11 Commits
Author SHA1 Message Date
EnderTheCoder 26e1934a5d feat(render): SAGE water/ocean shaders, per-user logs, camera & culling
Terrain pass now ports the SAGE water model (Ocean.fx / OpenSAGE Water.frag): a de-gridded procedural wave normal combined with the retail ra3_deepocean flow and ra3_deepocean_nrm bump maps (appended as the last two terrain-atlas layers, no new backend binding), Schlick fresnel, sky reflection + depth-graded refraction, SAGE diffuse/specular lighting, depth-based transparency, and an underwater tint (UnderwaterDeferred.fx). Mirrored across terrain.frag / dx_terrain.hlsl / webgl_terrain_frag.glsl / webgpu_terrain.wgsl.

Also: logs move to the per-user state dir (%LOCALAPPDATA%\\OpenRA3\\logs, else XDG) and archive as openra3.<stamp>.log; the FPS label shows the active backend; middle-drag camera reset; objects and roads below the water plane are culled.
2026-09-30 22:18:08 +08:00
EnderTheCoder 8047e80ed6 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.
2026-09-29 20:37:24 +08:00
EnderTheCoder 70f35d8382 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.
2026-09-29 18:08:11 +08:00
EnderTheCoder 889ce945f2 v0.7.0: SDL-free wasm worker backend (WebGPU + WebGL2) with on-demand assets
The engine now runs on a plain Web Worker (no SDL, no PROXY_TO_PTHREAD: in a pthread Emscripten proxies every filesystem syscall to the main browser thread, where synchronous XHR - and thus FS.createLazyFile - is forbidden). A page/worker pair transfers an OffscreenCanvas and forwards DOM input; assets load lazily from an embedded manifest, so entering a map fetches only that map and its tiles.

Presentation: ra3.webgpu (WebGPU via Emscripten's emdawnwebgpu port, WGSL shaders, the default on wasm) and ra3.wasmgl (WebGL2, GLSL ES). The legacy SDL ra3.webgl backend is removed.
2026-09-29 12:08:07 +08:00
EnderTheCoder 70d4beca4f 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.
2026-09-28 22:57:19 +08:00
EnderTheCoder 3caf18409b v0.4.0: Direct3D 11/12 backends, in-game renderer selection, per-run logging
- ra3.dx: D3D11 and D3D12 presentation backends (runtime HLSL via d3dcompiler);
  2D image blit and the GPU heightfield terrain raymarch, with the corner
  minimap/FPS overlays. Non-Windows builds link a null fallback.
- ra3.display: preferred backend plus ordered fallback (Vulkan/D3D11/D3D12/SDL);
  menu gains a Renderer option and the CLI gains --dx11/--dx12/--sdl, which the
  render command now honours too.
- vendor libenderlog (MIT): every run writes openra3.log next to the exe and
  archives the previous run's log; records at warn and above carry a call stack
  (native fallback, since libc++ has no <stacktrace>).
- Windows crash reporter writes openra3_crash.log (faulting module + backtrace);
  D3D/DXGI diagnostics are routed through the logger.
2026-09-28 13:03:37 +08:00
EnderTheCoder 59261868e1 docs: rewrite ARCHITECTURE as a Module/Function/Feature master plan
Decompose the full Red Alert 3 feature set three levels deep (29 modules, 169 functions, ~500 features) with per-feature status and milestone tags. Fold the release roadmap into ARCHITECTURE section 5 and remove docs/ROADMAP.md.
2026-09-26 22:28:19 +08:00
EnderTheCoder b6d619254d 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.
2026-09-20 02:20:39 +08:00
EnderTheCoder 1d12e4e099 v0.2.0: clang + import std; isolated Windows cross-build (llvm-mingw + SDL3) 2026-09-12 02:04:25 +08:00
EnderTheCoder b35372da52 v0.1.0: software map renderer + SDL3 window viewer 2026-09-12 01:02:49 +08:00
EnderTheCoder 3ad380c81e OpenRA3 v0.0.1: C++26 modules, BIG4/RefPack reader, minimal skirmish 2026-09-12 00:26:45 +08:00