v0.6.0: WebAssembly build with a WebGL backend (playable in the browser)
- ra3.webgl: a Web peer of Vulkan/Direct3D (SDL3 canvas + GLES3/WebGL2), with 2D blit and the GPU terrain raymarch; GLSL ES shaders; null fallback off Emscripten. backend::webgl + default_backend() (webgl under Emscripten). - Emscripten toolchain + Dockerfile.wasm + scripts/build-wasm.sh; import std, global -fexceptions, and Asyncify so the blocking frame loop yields to the browser (display::sleep_frame calls emscripten_sleep). - apps/web/shell.html + apps/web/serve.py (Range-capable dev server). - Assets: browsers forbid synchronous on-demand reads on the main thread (and FS.createLazyFile / the WasmFS fetch backend are worker-only; SDL3's Emscripten backend is main-thread DOM only, so the engine cannot run in a worker). The wasm build therefore preloads a compact per-map set via OPENRA3_WEB_ASSETS. - New openra3 textures --map ID lists the loose terrain TGAs a map resolves to (terrain::resolve_texture_files, shared with load_textures_from_dir). - Fixes: webgl heightmap used GL_R16 = 0x8229 (that is R8) -> upload rejected, terrain flattened to water; now 0x822A. Logger uses a stdout console sink on the web (stderr maps to console.error); a GL error check logs bad uploads. - CI: wasm image + build jobs.
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@@ -22,7 +22,7 @@ module;
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#define WIN32_LEAN_AND_MEAN
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#define NOMINMAX
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#include <windows.h>
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#elif defined(__unix__) || defined(__APPLE__)
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#elif (defined(__unix__) || defined(__APPLE__)) && !defined(__EMSCRIPTEN__)
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#include <execinfo.h>
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#endif
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@@ -367,7 +367,7 @@ export namespace ender::log {
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text += std::format(" #{:<3}{}\n", index, symbolicate_frame(frames[index]));
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}
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return text;
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#elif defined(__unix__) || defined(__APPLE__)
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#elif (defined(__unix__) || defined(__APPLE__)) && !defined(__EMSCRIPTEN__)
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void *frames[max_frames] = {};
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const int count = ::backtrace(frames, static_cast<int>(std::min(max_frames, skip + std::max<std::size_t>(depth, 1U))));
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char **symbols = ::backtrace_symbols(frames, count);
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