победа над водопадами, шейдеры m2

This commit is contained in:
2026-07-07 10:45:43 +04:00
parent 8738c2495d
commit 44614a79e4
38 changed files with 4820 additions and 192 deletions
+350 -38
View File
@@ -5,6 +5,8 @@
## add_child(node)
class_name M2Builder
const WOW_M2_MATERIAL := preload("res://addons/mpq_extractor/loaders/wow_m2_material.gd")
static var _texture_cache: Dictionary = {}
static func build(data: Dictionary, extracted_dir: String = "") -> Node3D:
@@ -14,6 +16,7 @@ static func build(data: Dictionary, extracted_dir: String = "") -> Node3D:
var verts: PackedVector3Array = data.get("vertices", PackedVector3Array())
var normals: PackedVector3Array = data.get("normals", PackedVector3Array())
var uvs: PackedVector2Array = data.get("uvs", PackedVector2Array())
var uvs2: PackedVector2Array = data.get("uvs2", PackedVector2Array())
var indices: PackedInt32Array = data.get("indices", PackedInt32Array())
var batches: Array = data.get("batches", [])
@@ -25,6 +28,14 @@ static func build(data: Dictionary, extracted_dir: String = "") -> Node3D:
var texture_flags: PackedInt32Array = data.get("texture_flags", PackedInt32Array())
var materials: Array = data.get("materials", [])
var tex_combos: PackedInt32Array = data.get("texture_combos", PackedInt32Array())
var tex_coord_combos: PackedInt32Array = data.get("texture_coord_combos", PackedInt32Array())
var tex_weight_combos: PackedInt32Array = data.get("texture_weight_combos", PackedInt32Array())
var tex_transform_combos: PackedInt32Array = data.get("texture_transform_combos", PackedInt32Array())
var tex_combiner_combos: PackedInt32Array = data.get("texture_combiner_combos", PackedInt32Array())
var m2_colors: Array = data.get("m2_colors", [])
var tex_weights: PackedFloat32Array = data.get("texture_weights", PackedFloat32Array())
var tex_transforms: Array = data.get("texture_transforms", [])
var m2_flags: int = int(data.get("m2_flags", 0))
var model_path: String = str(data.get("model_path", ""))
var mesh := ArrayMesh.new()
@@ -52,6 +63,8 @@ static func build(data: Dictionary, extracted_dir: String = "") -> Node3D:
arrays[Mesh.ARRAY_NORMAL] = normals
if uvs.size() == verts.size():
arrays[Mesh.ARRAY_TEX_UV] = uvs
if uvs2.size() == verts.size():
arrays[Mesh.ARRAY_TEX_UV2] = uvs2
arrays[Mesh.ARRAY_INDEX] = batch_indices
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
@@ -67,8 +80,17 @@ static func build(data: Dictionary, extracted_dir: String = "") -> Node3D:
texture_types,
texture_flags,
tex_combos,
tex_coord_combos,
tex_weight_combos,
tex_transform_combos,
tex_combiner_combos,
m2_colors,
tex_weights,
tex_transforms,
m2_flags,
extracted_dir,
model_path))
model_path,
batch))
if mesh.get_surface_count() == 0:
return root
@@ -87,52 +109,342 @@ static func _build_material(
texture_types: PackedInt32Array,
texture_flags: PackedInt32Array,
tex_combos: PackedInt32Array,
tex_coord_combos: PackedInt32Array,
tex_weight_combos: PackedInt32Array,
tex_transform_combos: PackedInt32Array,
tex_combiner_combos: PackedInt32Array,
m2_colors: Array,
tex_weights: PackedFloat32Array,
tex_transforms: Array,
m2_flags: int,
extracted_dir: String,
model_path: String) -> StandardMaterial3D:
model_path: String,
batch: Dictionary = {}) -> Material:
var mat := StandardMaterial3D.new()
var flags: int = int(mat_def.get("flags", 0))
mat.cull_mode = BaseMaterial3D.CULL_DISABLED if (flags & 0x04) != 0 else BaseMaterial3D.CULL_BACK
mat.roughness = 0.85
mat.metallic = 0.0
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED if (flags & 0x01) != 0 else BaseMaterial3D.SHADING_MODE_PER_PIXEL
mat.specular_mode = BaseMaterial3D.SPECULAR_DISABLED
mat.vertex_color_use_as_albedo = false
mat.set_flag(BaseMaterial3D.FLAG_USE_TEXTURE_REPEAT, false)
var blend_mode: int = mat_def.get("blend_mode", 0)
match blend_mode:
0:
mat.transparency = BaseMaterial3D.TRANSPARENCY_DISABLED
1:
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA_SCISSOR
mat.alpha_scissor_threshold = 0.5
3, 4, 6:
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.blend_mode = BaseMaterial3D.BLEND_MODE_ADD
mat.depth_draw_mode = BaseMaterial3D.DEPTH_DRAW_OPAQUE_ONLY
_:
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.depth_draw_mode = BaseMaterial3D.DEPTH_DRAW_OPAQUE_ONLY
var tex_flags := 0
var tex: Texture2D = null
var tex2: Texture2D = null
var tex3: Texture2D = null
var tex4: Texture2D = null
var tex2_flags := 0
var tex3_flags := 0
var tex4_flags := 0
if texture_combo_index >= 0 and texture_combo_index < tex_combos.size():
var tex_idx: int = tex_combos[texture_combo_index]
if tex_idx >= 0 and tex_idx < textures.size():
var tex_path: String = str(textures[tex_idx]).replace("\\", "/")
var tex_type := int(texture_types[tex_idx]) if tex_idx < texture_types.size() else 0
var tex_flags := int(texture_flags[tex_idx]) if tex_idx < texture_flags.size() else 0
if tex_path.is_empty():
tex_path = _default_texture_path(model_path, tex_type)
if not tex_path.is_empty():
var tex := _load_texture(tex_path, extracted_dir)
if tex:
mat.albedo_texture = tex
mat.texture_filter = BaseMaterial3D.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC
mat.set_flag(BaseMaterial3D.FLAG_USE_TEXTURE_REPEAT, (tex_flags & 0x03) != 0)
var resolved0 := _resolve_combo_texture(texture_combo_index, textures, texture_types, texture_flags, tex_combos, extracted_dir, model_path)
tex = resolved0.get("texture", null)
tex_flags = int(resolved0.get("flags", 0))
var texture_count := maxi(1, int(batch.get("texture_count", 1)))
if texture_count > 1:
var resolved1 := _resolve_combo_texture(texture_combo_index + 1, textures, texture_types, texture_flags, tex_combos, extracted_dir, model_path)
tex2 = resolved1.get("texture", null)
tex2_flags = int(resolved1.get("flags", 0))
if texture_count > 2:
var resolved2 := _resolve_combo_texture(texture_combo_index + 2, textures, texture_types, texture_flags, tex_combos, extracted_dir, model_path)
tex3 = resolved2.get("texture", null)
tex3_flags = int(resolved2.get("flags", 0))
if texture_count > 3:
var resolved3 := _resolve_combo_texture(texture_combo_index + 3, textures, texture_types, texture_flags, tex_combos, extracted_dir, model_path)
tex4 = resolved3.get("texture", null)
tex4_flags = int(resolved3.get("flags", 0))
var combiner := _resolve_combiner_state(blend_mode, texture_count, batch, tex_coord_combos, tex_combiner_combos, m2_flags)
combiner["mesh_color"] = _resolve_mesh_color(batch, m2_colors, tex_weights, tex_weight_combos)
combiner["tex_sample_alpha"] = _resolve_texture_sample_alpha(batch, tex_weights, tex_weight_combos)
combiner["stage0_uv_transform"] = _resolve_texture_transform(batch, 0, tex_transform_combos, tex_transforms)
combiner["stage1_uv_transform"] = _resolve_texture_transform(batch, 1, tex_transform_combos, tex_transforms)
combiner["stage2_uv_transform"] = _resolve_texture_transform(batch, 2, tex_transform_combos, tex_transforms)
combiner["stage3_uv_transform"] = _resolve_texture_transform(batch, 3, tex_transform_combos, tex_transforms)
combiner["stage0_uv_scroll"] = _resolve_texture_scroll(batch, 0, tex_transform_combos, tex_transforms)
combiner["stage1_uv_scroll"] = _resolve_texture_scroll(batch, 1, tex_transform_combos, tex_transforms)
combiner["stage2_uv_scroll"] = _resolve_texture_scroll(batch, 2, tex_transform_combos, tex_transforms)
combiner["stage3_uv_scroll"] = _resolve_texture_scroll(batch, 3, tex_transform_combos, tex_transforms)
combiner["vertex_shader_id"] = _m2_vertex_shader_id(texture_count, int(batch.get("shader_id", 0)))
combiner["pixel_shader_id"] = _m2_pixel_shader_id(texture_count, int(batch.get("shader_id", 0)))
combiner["priority_plane"] = int(batch.get("priority_plane", 0))
if _is_soft_waterfall_material(model_path, blend_mode, combiner):
combiner["effect_alpha_scale"] = 1.12
combiner["effect_alpha_power"] = 0.92
combiner["uv_edge_fade_strength"] = 0.22
var mat := WOW_M2_MATERIAL.build(
tex,
tex2,
tex3,
tex4,
flags,
blend_mode,
tex_flags,
tex2_flags,
tex3_flags,
tex4_flags,
model_path.get_file().get_basename(),
combiner)
mat.set_meta("wow_flags", flags)
mat.set_meta("wow_blend_mode", blend_mode)
mat.set_meta("wow_m2_shader_id", int(batch.get("shader_id", 0)))
mat.set_meta("wow_m2_vertex_shader_id", int(combiner.get("vertex_shader_id", 0)))
mat.set_meta("wow_m2_pixel_shader_id", int(combiner.get("pixel_shader_id", 0)))
mat.set_meta("wow_priority_plane", int(batch.get("priority_plane", 0)))
return mat
static func _is_soft_waterfall_material(model_path: String, blend_mode: int, combiner: Dictionary) -> bool:
if blend_mode != 2:
return false
var lower_path := model_path.to_lower()
if not lower_path.contains("waterfall"):
return false
var scroll0: Vector2 = combiner.get("stage0_uv_scroll", Vector2.ZERO)
var scroll1: Vector2 = combiner.get("stage1_uv_scroll", Vector2.ZERO)
return scroll0.length_squared() > 0.000001 or scroll1.length_squared() > 0.000001
static func _m2_vertex_shader_id(texture_count: int, shader_id: int) -> int:
if (shader_id & 0x8000) != 0:
return _m2_shader_array_vertex_id(shader_id & 0x7fff)
if texture_count == 1:
if (shader_id & 0x80) != 0:
return 1 # Diffuse_Env
if (shader_id & 0x4000) != 0:
return 10 # Diffuse_T2
return 0 # Diffuse_T1
if (shader_id & 0x80) != 0:
if (shader_id & 0x8) != 0:
return 5 # Diffuse_Env_Env
return 4 # Diffuse_Env_T1
if (shader_id & 0x8) != 0:
return 3 # Diffuse_T1_Env
if (shader_id & 0x4000) != 0:
return 2 # Diffuse_T1_T2
return 7 # Diffuse_T1_T1
static func _m2_pixel_shader_id(texture_count: int, shader_id: int) -> int:
if (shader_id & 0x8000) != 0:
return _m2_shader_array_pixel_id(shader_id & 0x7fff)
if texture_count == 1:
return 1 if (shader_id & 0x70) != 0 else 0
if (shader_id & 0x70) != 0:
match shader_id & 7:
3:
return 8 # Combiners_Mod_Add
4:
return 7 # Combiners_Mod_Mod2x
6:
return 9 # Combiners_Mod_Mod2xNA
7:
return 10 # Combiners_Mod_AddNA
_:
return 6 # Combiners_Mod_Mod
match shader_id & 7:
0:
return 5 # Combiners_Opaque_Opaque
3, 7:
return 13 # Combiners_Opaque_AddAlpha
4:
return 3 # Combiners_Opaque_Mod2x
6:
return 4 # Combiners_Opaque_Mod2xNA
_:
return 2 # Combiners_Opaque_Mod
static func _m2_shader_array_vertex_id(shader_array_index: int) -> int:
match shader_array_index:
0:
return 8
1:
return 0
2:
return 1
3:
return 1
4:
return 1
5:
return 1
6:
return 0
7:
return 12
8:
return 9
9:
return 12
_:
return 0
static func _m2_shader_array_pixel_id(shader_array_index: int) -> int:
match shader_array_index:
0:
return 35
1:
return 0
2:
return 7
3:
return 1
4:
return 6
5:
return 4
6:
return 0
7:
return 7
8:
return 1
9:
return 6
_:
return 0
static func _resolve_combo_texture(
combo_index: int,
textures: PackedStringArray,
texture_types: PackedInt32Array,
texture_flags: PackedInt32Array,
tex_combos: PackedInt32Array,
extracted_dir: String,
model_path: String) -> Dictionary:
if combo_index < 0 or combo_index >= tex_combos.size():
return {}
var tex_idx: int = tex_combos[combo_index]
if tex_idx < 0 or tex_idx >= textures.size():
return {}
var tex_path: String = str(textures[tex_idx]).replace("\\", "/")
var tex_type := int(texture_types[tex_idx]) if tex_idx < texture_types.size() else 0
var tex_flags := int(texture_flags[tex_idx]) if tex_idx < texture_flags.size() else 0
if tex_path.is_empty():
tex_path = _default_texture_path(model_path, tex_type)
var tex: Texture2D = null
if not tex_path.is_empty():
tex = _load_texture(tex_path, extracted_dir)
return {
"texture": tex,
"flags": tex_flags,
"path": tex_path,
}
static func _resolve_combiner_state(
blend_mode: int,
texture_count: int,
batch: Dictionary,
tex_coord_combos: PackedInt32Array,
tex_combiner_combos: PackedInt32Array,
m2_flags: int) -> Dictionary:
var state := {
"op0": 0 if blend_mode == 0 else 1,
"op1": 1,
"env0": false,
"env1": false,
"use_uv2_0": false,
"use_uv2_1": false,
}
var shader_id := int(batch.get("shader_id", 0))
var coord_index := int(batch.get("texture_coord_combo_index", 0))
if (m2_flags & 0x8) != 0:
for texture_index in mini(texture_count, 2):
var op := 0 if texture_index == 0 and blend_mode == 0 else 1
var combiner_index := shader_id + texture_index
if combiner_index >= 0 and combiner_index < tex_combiner_combos.size():
op = int(tex_combiner_combos[combiner_index])
state["op%d" % texture_index] = op
_apply_texture_coord_state(state, texture_index, coord_index + texture_index, tex_coord_combos)
else:
_apply_texture_coord_state(state, 0, coord_index, tex_coord_combos)
return state
static func _apply_texture_coord_state(state: Dictionary, texture_index: int, combo_index: int, tex_coord_combos: PackedInt32Array) -> void:
if combo_index < 0 or combo_index >= tex_coord_combos.size():
return
var coord := int(tex_coord_combos[combo_index])
state["use_uv2_%d" % texture_index] = coord == 1
state["env%d" % texture_index] = coord > 2
static func _resolve_mesh_color(
batch: Dictionary,
m2_colors: Array,
tex_weights: PackedFloat32Array,
tex_weight_combos: PackedInt32Array) -> Color:
var color := Color.WHITE
var color_index := int(batch.get("color_index", -1))
if color_index >= 0 and color_index < m2_colors.size():
var color_entry: Dictionary = m2_colors[color_index] if m2_colors[color_index] is Dictionary else {}
color = color_entry.get("color", Color.WHITE)
var weight_combo_index := int(batch.get("texture_weight_combo_index", -1))
if weight_combo_index >= 0 and weight_combo_index < tex_weight_combos.size():
var weight_index := int(tex_weight_combos[weight_combo_index])
if weight_index >= 0 and weight_index < tex_weights.size():
color.a *= clampf(tex_weights[weight_index], 0.0, 1.0)
return color
static func _resolve_texture_sample_alpha(
batch: Dictionary,
tex_weights: PackedFloat32Array,
tex_weight_combos: PackedInt32Array) -> Vector3:
var result := Vector3.ONE
var weight_combo_index := int(batch.get("texture_weight_combo_index", -1))
for stage in 3:
var combo_index := weight_combo_index + stage
if combo_index < 0 or combo_index >= tex_weight_combos.size():
continue
var weight_index := int(tex_weight_combos[combo_index])
if weight_index >= 0 and weight_index < tex_weights.size():
result[stage] = clampf(tex_weights[weight_index], 0.0, 1.0)
return result
static func _resolve_texture_transform(
batch: Dictionary,
stage: int,
tex_transform_combos: PackedInt32Array,
tex_transforms: Array) -> Vector4:
var combo_index := int(batch.get("texture_transform_combo_index", -1)) + stage
if combo_index < 0 or combo_index >= tex_transform_combos.size():
return Vector4(1.0, 1.0, 0.0, 0.0)
var transform_index := int(tex_transform_combos[combo_index])
if transform_index < 0 or transform_index >= tex_transforms.size():
return Vector4(1.0, 1.0, 0.0, 0.0)
var transform: Dictionary = tex_transforms[transform_index] if tex_transforms[transform_index] is Dictionary else {}
var scale: Vector2 = transform.get("scale", Vector2.ONE)
var translation: Vector2 = transform.get("translation", Vector2.ZERO)
return Vector4(scale.x, scale.y, translation.x, translation.y)
static func _resolve_texture_scroll(
batch: Dictionary,
stage: int,
tex_transform_combos: PackedInt32Array,
tex_transforms: Array) -> Vector2:
var combo_index := int(batch.get("texture_transform_combo_index", -1)) + stage
if combo_index < 0 or combo_index >= tex_transform_combos.size():
return Vector2.ZERO
var transform_index := int(tex_transform_combos[combo_index])
if transform_index < 0 or transform_index >= tex_transforms.size():
return Vector2.ZERO
var transform: Dictionary = tex_transforms[transform_index] if tex_transforms[transform_index] is Dictionary else {}
return transform.get("translation_speed", Vector2.ZERO)
static func _default_texture_path(model_path: String, texture_type: int) -> String:
var normalized := model_path.replace("\\", "/")
var rel_model := _relative_extracted_model_path(normalized)