v0.3.0: display abstraction, map-browser menu, SAGE terrain tiling/blends
- ra3.client::display: shared interactive loops; SDL and Vulkan backends implement only the primitives (init/present/poll_event/window_size/ key_down/present_terrain). ra3.display picks the backend. - Menu: maps by localized name (gamestrings.csf), red/gold theme, hover highlight, mouse + keyboard, wheel scroll, fullscreen and FPS/vsync options, loading progress bar. - Terrain: continuous tile sampling via a texture array (REPEAT, uv = cell/(2*cellSize)) removes per-cell grid seams; SAGE blend ramp for material transitions; FPS label + top-right minimap overlays. - Skip the skirmish sim for map views; reuse the Vulkan texture; no idle terrain redraw.
This commit is contained in:
@@ -78,6 +78,27 @@ Each holds an object pointer (0 when the subsystem is down).
|
||||
cash `+0x64`, player slots `+0xfc` (stride `0x5c`, 6 slots), faction at
|
||||
`slot + 0x18` (`Empire=2`, `Allied=4`, `Soviet=8`, `Random=7`).
|
||||
|
||||
### Tactical view (camera)
|
||||
|
||||
The in-game camera is the `TheTacticalView` object, held in the global at
|
||||
`0x00cdb7b4`. Its vtable accessors return zoom, pitch (current/target), yaw,
|
||||
world position and FOV; the debug overlay `FUN_005ef0a0` prints them through the
|
||||
format string at `0x00c0b900`. Mouse state is the singleton at `0x00ce9284`
|
||||
(cursor position vtable slot `+0x3c`, button down `+0x48`); the keyboard manager
|
||||
is `0x00ce927c` (modifier mask `+0x38`).
|
||||
|
||||
Per-map camera tuning is a named-field table in `.rdata` (around
|
||||
`0x00c11a54`): `cameraMinHeight`, `cameraMaxHeight`, `cameraPitchAngle`,
|
||||
`cameraYawAngle`, `cameraScrollSpeedScalar`, `cameraGroundMinHeight`,
|
||||
`cameraGroundMaxHeight`. The map-load chunk `CHUNK_TacticalView`
|
||||
(`0x00beea14`, consumed near `0x00548a00`) seeds the view from the map; the
|
||||
tutorial actions `LOCK_CAMERA_SCROLL` / `LOCK_CAMERA_ZOOM` / `LOCK_CAMERA_ROTATION`
|
||||
gate the controls.
|
||||
|
||||
OpenRA3 has no 3D terrain yet, so `ra3::render::view_camera` reproduces the
|
||||
*controls* - wheel zoom, screen-edge scroll, clamped pan and opening on the
|
||||
player's start - over the 2D map overview, not the retail perspective camera.
|
||||
|
||||
### Match start
|
||||
|
||||
The BEGIN button calls `SkirmishGameOptionsMenu::start` (`0x00b28d60`), which
|
||||
@@ -127,9 +148,84 @@ in `MPPositionList` instead yield no waypoints and fall back.
|
||||
Verified example (`map_mp_2_feasel4`): `Player_1_Start` = `(1338.9, 1940.5, 0)`,
|
||||
`Player_2_Start` = `(1290.8, 1404.9, 0)`.
|
||||
|
||||
### Terrain (`ra3.terrain`)
|
||||
|
||||
The `CkMp` tree is a flat chunk list: `"CkMp"`, `u32 assetCount`, the name
|
||||
table (`{ u8 len, name, u32 index }`, index descending from `assetCount`), then
|
||||
`{ u32 index, u16 version, u32 size, data }` per chunk. On
|
||||
`map_mp_2_feasel4` the terrain is `HeightMapData` v6 (540 x 600, border 20,
|
||||
`u16` elevations, scale `0.0390625`) and `BlendTileData` v27.
|
||||
|
||||
`BlendTileData` opens with `NumTiles`, the `u16` tile grid, then the
|
||||
blend/three-way/cliff tables (`u16` for v27); the passability flag arrays that
|
||||
follow are not needed for rendering, so the texture table is located by
|
||||
scanning for its `{ cellStart, cellCount, cellSize, magic }` + `u16`-prefixed
|
||||
name entries. A tile value is `(cellIndex << 2) | variant`, and `cellIndex`
|
||||
indexes the global `TextureCellCount`-cell table (each texture owning
|
||||
`cellSize^2` 64 px cells). The textures themselves are
|
||||
`art\terrain\<stem>.tga` in `Terrain.big` / `Core11.big` (RefPack + 256x256
|
||||
TGA). Rendered top-down, `map_mp_2_feasel4` correlates 0.94 with the official
|
||||
`_art.tga` overview.
|
||||
|
||||
### Terrain blending (`BlendTileData` tail)
|
||||
|
||||
After the tile grid, `BlendTileData` stores three per-cell `u16` tables —
|
||||
`Blends`, `ThreeWayBlends` and `CliffTextures` — then `TextureCellCount`,
|
||||
`BlendsCount`, the texture table, two magic words and `BlendsCount - 1` blend
|
||||
descriptions (18 bytes each: `u32 secondaryTile`, four direction bytes,
|
||||
`u8 flags`, `u8 twoSided`, `u32 0xFFFFFFFF`, `u32 0x7ADA0000`). A non-zero
|
||||
`Blends[cell]` is a 1-based index into the descriptions; `secondaryTile` is a
|
||||
packed tile value (`secondaryTile >> 2` is its cell).
|
||||
|
||||
The retail `Terrain.fx` (compiled `terrain.fxo`, parameters `Terrain.BaseTexture`,
|
||||
`Terrain.MacroTexture`, `MapCellSize`, `IsTerrainAtlasEnabled`; technique
|
||||
`TerrainTile`) cross-fades a cell's base tile into `secondaryTile` with a linear
|
||||
ramp selected by `BlendDirection`: `1` right, `2` top, `4` top-right, `8`
|
||||
top-left, where `flags` bit 0 flips the axis and bit 1 marks a two-sided
|
||||
diagonal. OpenSAGE's `Terrain.frag` reconstructs the exact
|
||||
`CalculateBlendFactor`; `ra3::terrain::blend_factor` and `shaders/terrain.frag`
|
||||
mirror it. The row axis is *not* inverted (73% of long-axis blends point at a
|
||||
neighbour of the same texture, versus 25% inverted). On `map_mp_2_feasel4`,
|
||||
33828 of 324000 cells carry a blend and there are 7094 descriptions.
|
||||
|
||||
The GPU atlas pads every 64 px tile with a 2-texel replicated gutter. Packed
|
||||
edge-to-edge, bilinear/mipmap filtering averaged two unrelated tiles at every
|
||||
cell border — that cross-tile bleed was the visible grid line the hardware path
|
||||
drew. (`shaders/terrain.frag` samples `cell_stride = cell_texels + 2 * gutter`.)
|
||||
|
||||
### Open question: per-cell tile sampling
|
||||
|
||||
Measured on `map_mp_2_feasel4`, sampling each cell as its own 64 px block and
|
||||
restarting the UV every cell leaves a 1.39x edge spike at cell boundaries
|
||||
(43.4 vs 31.1 mean gradient at 8 px/cell). Two candidate mappings reduce it and
|
||||
need a visual decision against the retail art:
|
||||
|
||||
| Mapping | Boundary/interior |
|
||||
| --- | --- |
|
||||
| per-cell 64 px block (current) | 1.39 |
|
||||
| OpenSAGE `BlendTileTextureIndex` Morton layout, 32 px block | 1.18 |
|
||||
| continuous `uv / (cellSize * 2)`, per OpenSAGE `Terrain.frag` | 1.11 |
|
||||
|
||||
The retail `Terrain.frag` (OpenSAGE) samples the tile texture *continuously*
|
||||
(`uv / (CellSize * 2)`), so adjacent cells never restart the texture; our
|
||||
per-cell restart is the remaining source of grid lines. Switching the atlas
|
||||
from 64 px blocks to continuous 32 px regions (or the Morton 8x8 layout) is the
|
||||
next step, pending an art correlation check.
|
||||
|
||||
### Map display names
|
||||
|
||||
The skirmish map list labels live in `Data\English.big`'s
|
||||
`data\gamestrings.csf` (the newest `Lang-English*.big` wins) under
|
||||
`MAP:<UPPERCASE_ID>`, e.g. `MAP:MAP_MP_2_FEASEL4` = "Battlebase Beta". CSF
|
||||
values are UTF-16 code units whose low byte is XORed with `0xFF`
|
||||
(`ra3::map::parse_map_names`). `openra3 extract` writes the decoded table to
|
||||
`maps/map_names.tsv`; `openra3 menu` shows them instead of the raw map id.
|
||||
|
||||
|
||||
### Still to recover
|
||||
|
||||
- `MPPositionList` layout (per-player starts for maps without waypoints).
|
||||
- Map dimensions / `HeightMapData` / `BlendTileData`.
|
||||
- Compiled asset blobs (`map.bin`, `global.bin`, `static.*.bin`) and the
|
||||
`.manifest` schema used to deserialise them.
|
||||
- Cliff textures and the `CliffTextureMapping` UV remap (`CliffTextures` is
|
||||
parsed but not yet drawn).
|
||||
- Compiled asset blobs (`global.bin`, `static.*.bin`) and the `.manifest`
|
||||
schema used to deserialise them.
|
||||
|
||||
Reference in New Issue
Block a user