Vendor libra3assets (C++26 modules: BIG4, RefPack, BinaryAsset, CSF, CkMp map)
under third_party/ and add the ra3_assets target. ra3.fs, ra3.map and ra3.terrain
become thin adapters over it:
- ra3.fs delegates RefPack and the BIG4 index/payload reads (index-only, payloads
read on demand).
- ra3.map decodes ObjectsList and CSF via map_document/csf_table; starts come from
player_starts(), replacing the off-by-one whole-buffer scan.
- ra3.terrain takes the CkMp container and HeightMapData from map_document, with
BlendTileData (not modelled by the library) parsed from the chunk payload.
Adds an opt-in real-asset check (OPENRA3_TEST_ASSETS) plus the library's own unit
suite as ra3assets_unit.
- 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.
- 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.