v0.8.0: map roads/sidewalks, per-vertex depth bias, retail camera controls

- ra3.map: capture the object RoadType; ra3.models pairs the map's
  Start/End road objects and drapes a flat textured ribbon along each
  segment (tessellated to the relief).
- Ground decals (roads/sidewalks) get a per-vertex screen-space depth
  offset (scene::vertex.bias) applied in the object shader and the
  software rasteriser, so they no longer z-fight or clip into the
  terrain at top-down angles.
- Tactical view aligned with retail (SAGE LookAtTranslator): middle-drag
  orbits yaw/pitch, a middle click resets angle/pitch/zoom, arrow keys
  pan, wheel zooms within the retail zoom range; WASD pan removed and
  left-drag no longer rotates.
- ui_event gains middle/right/released buttons; Vulkan + SDL map them.
- docs: roads, depth bias and camera controls.
This commit is contained in:
EnderTheCoder
2026-09-29 20:37:24 +08:00
parent 70f35d8382
commit 8047e80ed6
14 changed files with 229 additions and 33 deletions
+5 -3
View File
@@ -841,9 +841,11 @@ export namespace ra3::terrain {
const auto inv_a = w0 * p0.inv_a + w1 * p1.inv_a + w2 * p2.inv_a;
const auto depth = 1.0F / inv_a;
const auto pixel = static_cast<usize>(y) * static_cast<usize>(rw) + static_cast<usize>(x);
// Ground decals sit exactly on the terrain; a small bias
// (mirrors the GPU depth bias) keeps them from z-fighting.
if (depth - 0.5F >= zbuf[pixel]) continue;
// Ground decals carry a per-vertex bias toward the camera
// (the retail shader's screen-space depth offset); it
// keeps roads/sidewalks from z-fighting the terrain.
const auto bias = w0 * v0.bias + w1 * v1.bias + w2 * v2.bias;
if (depth - bias - 1.0F >= zbuf[pixel]) continue;
const auto tu = (w0 * v0.u * p0.inv_a + w1 * v1.u * p1.inv_a + w2 * v2.u * p2.inv_a) * depth;
const auto tv = (w0 * v0.v * p0.inv_a + w1 * v1.v * p1.inv_a + w2 * v2.v * p2.inv_a) * depth;