render map objects: decode compiled W3DMesh art, skin and draw over terrain
Read the buildings and props a map places from its compiled art (the uncompressed worldbuilder stream + embedded DDS textures): - ra3.models: BAB asset-stream parser (lazy slices), W3DMesh + D3DHierarchy decode, DDS (DXT1/3/5 + uncompressed) decode, per-mesh bone remap and bind-pose single-joint skinning, flattened to one world-space triangle soup. - ra3.map: parse the ObjectsList chunk into (type, x, y, z, angle). - ra3.terrain: render3d rasterises the scene over the raymarched terrain with a z-buffer; gpu_terrain carries the scene for the GPU backends. - ra3.vulkan: second pipeline + depth attachment, terrain.frag writes gl_FragDepth, and a small depth bias keeps ground decals from z-fighting. - objects.fx shaders (compiled to SPIR-V), embedded like scene/terrain. Only opaque parts are drawn: FX-light billboards (DefaultW3D.fx / BasicW3D.fx) and damage-fill shells (BuildingsGenericDamageFill.fx) are skipped, since the latter paint the wrecked interior (e.g. orange CBBuilding_Wood) over the shell. Ground-decal meshes with no diffuse role and the Road templates themselves are still not drawn.
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#version 450
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// Static-map model vertex stage. Draws the world-space triangle soup built by
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// ra3::models (buildings and props the map places) against the exact camera the
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// terrain raymarcher uses, so both passes share one projection and depth test.
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//
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// The camera is passed as its orthonormal basis so the same math as
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// terrain.frag applies: ndc.x = dot(r, right) / (a * tan(fov/2) * aspect),
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// ndc.y = -dot(r, up) / (a * tan(fov/2)), depth = (a - NEAR) / (FAR - NEAR)
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// with `a = dot(r, fwd)` the view-space depth.
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layout(location = 0) in vec3 in_pos;
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layout(location = 1) in vec3 in_normal;
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layout(location = 2) in vec2 in_uv;
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layout(location = 3) in float in_layer;
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layout(push_constant) uniform Push {
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vec4 cam_pos; // xyz = eye position
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vec4 fwd; // xyz = forward
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vec4 right; // xyz = right, w = tan(fov / 2)
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vec4 up; // xyz = up, w = tan(fov / 2) * aspect
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vec4 sun; // xyz = sun direction, w = ambient
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} pc;
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layout(location = 0) out vec2 out_uv;
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layout(location = 1) out vec3 out_normal;
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layout(location = 2) flat out float out_layer;
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const float NEAR = 10.0;
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const float FAR = 60000.0;
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void main() {
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vec3 r = in_pos - pc.cam_pos.xyz;
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float a = dot(r, pc.fwd.xyz);
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float b = dot(r, pc.right.xyz);
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float c = dot(r, pc.up.xyz);
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float th = pc.right.w;
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float th_aspect = pc.up.w;
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float depth = clamp((a - NEAR) / (FAR - NEAR), 0.0, 1.0);
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gl_Position = vec4(b / th_aspect, -c / th, depth * a, a);
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out_uv = in_uv;
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out_normal = in_normal;
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out_layer = in_layer;
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}
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