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:
EnderTheCoder
2026-09-20 02:20:39 +08:00
parent 702b4e29aa
commit b6d619254d
66 changed files with 37661 additions and 406 deletions
+99 -3
View File
@@ -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.