg_mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
_bg_mat.depth_draw_mode = BaseMaterial3D.DEPTH_DRAW_ALWAYS
_bg_mat.cull_mode = BaseMaterial3D.CULL_DISABLED
_bg_mesh.material_override = _bg_mat
add_child(_bg_mesh)
var bg_tex_name: String = bg_cmd.get("text", "")
var tex := UiAssets.load_tex(AssetRoot.path(), bg_tex_name)
if tex is AtlasTexture:
var at: AtlasTexture = tex
_bg_mat.albedo_texture = at.atlas
var asize: Vector2 = at.atlas.get_size()
var r: Rect2 = at.region
_bg_mat.uv1_scale = Vector3(r.size.x / asize.x, r.size.y / asize.y, 1.0)
_bg_mat.uv1_offset = Vector3(r.position.x / asize.x, r.position.y / asize.y, 0.0)
else:
_bg_mat.albedo_texture = tex
if bg_cmd.has("uv"):
var uvs: PackedVector2Array = bg_cmd["uv"]
_bg_mat.uv1_scale = Vector3(uvs[3].x - uvs[0].x, uvs[3].y - uvs[0].y, 1.0)
_bg_mat.uv1_offset = Vector3(uvs[0].x, uvs[0].y, 0.0)
else:
_bg_mat.uv1_scale = Vector3(1.0, 1.0, 1.0)
_bg_mat.uv1_offset = Vector3(0.0, 0.0, 0.0)
var vp_size := get_viewport().get_visible_rect().size
var dist := 2800.0
var v_size := 2.0 * dist * tan(deg_to_rad(camera.fov) / 2.0)
var h_size := v_size * (float(vp_size.x) / float(vp_size.y))
_bg_quad.size = Vector2(h_size, v_size)
_bg_mesh.transform = Transform3D(Basis(), Vector3(0.0, 0.0, -dist))
_bg_mesh.visible = true
func _load_terrain(draw: Dictionary) -> void:
if not ClassDB.class_exists("Metin2World"):
return
var native_map: String = Metin2PythonHost.current_map_name()
if native_map.is_empty():
return
var camera_world := d3d_transform(draw["view"]).affine_inverse().origin
var focus := Vector2(camera_world.x, -camera_world.y)
if focus.distance_to(_last_terrain_focus) < 1000.0:
return
_last_terrain_focus = focus
map_path = native_map
terrain = ClassDB.instantiate("Metin2World")
terrain.name = "PackTerrain"
terrain.set("auto_load", false)
terrain.set("assets_root", "pack://")
terrain.set("map_path", map_path)
terrain.set("load_radius_tiles", 1)
# One mesh per 256 m tile: split patches carry a visibility_range_end meant for metres, which in
# this cm scene culled every patch beyond 35 m (the map behind the actor vanished).
terrain.set("terrain_patches", 1)
terrain.set("objects_enabled", false)
terrain.set("water_enabled", false)
terrain.call("set_collision_enabled", false)
# A skinned mesh's world matrix can be local to a bone. The inverse view
# locates the camera beside the actor and selects the correct 3x3 map tiles.
# Native RenderGame coordinates are map-local; Metin2World's initial_focus_cm
# expects global AtlasInfo coordinates, so set the local tile directly.
terrain.call("set_focus_tile", Vector2i(int(floor(focus.x / 25600.0)), int(floor(focus.y / 25600.0))))
add_child(terrain)
if not terrain.call("load_map"):
terrain_report = terrain.call("get_load_report")
push_error("40250 terrain failed: %s" % terrain_report.get("last_error", ""))
terrain.queue_free()
terrain = null
return
terrain_report = terrain.call("get_load_report")
if int(terrain_report.get("chunks_built", 0)) == 0:
# Loading's first frame can still contain the previous camera. Retry when
# __UpdateCamera moves to the main actor's map position.
terrain.queue_free()
terrain = null
terrain_report = {}
return
_terrain_attempted = true
# The map's own character light uses legacy Godot coordinates; the recorded game pass
# needs one light in camera space, derived from the same .msenv values below.
var map_character_light := terrain.get_node_or_null("CharacterLight") as DirectionalLight3D
if map_character_light:
map_character_light.visible = false
# WorldEnv from .msenv replaces the black environment created before map load.
if terrain_report.get("env_ok", false):
environment.environment = null
# Its depth fog is in legacy metres, but this scene is in cm, so it fogged everything past
# ~5 m and hid the terrain behind the actor. Fog belongs to the recorded D3DRS_FOG* state,
# which stays off until CPythonBackground::SetEnvironmentData is ported.
var map_environment := terrain.get_node_or_null("WorldEnv") as WorldEnvironment
if map_environment and map_environment.environment:
map_environment.environment.fog_enabled = false
func _map_for_position(global_cm: Vector2) -> String:
if _atlas.is_empty():
for path in ["locale/en/AtlasInfo.txt", "AtlasInfo.txt", "root/atlasinfo.txt"]:
var bytes: PackedByteArray = Metin2Pack.get_bytes(path)
if bytes.is_empty():
continue
for line in bytes.get_string_from_utf8().split("\n"):
var fields := line.strip_edges().replace("\t", " ").split(" ", false)
if fields.size() < 5:
continue
_atlas.append({"name": fields[0].to_lower(), "base": Vector2(float(fields[1]), float(fields[2])),
"size": Vector2(float(fields[3]), float(fields[4])) * 25600.0})
break
for entry in _atlas:
var local: Vector2 = global_cm - entry["base"]
if local.x >= 0.0 and local.y >= 0.0 and local.x < entry["size"].x \
and local.y < entry["size"].y and Metin2Pack.exists(entry["name"] + "/setting.txt"):
return entry["name"]
return map_path
func _place_terrain(view: PackedFloat32Array) -> void:
var camera_world := d3d_transform(view).affine_inverse().origin
var local_x := camera_world.x / 100.0
var local_y := -camera_world.y / 100.0
terrain.call("set_focus_position", local_x, local_y)
var from_map := Transform3D(Basis(Vector3(100, 0, 0), Vector3(0, 0, 100),
Vector3(0, -100, 0)), Vector3.ZERO)
terrain.transform = d3d_transform(view) * from_map
func _apply_projection(proj: PackedFloat32Array, draw: Dictionary = {}) -> void:
# D3DXMatrixPerspectiveFovRH: _22 = cot(fovy / 2), _33 = zf / (zn - zf), _43 = zn * zf / (zn - zf).
var fov_deg := rad_to_deg(2.0 * atan(1.0 / proj[5]))
var zn: float = proj[14] / proj[10]
var zf: float = proj[14] / (proj[10] + 1.0)
camera.fov = fov_deg
camera.near = zn
camera.far = zf
var vp_offset := Vector2.ZERO
if draw.has("viewport"):
var vp: PackedFloat32Array = draw["viewport"]
var vp_x: float = vp[0]
var vp_y: float = vp[1]
var vp_w: float = vp[2]
var vp_h: float = vp[3]
var vp_size := get_viewport().get_visible_rect().size
if vp_w > 0.0 and vp_h > 0.0 and (vp_w < vp_size.x or vp_h < vp_size.y or vp_x > 0.0 or vp_y > 0.0):
var offset_px_x: float = (vp_x + vp_w / 2.0) - (vp_size.x / 2.0)
var offset_px_y: float = (vp_y + vp_h / 2.0) - (vp_size.y / 2.0)
if absf(offset_px_x) > 0.5 or absf(offset_px_y) > 0.5:
var v_size_near := 2.0 * zn * tan(deg_to_rad(fov_deg) / 2.0)
var h_size_near := v_size_near * (vp_size.x / vp_size.y)
var off_near_x := (offset_px_x / vp_size.x) * h_size_near
var off_near_y := -(offset_px_y / vp_size.y) * v_size_near
vp_offset = Vector2(-off_near_x, off_near_y)
var v_size_near := 2.0 * zn * tan(deg_to_rad(fov_deg) / 2.0)
if vp_offset != Vector2.ZERO:
camera.set_frustum(v_size_near, vp_offset, zn, zf)
else:
camera.set_perspective(fov_deg, zn, zf)
func _apply_light(draw: Dictionary, view: PackedFloat32Array) -> void:
var view_basis := d3d_transform(view).basis
var direction: Vector3 = view_basis * draw["light0_direction"]
if direction.length_squared() < 1e-8:
light.visible = false
return
light.visible = true
# DirectionalLight3D shines along its -Z.
light.transform = Transform3D(Basis.looking_at(direction.normalized(),
Vector3.UP if absf(direction.normalized().y) < 0.99 else Vector3.RIGHT), Vector3.ZERO)
var diffuse: Color = draw["light0_diffuse"]
light.light_color = Color(diffuse.r, diffuse.g, diffuse.b)
light.light_energy = 1.0
# D3D lighting: ambient = D3DRS_AMBIENT + light ambient, both times the material ambient.
var ambient: Color = draw["ambient"]
var light_ambient: Color = draw["light0_ambient"]
var active_environment: Environment = environment.environment
if terrain:
var map_environment := terrain.get_node_or_null("WorldEnv") as WorldEnvironment
if map_environment:
active_environment = map_environment.environment
if active_environment:
active_environment.ambient_light_color = Color(minf(ambient.r + light_ambient.r, 1.0),
minf(ambient.g + light_ambient.g, 1.0), minf(ambient.b + light_ambient.b, 1.0))
func _mesh_instance(index: int) -> MeshInstance3D:
while _meshes.size() <= index:
var instance := MeshInstance3D.new()
instance.name = "Draw%d" % _meshes.size()
instance.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
instance.layers = 1 << 1
add_child(instance)
_meshes.append(instance)
return _meshes[index]
func _mesh_for_draw(draw: Dictionary) -> ArrayMesh:
var key: int = draw.get("geometry_key", 0)
if key == 0:
return _build_mesh(draw)
var revision: int = draw.get("geometry_revision", 0)
var cached: Array = _geometry_cache.get(key, [])
if not cached.is_empty() and int(cached[0]) == revision:
cached[2] = _geometry_frame
return cached[1]
var mesh := _build_mesh(draw)
_geometry_cache[key] = [revision, mesh, _geometry_frame]
return mesh
func _build_mesh(draw: Dictionary) -> ArrayMesh:
var arrays := []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = draw["positions"]
if draw.has("normals"):
arrays[Mesh.ARRAY_NORMAL] = draw["normals"]
if draw.has("uv0"):
arrays[Mesh.ARRAY_TEX_UV] = draw["uv0"]
if draw.has("diffuse"):
arrays[Mesh.ARRAY_COLOR] = draw["diffuse"]
arrays[Mesh.ARRAY_INDEX] = draw["indices"]
var mesh := ArrayMesh.new()
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
return mesh
func _material(draw: Dictionary) -> StandardMaterial3D:
var lit: bool = draw["lighting"]
var z_write: int = draw.get("z_write", 1)
var tf: int = int(draw.get("texture_factor", 0xFFFFFFFF))
var tf_a: float = float((tf >> 24) & 0xFF) / 255.0
var tf_r: float = float((tf >> 16) & 0xFF) / 255.0
var tf_g: float = float((tf >> 8) & 0xFF) / 255.0
var tf_b: float = float(tf & 0xFF) / 255.0
var factor_color := Color(tf_r, tf_g, tf_b, tf_a)
var uses_tf: bool = bool(draw.get("uses_tf", false))
var has_tf: bool = uses_tf and (tf != 0xFFFFFFFF and tf != -1)
var tf_key := "%02x%02x%02x%02x" % [int(tf_r * 63.0), int(tf_g * 63.0), int(tf_b * 63.0), int(tf_a * 63.0)] if has_tf else ""
var has_diffuse: bool = draw.has("diffuse")
var is_alpha: bool = draw["alpha_blend"] or (has_tf and factor_color.a < 0.99)
# alpha_blend / alpha_test / lit are bools: %d needs them as ints.
var key := "%s|%d|%d|%d|%d|%d|%d|%d|%d|%d|%s|%s|%s" % [draw["texture0"], int(draw["alpha_blend"]), draw["src_blend"],
draw["dest_blend"], int(draw["alpha_test"]), draw["alpha_ref"], draw["cull_mode"], int(lit),
int(has_diffuse), z_write, draw["material_diffuse"], draw["material_emissive"], tf_key]
if _materials.has(key):
return _materials[key]
var material := StandardMaterial3D.new()
var texture_name: String = draw["texture0"]
if not texture_name.is_empty():
# The ported client reads its models from 40250's packs; the texture must come from there too.
material.albedo_texture = UiAssets.load_pack_tex(texture_name)
var base_diffuse: Color = draw["material_diffuse"] if lit else Color.WHITE
if has_tf:
material.albedo_color = Color(base_diffuse.r * factor_color.r, base_diffuse.g * factor_color.g,
base_diffuse.b * factor_color.b, base_diffuse.a * factor_color.a)
else:
material.albedo_color = base_diffuse
material.emission_enabled = lit and draw["material_emissive"] != Color(0, 0, 0, 0)
if material.emission_enabled:
material.emission = draw["material_emissive"]
# D3D adds the emissive term to the lit vertex colour, and D3DTOP_MODULATE then multiplies that by the
# texture; Godot adds emission after the texture, so a black additive glow (click_glow_select copy.jpg)
# came out as a grey quad.
if material.albedo_texture:
material.emission_texture = material.albedo_texture
material.emission_operator = BaseMaterial3D.EMISSION_OP_MULTIPLY
material.shading_mode = BaseMaterial3D.SHADING_MODE_PER_VERTEX if lit \
else BaseMaterial3D.SHADING_MODE_UNSHADED
material.specular_mode = BaseMaterial3D.SPECULAR_DISABLED
material.roughness = 1.0
material.vertex_color_use_as_albedo = has_diffuse
match int(draw["cull_mode"]):
D3DCULL_NONE:
material.cull_mode = BaseMaterial3D.CULL_DISABLED
D3DCULL_CW:
material.cull_mode = BaseMaterial3D.CULL_BACK
D3DCULL_CCW:
material.cull_mode = BaseMaterial3D.CULL_FRONT
_:
material.cull_mode = BaseMaterial3D.CULL_BACK
if z_write == 0:
material.depth_draw_mode = BaseMaterial3D.DEPTH_DRAW_DISABLED
elif is_alpha:
material.depth_draw_mode = BaseMaterial3D.DEPTH_DRAW_ALWAYS
else:
material.depth_draw_mode = BaseMaterial3D.DEPTH_DRAW_OPAQUE_ONLY
if is_alpha:
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
if int(draw["dest_blend"]) == D3DBLEND_ONE:
material.blend_mode = BaseMaterial3D.BLEND_MODE_ADD
else:
material.blend_mode = BaseMaterial3D.BLEND_MODE_MIX
elif draw["alpha_test"]:
material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA_SCISSOR
material.alpha_scissor_threshold = float(draw["alpha_ref"]) / 255.0
_materials[key] = material
return material