feat: 3D blobber dungeon generator (PR 1)

Replaces the 2D-only demo pipeline with a 3D cell-based blobber
generator. Per-cell face walls, per-material mesh emission, and a
GDExtension binding that returns a Dictionary with ArrayMesh surfaces
the demo consumes directly.

- src/blobber/: cell3d_t data model, dungeon container, pipeline that
  wraps the 2D generator per level and materializes into cell3d
- src/mesh/: face-quad emitter with per-material groups + .obj dump
- src/genesis3d_main.c: new CLI driving the blobber + mesh
- godot/: BrogueGen.generate_dungeon(seed, num_levels, depth) binding
  with dungeon_to_dict packing cells + mesh surfaces
- demo/: demo_blobber.tscn + dungeon_builder.gd, func_godot addon for
  the .map export path, point/entity templates, TrenchBroom docs
- Retired: old arcade/FPS demo scenes and their scripts, unused meshlib

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
saarsena@gmail.com 2026-04-18 13:24:27 -04:00
parent 6ee49c3375
commit 7a6ae79d01
160 changed files with 7209 additions and 2072 deletions

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@tool
@icon("res://addons/func_godot/icons/icon_godot_ranger.svg")
class_name NetRadiantCustomGamePackConfig extends Resource
## Builds a gamepack for NetRadiant Custom.
##
## Resource that builds a gamepack configuration for NetRadiant Custom.
enum NetRadiantCustomMapType {
QUAKE_1, ## Removes PatchDef entries from the map file.
QUAKE_3 ## Allows the saving of PatchDef entries in the map file.
}
@export_tool_button("Export Gamepack") var _export_file: Callable = export_file
## Gamepack folder and file name. Must be lower case and must not contain special characters.
@export var gamepack_name : String = "func_godot":
set(new_name):
gamepack_name = new_name.to_lower()
## Name of the game in NetRadiant Custom's gamepack list.
@export var game_name : String = "FuncGodot"
## Directory path containing your maps, textures, shaders, etc... relative to your project directory.
@export var base_game_path : String = ""
## [FuncGodotFGDFile] to include with this gamepack. If using multiple FGD file resources,
## this should be the master FGD that contains them in [member FuncGodotFGDFile.base_fgd_files].
@export var fgd_file : FuncGodotFGDFile = preload("res://addons/func_godot/fgd/func_godot_fgd.tres")
## Toggles whether [FuncGodotFGDModelPointClass] resources will generate models from their [PackedScene] files.
@export var generate_model_point_class_models: bool = true
## Collection of [NetRadiantCustomShader] resources for shader file generation.
@export var netradiant_custom_shaders : Array[Resource] = [
preload("res://addons/func_godot/game_config/netradiant_custom/netradiant_custom_shader_clip.tres"),
preload("res://addons/func_godot/game_config/netradiant_custom/netradiant_custom_shader_skip.tres"),
preload("res://addons/func_godot/game_config/netradiant_custom/netradiant_custom_shader_origin.tres")
]
## Supported model file types.
@export var model_types : PackedStringArray = ["glb", "gltf", "obj"]
## Supported audio file types.
@export var sound_types : PackedStringArray = ["wav", "ogg"]
## Quake map type NetRadiant will filter the map for, determining whether PatchDef entries are saved.
## [color=red][b]WARNING![/b][/color] Toggling this option may be destructive!
@export var map_type: NetRadiantCustomMapType = NetRadiantCustomMapType.QUAKE_3
@export_group("Textures")
## Supported texture file types.
@export var texture_types : PackedStringArray = ["png", "jpg", "jpeg", "bmp", "tga"]
## Default scale of textures in NetRadiant Custom.
@export var default_scale : String = "1.0"
## Clip texture path that gets applied to [i]weapclip[/i] and [i]nodraw[/i] shaders.
@export var clip_texture: String = "textures/clip"
## Skip texture path that gets applied to [i]caulk[/i] and [i]nodrawnonsolid[/i] shaders.
@export var skip_texture: String = "textures/skip"
@export_group("Build Menu")
## Variables to include in the exported gamepack's [code]default_build_menu.xml[/code].[br][br]
## Each [String] key defines a variable name, and its corresponding [String] value as the literal command-line string
## to execute in place of this variable identifier[br][br]
## Entries may be referred to by key in [member default_build_menu_commands] values.
@export var default_build_menu_variables: Dictionary
## Commands to include in the exported gamepack's [code]default_build_menu.xml[/code].[br][br]
## Keys, specified as a [String], define the build option name as you want it to appear in NetRadiant Custom.[br][br]
## Values represent commands taken within each option.[br][br]They may be either a [String] or an [Array] of [String] elements
## that will be used as the full command-line text issued by each command [i]within[/i] its associated build option key.[br][br]
## They may reference entries in [member default_build_menu_variables] by using brackets: [code][variable key name][/code]
@export var default_build_menu_commands: Dictionary
# Generates completed text for a .shader file.
func _build_shader_text() -> String:
var shader_text: String = ""
for shader_res in netradiant_custom_shaders:
shader_text += (shader_res as NetRadiantCustomShader).texture_path + "\n{\n"
for shader_attrib in (shader_res as NetRadiantCustomShader).shader_attributes:
shader_text += "\t" + shader_attrib + "\n"
shader_text += "}\n"
return shader_text
# Generates completed text for a .gamepack file.
func _build_gamepack_text() -> String:
var texturetypes_str: String = ""
for texture_type in texture_types:
texturetypes_str += texture_type
if texture_type != texture_types[-1]:
texturetypes_str += " "
var modeltypes_str: String = ""
for model_type in model_types:
modeltypes_str += model_type
if model_type != model_types[-1]:
modeltypes_str += " "
var soundtypes_str: String = ""
for sound_type in sound_types:
soundtypes_str += sound_type
if sound_type != sound_types[-1]:
soundtypes_str += " "
var maptype_str: String
if map_type == NetRadiantCustomMapType.QUAKE_3:
maptype_str = "mapq3"
else:
maptype_str = "mapq1"
var gamepack_text: String = """<?xml version="1.0"?>
<game
type="q3"
index="1"
name="%s"
enginepath_win32="C:/%s/"
engine_win32="%s.exe"
enginepath_linux="/usr/local/games/%s/"
engine_linux="%s"
basegame="%s"
basegamename="%s"
unknowngamename="Custom %s modification"
shaderpath="scripts"
archivetypes="pk3"
texturetypes="%s"
modeltypes="%s"
soundtypes="%s"
maptypes="%s"
shaders="quake3"
entityclass="quake3"
entityclasstype="fgd"
entities="quake"
brushtypes="quake"
patchtypes="quake3"
q3map2_type="quake3"
default_scale="%s"
shader_weapclip="%s"
shader_caulk="%s"
shader_nodraw="%s"
shader_nodrawnonsolid="%s"
common_shaders_name="Common"
common_shaders_dir="common/"
/>
"""
return gamepack_text % [
game_name,
game_name,
gamepack_name,
game_name,
gamepack_name,
base_game_path,
game_name,
game_name,
texturetypes_str,
modeltypes_str,
soundtypes_str,
maptype_str,
default_scale,
clip_texture,
skip_texture,
clip_texture,
skip_texture
]
## Exports this game's configuration with an icon, .cfg, and all accompanying FGD files in the [FuncGodotLocalConfig] [b]NetRadiant Custom Gamepacks Folder[/b].
func export_file() -> void:
var game_path: String = FuncGodotLocalConfig.get_setting(FuncGodotLocalConfig.PROPERTY.MAP_EDITOR_GAME_PATH) as String
if game_path.is_empty():
printerr("Skipping export: Map Editor Game Path not set in Project Configuration")
return
var gamepacks_folder: String = FuncGodotLocalConfig.get_setting(FuncGodotLocalConfig.PROPERTY.NETRADIANT_CUSTOM_GAMEPACKS_FOLDER) as String
if gamepacks_folder.is_empty():
printerr("Skipping export: No NetRadiant Custom gamepacks folder")
return
# Make sure FGD file is set
if !fgd_file:
printerr("Skipping export: No FGD file")
return
# Make sure we're actually in the NetRadiant Custom gamepacks folder
if DirAccess.open(gamepacks_folder + "/games") == null:
printerr("Skipping export: No \'games\' folder. Is this the NetRadiant Custom gamepacks folder?")
return
# Create gamepack folders in case they do not exist
var gamepack_dir_paths: Array = [
gamepacks_folder + "/" + gamepack_name + ".game",
gamepacks_folder + "/" + gamepack_name + ".game/" + base_game_path,
gamepacks_folder + "/" + gamepack_name + ".game/scripts",
game_path + "/scripts"
]
var err: Error
for path in gamepack_dir_paths:
if DirAccess.open(path) == null:
print("Couldn't open " + path + ", creating...")
err = DirAccess.make_dir_recursive_absolute(path)
if err != OK:
printerr("Skipping export: Failed to create directory")
return
var target_file_path: String
var file: FileAccess
# .gamepack
target_file_path = gamepacks_folder + "/games/" + gamepack_name + ".game"
print("Exporting NetRadiant Custom Gamepack to ", target_file_path)
file = FileAccess.open(target_file_path, FileAccess.WRITE)
if file != null:
file.store_string(_build_gamepack_text())
file.close()
else:
printerr("Error: Could not modify " + target_file_path)
# .shader
# NOTE: To work properly, this should go in the game path. For now, I'm leaving the export to NRC as well, so it can easily
# be repackaged for distribution. However, I believe in the end, it shouldn't exist there.
# We'll need to make a decision for this. - Vera
var shader_text: String = _build_shader_text()
# build to <gamepack path>/scripts/
target_file_path = gamepacks_folder + "/" + gamepack_name + ".game/scripts/" + gamepack_name + ".shader"
print("Exporting NetRadiant Custom shader definitions to ", target_file_path)
file = FileAccess.open(target_file_path, FileAccess.WRITE)
if file != null:
file.store_string(shader_text)
file.close()
else:
printerr("Error: Could not modify " + target_file_path)
# build to <game path>/scripts/
target_file_path = game_path.path_join("scripts/%s.shader" % gamepack_name)
print("Exporting NetRadiant Custom shader definitions to ", target_file_path)
file = FileAccess.open(target_file_path, FileAccess.WRITE)
if file != null:
file.store_string(shader_text)
file.close()
else:
printerr("Error: could not modify " + target_file_path)
# shaderlist.txt - see above NOTE regarding duplication
target_file_path = gamepacks_folder + "/" + gamepack_name + ".game/scripts/shaderlist.txt"
print("Exporting NetRadiant Custom shader list to ", target_file_path)
file = FileAccess.open(target_file_path, FileAccess.WRITE)
if file != null:
file.store_string(gamepack_name)
file.close()
else:
printerr("Error: Could not modify " + target_file_path)
# game path/scripts/shaderlist.txt
target_file_path = game_path.path_join("scripts/shaderlist.txt")
print("Exporting NetRadiant Custom shader list to ", target_file_path)
file = FileAccess.open(target_file_path, FileAccess.WRITE)
if file != null:
file.store_string(gamepack_name)
file.close()
else:
printerr("Error: Could not modify " + target_file_path)
# default_build_menu.xml
target_file_path = gamepacks_folder + "/" + gamepack_name + ".game/default_build_menu.xml"
print("Exporting NetRadiant Custom default build menu to ", target_file_path)
file = FileAccess.open(target_file_path, FileAccess.WRITE)
if file != null:
file.store_string("<?xml version=\"1.0\"?>\n<project version=\"2.0\">\n")
for key in default_build_menu_variables.keys():
if key is String:
if default_build_menu_variables[key] is String:
file.store_string('\t<var name="%s">%s</var>\n' % [key, default_build_menu_variables[key]])
else:
push_error(
"Variable key '%s' value '%s' is invalid type: %s; should be: String" % [
key, default_build_menu_variables[key],
type_string(typeof(default_build_menu_variables[key]))
])
else:
push_error(
"Variable '%s' is an invalid key type: %s; should be: String" % [
key, type_string(typeof(key))
])
for key in default_build_menu_commands.keys():
if key is String:
file.store_string('\t<build name="%s">\n' % key)
if default_build_menu_commands[key] is String:
file.store_string('\t\t<command>%s</command>\n\t</build>\n' % default_build_menu_commands[key])
elif default_build_menu_commands[key] is Array:
for command in default_build_menu_commands[key]:
if command is String:
file.store_string('\t\t<command>%s</command>\n' % command)
else:
push_error("Build option '%s' has invalid command: %s with type: %s; should be: String" % [
key, command, type_string(typeof(command))
])
file.store_string('\t</build>\n')
else:
push_error("Build option '%s' is an invalid type: %s; should be: String" % [
key, type_string(typeof(key))
])
file.store_string("</project>")
# FGD
var export_fgd : FuncGodotFGDFile = fgd_file.duplicate()
export_fgd.generate_model_point_class_models = generate_model_point_class_models
export_fgd.do_export_file(FuncGodotFGDFile.FuncGodotTargetMapEditors.NET_RADIANT_CUSTOM, gamepacks_folder + "/" + gamepack_name + ".game/" + base_game_path)
print("NetRadiant Custom Gamepack export complete\n")

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@icon("res://addons/func_godot/icons/icon_godot_ranger.svg")
class_name NetRadiantCustomShader
extends Resource
## Shader resource for NetRadiant Custom configurations.
##
## Resource that gets built into a shader file that applies a special effect to a specified texture in NetRadiant Custom.
## Path to texture without extension, eg: [i]"textures/special/clip"[/i].
@export var texture_path: String
## Array of shader properties to apply to faces using [member texture_path].
@export var shader_attributes : Array[String] = ["qer_trans 0.4"]

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