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
33 lines
1.1 KiB
C++
33 lines
1.1 KiB
C++
#pragma once
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#include <godot_cpp/classes/image.hpp>
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#include <godot_cpp/classes/ref.hpp>
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#include <godot_cpp/classes/shader_material.hpp>
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#include <godot_cpp/variant/string.hpp>
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#include <splat.h>
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#include <texture_set.h>
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namespace fmt {
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struct AssetResolver;
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}
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namespace mtgodot {
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// W2 —— 真正的多图层地表材质。SHINSOO §9-W2。
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// - 每图层的 258→256 alpha 打进 RGBA8 权重贴图(≤2 张 = ≤8 图层)
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// - 每图层的颜色 DDS 解码 + resize 256²,堆成 Texture2DArray
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// - ShaderMaterial:逐图层按权重 mix,UV 按 TextureLayer.u_scale/offset 平铺
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// - shadowmap.dds 作为 albedo 乘法项(有则)
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// 光照交给 Godot 内置 DirectionalLight(W5 由 .msenv 驱动)。
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godot::Ref<godot::ShaderMaterial> build_chunk_terrain_material(
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const fmt::SplatSet &splat,
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const fmt::TextureSet &tset,
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const fmt::AssetResolver &res,
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const godot::String &shadowmap_path);
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// 清理 function-static 的 terrain shader(退出时调,避免 "shader never freed")。
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void cleanup_terrain_shader();
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} // namespace mtgodot
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