2 Commits
Author SHA1 Message Date
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 d0ae4c76ba v0.5.0: Windows/ARM64 and Linux/ARM64 cross targets, .deb/.msi packaging
- Cross toolchains: llvm-mingw-aarch64 (Windows ARM64; SDL3 staged from MSYS2's
  clangarm64 repo since SDL ships no MinGW ARM64 dev package) and
  clang-aarch64-linux-gnu (Linux ARM64; arm64 libc++/SDL3 via dpkg multiarch).
- Distro images: Dockerfile.linux-arm64, Dockerfile.win-arm64, Dockerfile.debian
  and Dockerfile.debian-arm64 (Debian 13 with upstream CMake, whose 3.31 gate
  cannot enable import std).
- Packaging via CPack: .deb for Ubuntu 26.04 and Debian 13 on amd64 and arm64
  (dependencies derived by dpkg-shlibdeps), portable .zip/.tar.gz, and a
  Windows .msi built with wixl (msitools) straight from the Linux cross image.
  wixl 0.106 lacks arm64, so Windows/ARM64 ships the portable zip only.
- CMake: parameterize the SDL3 MinGW triple, add install() + CPack config.
- CI: build/package jobs for both arm64 targets and both Debian packages;
  existing Linux/Windows jobs now also emit the .deb / .zip + .msi.
- scripts/: build-linux-arm64, build-windows-arm64, build-debian,
  build-debian-arm64.
2026-09-28 20:38:40 +08:00
36 changed files with 2180 additions and 83 deletions
+213 -3
View File
@@ -89,10 +89,11 @@ build_linux:
script: script:
- retry sh -c 'echo "$HARBOR_PASSWORD" | docker login "$HARBOR_HOST" -u "$HARBOR_USERNAME" --password-stdin' - retry sh -c 'echo "$HARBOR_PASSWORD" | docker login "$HARBOR_HOST" -u "$HARBOR_USERNAME" --password-stdin'
- retry docker pull $IMAGE:$CI_COMMIT_SHORT_SHA-linux - retry docker pull $IMAGE:$CI_COMMIT_SHORT_SHA-linux
- docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-linux cmake -S . -B build/linux -G Ninja -DCMAKE_BUILD_TYPE=Release - docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-linux cmake -S . -B build/linux -G Ninja -DCMAKE_BUILD_TYPE=Release -DOPENRA3_DISTRO_TAG=ubuntu26.04
- docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-linux cmake --build build/linux -j - docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-linux cmake --build build/linux -j
- docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-linux ctest --test-dir build/linux --output-on-failure - docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-linux ctest --test-dir build/linux --output-on-failure
- docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-linux bash -c "mkdir -p artifacts/linux && cp build/linux/bin/openra3 artifacts/linux/" - docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-linux bash -c "cd build/linux && cpack -G DEB"
- docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-linux bash -c "mkdir -p artifacts/linux && cp build/linux/bin/openra3 build/linux/*.deb artifacts/linux/"
artifacts: artifacts:
name: "$CI_PROJECT_NAME-linux-$CI_COMMIT_SHORT_SHA" name: "$CI_PROJECT_NAME-linux-$CI_COMMIT_SHORT_SHA"
paths: paths:
@@ -116,9 +117,218 @@ build_windows:
-DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/llvm-mingw-x86_64.cmake -DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/llvm-mingw-x86_64.cmake
-DCMAKE_BUILD_TYPE=Release -DCMAKE_BUILD_TYPE=Release
- docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-windows cmake --build build/windows -j - docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-windows cmake --build build/windows -j
- docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-windows bash -c "mkdir -p artifacts/windows && cp build/windows/bin/openra3.exe build/windows/bin/SDL3.dll artifacts/windows/" - docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-windows cmake --build build/windows --target openra3_msi
- docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-windows bash -c "cd build/windows && cpack -G ZIP"
- docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-windows bash -c "mkdir -p artifacts/windows && cp build/windows/bin/openra3.exe build/windows/bin/SDL3.dll build/windows/bin/*.msi build/windows/*.zip artifacts/windows/"
artifacts: artifacts:
name: "$CI_PROJECT_NAME-windows-$CI_COMMIT_SHORT_SHA" name: "$CI_PROJECT_NAME-windows-$CI_COMMIT_SHORT_SHA"
paths: paths:
- artifacts/windows/ - artifacts/windows/
expire_in: 7 days expire_in: 7 days
# --- arm64 + Debian toolchain images -----------------------------------------
linux_arm64_image:
stage: image
image: docker:latest
services: *dind
tags:
- docker
before_script: *retry
script:
- retry sh -c 'echo "$HARBOR_PASSWORD" | docker login "$HARBOR_HOST" -u "$HARBOR_USERNAME" --password-stdin'
- |
retry docker build \
--cache-from type=registry,ref=$IMAGE:cache-linux-arm64,insecure=true \
--cache-to type=registry,ref=$IMAGE:cache-linux-arm64,mode=max,insecure=true \
--build-arg APT_MIRROR=$APT_MIRROR \
--target dev \
-t $IMAGE:$CI_COMMIT_SHORT_SHA-linux-arm64 \
-f Dockerfile.linux-arm64 .
- retry docker push $IMAGE:$CI_COMMIT_SHORT_SHA-linux-arm64
windows_arm64_image:
stage: image
image: docker:latest
services: *dind
tags:
- docker
before_script: *retry
script:
- retry sh -c 'echo "$HARBOR_PASSWORD" | docker login "$HARBOR_HOST" -u "$HARBOR_USERNAME" --password-stdin'
- |
retry docker build \
--cache-from type=registry,ref=$IMAGE:cache-windows-arm64,insecure=true \
--cache-to type=registry,ref=$IMAGE:cache-windows-arm64,mode=max,insecure=true \
--build-arg APT_MIRROR=$APT_MIRROR \
--target dev \
-t $IMAGE:$CI_COMMIT_SHORT_SHA-windows-arm64 \
-f Dockerfile.win-arm64 .
- retry docker push $IMAGE:$CI_COMMIT_SHORT_SHA-windows-arm64
debian_image:
stage: image
image: docker:latest
services: *dind
tags:
- docker
before_script: *retry
script:
- retry sh -c 'echo "$HARBOR_PASSWORD" | docker login "$HARBOR_HOST" -u "$HARBOR_USERNAME" --password-stdin'
- |
retry docker build \
--cache-from type=registry,ref=$IMAGE:cache-debian,insecure=true \
--cache-to type=registry,ref=$IMAGE:cache-debian,mode=max,insecure=true \
--build-arg APT_MIRROR=$APT_MIRROR \
--target dev \
-t $IMAGE:$CI_COMMIT_SHORT_SHA-debian \
-f Dockerfile.debian .
- retry docker push $IMAGE:$CI_COMMIT_SHORT_SHA-debian
debian_arm64_image:
stage: image
image: docker:latest
services: *dind
tags:
- docker
before_script: *retry
script:
- retry sh -c 'echo "$HARBOR_PASSWORD" | docker login "$HARBOR_HOST" -u "$HARBOR_USERNAME" --password-stdin'
- |
retry docker build \
--cache-from type=registry,ref=$IMAGE:cache-debian-arm64,insecure=true \
--cache-to type=registry,ref=$IMAGE:cache-debian-arm64,mode=max,insecure=true \
--build-arg APT_MIRROR=$APT_MIRROR \
--target dev \
-t $IMAGE:$CI_COMMIT_SHORT_SHA-debian-arm64 \
-f Dockerfile.debian-arm64 .
- retry docker push $IMAGE:$CI_COMMIT_SHORT_SHA-debian-arm64
# --- build each target (binary + packages) -----------------------------------
build_linux_arm64:
stage: build
image: docker:latest
services: *dind
tags:
- docker
needs:
- linux_arm64_image
before_script: *retry
script:
- retry sh -c 'echo "$HARBOR_PASSWORD" | docker login "$HARBOR_HOST" -u "$HARBOR_USERNAME" --password-stdin'
- retry docker pull $IMAGE:$CI_COMMIT_SHORT_SHA-linux-arm64
- docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-linux-arm64 cmake -S . -B build/linux-arm64 -G Ninja -DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/clang-aarch64-linux-gnu.cmake -DCMAKE_BUILD_TYPE=Release -DOPENRA3_DISTRO_TAG=ubuntu26.04
- docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-linux-arm64 cmake --build build/linux-arm64 -j
- docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-linux-arm64 bash -c "cd build/linux-arm64 && cpack -G DEB"
- docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-linux-arm64 bash -c "mkdir -p artifacts/linux-arm64 && cp build/linux-arm64/bin/openra3 build/linux-arm64/*.deb artifacts/linux-arm64/"
artifacts:
name: "$CI_PROJECT_NAME-linux-arm64-$CI_COMMIT_SHORT_SHA"
paths:
- artifacts/linux-arm64/
expire_in: 7 days
build_windows_arm64:
stage: build
image: docker:latest
services: *dind
tags:
- docker
needs:
- windows_arm64_image
before_script: *retry
script:
- retry sh -c 'echo "$HARBOR_PASSWORD" | docker login "$HARBOR_HOST" -u "$HARBOR_USERNAME" --password-stdin'
- retry docker pull $IMAGE:$CI_COMMIT_SHORT_SHA-windows-arm64
- docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-windows-arm64 cmake -S . -B build/windows-arm64 -G Ninja -DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/llvm-mingw-aarch64.cmake -DCMAKE_BUILD_TYPE=Release
- docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-windows-arm64 cmake --build build/windows-arm64 -j
- docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-windows-arm64 bash -c "cd build/windows-arm64 && cpack -G ZIP"
- docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-windows-arm64 bash -c "mkdir -p artifacts/windows-arm64 && cp build/windows-arm64/bin/openra3.exe build/windows-arm64/bin/SDL3.dll build/windows-arm64/*.zip artifacts/windows-arm64/"
artifacts:
name: "$CI_PROJECT_NAME-windows-arm64-$CI_COMMIT_SHORT_SHA"
paths:
- artifacts/windows-arm64/
expire_in: 7 days
build_debian:
stage: build
image: docker:latest
services: *dind
tags:
- docker
needs:
- debian_image
before_script: *retry
script:
- retry sh -c 'echo "$HARBOR_PASSWORD" | docker login "$HARBOR_HOST" -u "$HARBOR_USERNAME" --password-stdin'
- retry docker pull $IMAGE:$CI_COMMIT_SHORT_SHA-debian
- docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-debian cmake -S . -B build/debian -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_CXX_STDLIB_MODULES_JSON=/usr/lib/llvm-19/lib/libc++.modules.json -DOPENRA3_DISTRO_TAG=debian13
- docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-debian cmake --build build/debian -j
- docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-debian ctest --test-dir build/debian --output-on-failure
- docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-debian bash -c "cd build/debian && cpack -G DEB"
- docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-debian bash -c "mkdir -p artifacts/debian && cp build/debian/bin/openra3 build/debian/*.deb artifacts/debian/"
artifacts:
name: "$CI_PROJECT_NAME-debian-$CI_COMMIT_SHORT_SHA"
paths:
- artifacts/debian/
expire_in: 7 days
build_debian_arm64:
stage: build
image: docker:latest
services: *dind
tags:
- docker
needs:
- debian_arm64_image
before_script: *retry
script:
- retry sh -c 'echo "$HARBOR_PASSWORD" | docker login "$HARBOR_HOST" -u "$HARBOR_USERNAME" --password-stdin'
- retry docker pull $IMAGE:$CI_COMMIT_SHORT_SHA-debian-arm64
- docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-debian-arm64 cmake -S . -B build/debian-arm64 -G Ninja -DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/clang-aarch64-linux-gnu.cmake -DCMAKE_BUILD_TYPE=Release -DOPENRA3_AARCH64_CC=clang-19 -DOPENRA3_AARCH64_CXX=clang++-19 -DOPENRA3_AARCH64_STDLIB_MODULES_JSON=/usr/lib/llvm-19/lib/libc++.modules.json -DOPENRA3_DISTRO_TAG=debian13
- docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-debian-arm64 cmake --build build/debian-arm64 -j
- docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-debian-arm64 bash -c "cd build/debian-arm64 && cpack -G DEB"
- docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-debian-arm64 bash -c "mkdir -p artifacts/debian-arm64 && cp build/debian-arm64/bin/openra3 build/debian-arm64/*.deb artifacts/debian-arm64/"
artifacts:
name: "$CI_PROJECT_NAME-debian-arm64-$CI_COMMIT_SHORT_SHA"
paths:
- artifacts/debian-arm64/
expire_in: 7 days
# --- WebAssembly (Emscripten) -------------------------------------------------
wasm_image:
stage: image
image: docker:latest
services: *dind
tags:
- docker
before_script: *retry
script:
- retry sh -c 'echo "$HARBOR_PASSWORD" | docker login "$HARBOR_HOST" -u "$HARBOR_USERNAME" --password-stdin'
- |
retry docker build \
--cache-from type=registry,ref=$IMAGE:cache-wasm,insecure=true \
--cache-to type=registry,ref=$IMAGE:cache-wasm,mode=max,insecure=true \
--build-arg APT_MIRROR=$APT_MIRROR \
--target dev \
-t $IMAGE:$CI_COMMIT_SHORT_SHA-wasm \
-f Dockerfile.wasm .
- retry docker push $IMAGE:$CI_COMMIT_SHORT_SHA-wasm
build_wasm:
stage: build
image: docker:latest
services: *dind
tags:
- docker
needs:
- wasm_image
before_script: *retry
script:
- retry sh -c 'echo "$HARBOR_PASSWORD" | docker login "$HARBOR_HOST" -u "$HARBOR_USERNAME" --password-stdin'
- retry docker pull $IMAGE:$CI_COMMIT_SHORT_SHA-wasm
- docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-wasm cmake -S . -B build/wasm -G Ninja -DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/emscripten-wasm.cmake -DCMAKE_BUILD_TYPE=Release
- docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-wasm cmake --build build/wasm -j
- docker run --rm -v "$(pwd):/work" -w /work $IMAGE:$CI_COMMIT_SHORT_SHA-wasm bash -c "mkdir -p artifacts/wasm && cp build/wasm/bin/openra3.html build/wasm/bin/openra3.js build/wasm/bin/openra3.wasm build/wasm/bin/openra3.data artifacts/wasm/ 2>/dev/null || cp build/wasm/bin/openra3.html build/wasm/bin/openra3.js build/wasm/bin/openra3.wasm artifacts/wasm/"
artifacts:
name: "$CI_PROJECT_NAME-wasm-$CI_COMMIT_SHORT_SHA"
paths:
- artifacts/wasm/
expire_in: 7 days
+175 -14
View File
@@ -7,8 +7,9 @@ set(CMAKE_EXPERIMENTAL_CXX_IMPORT_STD "d0edc3af-4c50-42ea-a356-e2862fe7a444")
# Path to the standard-library module description. A cross toolchain overrides # Path to the standard-library module description. A cross toolchain overrides
# this before the compiler is probed; this default targets the Linux LLVM # this before the compiler is probed; this default targets the Linux LLVM
# package. # package. Skipped for Emscripten, whose toolchain supplies its own sysroot
if(NOT CMAKE_CXX_STDLIB_MODULES_JSON) # modules.json.
if(NOT CMAKE_CXX_STDLIB_MODULES_JSON AND NOT DEFINED ENV{EMSDK})
set(CMAKE_CXX_STDLIB_MODULES_JSON "/usr/lib/llvm-21/lib/libc++.modules.json") set(CMAKE_CXX_STDLIB_MODULES_JSON "/usr/lib/llvm-21/lib/libc++.modules.json")
endif() endif()
@@ -25,7 +26,7 @@ set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF) set(CMAKE_CXX_EXTENSIONS OFF)
set(CMAKE_CXX_SCAN_FOR_MODULES ON) set(CMAKE_CXX_SCAN_FOR_MODULES ON)
project(OpenRA3 VERSION 0.4.0 LANGUAGES C CXX) project(OpenRA3 VERSION 0.6.0 LANGUAGES C CXX)
if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES) if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE) set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE)
@@ -52,9 +53,18 @@ endfunction()
# --- SDL3: pkg-config on Linux, or an explicit MinGW root for Windows -------- # --- SDL3: pkg-config on Linux, or an explicit MinGW root for Windows --------
add_library(openra3_sdl3 INTERFACE) add_library(openra3_sdl3 INTERFACE)
set(OPENRA3_HAS_SDL3 OFF) set(OPENRA3_HAS_SDL3 OFF)
if(OPENRA3_SDL3_ROOT) # The triple-named subdirectory inside a MinGW SDL3 development package
target_include_directories(openra3_sdl3 INTERFACE "${OPENRA3_SDL3_ROOT}/x86_64-w64-mingw32/include") # (`<root>/<triple>/{include,lib,bin}`); x86_64 unless a toolchain overrides it.
target_link_libraries(openra3_sdl3 INTERFACE "${OPENRA3_SDL3_ROOT}/x86_64-w64-mingw32/lib/libSDL3.dll.a") set(OPENRA3_SDL3_MINGW_TRIPLE "x86_64-w64-mingw32" CACHE STRING "SDL3 MinGW triple subdirectory")
if(EMSCRIPTEN)
# Emscripten's SDL3 web port provides the headers and the (static) library
# via the `-sUSE_SDL=3` flag, on every target that uses SDL.
target_compile_options(openra3_sdl3 INTERFACE -sUSE_SDL=3)
target_link_options(openra3_sdl3 INTERFACE -sUSE_SDL=3)
set(OPENRA3_HAS_SDL3 ON)
elseif(OPENRA3_SDL3_ROOT)
target_include_directories(openra3_sdl3 INTERFACE "${OPENRA3_SDL3_ROOT}/${OPENRA3_SDL3_MINGW_TRIPLE}/include")
target_link_libraries(openra3_sdl3 INTERFACE "${OPENRA3_SDL3_ROOT}/${OPENRA3_SDL3_MINGW_TRIPLE}/lib/libSDL3.dll.a")
set(OPENRA3_HAS_SDL3 ON) set(OPENRA3_HAS_SDL3 ON)
else() else()
find_package(PkgConfig QUIET) find_package(PkgConfig QUIET)
@@ -75,9 +85,15 @@ endif()
# --- Vulkan: vendored volk + headers, so no Vulkan SDK is needed --------------- # --- Vulkan: vendored volk + headers, so no Vulkan SDK is needed ---------------
# The loader is resolved at runtime (volk dlopen/LoadLibrary), which lets the # The loader is resolved at runtime (volk dlopen/LoadLibrary), which lets the
# same source build the Vulkan backend on Linux and on the MinGW Windows target. # same source build the Vulkan backend on Linux and on the MinGW Windows target.
option(OPENRA3_VULKAN "Build the Vulkan viewer" ON) # WebAssembly has no Vulkan, so the viewer is off there (the null backend).
if(EMSCRIPTEN)
set(OPENRA3_VULKAN_DEFAULT OFF)
else()
set(OPENRA3_VULKAN_DEFAULT ON)
endif()
option(OPENRA3_VULKAN "Build the Vulkan viewer" ${OPENRA3_VULKAN_DEFAULT})
set(OPENRA3_HAS_VULKAN OFF) set(OPENRA3_HAS_VULKAN OFF)
if(OPENRA3_VULKAN AND OPENRA3_HAS_SDL3) if(OPENRA3_VULKAN AND OPENRA3_HAS_SDL3 AND NOT EMSCRIPTEN)
set(OPENRA3_HAS_VULKAN ON) set(OPENRA3_HAS_VULKAN ON)
endif() endif()
if(OPENRA3_HAS_VULKAN) if(OPENRA3_HAS_VULKAN)
@@ -86,9 +102,11 @@ else()
message(STATUS "OpenRA3: Vulkan viewer disabled - offscreen image only") message(STATUS "OpenRA3: Vulkan viewer disabled - offscreen image only")
endif() endif()
add_library(ra3_volk STATIC third_party/volk/volk.c) if(NOT EMSCRIPTEN)
target_include_directories(ra3_volk PUBLIC third_party/volk third_party/vulkan/include) add_library(ra3_volk STATIC third_party/volk/volk.c)
target_compile_definitions(ra3_volk PUBLIC VK_NO_PROTOTYPES) target_include_directories(ra3_volk PUBLIC third_party/volk third_party/vulkan/include)
target_compile_definitions(ra3_volk PUBLIC VK_NO_PROTOTYPES)
endif()
# Embed the committed SPIR-V blobs into a generated header at configure time. # Embed the committed SPIR-V blobs into a generated header at configure time.
# Regenerate with shaders/compile.sh after editing a .vert/.frag. # Regenerate with shaders/compile.sh after editing a .vert/.frag.
@@ -132,6 +150,25 @@ function(openra3_embed_hlsl out_header)
file(WRITE "${out_header}" "${content}") file(WRITE "${out_header}" "${content}")
endfunction() endfunction()
# Embed the GLSL ES sources for the WebGL backend as string literals (compiled
# at runtime by the browser's GL, like the HLSL for Direct3D).
function(openra3_embed_glsl out_header)
set(content "// Generated by CMake from shaders/*.glsl.\n")
string(APPEND content "#pragma once\n\nnamespace ra3_shaders {\n")
foreach(src IN LISTS ARGN)
if(NOT EXISTS "${src}")
message(FATAL_ERROR "Missing GLSL shader ${src}")
endif()
get_filename_component(base "${src}" NAME_WE)
string(MAKE_C_IDENTIFIER "${base}" ident)
string(APPEND ident "_glsl")
file(READ "${src}" text)
string(APPEND content "inline constexpr const char ${ident}[] = R\"RA3GLSL(${text})RA3GLSL\";\n\n")
endforeach()
string(APPEND content "} // namespace ra3_shaders\n")
file(WRITE "${out_header}" "${content}")
endfunction()
# --- logging (vendored libenderlog, MIT) ------------------------------------- # --- logging (vendored libenderlog, MIT) -------------------------------------
# A standalone C++26 module logger (`import ender.log;`) with a per-run # A standalone C++26 module logger (`import ender.log;`) with a per-run
# archiving file sink. libc++ has no <stacktrace>, so on this toolchain the # archiving file sink. libc++ has no <stacktrace>, so on this toolchain the
@@ -272,17 +309,55 @@ else()
endif() endif()
openra3_target_defaults(ra3_dx) openra3_target_defaults(ra3_dx)
# --- WebGL viewer (Emscripten/WebAssembly, or null fallback) ------------------
# A peer of the Vulkan/Direct3D backends; built only for the wasm target, where
# it uses an SDL3 canvas + GLES 3.0 (WebGL2). Elsewhere it is the null stub.
option(OPENRA3_WEBGL "Build the WebGL viewer (Emscripten)" ON)
set(OPENRA3_HAS_WEBGL OFF)
if(OPENRA3_WEBGL AND EMSCRIPTEN)
set(OPENRA3_HAS_WEBGL ON)
endif()
if(OPENRA3_HAS_WEBGL)
message(STATUS "OpenRA3: WebGL viewer enabled")
else()
message(STATUS "OpenRA3: WebGL viewer disabled - null backend")
endif()
add_library(ra3_webgl STATIC)
if(OPENRA3_HAS_WEBGL)
openra3_embed_glsl(
"${CMAKE_CURRENT_BINARY_DIR}/generated/glsl_embedded.hpp"
"${CMAKE_CURRENT_SOURCE_DIR}/shaders/webgl_scene_vert.glsl"
"${CMAKE_CURRENT_SOURCE_DIR}/shaders/webgl_scene_frag.glsl"
"${CMAKE_CURRENT_SOURCE_DIR}/shaders/webgl_terrain_vert.glsl"
"${CMAKE_CURRENT_SOURCE_DIR}/shaders/webgl_terrain_frag.glsl"
)
set_property(DIRECTORY APPEND PROPERTY CMAKE_CONFIGURE_DEPENDS
"${CMAKE_CURRENT_SOURCE_DIR}/shaders/webgl_scene_vert.glsl"
"${CMAKE_CURRENT_SOURCE_DIR}/shaders/webgl_scene_frag.glsl"
"${CMAKE_CURRENT_SOURCE_DIR}/shaders/webgl_terrain_vert.glsl"
"${CMAKE_CURRENT_SOURCE_DIR}/shaders/webgl_terrain_frag.glsl")
target_sources(ra3_webgl PUBLIC FILE_SET CXX_MODULES FILES src/webgl/ra3.webgl.cppm)
target_include_directories(ra3_webgl PRIVATE "${CMAKE_CURRENT_BINARY_DIR}/generated")
target_link_libraries(ra3_webgl PUBLIC ra3_core ra3_render ra3_terrain ra3_client ra3_enderlog openra3_sdl3)
# Target WebGL2 so GLES3-only entry points (glTexImage3D, VAOs, ...) link.
target_link_options(ra3_webgl PUBLIC -sMIN_WEBGL_VERSION=2 -sMAX_WEBGL_VERSION=2)
else()
target_sources(ra3_webgl PUBLIC FILE_SET CXX_MODULES FILES src/webgl/ra3.webgl.null.cppm)
target_link_libraries(ra3_webgl PUBLIC ra3_core ra3_render ra3_client)
endif()
openra3_target_defaults(ra3_webgl)
# --- display backend selection ------------------------------------------------ # --- display backend selection ------------------------------------------------
add_library(ra3_display STATIC) add_library(ra3_display STATIC)
target_sources(ra3_display PUBLIC FILE_SET CXX_MODULES FILES src/display/ra3.display.cppm) target_sources(ra3_display PUBLIC FILE_SET CXX_MODULES FILES src/display/ra3.display.cppm)
target_link_libraries(ra3_display PUBLIC ra3_core ra3_render ra3_terrain ra3_client ra3_ui ra3_vulkan ra3_dx) target_link_libraries(ra3_display PUBLIC ra3_core ra3_render ra3_terrain ra3_client ra3_ui ra3_vulkan ra3_dx ra3_webgl)
openra3_target_defaults(ra3_display) openra3_target_defaults(ra3_display)
# --- umbrella ----------------------------------------------------------------- # --- umbrella -----------------------------------------------------------------
add_library(ra3 STATIC) add_library(ra3 STATIC)
target_sources(ra3 PUBLIC FILE_SET CXX_MODULES FILES src/ra3.cppm) target_sources(ra3 PUBLIC FILE_SET CXX_MODULES FILES src/ra3.cppm)
target_link_libraries(ra3 PUBLIC ra3_core ra3_logic ra3_client ra3_data ra3_game ra3_fs ra3_map ra3_skirmish ra3_render ra3_terrain ra3_display target_link_libraries(ra3 PUBLIC ra3_core ra3_logic ra3_client ra3_data ra3_game ra3_fs ra3_map ra3_skirmish ra3_render ra3_terrain ra3_display
ra3_ui ra3_vulkan ra3_dx ra3_enderlog) ra3_ui ra3_vulkan ra3_dx ra3_webgl ra3_enderlog)
openra3_target_defaults(ra3) openra3_target_defaults(ra3)
# --- executable --------------------------------------------------------------- # --- executable ---------------------------------------------------------------
@@ -293,10 +368,96 @@ openra3_target_defaults(openra3)
if(WIN32 AND OPENRA3_SDL3_ROOT) if(WIN32 AND OPENRA3_SDL3_ROOT)
add_custom_command(TARGET openra3 POST_BUILD add_custom_command(TARGET openra3 POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${OPENRA3_SDL3_ROOT}/x86_64-w64-mingw32/bin/SDL3.dll" "${OPENRA3_SDL3_ROOT}/${OPENRA3_SDL3_MINGW_TRIPLE}/bin/SDL3.dll"
"$<TARGET_FILE_DIR:openra3>") "$<TARGET_FILE_DIR:openra3>")
endif() endif()
if(EMSCRIPTEN)
# Emit a ready-to-serve openra3.html that loads the module and drives the
# #canvas element SDL3 renders into.
set_target_properties(openra3 PROPERTIES SUFFIX ".html")
target_link_options(openra3 PRIVATE
"--shell-file=${CMAKE_CURRENT_SOURCE_DIR}/apps/web/shell.html"
-sFORCE_FILESYSTEM=1)
# Preload a compact assets directory into the virtual filesystem at /assets,
# where the runtime looks next to the module. Prefer a per-map set (one map +
# the tiles it uses, listed by `openra3 textures --map ID`): browsers forbid
# synchronous on-demand file reads on the main thread, so bundling a small
# set is the portable choice.
set(OPENRA3_WEB_ASSETS "" CACHE PATH "Assets directory preloaded into the wasm FS at /assets")
if(OPENRA3_WEB_ASSETS AND EXISTS "${OPENRA3_WEB_ASSETS}")
target_link_options(openra3 PRIVATE "--preload-file=${OPENRA3_WEB_ASSETS}@/assets")
endif()
endif()
# --- packaging (.deb / .msi / portable archives) -----------------------------
# CPack produces the release artifacts in one shot:
# Linux -> DEB (dependencies derived from the binary with dpkg-shlibdeps)
# plus a portable .tar.gz
# Windows -> a Windows Installer .msi (built with wixl from msitools when the
# WiX tools are absent, so the Linux cross image can make it) plus a
# portable .zip with the exe and SDL3.dll
# OPENRA3_DISTRO_TAG (e.g. ubuntu26.04) is appended to the Linux file name so the
# per-distro images do not collide.
install(TARGETS openra3 RUNTIME DESTINATION bin)
if(WIN32 AND OPENRA3_SDL3_ROOT)
install(FILES "${OPENRA3_SDL3_ROOT}/${OPENRA3_SDL3_MINGW_TRIPLE}/bin/SDL3.dll" DESTINATION bin)
endif()
set(OPENRA3_DISTRO_TAG "" CACHE STRING "Distro tag appended to package file names (e.g. ubuntu26.04)")
set(CPACK_PACKAGE_NAME "openra3")
set(CPACK_PACKAGE_VENDOR "OpenRA3")
set(CPACK_PACKAGE_CONTACT "OpenRA3 <noreply@openra3.invalid>")
set(CPACK_PACKAGE_DESCRIPTION_SUMMARY "OpenRA3 - a from-scratch reimplementation of Red Alert 3")
set(CPACK_PACKAGE_HOMEPAGE_URL "https://git.ender.cool/EnderTheCoder/openra3")
set(CPACK_PACKAGE_VERSION "${PROJECT_VERSION}")
set(CPACK_PACKAGE_EXECUTABLES "openra3" "OpenRA3")
set(CPACK_STRIP_FILES ON)
if(EXISTS "${CMAKE_CURRENT_SOURCE_DIR}/LICENSE")
set(CPACK_RESOURCE_FILE_LICENSE "${CMAKE_CURRENT_SOURCE_DIR}/LICENSE")
endif()
if(WIN32)
if(CMAKE_SYSTEM_PROCESSOR STREQUAL "aarch64")
set(OPENRA3_WIN_ARCH "arm64")
else()
set(OPENRA3_WIN_ARCH "x86_64")
endif()
set(CPACK_PACKAGE_FILE_NAME "openra3-${PROJECT_VERSION}-windows-${OPENRA3_WIN_ARCH}")
# Portable .zip (exe + SDL3.dll).
set(CPACK_GENERATOR "ZIP")
# A Windows Installer (.msi) straight from the Linux cross build via wixl
# (msitools). wixl 0.106 has no arm64 support, so the MSI is offered for
# x86_64 and ARM64 ships the portable zip.
find_program(OPENRA3_WIXL wixl)
if(OPENRA3_WIXL AND NOT CMAKE_SYSTEM_PROCESSOR STREQUAL "aarch64")
configure_file("${CMAKE_CURRENT_SOURCE_DIR}/cmake/packaging/openra3.wxs.in"
"${CMAKE_CURRENT_BINARY_DIR}/openra3.wxs" @ONLY)
add_custom_target(openra3_msi
COMMAND "${OPENRA3_WIXL}" --arch x64
-D "exe=$<TARGET_FILE:openra3>"
-D "dll=${OPENRA3_SDL3_ROOT}/${OPENRA3_SDL3_MINGW_TRIPLE}/bin/SDL3.dll"
-o "$<TARGET_FILE_DIR:openra3>/${CPACK_PACKAGE_FILE_NAME}.msi"
"${CMAKE_CURRENT_BINARY_DIR}/openra3.wxs"
DEPENDS openra3
COMMENT "Building Windows Installer (${CPACK_PACKAGE_FILE_NAME}.msi) with wixl"
VERBATIM)
endif()
else()
if(CMAKE_SYSTEM_PROCESSOR STREQUAL "aarch64")
set(CPACK_DEBIAN_PACKAGE_ARCHITECTURE "arm64")
else()
set(CPACK_DEBIAN_PACKAGE_ARCHITECTURE "amd64")
endif()
set(CPACK_PACKAGE_FILE_NAME "openra3_${PROJECT_VERSION}_${CPACK_DEBIAN_PACKAGE_ARCHITECTURE}${OPENRA3_DISTRO_TAG}")
set(CPACK_GENERATOR "TGZ;DEB")
set(CPACK_DEBIAN_PACKAGE_SHLIBDEPS ON)
set(CPACK_DEBIAN_PACKAGE_SECTION "games")
set(CPACK_DEBIAN_PACKAGE_PRIORITY "optional")
endif()
include(CPack)
# --- extracted assets --------------------------------------------------------- # --- extracted assets ---------------------------------------------------------
# At build time, extract the retail assets into <exe_dir>/assets so the # At build time, extract the retail assets into <exe_dir>/assets so the
# executable is self-contained (no --game-dir at run time). This drives the # executable is self-contained (no --game-dir at run time). This drives the
+5 -2
View File
@@ -29,6 +29,8 @@ RUN --mount=type=cache,target=/var/lib/apt,sharing=locked \
clang-21 \ clang-21 \
clang-tools-21 \ clang-tools-21 \
cmake \ cmake \
dpkg-dev \
file \
gdb \ gdb \
git \ git \
libc++-21-dev \ libc++-21-dev \
@@ -45,9 +47,10 @@ ENV CXX=clang++-21
WORKDIR /work WORKDIR /work
COPY . . COPY . .
RUN cmake -S . -B build/linux -G Ninja -DCMAKE_BUILD_TYPE=Release \ RUN cmake -S . -B build/linux -G Ninja -DCMAKE_BUILD_TYPE=Release -DOPENRA3_DISTRO_TAG=ubuntu26.04 \
&& cmake --build build/linux -j \ && cmake --build build/linux -j \
&& ctest --test-dir build/linux --output-on-failure && ctest --test-dir build/linux --output-on-failure \
&& (cd build/linux && cpack -G DEB)
# deploy target: runtime dependencies + final binary, minimal and fast. # deploy target: runtime dependencies + final binary, minimal and fast.
FROM ubuntu:26.04 AS deploy FROM ubuntu:26.04 AS deploy
+87
View File
@@ -0,0 +1,87 @@
# syntax=docker/dockerfile:1
# Debian build environment (latest stable, Debian 13 "trixie") producing a .deb
# alongside the binary. Separate from Dockerfile (Ubuntu 26.04) because the
# distro and its libc++/SDL3 versions differ, and a .deb's dependencies must be
# generated against the distro it targets.
#
# Toolchain: clang-19 + libc++-19 (for `import std;`). Debian 13 ships CMake
# 3.31, whose experimental `import std` gate value the project does not target,
# so an upstream CMake is installed from the Kitware tarball.
FROM debian:stable AS dev
ENV DEBIAN_FRONTEND=noninteractive
ARG APT_MIRROR=""
RUN if [ -n "$APT_MIRROR" ]; then \
sed -i -e "s|http://deb.debian.org/debian|${APT_MIRROR}|g" \
-e "s|http://security.debian.org/debian-security|${APT_MIRROR}|g" \
/etc/apt/sources.list /etc/apt/sources.list.d/*.sources 2>/dev/null || true; \
fi
RUN --mount=type=cache,target=/var/lib/apt,sharing=locked \
--mount=type=cache,target=/var/cache/apt,sharing=locked \
for attempt in 1 2 3 4 5; do \
apt-get -o Acquire::Retries=5 update && break; \
echo "apt-get update failed (attempt $attempt), retrying"; \
sleep 5; \
done \
&& apt-get -o Acquire::Retries=5 install -y --no-install-recommends \
ca-certificates \
clang-19 \
clang-tools-19 \
curl \
dpkg-dev \
file \
libc++-19-dev \
libc++abi-19-dev \
libsdl3-dev \
libunwind-19-dev \
lld-19 \
ninja-build \
pkg-config \
python3 \
&& rm -rf /var/lib/apt/lists/*
# Upstream CMake, because Debian 13's 3.31 experimental gate does not enable the
# `import std;` support the project relies on.
ARG CMAKE_VERSION=4.2.3
RUN mkdir -p /opt/cmake \
&& curl -fL "https://github.com/Kitware/CMake/releases/download/v${CMAKE_VERSION}/cmake-${CMAKE_VERSION}-linux-x86_64.tar.gz" \
| tar -xz -C /opt/cmake --strip-components=1
ENV PATH="/opt/cmake/bin:${PATH}"
ENV CC=clang-19
ENV CXX=clang++-19
WORKDIR /work
COPY . .
RUN cmake -S . -B build/debian -G Ninja \
-DCMAKE_BUILD_TYPE=Release \
-DCMAKE_CXX_STDLIB_MODULES_JSON=/usr/lib/llvm-19/lib/libc++.modules.json \
-DOPENRA3_DISTRO_TAG=debian13 \
&& cmake --build build/debian -j \
&& ctest --test-dir build/debian --output-on-failure \
&& (cd build/debian && cpack -G DEB)
# deploy target: runtime dependencies + final binary, minimal and fast.
FROM debian:stable AS deploy
ENV DEBIAN_FRONTEND=noninteractive
RUN --mount=type=cache,target=/var/lib/apt,sharing=locked \
--mount=type=cache,target=/var/cache/apt,sharing=locked \
apt-get -o Acquire::Retries=5 update \
&& apt-get -o Acquire::Retries=5 install -y --no-install-recommends \
libc++1-19 \
libc++abi1-19 \
libsdl3-0 \
libvulkan1 \
&& rm -rf /var/lib/apt/lists/*
WORKDIR /app
COPY --from=dev /work/build/debian/bin/openra3 /app/openra3
ENTRYPOINT ["/app/openra3"]
+86
View File
@@ -0,0 +1,86 @@
# syntax=docker/dockerfile:1
# Debian build environment for Linux on ARM64 (aarch64-linux-gnu), producing an
# arm64 .deb. Cross-compiled from amd64 with Debian's clang-19 + libc++-19 and
# the arm64 packages installed via dpkg multiarch.
FROM debian:stable AS dev
ENV DEBIAN_FRONTEND=noninteractive
ARG APT_MIRROR=""
RUN if [ -n "$APT_MIRROR" ]; then \
sed -i -e "s|http://deb.debian.org/debian|${APT_MIRROR}|g" \
-e "s|http://security.debian.org/debian-security|${APT_MIRROR}|g" \
/etc/apt/sources.list /etc/apt/sources.list.d/*.sources 2>/dev/null || true; \
fi
RUN dpkg --add-architecture arm64
RUN --mount=type=cache,target=/var/lib/apt,sharing=locked \
--mount=type=cache,target=/var/cache/apt,sharing=locked \
for attempt in 1 2 3 4 5; do \
apt-get -o Acquire::Retries=5 update && break; \
echo "apt-get update failed (attempt $attempt), retrying"; \
sleep 5; \
done \
&& apt-get -o Acquire::Retries=5 install -y --no-install-recommends \
ca-certificates \
clang-19 \
clang-tools-19 \
curl \
dpkg-dev \
file \
gcc-aarch64-linux-gnu \
libc++-19-dev:arm64 \
libc++abi-19-dev:arm64 \
libsdl3-dev:arm64 \
libunwind-19-dev:arm64 \
lld-19 \
ninja-build \
pkg-config \
python3 \
&& rm -rf /var/lib/apt/lists/*
ARG CMAKE_VERSION=4.2.3
RUN mkdir -p /opt/cmake \
&& curl -fL "https://github.com/Kitware/CMake/releases/download/v${CMAKE_VERSION}/cmake-${CMAKE_VERSION}-linux-x86_64.tar.gz" \
| tar -xz -C /opt/cmake --strip-components=1
ENV PATH="/opt/cmake/bin:${PATH}"
ENV CC=clang-19
ENV CXX=clang++-19
# Point pkg-config at the arm64 packages so SDL3 resolves to the aarch64 build.
ENV PKG_CONFIG_LIBDIR=/usr/lib/aarch64-linux-gnu/pkgconfig
WORKDIR /work
COPY . .
RUN cmake -S . -B build/debian-arm64 -G Ninja \
-DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/clang-aarch64-linux-gnu.cmake \
-DCMAKE_BUILD_TYPE=Release \
-DOPENRA3_AARCH64_CC=clang-19 \
-DOPENRA3_AARCH64_CXX=clang++-19 \
-DOPENRA3_AARCH64_STDLIB_MODULES_JSON=/usr/lib/llvm-19/lib/libc++.modules.json \
-DOPENRA3_DISTRO_TAG=debian13 \
&& cmake --build build/debian-arm64 -j \
&& (cd build/debian-arm64 && cpack -G DEB)
FROM --platform=linux/arm64 debian:stable AS deploy
ENV DEBIAN_FRONTEND=noninteractive
RUN --mount=type=cache,target=/var/lib/apt,sharing=locked \
--mount=type=cache,target=/var/cache/apt,sharing=locked \
apt-get -o Acquire::Retries=5 update \
&& apt-get -o Acquire::Retries=5 install -y --no-install-recommends \
libc++1-19 \
libc++abi1-19 \
libsdl3-0 \
libvulkan1 \
&& rm -rf /var/lib/apt/lists/*
WORKDIR /app
COPY --from=dev /work/build/debian-arm64/bin/openra3 /app/openra3
ENTRYPOINT ["/app/openra3"]
+84
View File
@@ -0,0 +1,84 @@
# syntax=docker/dockerfile:1
# Linux on ARM64 cross-build environment (aarch64-linux-gnu), isolated from the
# x86_64 Linux image and the Windows images.
#
# Toolchain: clang-21 + libc++ with the arm64 libc++ (for `import std;`), the
# arm64 glibc from `gcc-aarch64-linux-gnu`, arm64 SDL3 from `libsdl3-dev:arm64`,
# and lld as the linker. The arm64 packages are installed with dpkg multiarch
# (`arm64` added to the sources); the native clang/cmake build tools stay amd64.
FROM ubuntu:26.04 AS dev
ENV DEBIAN_FRONTEND=noninteractive
ARG APT_MIRROR=""
RUN if [ -n "$APT_MIRROR" ]; then \
sed -i -e "s|http://archive.ubuntu.com/ubuntu|${APT_MIRROR}|g" \
-e "s|http://security.ubuntu.com/ubuntu|${APT_MIRROR}|g" \
-e "s|http://ports.ubuntu.com/ubuntu-ports|${APT_MIRROR}|g" \
/etc/apt/sources.list /etc/apt/sources.list.d/*.sources 2>/dev/null || true; \
fi
# Enable the arm64 architecture on top of the emulated amd64 userland.
RUN dpkg --add-architecture arm64
RUN --mount=type=cache,target=/var/lib/apt,sharing=locked \
--mount=type=cache,target=/var/cache/apt,sharing=locked \
for attempt in 1 2 3 4 5; do \
apt-get -o Acquire::Retries=5 update && break; \
echo "apt-get update failed (attempt $attempt), retrying"; \
sleep 5; \
done \
&& apt-get -o Acquire::Retries=5 install -y --no-install-recommends \
ca-certificates \
clang-21 \
cmake \
dpkg-dev \
file \
gcc-aarch64-linux-gnu \
libc++-21-dev:arm64 \
libc++abi-21-dev:arm64 \
libsdl3-dev:arm64 \
libunwind-21-dev:arm64 \
lld-21 \
ninja-build \
pkg-config \
python3 \
&& rm -rf /var/lib/apt/lists/*
ENV CC=clang-21
ENV CXX=clang++-21
# Point pkg-config at the arm64 packages so SDL3 resolves to the aarch64 build.
ENV PKG_CONFIG_LIBDIR=/usr/lib/aarch64-linux-gnu/pkgconfig
WORKDIR /work
COPY . .
RUN cmake -S . -B build/linux-arm64 -G Ninja \
-DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/clang-aarch64-linux-gnu.cmake \
-DCMAKE_BUILD_TYPE=Release \
-DOPENRA3_DISTRO_TAG=ubuntu26.04 \
&& cmake --build build/linux-arm64 -j \
&& (cd build/linux-arm64 && cpack -G DEB)
# deploy target: runtime dependencies + final binary, minimal and fast. This is
# an arm64 image; build it on (or with emulation for) an arm64 host.
FROM --platform=linux/arm64 ubuntu:26.04 AS deploy
ENV DEBIAN_FRONTEND=noninteractive
RUN --mount=type=cache,target=/var/lib/apt,sharing=locked \
--mount=type=cache,target=/var/cache/apt,sharing=locked \
apt-get -o Acquire::Retries=5 update \
&& apt-get -o Acquire::Retries=5 install -y --no-install-recommends \
libc++1 \
libc++abi1 \
libsdl3-0 \
libvulkan1 \
&& rm -rf /var/lib/apt/lists/*
WORKDIR /app
COPY --from=dev /work/build/linux-arm64/bin/openra3 /app/openra3
ENTRYPOINT ["/app/openra3"]
+46
View File
@@ -0,0 +1,46 @@
# syntax=docker/dockerfile:1
# WebAssembly build environment (Emscripten), producing openra3.html/.js/.wasm.
#
# The emsdk image ships CMake 3.28, whose experimental `import std` support is
# too old for the project, so an upstream CMake is layered on top.
FROM emscripten/emsdk:6.0.10 AS dev
ENV DEBIAN_FRONTEND=noninteractive
ARG APT_MIRROR=""
RUN if [ -n "$APT_MIRROR" ]; then \
sed -i -e "s|http://archive.ubuntu.com/ubuntu|${APT_MIRROR}|g" \
-e "s|http://security.ubuntu.com/ubuntu|${APT_MIRROR}|g" \
-e "s|http://ports.ubuntu.com/ubuntu-ports|${APT_MIRROR}|g" \
/etc/apt/sources.list /etc/apt/sources.list.d/*.sources 2>/dev/null || true; \
fi
RUN --mount=type=cache,target=/var/lib/apt,sharing=locked \
--mount=type=cache,target=/var/cache/apt,sharing=locked \
for attempt in 1 2 3 4 5; do \
apt-get -o Acquire::Retries=5 update && break; \
echo "apt-get update failed (attempt $attempt), retrying"; \
sleep 5; \
done \
&& apt-get -o Acquire::Retries=5 install -y --no-install-recommends \
ca-certificates \
curl \
ninja-build \
&& rm -rf /var/lib/apt/lists/*
# Upstream CMake, because the emsdk image's 3.28 cannot build the project.
ARG CMAKE_VERSION=4.2.3
RUN mkdir -p /opt/cmake \
&& curl -fL "https://github.com/Kitware/CMake/releases/download/v${CMAKE_VERSION}/cmake-${CMAKE_VERSION}-linux-x86_64.tar.gz" \
| tar -xz -C /opt/cmake --strip-components=1
ENV PATH="/opt/cmake/bin:${PATH}"
WORKDIR /work
COPY . .
RUN cmake -S . -B build/wasm -G Ninja \
-DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/emscripten-wasm.cmake \
-DCMAKE_BUILD_TYPE=Release \
&& cmake --build build/wasm -j
+4 -1
View File
@@ -31,6 +31,7 @@ RUN --mount=type=cache,target=/var/lib/apt,sharing=locked \
curl \ curl \
ninja-build \ ninja-build \
python3 \ python3 \
wixl \
xz-utils \ xz-utils \
&& rm -rf /var/lib/apt/lists/* && rm -rf /var/lib/apt/lists/*
@@ -54,7 +55,9 @@ COPY . .
RUN cmake -S . -B build/windows -G Ninja \ RUN cmake -S . -B build/windows -G Ninja \
-DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/llvm-mingw-x86_64.cmake \ -DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/llvm-mingw-x86_64.cmake \
-DCMAKE_BUILD_TYPE=Release \ -DCMAKE_BUILD_TYPE=Release \
&& cmake --build build/windows -j && cmake --build build/windows -j \
&& cmake --build build/windows --target openra3_msi \
&& (cd build/windows && cpack -G ZIP)
# package target: the .exe plus the SDL3 runtime DLL. # package target: the .exe plus the SDL3 runtime DLL.
FROM ubuntu:26.04 AS package FROM ubuntu:26.04 AS package
+77
View File
@@ -0,0 +1,77 @@
# syntax=docker/dockerfile:1
# Windows on ARM64 cross-build environment (aarch64-w64-mingw32), isolated from
# the x86_64 Windows image and the Linux images.
#
# Toolchain: the same multi-target llvm-mingw as Dockerfile.win (clang + libc++ +
# the libc++ `std` module, MSVCRT runtime), targeting aarch64. The official SDL
# release ships no MinGW ARM64 dev package, so SDL3 comes from MSYS2's clangarm64
# repository, staged into the `<triple>/{include,lib,bin}` layout the toolchain
# expects.
FROM ubuntu:26.04 AS dev
ENV DEBIAN_FRONTEND=noninteractive
ARG APT_MIRROR=""
RUN if [ -n "$APT_MIRROR" ]; then \
sed -i -e "s|http://archive.ubuntu.com/ubuntu|${APT_MIRROR}|g" \
-e "s|http://security.ubuntu.com/ubuntu|${APT_MIRROR}|g" \
-e "s|http://ports.ubuntu.com/ubuntu-ports|${APT_MIRROR}|g" \
/etc/apt/sources.list /etc/apt/sources.list.d/*.sources 2>/dev/null || true; \
fi
RUN --mount=type=cache,target=/var/lib/apt,sharing=locked \
--mount=type=cache,target=/var/cache/apt,sharing=locked \
for attempt in 1 2 3 4 5; do \
apt-get -o Acquire::Retries=5 update && break; \
echo "apt-get update failed (attempt $attempt), retrying"; \
sleep 5; \
done \
&& apt-get -o Acquire::Retries=5 install -y --no-install-recommends \
ca-certificates \
cmake \
curl \
ninja-build \
python3 \
xz-utils \
zstd \
&& rm -rf /var/lib/apt/lists/*
# Pinned toolchain + SDL3 versions (override with --build-arg to bump).
ARG LLVM_MINGW_VERSION=20260908
ARG LLVM_MINGW_FLAVOR=msvcrt
# SDL3 for aarch64-w64-mingw32 from MSYS2's clangarm64 repo (name includes the
# MSYS2 package release, hence the `-1`).
ARG MSYS2_SDL3_PKG=mingw-w64-clang-aarch64-sdl3-3.4.16-1-any.pkg.tar.zst
RUN mkdir -p /opt/llvm-mingw \
&& curl -fL "https://github.com/mstorsjo/llvm-mingw/releases/download/${LLVM_MINGW_VERSION}/llvm-mingw-${LLVM_MINGW_VERSION}-${LLVM_MINGW_FLAVOR}-ubuntu-22.04-x86_64.tar.xz" \
| tar -xJ -C /opt/llvm-mingw --strip-components=1
RUN mkdir -p /opt/sdl3-aarch64/aarch64-w64-mingw32/include /opt/sdl3-aarch64/aarch64-w64-mingw32/lib /opt/sdl3-aarch64/aarch64-w64-mingw32/bin \
&& curl -fL "https://repo.msys2.org/mingw/clangarm64/${MSYS2_SDL3_PKG}" -o /tmp/sdl3.pkg.tar.zst \
&& mkdir -p /tmp/sdl3 && tar --zstd -xf /tmp/sdl3.pkg.tar.zst -C /tmp/sdl3 \
&& cp -r /tmp/sdl3/clangarm64/include/SDL3 /opt/sdl3-aarch64/aarch64-w64-mingw32/include/ \
&& cp /tmp/sdl3/clangarm64/lib/libSDL3.dll.a /opt/sdl3-aarch64/aarch64-w64-mingw32/lib/ \
&& cp /tmp/sdl3/clangarm64/bin/SDL3.dll /opt/sdl3-aarch64/aarch64-w64-mingw32/bin/ \
&& rm -rf /tmp/sdl3 /tmp/sdl3.pkg.tar.zst
ENV OPENRA3_LLVM_MINGW_ROOT=/opt/llvm-mingw
ENV OPENRA3_SDL3_ROOT=/opt/sdl3-aarch64
WORKDIR /work
COPY . .
RUN cmake -S . -B build/windows-arm64 -G Ninja \
-DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/llvm-mingw-aarch64.cmake \
-DCMAKE_BUILD_TYPE=Release \
&& cmake --build build/windows-arm64 -j \
&& (cd build/windows-arm64 && cpack -G ZIP)
# package target: the .exe plus the SDL3 runtime DLL.
FROM ubuntu:26.04 AS package
WORKDIR /app
COPY --from=dev /work/build/windows-arm64/bin/openra3.exe /app/
COPY --from=dev /work/build/windows-arm64/bin/SDL3.dll /app/
+78 -8
View File
@@ -18,16 +18,16 @@ Ghidra.
## Status ## Status
OpenRA3 is at **v0.4.0**. The engine compiles and runs headless, and a **minimal OpenRA3 is at **v0.6.0**. The engine compiles and runs headless, and a **minimal
skirmish** is playable: it reads a real multiplayer map out of your install, skirmish** is playable: it reads a real multiplayer map out of your install,
recovers the player start waypoints, and simulates two sides building a base, recovers the player start waypoints, and simulates two sides building a base,
extracting ore and fighting until one side is wiped out. The balance is the extracting ore and fighting until one side is wiped out. The balance is the
**retail Red Alert 3 balance**, pinned in `ra3.data` from EA's open RA3 XML: **retail Red Alert 3 balance**, pinned in `ra3.data` from EA's open RA3 XML:
damage types, `ArmorTemplate` percentages, weapon target masks, build costs and damage types, `ArmorTemplate` percentages, weapon target masks, build costs and
the ore economy. Presentation offers **Vulkan** (`ra3.vulkan`) and **Direct3D 11 / 12** the ore economy. Presentation offers **Vulkan** (`ra3.vulkan`), **Direct3D 11 / 12**
(`ra3.dx`) GPU backends with an SDL software blit and null fallbacks; the (`ra3.dx`) and **WebGL 2** (`ra3.webgl`, the wasm build) GPU backends with an SDL
backend is selectable from the in-game menu and the software renderer still software blit and null fallbacks; the backend is selectable from the in-game menu
produces headless images. Terrain tiles and the software renderer still produces headless images. Terrain tiles
cross-fade the way the retail `Terrain.fx` does (a per-cell blend ramp plus a cross-fade the way the retail `Terrain.fx` does (a per-cell blend ramp plus a
gutter-padded atlas), so material boundaries are smooth instead of a grid of gutter-padded atlas), so material boundaries are smooth instead of a grid of
hard lines. An in-window **menu** lists the maps by their localized name and hard lines. An in-window **menu** lists the maps by their localized name and
@@ -85,7 +85,7 @@ built-in test map so the project still builds and runs in CI.
| `src/core/ra3.core.cppm` | fundamental types, math, strings, random, message stream | | `src/core/ra3.core.cppm` | fundamental types, math, strings, random, message stream |
| `src/logic/ra3.logic.cppm` | objects, players, teams, spatial partition, game loop | | `src/logic/ra3.logic.cppm` | objects, players, teams, spatial partition, game loop |
| `src/client/ra3.client.cppm` | `display` abstraction + shared interactive loops + client facade | | `src/client/ra3.client.cppm` | `display` abstraction + shared interactive loops + client facade |
| `src/display/ra3.display.cppm` | picks the backend (Vulkan/D3D11/D3D12, then SDL) for the app | | `src/display/ra3.display.cppm` | picks the backend (Vulkan/D3D11/D3D12/WebGL, then SDL) for the app |
| `src/game/ra3.game.cppm` | RA3 sides, player templates, skirmish defaults | | `src/game/ra3.game.cppm` | RA3 sides, player templates, skirmish defaults |
| `src/data/ra3.data.cppm` | retail RA3 balance: damage types, armour, weapons, units, economy | | `src/data/ra3.data.cppm` | retail RA3 balance: damage types, armour, weapons, units, economy |
| `src/fs/ra3.fs.cppm` | `BIG4` archives, RefPack codec, local install locator | | `src/fs/ra3.fs.cppm` | `BIG4` archives, RefPack codec, local install locator |
@@ -96,6 +96,7 @@ built-in test map so the project still builds and runs in CI.
| `src/ui/ra3.ui.*.cppm` | SDL3 window viewer and menu (null backend when SDL3 is absent) | | `src/ui/ra3.ui.*.cppm` | SDL3 window viewer and menu (null backend when SDL3 is absent) |
| `src/vulkan/ra3.vulkan.*.cppm` | Vulkan presentation backend and menu (null fallback without a loader) | | `src/vulkan/ra3.vulkan.*.cppm` | Vulkan presentation backend and menu (null fallback without a loader) |
| `src/dx/ra3.dx.*.cppm` | Direct3D 11/12 presentation backend (runtime HLSL; null fallback off Windows) | | `src/dx/ra3.dx.*.cppm` | Direct3D 11/12 presentation backend (runtime HLSL; null fallback off Windows) |
| `src/webgl/ra3.webgl.*.cppm` | WebGL2 presentation backend for the wasm build (GLSL ES; null fallback off Emscripten) |
| `third_party/libenderlog/` | vendored C++26 module logger (`import ender.log;`, MIT) with a native stack fallback for libc++ | | `third_party/libenderlog/` | vendored C++26 module logger (`import ender.log;`, MIT) with a native stack fallback for libc++ |
| `src/ra3.cppm` | umbrella module re-exporting the SDK | | `src/ra3.cppm` | umbrella module re-exporting the SDK |
| `apps/openra3/main.cpp` | `menu` / `maps` / `skirmish` / `render` CLI | | `apps/openra3/main.cpp` | `menu` / `maps` / `skirmish` / `render` CLI |
@@ -122,13 +123,32 @@ their compilers and standard libraries never interfere.
The host needs no toolchain: each target builds inside its own image. The host needs no toolchain: each target builds inside its own image.
```bash ```bash
# Linux -> build/linux/bin/openra3 # Linux (amd64) -> build/linux/bin/openra3 + .deb
scripts/build-linux.sh scripts/build-linux.sh
# Windows -> build/windows/bin/openra3.exe (+ SDL3.dll) # Linux/arm64 -> build/linux-arm64/bin/openra3 + .deb (cross)
scripts/build-linux-arm64.sh
# Debian (amd64) -> build/debian/bin/openra3 + .deb
scripts/build-debian.sh
# Debian (arm64) -> build/debian-arm64/bin/openra3 + .deb (cross)
scripts/build-debian-arm64.sh
# Windows (x86_64) -> build/windows/bin/openra3.exe + SDL3.dll, .zip, .msi
scripts/build-windows.sh scripts/build-windows.sh
# Windows (arm64) -> build/windows-arm64/bin/openra3.exe + SDL3.dll, .zip (cross)
scripts/build-windows-arm64.sh
# WebAssembly -> build/wasm/bin/openra3.html (+ .js/.wasm)
scripts/build-wasm.sh
``` ```
Every target is cross-built from x86_64 Linux in its own image: llvm-mingw for
the Windows targets, clang + libc++ with dpkg multiarch for the arm64 targets,
and Debian/Ubuntu-specific images for the `.deb` packages.
Or drive Docker directly: Or drive Docker directly:
```bash ```bash
@@ -160,6 +180,56 @@ openra3.exe render --game-dir "C:\Red Alert 3" --vulkan
Vulkan is provided by **vendored volk + headers** (`third_party/`), resolved at Vulkan is provided by **vendored volk + headers** (`third_party/`), resolved at
runtime, so neither image needs a Vulkan SDK. runtime, so neither image needs a Vulkan SDK.
## WebAssembly
OpenRA3 also builds to **WebAssembly** with Emscripten (`scripts/build-wasm.sh`),
producing `openra3.html` + `.js` + `.wasm`. The browser gets the same GPU renderer
as the desktop builds: a **`ra3.webgl`** backend peers with Vulkan/Direct3D — SDL3
provides the canvas and input, and GLES 3.0 / WebGL2 runs the 2D blit and the
terrain raymarcher (GLSL ES ports of the desktop shaders).
Browsers forbid synchronous on-demand file reads on the main thread, so the
assets are **preloaded into the module's filesystem** at build time. Bundle a
compact per-map set (one map plus the tiles it uses) rather than the whole dump:
```bash
# 1. which loose TGAs does the map resolve to?
openra3 textures --map map_mp_2_feasel1 # prints paths under assets/terrain
# 2. stage one map + those tiles (+ maps/map_names.tsv) into a directory, then
OPENRA3_WEB_ASSETS=/path/to/that/set scripts/build-wasm.sh
# 3. serve the build output (a Range-capable server is included)
python3 apps/web/serve.py --root build/wasm/bin --port 8199
# open http://localhost:8199/openra3.html
```
The engine's frame loops are blocking; the wasm build yields to the browser via
Asyncify (`display::sleep_frame` calls `emscripten_sleep`), so the page repaints
and handles input. Log records go to `console.log` at their real level (the
console sink uses stdout on the web instead of stderr). Without
`OPENRA3_WEB_ASSETS` the module still loads and starts, but exits at the menu
because no maps are found.
## Packages
CPack produces the release artifacts; the Docker images and CI run it for every
target.
| Target | Portable | Installer |
| --- | --- | --- |
| Linux amd64 (Ubuntu 26.04) | `.tar.gz` | `openra3_<v>_amd64ubuntu26.04.deb` |
| Linux arm64 (Ubuntu 26.04) | `.tar.gz` | `openra3_<v>_arm64ubuntu26.04.deb` |
| Linux amd64 (Debian 13) | `.tar.gz` | `openra3_<v>_amd64debian13.deb` |
| Linux arm64 (Debian 13) | `.tar.gz` | `openra3_<v>_arm64debian13.deb` |
| Windows x86_64 | `openra3-<v>-windows-x86_64.zip` | `openra3-<v>-windows-x86_64.msi` |
| Windows arm64 | `openra3-<v>-windows-arm64.zip` | (WiX-only; see below) |
The `.deb` dependencies are derived from the binary with `dpkg-shlibdeps`. The
`.msi` is built with **wixl** (msitools) straight from the Linux cross image;
wixl 0.106 has no arm64 support, so Windows/ARM64 ships the portable `.zip`
(the MSI toolchain for ARM64 would be WiX v4 via the .NET SDK).
## Logging ## Logging
Every run writes `openra3.log` next to the executable through the vendored Every run writes `openra3.log` next to the executable through the vendored
+1 -1
View File
@@ -1 +1 @@
0.4.0 0.6.0
+46 -7
View File
@@ -95,7 +95,15 @@ namespace {
auto setup_logging(const std::filesystem::path &exe_dir) -> void { auto setup_logging(const std::filesystem::path &exe_dir) -> void {
namespace log = ender::log; namespace log = ender::log;
log::configure({.minimum = log::level::info, .stacktrace_from = log::level::warn}); log::configure({.minimum = log::level::info, .stacktrace_from = log::level::warn});
#if defined(__EMSCRIPTEN__)
// The default sink writes to stderr, which the browser maps to
// console.error regardless of level; use stdout so INFO/WARN appear at
// their real level. There is no file sink on the web.
log::set_sinks({std::make_shared<log::console_sink>(std::cout)});
(void) exe_dir;
#else
log::add_file_sink(exe_dir / "openra3.log", {.max_file_size = 4U * 1024U * 1024U, .max_archives = 10U}); log::add_file_sink(exe_dir / "openra3.log", {.max_file_size = 4U * 1024U * 1024U, .max_archives = 10U});
#endif
log::info("OpenRA3 started"); log::info("OpenRA3 started");
} }
@@ -106,13 +114,14 @@ namespace {
std::puts(" openra3 menu (pick a map, then view it)"); std::puts(" openra3 menu (pick a map, then view it)");
std::puts(" openra3 menu-preview [--out FILE.bmp] (headless render of the menu)"); std::puts(" openra3 menu-preview [--out FILE.bmp] (headless render of the menu)");
std::puts(" openra3 maps"); std::puts(" openra3 maps");
std::puts(" openra3 textures --map ID (loose terrain TGAs a map uses)");
std::puts(" openra3 skirmish [--map ID] [--frames N] [--seed N]"); std::puts(" openra3 skirmish [--map ID] [--frames N] [--seed N]");
std::puts(" openra3 render [--map ID] [--frames N] [--seed N] [--zoom Z]"); std::puts(" openra3 render [--map ID] [--frames N] [--seed N] [--zoom Z]");
std::puts(" [--out FILE.bmp] [--vulkan] [--no-window] [--no-sim] [--thumbnail]"); std::puts(" [--out FILE.bmp] [--vulkan] [--no-window] [--no-sim] [--thumbnail]");
std::puts(" [--3d] [--cam-pitch DEG] [--cam-yaw DEG] [--cam-x U] [--cam-y U]"); std::puts(" [--3d] [--cam-pitch DEG] [--cam-yaw DEG] [--cam-x U] [--cam-y U]");
std::puts(" [--cam-height U] [--fov DEG] [--width W] [--height H]"); std::puts(" [--cam-height U] [--fov DEG] [--width W] [--height H]");
std::puts(" [--fullscreen] [--fps N] (0 = vsync)"); std::puts(" [--fullscreen] [--fps N] (0 = vsync)");
std::puts(" [--vulkan] [--dx11] [--dx12] [--sdl] (preferred display backend)"); std::puts(" [--vulkan] [--dx11] [--dx12] [--webgl] [--sdl] (preferred display backend)");
std::puts("assets: read from <exe_dir>/assets (extracted at build time by the openra3_assets target)"); std::puts("assets: read from <exe_dir>/assets (extracted at build time by the openra3_assets target)");
} }
@@ -131,6 +140,7 @@ namespace {
[[nodiscard]] auto display_backend_from_args(const std::vector<std::string> &args) -> ra3::display::backend { [[nodiscard]] auto display_backend_from_args(const std::vector<std::string> &args) -> ra3::display::backend {
if (has_flag(args, "--dx11") || has_flag(args, "--d3d11")) return ra3::display::backend::d3d11; if (has_flag(args, "--dx11") || has_flag(args, "--d3d11")) return ra3::display::backend::d3d11;
if (has_flag(args, "--dx12") || has_flag(args, "--d3d12")) return ra3::display::backend::d3d12; if (has_flag(args, "--dx12") || has_flag(args, "--d3d12")) return ra3::display::backend::d3d12;
if (has_flag(args, "--webgl")) return ra3::display::backend::webgl;
if (has_flag(args, "--sdl")) return ra3::display::backend::sdl; if (has_flag(args, "--sdl")) return ra3::display::backend::sdl;
return ra3::display::backend::vulkan; return ra3::display::backend::vulkan;
} }
@@ -296,6 +306,32 @@ namespace {
return ready; return ready;
} }
/** Print the loose terrain TGA files a map resolves to (for a wasm preload). */
auto command_textures(const std::vector<std::string> &args, const std::filesystem::path &assets) -> int {
if (!ensure_assets(assets)) return 1;
const auto requested = option_value(args, "--map");
if (!requested) {
std::puts("usage: openra3 textures --map ID");
return 2;
}
const auto maps = list_asset_maps(assets);
const asset_map *picked = nullptr;
for (const auto &map: maps) {
if (map.id == *requested) picked = &map;
}
if (picked == nullptr) {
std::printf("no map '%s'\n", requested->c_str());
return 2;
}
const auto parsed = ra3::terrain::parse_map(ra3::map::to_ckmp(read_file(picked->file)));
const auto files = ra3::terrain::resolve_texture_files(parsed, assets / "terrain");
std::printf("map %s: %zu resolved textures\n", picked->id.c_str(), files.size());
for (const auto &file: files) {
std::printf("%s\n", file.string().c_str());
}
return 0;
}
auto command_maps(const std::filesystem::path &assets) -> int { auto command_maps(const std::filesystem::path &assets) -> int {
if (!ensure_assets(assets)) return 1; if (!ensure_assets(assets)) return 1;
const auto maps = list_asset_maps(assets); const auto maps = list_asset_maps(assets);
@@ -574,9 +610,10 @@ namespace {
* then the others in turn, so an unavailable backend degrades gracefully. * then the others in turn, so an unavailable backend degrades gracefully.
* Direct3D is Windows-only; on other hosts those entries fall through. * Direct3D is Windows-only; on other hosts those entries fall through.
*/ */
inline constexpr std::array<ra3::display::backend, 4> renderer_backends{ra3::display::backend::vulkan, ra3::display::backend::d3d11, inline constexpr std::array<ra3::display::backend, 5> renderer_backends{ra3::display::backend::vulkan, ra3::display::backend::d3d11,
ra3::display::backend::d3d12, ra3::display::backend::sdl}; ra3::display::backend::d3d12, ra3::display::backend::webgl,
inline constexpr std::array<std::string_view, 4> renderer_names{"Vulkan", "Direct3D 11", "Direct3D 12", "SDL (software)"}; ra3::display::backend::sdl};
inline constexpr std::array<std::string_view, 5> renderer_names{"Vulkan", "Direct3D 11", "Direct3D 12", "WebGL", "SDL (software)"};
[[nodiscard]] inline auto renderer_backend(int index) -> ra3::display::backend { [[nodiscard]] inline auto renderer_backend(int index) -> ra3::display::backend {
return renderer_backends[static_cast<std::size_t>(std::clamp(index, 0, static_cast<int>(renderer_backends.size()) - 1))]; return renderer_backends[static_cast<std::size_t>(std::clamp(index, 0, static_cast<int>(renderer_backends.size()) - 1))];
@@ -661,7 +698,7 @@ namespace {
case 15: return s.fullscreen ? "yes" : "no"; case 15: return s.fullscreen ? "yes" : "no";
case 16: return std::string{fps_names[static_cast<std::size_t>(std::clamp(s.fps_index, 0, 4))]} + " fps"; case 16: return std::string{fps_names[static_cast<std::size_t>(std::clamp(s.fps_index, 0, 4))]} + " fps";
case 17: return "start"; case 17: return "start";
case 18: return std::string{renderer_names[static_cast<std::size_t>(std::clamp(s.renderer, 0, 3))]}; case 18: return std::string{renderer_names[static_cast<std::size_t>(std::clamp(s.renderer, 0, 4))]};
default: return "exit"; default: return "exit";
} }
} }
@@ -684,7 +721,7 @@ namespace {
case 13: s.thumbnail = !s.thumbnail; break; case 13: s.thumbnail = !s.thumbnail; break;
case 15: s.fullscreen = !s.fullscreen; break; case 15: s.fullscreen = !s.fullscreen; break;
case 16: s.fps_index = (s.fps_index + delta + 5) % 5; break; case 16: s.fps_index = (s.fps_index + delta + 5) % 5; break;
case 18: s.renderer = (s.renderer + delta + 4) % 4; break; case 18: s.renderer = (s.renderer + delta + 5) % 5; break;
default: break; default: break;
} }
} }
@@ -1084,7 +1121,8 @@ namespace {
if (has_flag(args, "--vulkan")) st.settings.renderer = 0; if (has_flag(args, "--vulkan")) st.settings.renderer = 0;
if (has_flag(args, "--dx11") || has_flag(args, "--d3d11")) st.settings.renderer = 1; if (has_flag(args, "--dx11") || has_flag(args, "--d3d11")) st.settings.renderer = 1;
if (has_flag(args, "--dx12") || has_flag(args, "--d3d12")) st.settings.renderer = 2; if (has_flag(args, "--dx12") || has_flag(args, "--d3d12")) st.settings.renderer = 2;
if (has_flag(args, "--sdl")) st.settings.renderer = 3; if (has_flag(args, "--webgl")) st.settings.renderer = 3;
if (has_flag(args, "--sdl")) st.settings.renderer = 4;
if (const auto value = option_value(args, "--width")) st.settings.width = std::stoi(*value); if (const auto value = option_value(args, "--width")) st.settings.width = std::stoi(*value);
if (const auto value = option_value(args, "--height")) st.settings.height = std::stoi(*value); if (const auto value = option_value(args, "--height")) st.settings.height = std::stoi(*value);
if (const auto value = option_value(args, "--cam-pitch")) st.settings.cam_pitch = std::stof(*value); if (const auto value = option_value(args, "--cam-pitch")) st.settings.cam_pitch = std::stof(*value);
@@ -1243,6 +1281,7 @@ auto main(int argc, char **argv) -> int {
if (command == "menu") return command_menu(rest, assets); if (command == "menu") return command_menu(rest, assets);
if (command == "menu-preview") return command_menu_preview(rest, assets); if (command == "menu-preview") return command_menu_preview(rest, assets);
if (command == "maps") return command_maps(assets); if (command == "maps") return command_maps(assets);
if (command == "textures") return command_textures(rest, assets);
if (command == "skirmish") return command_skirmish(rest, assets); if (command == "skirmish") return command_skirmish(rest, assets);
if (command == "render") return command_render(rest, assets); if (command == "render") return command_render(rest, assets);
+107
View File
@@ -0,0 +1,107 @@
#!/usr/bin/env python3
"""Static file server with HTTP Range support, for the OpenRA3 wasm build.
Emscripten's lazy MEMFS reads assets back as byte ranges, so the server must
honour the ``Range`` header -- Python's stdlib ``http.server`` does not.
python3 apps/web/serve.py --root build/wasm/bin --port 8199
# then open http://localhost:8199/openra3.html
Serve ``--root`` containing ``openra3.html/.js/.wasm``, ``assets.manifest.json``
and the extracted ``assets/`` tree (a directory or a junction/symlink to it).
"""
import argparse
import functools
import os
import re
import sys
from http.server import SimpleHTTPRequestHandler, ThreadingHTTPServer
_RANGE = re.compile(r"bytes=(\d*)-(\d*)$")
class RangeHandler(SimpleHTTPRequestHandler):
# SharedArrayBuffer (needed by the pthreads build) requires cross-origin
# isolation.
def end_headers(self):
self.send_header("Cross-Origin-Opener-Policy", "same-origin")
self.send_header("Cross-Origin-Embedder-Policy", "require-corp")
super().end_headers()
def send_head(self):
header = self.headers.get("Range")
if not header:
return super().send_head()
path = self.translate_path(self.path)
if os.path.isdir(path):
return super().send_head()
try:
handle = open(path, "rb")
except OSError:
self.send_error(404, "File not found")
return None
match = _RANGE.match(header.strip())
if not match:
handle.close()
return super().send_head()
size = os.fstat(handle.fileno()).st_size
start = int(match.group(1)) if match.group(1) else 0
end = int(match.group(2)) if match.group(2) else size - 1
if start > end or start >= size:
handle.close()
self.send_error(416, "Requested Range Not Satisfiable")
return None
end = min(end, size - 1)
self.send_response(206)
self.send_header("Content-Type", self.guess_type(path))
self.send_header("Accept-Ranges", "bytes")
self.send_header("Content-Range", f"bytes {start}-{end}/{size}")
self.send_header("Content-Length", str(end - start + 1))
self.send_header("Cache-Control", "no-store")
self.end_headers()
handle.seek(start)
self._remaining = end - start + 1
return handle
def copyfile(self, source, outputfile):
remaining = getattr(self, "_remaining", None)
if remaining is None:
return super().copyfile(source, outputfile)
try:
while remaining > 0:
chunk = source.read(min(65536, remaining))
if not chunk:
break
outputfile.write(chunk)
remaining -= len(chunk)
finally:
self._remaining = None
def main() -> int:
parser = argparse.ArgumentParser(description="OpenRA3 wasm dev server")
parser.add_argument("--root", default="build/wasm/bin", help="directory to serve")
parser.add_argument("--port", type=int, default=8199)
parser.add_argument("--bind", default="127.0.0.1")
args = parser.parse_args()
if not os.path.isdir(args.root):
print(f"root not found: {args.root}", file=sys.stderr)
return 1
handler = functools.partial(RangeHandler, directory=args.root)
server = ThreadingHTTPServer((args.bind, args.port), handler)
print(f"serving {args.root} at http://{args.bind}:{args.port}/openra3.html")
try:
server.serve_forever()
except KeyboardInterrupt:
pass
return 0
if __name__ == "__main__":
raise SystemExit(main())
+33
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@@ -0,0 +1,33 @@
<!doctype html>
<!-- Emscripten shell for OpenRA3. SDL3 (built for Emscripten) renders into the
canvas element below; the SCRIPT placeholder is replaced by the generated
loader. Note: the shell preprocessor treats a leading hash as a directive,
so do not begin a line with one. -->
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1, user-scalable=no">
<title>OpenRA3</title>
<style>
html, body { margin: 0; height: 100%; background: #1a0a08; overflow: hidden; }
#canvas { display: block; width: 100vw; height: 100vh; outline: none; }
#loading { position: absolute; inset: 0; display: flex; align-items: center; justify-content: center;
color: #ecbe50; font: 16px/1.4 monospace; pointer-events: none; }
</style>
</head>
<body>
<canvas id="canvas" tabindex="-1" oncontextmenu="event.preventDefault()"></canvas>
<div id="loading">Loading OpenRA3…</div>
<script>
// Emscripten merges this into the generated Module; drop the loading
// placeholder once the runtime is up.
var Module = {
onRuntimeInitialized: function () {
var el = document.getElementById('loading');
if (el) el.remove();
}
};
</script>
{{{ SCRIPT }}}
</body>
</html>
+39
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@@ -0,0 +1,39 @@
<?xml version='1.0' encoding='utf-8'?>
<!--
Windows Installer source for OpenRA3, driven by wixl (msitools) so the Linux
cross-build image can produce the .msi. `exe` and `dll` are passed with
wixl -D; the version is substituted at configure time.
-->
<Wix xmlns='http://schemas.microsoft.com/wix/2006/wi'>
<Product Id='*'
Name='OpenRA3'
Language='1033'
Version='@PROJECT_VERSION@'
Manufacturer='OpenRA3'
UpgradeCode='6C6B1F4E-0B9A-4C2E-9E2A-2E4D7B5C1A31'>
<Package Id='*' InstallerVersion='500' Compressed='yes' InstallScope='perMachine'/>
<Media Id='1' Cabinet='openra3.cab' EmbedCab='yes'/>
<Directory Id='TARGETDIR' Name='SourceDir'>
<Directory Id='ProgramFiles64Folder'>
<Directory Id='INSTALLFOLDER' Name='OpenRA3'>
<Component Id='MainExecutable' Guid='1F2E3D4C-5B6A-4798-8C1D-2E3F4A5B6C7D'>
<File Id='OpenRA3Exe' Name='openra3.exe' Source='$(var.exe)' KeyPath='yes'>
<Shortcut Id='StartMenuShortcut' Directory='ProgramMenuFolder' Name='OpenRA3'
WorkingDirectory='INSTALLFOLDER' Advertise='no'/>
</File>
</Component>
<Component Id='SdlRuntime' Guid='2A3B4C5D-6E7F-4809-9D2E-3F4A5B6C7D8E'>
<File Id='Sdl3Dll' Name='SDL3.dll' Source='$(var.dll)' KeyPath='yes'/>
</Component>
</Directory>
</Directory>
<Directory Id='ProgramMenuFolder'/>
</Directory>
<Feature Id='Main' Title='OpenRA3' Level='1'>
<ComponentRef Id='MainExecutable'/>
<ComponentRef Id='SdlRuntime'/>
</Feature>
</Product>
</Wix>
@@ -0,0 +1,53 @@
# Cross-compile for Linux on ARM64 (aarch64-linux-gnu) from x86_64.
#
# clang-21 + libc++ (for `import std;`) with the arm64 libc++ and SDL3 taken
# from Ubuntu's arm64 packages (installed with dpkg multiarch), and the arm64
# glibc headers/libs from `gcc-aarch64-linux-gnu`. lld links the result; the C
# multiarch include directory is added explicitly because clang does not always
# infer Debian's `bits/` layout from the target triple alone.
# The `import std` gate must be set before the compiler is probed; a toolchain
# file is processed earlier than the project's own top-level settings.
set(CMAKE_EXPERIMENTAL_CXX_IMPORT_STD "d0edc3af-4c50-42ea-a356-e2862fe7a444")
set(CMAKE_SYSTEM_NAME Linux)
set(CMAKE_SYSTEM_PROCESSOR aarch64)
set(OPENRA3_AARCH64_TRIPLE "aarch64-linux-gnu")
# Multiarch paths the arm64 packages install into.
set(OPENRA3_AARCH64_INCLUDE "/usr/include/${OPENRA3_AARCH64_TRIPLE}")
set(OPENRA3_AARCH64_LIB "/usr/lib/${OPENRA3_AARCH64_TRIPLE}")
# Compiler + libc++ module description are cache vars so a distro with a
# differently-versioned clang (e.g. Debian's clang-19) can override on the
# command line.
set(OPENRA3_AARCH64_CC "clang-21" CACHE STRING "aarch64 C compiler")
set(OPENRA3_AARCH64_CXX "clang++-21" CACHE STRING "aarch64 C++ compiler")
set(OPENRA3_AARCH64_STDLIB_MODULES_JSON "/usr/lib/llvm-21/lib/libc++.modules.json" CACHE FILEPATH
"libc++ std module description for the aarch64 target")
set(CMAKE_C_COMPILER ${OPENRA3_AARCH64_CC})
set(CMAKE_CXX_COMPILER ${OPENRA3_AARCH64_CXX})
set(CMAKE_C_COMPILER_TARGET ${OPENRA3_AARCH64_TRIPLE})
set(CMAKE_CXX_COMPILER_TARGET ${OPENRA3_AARCH64_TRIPLE})
# CMake's standard-library detection does not pass COMPILER_TARGET, so without
# this it probes the host standard library.
set(CMAKE_C_COMPILER_ARG1 "--target=${OPENRA3_AARCH64_TRIPLE}")
set(CMAKE_CXX_COMPILER_ARG1 "--target=${OPENRA3_AARCH64_TRIPLE}")
# libc++ standard-library module description for the aarch64 target. On a
# multiarch image only the arm64 libc++ is installed, so the standard path
# already resolves to the aarch64 module description.
set(CMAKE_CXX_STDLIB_MODULES_JSON "${OPENRA3_AARCH64_STDLIB_MODULES_JSON}")
# Strip with the cross binutils, so CPack can strip the arm64 binary.
set(CMAKE_STRIP aarch64-linux-gnu-strip)
set(CMAKE_C_FLAGS_INIT "-isystem ${OPENRA3_AARCH64_INCLUDE}")
set(CMAKE_CXX_FLAGS_INIT "-stdlib=libc++ -isystem ${OPENRA3_AARCH64_INCLUDE}")
set(CMAKE_EXE_LINKER_FLAGS_INIT "-stdlib=libc++ -fuse-ld=lld -L${OPENRA3_AARCH64_LIB}")
set(CMAKE_SHARED_LINKER_FLAGS_INIT "-stdlib=libc++ -fuse-ld=lld -L${OPENRA3_AARCH64_LIB}")
# Run arm64 test binaries through qemu when it is installed, so `ctest` works
# during the image build; harmless when the tests are only cross-compiled.
set(CMAKE_CROSSCOMPILING_EMULATOR qemu-aarch64-static)
+46
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@@ -0,0 +1,46 @@
# WebAssembly cross-build via Emscripten.
#
# Includes Emscripten's own platform toolchain (found through $EMSDK, set by the
# emsdk image / `emsdk_env.sh`) and then layers the project's requirements:
#
# * C++26 `import std;`. Emscripten ships the libc++ `std` module source and a
# modules.json in its sysroot; its toolchain wires that up, but only if
# `CMAKE_CXX_MODULE_STD` is on and no std-modules JSON has been set yet, so
# both are arranged before Emscripten.cmake is included and before the
# compiler is probed.
# * Global `-fexceptions`. Emscripten disables exceptions by default, and the
# libc++ `std` module must be built with the same setting as its consumers,
# or clang rejects the prebuilt module ("configuration mismatch"). The engine
# throws, so exceptions are enabled everywhere.
# * The SDL3 web port (`-sUSE_SDL=3`) is attached by CMake to the SDL interface
# target, not here, so only the targets that use SDL pay for it.
# `import std` support: the gate and the module switch must be in place before
# Emscripten.cmake runs and before the compiler is probed.
set(CMAKE_EXPERIMENTAL_CXX_IMPORT_STD "d0edc3af-4c50-42ea-a356-e2862fe7a444")
set(CMAKE_CXX_MODULE_STD ON)
# Let Emscripten.cmake point CMake at its own sysroot modules.json.
unset(CMAKE_CXX_STDLIB_MODULES_JSON)
if(DEFINED ENV{EMSDK})
set(OPENRA3_EMSCRIPTEN_CMAKE "$ENV{EMSDK}/upstream/emscripten/cmake/Modules/Platform/Emscripten.cmake")
elseif(DEFINED ENV{EMSCRIPTEN_ROOT})
set(OPENRA3_EMSCRIPTEN_CMAKE "$ENV{EMSCRIPTEN_ROOT}/cmake/Modules/Platform/Emscripten.cmake")
endif()
if(NOT EXISTS "${OPENRA3_EMSCRIPTEN_CMAKE}")
message(FATAL_ERROR "Emscripten.cmake not found (set EMSDK); looked at '${OPENRA3_EMSCRIPTEN_CMAKE}'")
endif()
include("${OPENRA3_EMSCRIPTEN_CMAKE}")
# Exceptions are used by the engine; keep them on globally so the std module and
# its consumers agree.
#
# Asyncify turns `emscripten_sleep` (used by display::sleep_frame on Emscripten)
# into a yield to the browser: the engine's frame loops are blocking, and
# without yielding the page freezes and never paints.
set(CMAKE_CXX_FLAGS_INIT "-fexceptions -sASYNCIFY=1")
set(CMAKE_C_FLAGS_INIT "-sASYNCIFY=1")
set(CMAKE_EXE_LINKER_FLAGS_INIT
"-fexceptions -sDISABLE_EXCEPTION_CATCHING=0 -sALLOW_MEMORY_GROWTH=1 -sASYNCIFY=1")
set(CMAKE_SHARED_LINKER_FLAGS_INIT
"-fexceptions -sDISABLE_EXCEPTION_CATCHING=0 -sALLOW_MEMORY_GROWTH=1 -sASYNCIFY=1")
+50
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@@ -0,0 +1,50 @@
# Cross-compile for Windows on ARM64 (aarch64-w64-mingw32) with llvm-mingw:
# clang + libc++ + the libc++ `std` module, targeting the MSVCRT MinGW runtime.
# The same llvm-mingw release is multi-target, so only the target triple, the
# SDL3 SDK and the sysroot paths differ from the x86_64 toolchain.
# The `import std` gate must be set before the compiler is probed; a toolchain
# file is processed earlier than the project's own top-level settings.
set(CMAKE_EXPERIMENTAL_CXX_IMPORT_STD "d0edc3af-4c50-42ea-a356-e2862fe7a444")
set(CMAKE_SYSTEM_NAME Windows)
set(CMAKE_SYSTEM_PROCESSOR aarch64)
set(OPENRA3_LLVM_MINGW_ROOT "/opt/llvm-mingw" CACHE PATH "llvm-mingw installation root")
if(NOT EXISTS "${OPENRA3_LLVM_MINGW_ROOT}/bin/clang++")
message(FATAL_ERROR "llvm-mingw not found at ${OPENRA3_LLVM_MINGW_ROOT} (expected bin/clang++)")
endif()
# llvm-mingw's per-target prefix/sysroot for the ARM64 target.
set(OPENRA3_MINGW_TRIPLE "aarch64-w64-mingw32")
set(CMAKE_C_COMPILER "${OPENRA3_LLVM_MINGW_ROOT}/bin/clang")
set(CMAKE_CXX_COMPILER "${OPENRA3_LLVM_MINGW_ROOT}/bin/clang++")
set(CMAKE_C_COMPILER_TARGET ${OPENRA3_MINGW_TRIPLE})
set(CMAKE_CXX_COMPILER_TARGET ${OPENRA3_MINGW_TRIPLE})
# CMake's standard-library detection does not pass COMPILER_TARGET, so without
# this it probes the host standard library. Putting the target in ARG1 makes
# the probe see libc++ (the MinGW target's library).
set(CMAKE_C_COMPILER_ARG1 "--target=${OPENRA3_MINGW_TRIPLE}")
set(CMAKE_CXX_COMPILER_ARG1 "--target=${OPENRA3_MINGW_TRIPLE}")
# libc++ standard-library module description for the MinGW target. Must be set
# before the compiler is probed so CMake can build `import std;`.
set(CMAKE_CXX_STDLIB_MODULES_JSON "${OPENRA3_LLVM_MINGW_ROOT}/${OPENRA3_MINGW_TRIPLE}/lib/libc++.modules.json")
# Select libc++ explicitly so CMake's `import std` detection recognises the
# standard library (llvm-mingw defaults to it, but CMake keys off -stdlib=).
set(CMAKE_CXX_FLAGS_INIT "-stdlib=libc++")
set(CMAKE_EXE_LINKER_FLAGS_INIT "-stdlib=libc++")
set(CMAKE_SHARED_LINKER_FLAGS_INIT "-stdlib=libc++")
# SDL3 for aarch64-w64-mingw32. The official SDL release ships no MinGW ARM64
# dev package, so the image stages one from MSYS2's clangarm64 repo under this
# root in the same `<triple>/{include,lib,bin}` layout.
set(OPENRA3_SDL3_ROOT "/opt/sdl3-aarch64" CACHE PATH "SDL3 aarch64 MinGW development package root")
set(OPENRA3_SDL3_MINGW_TRIPLE "${OPENRA3_MINGW_TRIPLE}" CACHE STRING "SDL3 MinGW triple subdirectory")
set(CMAKE_FIND_ROOT_PATH "${OPENRA3_LLVM_MINGW_ROOT}/${OPENRA3_MINGW_TRIPLE}")
set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
+2
View File
@@ -36,6 +36,8 @@ set(CMAKE_SHARED_LINKER_FLAGS_INIT "-stdlib=libc++")
# Official SDL3 MinGW development package (headers + import library + DLL). # Official SDL3 MinGW development package (headers + import library + DLL).
set(OPENRA3_SDL3_ROOT "/opt/sdl3-mingw" CACHE PATH "SDL3 MinGW development package root") set(OPENRA3_SDL3_ROOT "/opt/sdl3-mingw" CACHE PATH "SDL3 MinGW development package root")
# The triple-named subdirectory inside the SDL3 MinGW package.
set(OPENRA3_SDL3_MINGW_TRIPLE "x86_64-w64-mingw32" CACHE STRING "SDL3 MinGW triple subdirectory")
set(CMAKE_FIND_ROOT_PATH "${OPENRA3_LLVM_MINGW_ROOT}/x86_64-w64-mingw32") set(CMAKE_FIND_ROOT_PATH "${OPENRA3_LLVM_MINGW_ROOT}/x86_64-w64-mingw32")
set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER) set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
+18 -4
View File
@@ -62,9 +62,9 @@ umbrella module re-exports the SDK; applications import `ra3` only.
| \ | | \ |
| \ v | \ v
| ra3.display (backend pick) | ra3.display (backend pick)
| / | \ | / | \ \
v ra3.ui ra3.vulkan ra3.dx v ra3.ui ra3.vulkan ra3.dx ra3.webgl
| (SDL3) (Vulkan) (D3D11/12) | (SDL3) (Vulkan) (D3D11/12) (WebGL2)
--------------------------------------------------------------------------- ---------------------------------------------------------------------------
v v
L2 simulation ra3.logic ra3.modules ra3.combat ra3.movement L2 simulation ra3.logic ra3.modules ra3.combat ra3.movement
@@ -80,7 +80,7 @@ umbrella module re-exports the SDK; applications import `ra3` only.
The current concrete modules (`ra3.core`, `ra3.logic`, `ra3.data`, The current concrete modules (`ra3.core`, `ra3.logic`, `ra3.data`,
`ra3.skirmish`, `ra3.fs`, `ra3.map`, `ra3.terrain`, `ra3.render`, `ra3.ui.*`, `ra3.skirmish`, `ra3.fs`, `ra3.map`, `ra3.terrain`, `ra3.render`, `ra3.ui.*`,
`ra3.vulkan.*`, `ra3.dx.*`, `ra3.display`, `ra3.game`, `ra3.client`, and the `ra3.vulkan.*`, `ra3.dx.*`, `ra3.webgl.*`, `ra3.display`, `ra3.game`, `ra3.client`, and the
vendored `ender.log`) are the **seeds** of the vendored `ender.log`) are the **seeds** of the
target modules below. `ra3.skirmish` and `ra3.game` will be absorbed into target modules below. `ra3.skirmish` and `ra3.game` will be absorbed into
`ra3.ai` / `ra3.match`; new modules are added as their subsystems are recovered. `ra3.ai` / `ra3.match`; new modules are added as their subsystems are recovered.
@@ -595,6 +595,20 @@ Mirrors SAGE `GameEngine/Common`. Everything else speaks this.
- **F5 Null fallback** `[D]` - **F5 Null fallback** `[D]`
- `[x]` non-Windows builds link a stub that fails `init` - `[x]` non-Windows builds link a stub that fails `init`
### M18c `ra3.webgl` — WebGL backend `[P]`
- **F1 Device & canvas** `[D]`
- `[x]` Emscripten-only; SDL3 canvas + GLES 3.0 (WebGL2) via `-sUSE_SDL=3`
- **F2 2D image path** `[D]`
- `[x]` BGRA texture + fullscreen triangle (GLSL ES 300), `.bgra` swizzle
- **F3 Terrain presentation** `[D]`
- `[x]` GPU heightfield raymarch (GLSL ES port of `terrain.frag`)
- **F4 Wasm packaging** `[~]`
- `[x]` `openra3.html/.js/.wasm`, assets preloaded into the FS at `/assets`
- `[ ]` async/fetch streaming assets instead of a single preload blob `(v0.6)`
- **F5 Null fallback** `[D]`
- `[x]` non-Emscripten builds link a stub that fails `init`
### M19 `ra3.audio` — audio `[ ]` ### M19 `ra3.audio` — audio `[ ]`
- **F1 SFX** `[ ]` - **F1 SFX** `[ ]`
+19
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@@ -0,0 +1,19 @@
#!/usr/bin/env bash
# Build the Debian (latest stable) Linux/ARM64 target (.deb + binary).
set -euo pipefail
ROOT="$(cd "$(dirname "$0")/.." && pwd)"
IMAGE="${OPENRA3_DEBIAN_ARM64_IMAGE:-openra3-debian-arm64:local}"
BUILD_DIR="${1:-build/debian-arm64}"
docker build --target dev -f "$ROOT/Dockerfile.debian-arm64" -t "$IMAGE" "$ROOT"
docker run --rm -v "$ROOT:/work" -w /work "$IMAGE" cmake -S . -B "$BUILD_DIR" -G Ninja \
-DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/clang-aarch64-linux-gnu.cmake \
-DCMAKE_BUILD_TYPE=Release \
-DOPENRA3_AARCH64_CC=clang-19 -DOPENRA3_AARCH64_CXX=clang++-19 \
-DOPENRA3_AARCH64_STDLIB_MODULES_JSON=/usr/lib/llvm-19/lib/libc++.modules.json \
-DOPENRA3_DISTRO_TAG=debian13
docker run --rm -v "$ROOT:/work" -w /work "$IMAGE" cmake --build "$BUILD_DIR" -j
docker run --rm -v "$ROOT:/work" -w /work "$IMAGE" bash -c "cd $BUILD_DIR && cpack -G DEB"
echo "Debian arm64: $ROOT/$BUILD_DIR/bin/openra3 (+ .deb)"
+17
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@@ -0,0 +1,17 @@
#!/usr/bin/env bash
# Build the Debian (latest stable) target (.deb + binary) with the isolated image.
set -euo pipefail
ROOT="$(cd "$(dirname "$0")/.." && pwd)"
IMAGE="${OPENRA3_DEBIAN_IMAGE:-openra3-debian:local}"
BUILD_DIR="${1:-build/debian}"
docker build --target dev -f "$ROOT/Dockerfile.debian" -t "$IMAGE" "$ROOT"
docker run --rm -v "$ROOT:/work" -w /work "$IMAGE" cmake -S . -B "$BUILD_DIR" -G Ninja \
-DCMAKE_BUILD_TYPE=Release \
-DCMAKE_CXX_STDLIB_MODULES_JSON=/usr/lib/llvm-19/lib/libc++.modules.json \
-DOPENRA3_DISTRO_TAG=debian13
docker run --rm -v "$ROOT:/work" -w /work "$IMAGE" cmake --build "$BUILD_DIR" -j
docker run --rm -v "$ROOT:/work" -w /work "$IMAGE" bash -c "cd $BUILD_DIR && cpack -G DEB"
echo "Debian: $ROOT/$BUILD_DIR/bin/openra3 (+ .deb)"
+16
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@@ -0,0 +1,16 @@
#!/usr/bin/env bash
# Build the Linux/ARM64 target (.deb + binary) with the isolated cross image.
set -euo pipefail
ROOT="$(cd "$(dirname "$0")/.." && pwd)"
IMAGE="${OPENRA3_LINUX_ARM64_IMAGE:-openra3-linux-arm64:local}"
BUILD_DIR="${1:-build/linux-arm64}"
docker build --target dev -f "$ROOT/Dockerfile.linux-arm64" -t "$IMAGE" "$ROOT"
docker run --rm -v "$ROOT:/work" -w /work "$IMAGE" cmake -S . -B "$BUILD_DIR" -G Ninja \
-DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/clang-aarch64-linux-gnu.cmake \
-DCMAKE_BUILD_TYPE=Release -DOPENRA3_DISTRO_TAG=ubuntu26.04
docker run --rm -v "$ROOT:/work" -w /work "$IMAGE" cmake --build "$BUILD_DIR" -j
docker run --rm -v "$ROOT:/work" -w /work "$IMAGE" bash -c "cd $BUILD_DIR && cpack -G DEB"
echo "Linux arm64: $ROOT/$BUILD_DIR/bin/openra3 (+ .deb)"
+31
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@@ -0,0 +1,31 @@
#!/usr/bin/env bash
# Build the WebAssembly target (openra3.html/.js/.wasm) with the Emscripten image.
#
# Browsers forbid synchronous on-demand file reads on the main thread, so assets
# are preloaded into the module's filesystem. Prefer a compact, per-map set: one
# map plus the tiles it uses:
#
# OPENRA3_WEB_ASSETS="$(mktemp -d)" \
# openra3 textures --map map_mp_2_feasel1 # copy these under the set's terrain/
#
# then point OPENRA3_WEB_ASSETS at that directory.
set -euo pipefail
ROOT="$(cd "$(dirname "$0")/.." && pwd)"
IMAGE="${OPENRA3_WASM_IMAGE:-openra3-wasm:local}"
BUILD_DIR="${1:-build/wasm}"
docker build --target dev -f "$ROOT/Dockerfile.wasm" -t "$IMAGE" "$ROOT"
mounts=(-v "$ROOT:/work")
configure=(-DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/emscripten-wasm.cmake -DCMAKE_BUILD_TYPE=Release)
if [ -n "${OPENRA3_WEB_ASSETS:-}" ]; then
mounts+=(-v "$OPENRA3_WEB_ASSETS:/assets:ro")
configure+=(-DOPENRA3_WEB_ASSETS=/assets)
fi
docker run --rm "${mounts[@]}" -w /work "$IMAGE" cmake -S . -B "$BUILD_DIR" -G Ninja "${configure[@]}"
docker run --rm "${mounts[@]}" -w /work "$IMAGE" cmake --build "$BUILD_DIR" -j
echo "WebAssembly: $ROOT/$BUILD_DIR/bin/openra3.html (+ .js/.wasm/.data)"
echo "serve: python3 \"$ROOT/apps/web/serve.py\" --root \"$ROOT/$BUILD_DIR/bin\" --port 8199"
+16
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@@ -0,0 +1,16 @@
#!/usr/bin/env bash
# Build the Windows/ARM64 target (portable .zip) with the isolated cross image.
set -euo pipefail
ROOT="$(cd "$(dirname "$0")/.." && pwd)"
IMAGE="${OPENRA3_WINDOWS_ARM64_IMAGE:-openra3-windows-arm64:local}"
BUILD_DIR="${1:-build/windows-arm64}"
docker build --target dev -f "$ROOT/Dockerfile.win-arm64" -t "$IMAGE" "$ROOT"
docker run --rm -v "$ROOT:/work" -w /work "$IMAGE" cmake -S . -B "$BUILD_DIR" -G Ninja \
-DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/llvm-mingw-aarch64.cmake \
-DCMAKE_BUILD_TYPE=Release
docker run --rm -v "$ROOT:/work" -w /work "$IMAGE" cmake --build "$BUILD_DIR" -j
docker run --rm -v "$ROOT:/work" -w /work "$IMAGE" bash -c "cd $BUILD_DIR && cpack -G ZIP"
echo "Windows arm64: $ROOT/$BUILD_DIR/bin/openra3.exe (+ .zip)"
+15
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@@ -0,0 +1,15 @@
#version 300 es
// Samples the software-rendered scene image (the WebGL port of scene.frag).
precision highp float;
precision highp sampler2D;
uniform sampler2D u_scene;
in vec2 v_uv;
out vec4 frag_color;
void main() {
if (v_uv.x < 0.0 || v_uv.x > 1.0 || v_uv.y < 0.0 || v_uv.y > 1.0) discard;
// The engine stores 0xAARRGGBB (BGRA in memory), uploaded as GL_RGBA.
frag_color = texture(u_scene, v_uv).bgra;
}
+15
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@@ -0,0 +1,15 @@
#version 300 es
// Fullscreen triangle for the 2D image path (the WebGL port of scene.vert).
// WebGL clip space is +Y up, so the vertex position flips Y relative to the
// Vulkan shader; the sampled UVs and the image's top-left origin are unchanged.
precision highp float;
uniform vec4 u_rect; // xy = top-left (0..1), zw = size (0..1)
out vec2 v_uv;
void main() {
vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));
v_uv = (p - u_rect.xy) / u_rect.zw;
gl_Position = vec4(p.x * 2.0 - 1.0, 1.0 - p.y * 2.0, 0.0, 1.0);
}
+211
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@@ -0,0 +1,211 @@
#version 300 es
// GPU heightfield raymarcher for the real RA3 terrain (the WebGL port of
// terrain.frag). The Vulkan push constants become a set of vec4 uniforms.
precision highp float;
precision highp int;
precision highp sampler2D;
precision highp sampler2DArray;
uniform sampler2D u_heightmap; // R16 heights
uniform sampler2D u_celldata; // per-cell blend record (RGBA16)
uniform sampler2DArray u_atlas; // tile material array (RGBA8)
// One contiguous array so the host can upload all five vec4s with a single
// glUniform4fv; the names keep the shader body identical to terrain.frag.
uniform vec4 u_data[5];
#define u_cam u_data[0] // x=target_x, y=target_y, z=yaw, w=height
#define u_params u_data[1] // x=pitch, y=fov, z=water_z, w=has_water
#define u_sun u_data[2] // xyz=sun dir, w=ambient
#define u_mapinfo u_data[3] // x=W, y=H, z=unused, w=z_scale
#define u_misc u_data[4] // x=time, y=unused, z=cells per texture repeat, w=aspect
in vec2 v_uv;
out vec4 frag_color;
const float CELL = 10.0; // must match ra3::terrain::cell_size
float height_at(ivec2 c) {
c = clamp(c, ivec2(0), ivec2(u_mapinfo.xy) - 1);
return texelFetch(u_heightmap, c, 0).r * 65535.0 * u_mapinfo.w;
}
float world_height(float wx, float wy) {
float world_w = u_mapinfo.x * CELL;
float world_h = u_mapinfo.y * CELL;
if (wx < 0.0 || wy < 0.0 || wx >= world_w || wy >= world_h) return -1.0e9;
ivec2 c = ivec2(int(wx / CELL), int((world_h - wy) / CELL));
return height_at(c);
}
vec3 sky_color(vec3 dir) {
vec3 d = normalize(dir);
vec3 sun_dir = normalize(u_sun.xyz);
float t = clamp(d.z, 0.0, 1.0);
vec3 horizon = vec3(0.70, 0.78, 0.85);
vec3 zenith = vec3(0.28, 0.48, 0.80);
vec3 col = mix(horizon, zenith, pow(t, 0.6));
float sun = max(dot(d, sun_dir), 0.0);
col += vec3(1.0, 0.95, 0.82) * pow(sun, 300.0) * 1.6; // sun disk
col += vec3(1.0, 0.90, 0.72) * pow(sun, 8.0) * 0.18; // glow
return col;
}
// The retail SAGE blend ramp (see terrain.frag).
float blend_factor(uint direction, uint flags, vec2 f) {
bool flipped = (flags & 1u) != 0u;
bool two_sided = (flags & 2u) != 0u;
if (flipped) {
if (direction == 1u) {
f.x = 1.0 - f.x;
} else if (direction == 2u || direction == 4u || direction == 8u) {
f.y = 1.0 - f.y;
}
}
if (direction == 1u) return f.x;
if (direction == 2u) return f.y;
if (direction == 4u) {
float s = (1.0 - f.x) + (1.0 - f.y);
return two_sided ? 1.0 - clamp(s - 1.0, 0.0, 1.0) : clamp(1.0 - s, 0.0, 1.0);
}
if (direction == 8u) {
float s = f.x + (1.0 - f.y);
return two_sided ? 1.0 - clamp(s - 1.0, 0.0, 1.0) : clamp(1.0 - s, 0.0, 1.0);
}
return 0.0;
}
vec3 sample_layer(uint layer, float wx, float wy) {
float span = max(u_misc.z, 1.0);
int layer_count = textureSize(u_atlas, 0).z;
float l = float(min(layer, uint(layer_count - 1)));
// The atlas is 0xAARRGGBB (BGRA in memory), uploaded as GL_RGBA.
return texture(u_atlas, vec3(vec2(wx, wy) / span, l)).bgr;
}
void main() {
vec4 p = u_cam;
float pitch = clamp(u_params.x, 0.15, 1.45);
float fov = clamp(u_params.y, 0.3, 1.4);
float world_w = u_mapinfo.x * CELL;
float world_h = u_mapinfo.y * CELL;
float cp = cos(pitch);
vec3 fwd = vec3(cp * sin(p.z), cp * cos(p.z), -sin(pitch));
vec3 right = normalize(cross(fwd, vec3(0, 0, 1)));
vec3 up = cross(right, fwd);
float target_z = world_height(p.x, p.y);
if (target_z < -1.0e8) target_z = 0.0;
float dist = p.w / sin(pitch);
vec3 cam = vec3(p.x, p.y, target_z + p.w) - fwd * dist;
vec2 ndc = vec2(v_uv.x * 2.0 - 1.0, 1.0 - v_uv.y * 2.0);
float aspect = u_misc.w;
float th = tan(fov * 0.5);
vec3 dir = normalize(fwd + right * ndc.x * th * aspect + up * ndc.y * th);
if (dir.z >= -1e-4) {
frag_color = vec4(sky_color(dir), 1.0);
return;
}
float t = CELL * 0.5;
float dt = CELL * 0.5;
float prev = t;
bool hit = false;
float hit_t = 0.0;
for (int i = 0; i < 512 && t < 60000.0; ++i) {
vec3 w = cam + dir * t;
if (w.x < 0.0 || w.y < 0.0 || w.x >= world_w || w.y >= world_h) {
prev = t;
dt *= 1.06;
t += dt;
continue;
}
if (u_params.w > 0.5 && w.z <= u_params.z) {
hit = true;
hit_t = t;
break;
}
if (w.z <= world_height(w.x, w.y)) {
hit = true;
hit_t = t;
break;
}
prev = t;
dt *= 1.06;
t += dt;
}
if (!hit) {
frag_color = vec4(sky_color(dir), 1.0);
return;
}
float lo = prev;
float hi = hit_t;
for (int i = 0; i < 6; ++i) {
float mid = 0.5 * (lo + hi);
vec3 w = cam + dir * mid;
bool water = u_params.w > 0.5 && w.z <= u_params.z;
if (water || w.z <= world_height(w.x, w.y)) {
hi = mid;
} else {
lo = mid;
}
}
vec3 hitpos = cam + dir * hi;
vec3 sun = normalize(u_sun.xyz);
float ambient = u_sun.w;
if (u_params.w > 0.5 && hitpos.z <= u_params.z + 0.01) {
float time = u_misc.x;
vec2 q = hitpos.xy * 0.015;
float nx = sin(q.x * 1.3 + time * 1.7) + 0.5 * sin(q.x * 3.1 - time * 2.3);
float ny = sin(q.y * 1.1 - time * 1.3) + 0.5 * sin(q.y * 2.7 + time * 1.9);
vec3 n = normalize(vec3(nx * 0.06, ny * 0.06, 1.0));
float fres = pow(1.0 - clamp(-dir.z, 0.0, 1.0), 3.0);
vec3 deep = vec3(0.03, 0.16, 0.28);
vec3 refl = sky_color(reflect(dir, n));
float lam = max(0.0, dot(n, sun));
vec3 water = mix(deep, refl, clamp(0.25 + 0.55 * fres, 0.0, 0.9));
water += vec3(1.0, 0.98, 0.9) * pow(lam, 64.0) * 0.6;
float wfog = clamp(1.0 - exp(-hi * 0.00009), 0.0, 0.75);
water = mix(water, sky_color(vec3(dir.x, dir.y, 0.0)), wfog);
frag_color = vec4(water, 1.0);
return;
}
float wx = hitpos.x / CELL;
float wy = (world_h - hitpos.y) / CELL;
int cx = clamp(int(wx), 0, int(u_mapinfo.x) - 1);
int cy = clamp(int(wy), 0, int(u_mapinfo.y) - 1);
float fx = wx - floor(wx);
float fy = wy - floor(wy);
uvec4 record = uvec4(texelFetch(u_celldata, ivec2(cx, cy), 0) * 65535.0 + 0.5);
uint packed = record.w;
uint dir1 = packed & 0xFu;
uint flags1 = (packed >> 4u) & 0x3u;
uint dir2 = (packed >> 8u) & 0xFu;
uint flags2 = (packed >> 12u) & 0x3u;
vec2 fracUV = vec2(fx, fy);
vec3 c0 = sample_layer(record.x, wx, wy);
vec3 c1 = sample_layer(record.y, wx, wy);
vec3 c2 = sample_layer(record.z, wx, wy);
float f1 = blend_factor(dir1, flags1, fracUV);
float f2 = blend_factor(dir2, flags2, fracUV);
vec3 albedo = mix(mix(c0, c1, f1), c2, f2);
float hl = world_height(hitpos.x - CELL, hitpos.y);
float hr = world_height(hitpos.x + CELL, hitpos.y);
float hd = world_height(hitpos.x, hitpos.y - CELL);
float hu = world_height(hitpos.x, hitpos.y + CELL);
vec3 n = normalize(vec3(hl - hr, hd - hu, 2.0 * CELL));
float lambert = max(0.0, dot(n, sun));
vec3 lit = albedo * (ambient + (1.0 - ambient) * lambert);
float fog = clamp(1.0 - exp(-hi * 0.00009), 0.0, 0.75);
lit = mix(lit, sky_color(vec3(dir.x, dir.y, 0.0)), fog);
frag_color = vec4(lit, 1.0);
}
+11
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@@ -0,0 +1,11 @@
#version 300 es
// Fullscreen triangle for the terrain raymarcher (the WebGL port of terrain.vert).
precision highp float;
out vec2 v_uv;
void main() {
vec2 p = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));
v_uv = p;
gl_Position = vec4(p.x * 2.0 - 1.0, 1.0 - p.y * 2.0, 0.0, 1.0);
}
+14
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@@ -1,3 +1,10 @@
module;
#if defined(__EMSCRIPTEN__)
// Yields to the browser (requires -sASYNCIFY); see display::sleep_frame.
extern "C" void emscripten_sleep(unsigned int ms);
#endif
export module ra3.client; export module ra3.client;
import std; import std;
@@ -85,12 +92,19 @@ export namespace ra3::client {
/** Throttle an idle frame according to the configured limit. */ /** Throttle an idle frame according to the configured limit. */
auto sleep_frame() const -> void { auto sleep_frame() const -> void {
#if defined(__EMSCRIPTEN__)
// The frame loops are blocking; on the web the only way to let the
// browser paint and handle input is to yield (Asyncify sleep).
const int fps = fps_limit_ > 0 ? fps_limit_ : 60;
emscripten_sleep(static_cast<unsigned>(std::max(1, 1000 / fps)));
#else
if (fps_limit_ > 0) { if (fps_limit_ > 0) {
std::this_thread::sleep_for(std::chrono::milliseconds(std::max(1, 1000 / fps_limit_))); std::this_thread::sleep_for(std::chrono::milliseconds(std::max(1, 1000 / fps_limit_)));
} else if (fps_limit_ < 0) { } else if (fps_limit_ < 0) {
std::this_thread::yield(); std::this_thread::yield();
} }
// fps_limit_ == 0: vertical sync already blocks in present(). // fps_limit_ == 0: vertical sync already blocks in present().
#endif
} }
// ---- shared interactive loops (assume `init` succeeded) -------------- // ---- shared interactive loops (assume `init` succeeded) --------------
+25 -12
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@@ -9,17 +9,18 @@ import ra3.client;
import ra3.ui; import ra3.ui;
import ra3.vulkan; import ra3.vulkan;
import ra3.dx; import ra3.dx;
import ra3.webgl;
/** /**
* Backend selection for the presentation layer. * Backend selection for the presentation layer.
* *
* The app talks only to `ra3::client::display`; this module picks the concrete * The app talks only to `ra3::client::display`; this module picks the concrete
* backend so no caller has to know which one is in use. The available backends * backend so no caller has to know which one is in use. The available backends
* are Vulkan, Direct3D 11 and Direct3D 12 (both GPU terrain), and the SDL * are Vulkan, Direct3D 11 and Direct3D 12, WebGL (all GPU terrain, available
* software blit fallback. The caller may name a preferred backend (the in-game * per platform) and the SDL software blit fallback. The caller may name a
* menu exposes this); if it does not start, the others are tried in turn. The * preferred backend (the in-game menu exposes this); if it does not start, the
* GPU terrain path is Vulkan/D3D-only and reports failure so the caller can fall * others are tried in turn. The GPU terrain path reports failure so the caller
* back to the software renderer. * can fall back to the software renderer.
*/ */
export namespace ra3::display { export namespace ra3::display {
using ra3::client::display_options; using ra3::client::display_options;
@@ -32,13 +33,23 @@ export namespace ra3::display {
using camera_frame = std::function<image(const camera3d &, ra3::core::uint32, ra3::core::uint32)>; using camera_frame = std::function<image(const camera3d &, ra3::core::uint32, ra3::core::uint32)>;
/** A concrete presentation backend, or `none`. */ /** A concrete presentation backend, or `none`. */
enum class backend { none, vulkan, d3d11, d3d12, sdl }; enum class backend { none, vulkan, d3d11, d3d12, webgl, sdl };
/** The backend preferred on this host: WebGL under Emscripten, else Vulkan. */
[[nodiscard]] inline constexpr auto default_backend() -> backend {
#if defined(__EMSCRIPTEN__)
return backend::webgl;
#else
return backend::vulkan;
#endif
}
[[nodiscard]] inline auto backend_name(backend which) -> std::string_view { [[nodiscard]] inline auto backend_name(backend which) -> std::string_view {
switch (which) { switch (which) {
case backend::vulkan: return "vulkan"; case backend::vulkan: return "vulkan";
case backend::d3d11: return "d3d11"; case backend::d3d11: return "d3d11";
case backend::d3d12: return "d3d12"; case backend::d3d12: return "d3d12";
case backend::webgl: return "webgl";
case backend::sdl: return "sdl"; case backend::sdl: return "sdl";
default: return "none"; default: return "none";
} }
@@ -49,19 +60,21 @@ export namespace ra3::display {
case backend::vulkan: return std::make_unique<ra3::vulkan::vulkan_display>(); case backend::vulkan: return std::make_unique<ra3::vulkan::vulkan_display>();
case backend::d3d11: return std::make_unique<ra3::dx::d3d11_display>(); case backend::d3d11: return std::make_unique<ra3::dx::d3d11_display>();
case backend::d3d12: return std::make_unique<ra3::dx::d3d12_display>(); case backend::d3d12: return std::make_unique<ra3::dx::d3d12_display>();
case backend::webgl: return std::make_unique<ra3::webgl::webgl_display>();
case backend::sdl: return std::make_unique<ra3::ui::sdl_display>(); case backend::sdl: return std::make_unique<ra3::ui::sdl_display>();
default: return nullptr; default: return nullptr;
} }
} }
/** The order in which backends are attempted for a preferred one. */ /** The order in which backends are attempted for a preferred one. */
[[nodiscard]] inline auto backend_order(backend preferred) -> std::array<backend, 4> { [[nodiscard]] inline auto backend_order(backend preferred) -> std::array<backend, 5> {
switch (preferred) { switch (preferred) {
case backend::d3d11: return {backend::d3d11, backend::d3d12, backend::vulkan, backend::sdl}; case backend::d3d11: return {backend::d3d11, backend::d3d12, backend::vulkan, backend::webgl, backend::sdl};
case backend::d3d12: return {backend::d3d12, backend::d3d11, backend::vulkan, backend::sdl}; case backend::d3d12: return {backend::d3d12, backend::d3d11, backend::vulkan, backend::webgl, backend::sdl};
case backend::sdl: return {backend::sdl, backend::d3d11, backend::d3d12, backend::vulkan}; case backend::webgl: return {backend::webgl, backend::vulkan, backend::d3d11, backend::d3d12, backend::sdl};
case backend::sdl: return {backend::sdl, backend::d3d11, backend::d3d12, backend::vulkan, backend::webgl};
case backend::vulkan: case backend::vulkan:
default: return {backend::vulkan, backend::d3d11, backend::d3d12, backend::sdl}; default: return {backend::vulkan, backend::d3d11, backend::d3d12, backend::webgl, backend::sdl};
} }
} }
@@ -105,7 +118,7 @@ export namespace ra3::display {
} }
/** Interactive menu on the preferred (or first available) backend. */ /** Interactive menu on the preferred (or first available) backend. */
[[nodiscard]] inline auto run_menu(const display_options &options, const menu_frame &frame, backend preferred = backend::vulkan) -> bool { [[nodiscard]] inline auto run_menu(const display_options &options, const menu_frame &frame, backend preferred = default_backend()) -> bool {
return with_display(preferred, [&](ra3::client::display &d) { return d.run_menu(options, frame); }); return with_display(preferred, [&](ra3::client::display &d) { return d.run_menu(options, frame); });
} }
+1
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@@ -19,4 +19,5 @@ export import ra3.terrain;
export import ra3.ui; export import ra3.ui;
export import ra3.vulkan; export import ra3.vulkan;
export import ra3.dx; export import ra3.dx;
export import ra3.webgl;
export import ra3.display; export import ra3.display;
+51 -29
View File
@@ -394,12 +394,13 @@ export namespace ra3::terrain {
uint32 supersample = 2U; ///< Render at Nx and box-downsample (antialiasing). uint32 supersample = 2U; ///< Render at Nx and box-downsample (antialiasing).
}; };
/** Load tile textures from a directory of loose `*.tga` files (extracted assets). */ namespace detail {
[[nodiscard]] inline auto load_textures_from_dir(const map_data &map, const std::filesystem::path &dir, /** Index `*.tga` under a terrain dir by stem (lower-cased), ignoring normals. */
const std::function<void(float)> &progress = {}) -> texture_set { [[nodiscard]] inline auto terrain_file_index(const std::filesystem::path &dir)
std::unordered_map<std::string, std::filesystem::path> files; -> std::unordered_map<std::string, std::filesystem::path> {
std::error_code ec; std::unordered_map<std::string, std::filesystem::path> files;
if (std::filesystem::is_directory(dir, ec)) { std::error_code ec;
if (!std::filesystem::is_directory(dir, ec)) return files;
// Recursive: our own extract writes flat `terrain/*.tga`, ra3tools // Recursive: our own extract writes flat `terrain/*.tga`, ra3tools
// writes nested `.../art/terrain/*.tga`. Only index `terrain` dirs // writes nested `.../art/terrain/*.tga`. Only index `terrain` dirs
// so a full asset dump does not pull in every unrelated TGA. // so a full asset dump does not pull in every unrelated TGA.
@@ -409,38 +410,59 @@ export namespace ra3::terrain {
auto parent = path.parent_path().filename().string(); auto parent = path.parent_path().filename().string();
std::transform(parent.begin(), parent.end(), parent.begin(), [](unsigned char ch) { return static_cast<char>(std::tolower(ch)); }); std::transform(parent.begin(), parent.end(), parent.begin(), [](unsigned char ch) { return static_cast<char>(std::tolower(ch)); });
if (parent != "terrain") continue; if (parent != "terrain") continue;
auto stem = detail::tga_stem(path.filename().string()); auto stem = tga_stem(path.filename().string());
if (stem.size() > 4U && stem.ends_with("_nrm")) continue; if (stem.size() > 4U && stem.ends_with("_nrm")) continue;
files.try_emplace(stem, path); files.try_emplace(stem, path);
} }
return files;
} }
/** Match one map texture name against the index (see `load_textures_from_dir`). */
[[nodiscard]] inline auto match_terrain_file(const std::unordered_map<std::string, std::filesystem::path> &files, std::string name)
-> std::filesystem::path {
std::transform(name.begin(), name.end(), name.begin(), [](unsigned char ch) { return static_cast<char>(std::tolower(ch)); });
for (const auto &candidate: {name, "t" + name, "tmisc_" + name}) {
if (const auto it = files.find(candidate); it != files.end()) return it->second;
}
for (const auto &[stem, path]: files) {
if (stem.ends_with(name)) return path;
}
return {};
}
} // namespace detail
/**
* The loose `*.tga` files `map` resolves to under `dir`, de-duplicated.
*
* Used to stage just the tiles a single map needs (e.g. the wasm preload).
*/
[[nodiscard]] inline auto resolve_texture_files(const map_data &map, const std::filesystem::path &dir) -> std::vector<std::filesystem::path> {
const auto files = detail::terrain_file_index(dir);
std::vector<std::filesystem::path> resolved;
for (const auto &texture: map.textures) {
if (auto found = detail::match_terrain_file(files, texture.name); !found.empty()) resolved.push_back(std::move(found));
}
std::sort(resolved.begin(), resolved.end());
resolved.erase(std::unique(resolved.begin(), resolved.end()), resolved.end());
return resolved;
}
/** Load tile textures from a directory of loose `*.tga` files (extracted assets). */
[[nodiscard]] inline auto load_textures_from_dir(const map_data &map, const std::filesystem::path &dir,
const std::function<void(float)> &progress = {}) -> texture_set {
const auto files = detail::terrain_file_index(dir);
texture_set set; texture_set set;
set.images.resize(map.textures.size()); set.images.resize(map.textures.size());
for (usize i = 0; i < map.textures.size(); ++i) { for (usize i = 0; i < map.textures.size(); ++i) {
auto name = map.textures[i].name; const auto found = detail::match_terrain_file(files, map.textures[i].name);
std::transform(name.begin(), name.end(), name.begin(), [](unsigned char ch) { return static_cast<char>(std::tolower(ch)); }); if (!found.empty()) {
std::filesystem::path found; try {
for (const auto &candidate: {name, "t" + name, "tmisc_" + name}) { std::ifstream in(found, std::ios::binary);
if (const auto it = files.find(candidate); it != files.end()) { std::vector<uint8> raw((std::istreambuf_iterator<char>(in)), std::istreambuf_iterator<char>());
found = it->second; set.images[i] = ra3::render::decode_tga(raw);
break; } catch (const std::exception &) {
} }
} }
if (found.empty()) {
for (const auto &[stem, path]: files) {
if (stem.ends_with(name)) {
found = path;
break;
}
}
}
if (found.empty()) continue;
try {
std::ifstream in(found, std::ios::binary);
std::vector<uint8> raw((std::istreambuf_iterator<char>(in)), std::istreambuf_iterator<char>());
set.images[i] = ra3::render::decode_tga(raw);
} catch (const std::exception &) {
}
if (progress && !map.textures.empty()) progress(static_cast<float>(i + 1U) / static_cast<float>(map.textures.size())); if (progress && !map.textures.empty()) progress(static_cast<float>(i + 1U) / static_cast<float>(map.textures.size()));
} }
return set; return set;
+461
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@@ -0,0 +1,461 @@
module;
// Emscripten/GLES3 headers in the global module fragment (C headers).
#include <SDL3/SDL.h>
#include <GLES3/gl3.h>
// Sized normalized texture formats used by the terrain textures; core in
// WebGL2/GLES3 but missing from some GLES3 headers.
#ifndef GL_R16
#define GL_R16 0x822A
#endif
#ifndef GL_RGBA16
#define GL_RGBA16 0x805B
#endif
#include "glsl_embedded.hpp"
export module ra3.webgl;
import std;
export import ra3.core;
import ra3.render;
import ra3.terrain;
import ra3.client;
import ender.log;
/**
* A WebGL (GLES 3.0) presentation backend, a peer of the Vulkan and Direct3D
* backends. It owns a GL context on an SDL3 canvas and implements the same
* `ra3::client::display` primitives, including the GPU heightfield terrain, so
* the web build gets the same renderer as the desktop ones rather than the
* software SDL blit.
*
* The 2D path draws a fullscreen triangle sampling a software `ra3::render::image`;
* the terrain path ray-marches the heightfield in a fragment shader (the GLSL ES
* port of `terrain.frag`). Textures carry the engine's 0xAARRGGBB pixels, so the
* shaders swizzle `.bgra`.
*/
export namespace ra3::webgl {
namespace detail {
[[nodiscard]] inline auto key_from_sdl(SDL_Keycode key) -> ra3::render::ui_key {
using ra3::render::ui_key;
switch (key) {
case SDLK_UP: return ui_key::up;
case SDLK_DOWN: return ui_key::down;
case SDLK_LEFT: return ui_key::left;
case SDLK_RIGHT: return ui_key::right;
case SDLK_PAGEUP: return ui_key::page_up;
case SDLK_PAGEDOWN: return ui_key::page_down;
case SDLK_RETURN:
case SDLK_KP_ENTER: return ui_key::confirm;
case SDLK_ESCAPE: return ui_key::cancel;
case SDLK_TAB: return ui_key::tab;
case SDLK_BACKSPACE: return ui_key::backspace;
default: return ui_key::none;
}
}
[[nodiscard]] inline auto poll_event(SDL_Window *window, ra3::render::ui_event &out) -> bool {
(void) window;
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_EVENT_QUIT:
out = {};
out.type = ra3::render::ui_event_type::quit;
return true;
case SDL_EVENT_KEY_DOWN:
if (const auto key = key_from_sdl(event.key.key); key != ra3::render::ui_key::none) {
out = {};
out.type = ra3::render::ui_event_type::key;
out.key = key;
return true;
}
break;
case SDL_EVENT_TEXT_INPUT:
if (event.text.text[0] != '\0') {
out = {};
out.type = ra3::render::ui_event_type::text;
out.character = event.text.text[0];
return true;
}
break;
case SDL_EVENT_MOUSE_MOTION:
out = {};
out.type = ra3::render::ui_event_type::mouse_move;
out.x = event.motion.x;
out.y = event.motion.y;
out.dx = event.motion.xrel;
out.dy = event.motion.yrel;
out.left = (event.motion.state & SDL_BUTTON_LMASK) != 0U;
return true;
case SDL_EVENT_MOUSE_BUTTON_DOWN:
out = {};
out.type = ra3::render::ui_event_type::mouse_button;
out.x = event.button.x;
out.y = event.button.y;
out.left = event.button.button == SDL_BUTTON_LEFT;
return true;
case SDL_EVENT_MOUSE_WHEEL:
out = {};
out.type = ra3::render::ui_event_type::wheel;
out.wheel = event.wheel.y;
return true;
default:
break;
}
}
return false;
}
[[nodiscard]] inline auto key_down(ra3::render::ui_key key) -> bool {
const bool *keys = SDL_GetKeyboardState(nullptr);
if (keys == nullptr) return false;
switch (key) {
case ra3::render::ui_key::up: return keys[SDL_SCANCODE_W] || keys[SDL_SCANCODE_UP];
case ra3::render::ui_key::down: return keys[SDL_SCANCODE_S] || keys[SDL_SCANCODE_DOWN];
case ra3::render::ui_key::left: return keys[SDL_SCANCODE_A] || keys[SDL_SCANCODE_LEFT];
case ra3::render::ui_key::right: return keys[SDL_SCANCODE_D] || keys[SDL_SCANCODE_RIGHT];
default: return false;
}
}
/** Camera + terrain uniforms (5 x vec4), matching the other backends. */
[[nodiscard]] inline auto terrain_uniforms(const ra3::terrain::gpu_terrain &terrain, const ra3::render::camera3d &camera, float time_s,
float aspect) -> std::array<float, 20> {
return {camera.target_x,
camera.target_y,
camera.yaw,
camera.height,
camera.pitch,
camera.fov,
terrain.water_z,
terrain.has_water ? 1.0F : 0.0F,
0.45F,
0.35F,
0.82F,
0.38F,
static_cast<float>(terrain.width),
static_cast<float>(terrain.height),
0.0F,
terrain.z_scale,
time_s,
0.0F,
terrain.cell_span,
aspect};
}
} // namespace detail
class webgl_display final : public ra3::client::display {
public:
webgl_display() = default;
webgl_display(const webgl_display &) = delete;
auto operator=(const webgl_display &) -> webgl_display & = delete;
~webgl_display() override { this->shutdown(); }
[[nodiscard]] auto init(const ra3::client::display_options &options) -> bool override {
if (!SDL_Init(SDL_INIT_VIDEO)) return false;
this->fps_limit_ = options.fps_limit;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
window_ = SDL_CreateWindow(options.title.c_str(), options.width, options.height,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | (options.fullscreen ? SDL_WINDOW_FULLSCREEN : 0));
if (window_ == nullptr) {
SDL_Quit();
return false;
}
SDL_RaiseWindow(window_);
context_ = SDL_GL_CreateContext(window_);
if (context_ == nullptr) {
ender::log::error(std::format("ra3.webgl: SDL_GL_CreateContext failed: {}", SDL_GetError()));
this->shutdown();
return false;
}
SDL_GL_SetSwapInterval(options.fps_limit == 0 ? 1 : 0);
if (!this->create_scene_pipeline()) {
this->shutdown();
return false;
}
glGenVertexArrays(1, &vao_);
glBindVertexArray(vao_);
SDL_StartTextInput(window_);
ender::log::info(std::format("ra3.webgl: WebGL backend initialized ({})", reinterpret_cast<const char *>(glGetString(GL_VERSION))));
return true;
}
[[nodiscard]] auto present(const ra3::render::image &frame, const ra3::render::view_rect &dest, bool changed) -> bool override {
if (frame.empty()) return false;
if (!this->ensure_size()) return false;
if (changed || scene_tex_ == 0U || frame.width() != scene_w_ || frame.height() != scene_h_) {
this->upload_scene(frame);
}
const auto [window_w, window_h] = this->window_size();
if (window_w <= 0 || window_h <= 0) return true;
glViewport(0, 0, window_w, window_h);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClearColor(0.05F, 0.06F, 0.08F, 1.0F);
glClear(GL_COLOR_BUFFER_BIT);
this->draw_fullscreen(scene_program_, scene_rect_loc_, scene_tex_, dest, window_w, window_h);
SDL_GL_SwapWindow(window_);
return true;
}
[[nodiscard]] auto poll_event(ra3::render::ui_event &out) -> bool override { return detail::poll_event(window_, out); }
[[nodiscard]] auto window_size() const -> std::pair<int, int> override {
int w = 0;
int h = 0;
SDL_GetWindowSizeInPixels(window_, &w, &h);
return {w, h};
}
[[nodiscard]] auto key_down(ra3::render::ui_key key) const -> bool override { return detail::key_down(key); }
[[nodiscard]] auto supports_terrain() const -> bool override { return true; }
[[nodiscard]] auto present_terrain(const ra3::terrain::gpu_terrain &terrain, const ra3::render::camera3d &camera, float time_s,
const ra3::client::terrain_overlay &overlay) -> bool override {
if (!terrain_ready_) {
if (!this->create_terrain_pipeline()) return false;
if (!this->create_terrain_textures(terrain)) return false;
terrain_ready_ = true;
ender::log::info(std::format("ra3.webgl: terrain ready ({}x{}, {} layers)", terrain.width, terrain.height, terrain.layer_count));
}
if (!this->ensure_size()) return false;
if (overlay.label_changed) this->upload_overlay(label_tex_, overlay.label);
if (overlay.minimap_changed) this->upload_overlay(minimap_tex_, overlay.minimap);
const auto [window_w, window_h] = this->window_size();
if (window_w <= 0 || window_h <= 0) return true;
const auto aspect = static_cast<float>(window_w) / static_cast<float>(std::max(1, window_h));
glViewport(0, 0, window_w, window_h);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClearColor(0.45F, 0.55F, 0.70F, 1.0F);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(vao_);
glUseProgram(terrain_program_);
const auto uniforms = detail::terrain_uniforms(terrain, camera, time_s, aspect);
glUniform4fv(terrain_cam_loc_, 5, uniforms.data());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, height_tex_);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, cell_tex_);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D_ARRAY, atlas_tex_);
glUniform1i(terrain_height_loc_, 0);
glUniform1i(terrain_cell_loc_, 1);
glUniform1i(terrain_atlas_loc_, 2);
glDrawArrays(GL_TRIANGLES, 0, 3);
// Overlays (FPS label, corner minimap) use the image program.
const float margin = 12.0F;
this->draw_overlay(label_tex_, overlay.label.width(), overlay.label.height(), margin, margin, window_w, window_h);
this->draw_overlay(minimap_tex_, overlay.minimap.width(), overlay.minimap.height(),
static_cast<float>(window_w) - static_cast<float>(overlay.minimap.width()) - margin, margin, window_w, window_h);
SDL_GL_SwapWindow(window_);
return true;
}
auto shutdown() -> void override {
if (context_ != nullptr) {
this->destroy_textures();
if (scene_program_ != 0U) glDeleteProgram(scene_program_);
if (terrain_program_ != 0U) glDeleteProgram(terrain_program_);
if (vao_ != 0U) glDeleteVertexArrays(1, &vao_);
SDL_GL_DestroyContext(context_);
}
if (window_ != nullptr) SDL_DestroyWindow(window_);
SDL_Quit();
window_ = nullptr;
context_ = nullptr;
vao_ = 0U;
scene_program_ = terrain_program_ = 0U;
terrain_ready_ = false;
scene_w_ = scene_h_ = 0U;
swapchain_w_ = swapchain_h_ = 0;
}
[[nodiscard]] auto name() const -> std::string_view override { return "webgl"; }
private:
[[nodiscard]] auto compile(unsigned type, const char *source, std::string_view what) -> GLuint {
const GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
GLint ok = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
if (ok == GL_FALSE) {
std::array<char, 1024> log{};
glGetShaderInfoLog(shader, static_cast<GLsizei>(log.size()), nullptr, log.data());
ender::log::error(std::format("ra3.webgl: {} shader compile failed: {}", what, log.data()));
glDeleteShader(shader);
return 0U;
}
return shader;
}
[[nodiscard]] auto link(const char *vertex, const char *fragment, std::string_view what) -> GLuint {
const GLuint vs = this->compile(GL_VERTEX_SHADER, vertex, what);
const GLuint fs = this->compile(GL_FRAGMENT_SHADER, fragment, what);
if (vs == 0U || fs == 0U) {
if (vs != 0U) glDeleteShader(vs);
if (fs != 0U) glDeleteShader(fs);
return 0U;
}
const GLuint program = glCreateProgram();
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
GLint ok = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &ok);
if (ok == GL_FALSE) {
std::array<char, 1024> log{};
glGetProgramInfoLog(program, static_cast<GLsizei>(log.size()), nullptr, log.data());
ender::log::error(std::format("ra3.webgl: {} program link failed: {}", what, log.data()));
glDeleteProgram(program);
return 0U;
}
return program;
}
[[nodiscard]] auto create_scene_pipeline() -> bool {
scene_program_ = this->link(ra3_shaders::webgl_scene_vert_glsl, ra3_shaders::webgl_scene_frag_glsl, "scene");
if (scene_program_ == 0U) return false;
scene_rect_loc_ = glGetUniformLocation(scene_program_, "u_rect");
glUseProgram(scene_program_);
glUniform1i(glGetUniformLocation(scene_program_, "u_scene"), 0);
return true;
}
[[nodiscard]] auto create_terrain_pipeline() -> bool {
terrain_program_ = this->link(ra3_shaders::webgl_terrain_vert_glsl, ra3_shaders::webgl_terrain_frag_glsl, "terrain");
if (terrain_program_ == 0U) return false;
terrain_cam_loc_ = glGetUniformLocation(terrain_program_, "u_data");
terrain_height_loc_ = glGetUniformLocation(terrain_program_, "u_heightmap");
terrain_cell_loc_ = glGetUniformLocation(terrain_program_, "u_celldata");
terrain_atlas_loc_ = glGetUniformLocation(terrain_program_, "u_atlas");
return true;
}
/** (Re)create the 2D texture used by the scene/overlay path. */
auto make_texture2d(GLuint &texture, GLint internal, GLenum format, GLenum type, int w, int h, const void *data, bool linear,
bool wrap) -> void {
if (texture == 0U) glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, internal, w, h, 0, format, type, data);
if (const GLenum error = glGetError(); error != GL_NO_ERROR) {
ender::log::error(std::format("ra3.webgl: texImage2D failed: internal=0x{:X} format=0x{:X} type=0x{:X} size={}x{} err=0x{:X}",
static_cast<unsigned>(internal), static_cast<unsigned>(format), static_cast<unsigned>(type), w, h,
static_cast<unsigned>(error)));
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, linear ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, linear ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap ? GL_REPEAT : GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap ? GL_REPEAT : GL_CLAMP_TO_EDGE);
}
auto upload_scene(const ra3::render::image &frame) -> void {
// The image is 0xAARRGGBB (BGRA in memory); store it as RGBA and let
// the shader swizzle `.bgra`.
this->make_texture2d(scene_tex_, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, static_cast<int>(frame.width()),
static_cast<int>(frame.height()), frame.data(), true, false);
scene_w_ = frame.width();
scene_h_ = frame.height();
}
auto upload_overlay(GLuint &texture, const ra3::render::image &source) -> void {
if (source.empty()) return;
this->make_texture2d(texture, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, static_cast<int>(source.width()),
static_cast<int>(source.height()), source.data(), true, false);
}
[[nodiscard]] auto create_terrain_textures(const ra3::terrain::gpu_terrain &terrain) -> bool {
this->make_texture2d(height_tex_, GL_R16, GL_RED, GL_UNSIGNED_SHORT, static_cast<int>(terrain.width),
static_cast<int>(terrain.height), terrain.heights.data(), false, false);
this->make_texture2d(cell_tex_, GL_RGBA16, GL_RGBA, GL_UNSIGNED_SHORT, static_cast<int>(terrain.width),
static_cast<int>(terrain.height), terrain.cell_data.data(), false, false);
if (atlas_tex_ == 0U) glGenTextures(1, &atlas_tex_);
glBindTexture(GL_TEXTURE_2D_ARRAY, atlas_tex_);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, static_cast<GLsizei>(terrain.layer_size), static_cast<GLsizei>(terrain.layer_size),
static_cast<GLsizei>(terrain.layer_count), 0, GL_RGBA, GL_UNSIGNED_BYTE, terrain.layers.data());
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
return true;
}
auto destroy_textures() -> void {
for (GLuint *texture: {&scene_tex_, &height_tex_, &cell_tex_, &atlas_tex_, &label_tex_, &minimap_tex_}) {
if (*texture != 0U) glDeleteTextures(1, texture);
*texture = 0U;
}
}
/** Resize the backing store when the canvas changed; false on failure. */
[[nodiscard]] auto ensure_size() -> bool {
const auto [width, height] = this->window_size();
if (width <= 0 || height <= 0) return true;
swapchain_w_ = width;
swapchain_h_ = height;
return true;
}
auto draw_fullscreen(GLuint program, GLint rect_location, GLuint texture, const ra3::render::view_rect &dest, int window_w, int window_h)
-> void {
glUseProgram(program);
glBindVertexArray(vao_);
const float rect[4] = {dest.x / static_cast<float>(window_w), dest.y / static_cast<float>(window_h),
dest.w / static_cast<float>(window_w), dest.h / static_cast<float>(window_h)};
glUniform4fv(rect_location, 1, rect);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
auto draw_overlay(GLuint texture, core::uint32 w, core::uint32 h, float x, float y, int window_w, int window_h) -> void {
if (texture == 0U || w == 0U || h == 0U) return;
const ra3::render::view_rect rect{x, y, static_cast<float>(w), static_cast<float>(h)};
this->draw_fullscreen(scene_program_, scene_rect_loc_, texture, rect, window_w, window_h);
}
SDL_Window *window_ = nullptr;
SDL_GLContext context_ = nullptr;
GLuint vao_ = 0U;
GLuint scene_program_ = 0U;
GLint scene_rect_loc_ = -1;
GLuint terrain_program_ = 0U;
GLint terrain_cam_loc_ = -1;
GLint terrain_height_loc_ = -1;
GLint terrain_cell_loc_ = -1;
GLint terrain_atlas_loc_ = -1;
GLuint scene_tex_ = 0U;
core::uint32 scene_w_ = 0U;
core::uint32 scene_h_ = 0U;
bool terrain_ready_ = false;
GLuint height_tex_ = 0U;
GLuint cell_tex_ = 0U;
GLuint atlas_tex_ = 0U;
GLuint label_tex_ = 0U;
GLuint minimap_tex_ = 0U;
int swapchain_w_ = 0;
int swapchain_h_ = 0;
};
}
+25
View File
@@ -0,0 +1,25 @@
export module ra3.webgl;
import std;
export import ra3.core;
import ra3.render;
import ra3.client;
/**
* Fallback WebGL backend for builds without Emscripten. `init` fails so the
* caller can select another display; the class name matches the real
* `ra3.webgl` module so the backend factory in `ra3.display` compiles unchanged.
*/
export namespace ra3::webgl {
class webgl_display final : public ra3::client::display {
public:
[[nodiscard]] auto init(const ra3::client::display_options &) -> bool override { return false; }
[[nodiscard]] auto present(const ra3::render::image &, const ra3::render::view_rect &, bool) -> bool override { return false; }
[[nodiscard]] auto poll_event(ra3::render::ui_event &) -> bool override { return false; }
[[nodiscard]] auto window_size() const -> std::pair<int, int> override { return {0, 0}; }
[[nodiscard]] auto key_down(ra3::render::ui_key) const -> bool override { return false; }
auto shutdown() -> void override {}
[[nodiscard]] auto name() const -> std::string_view override { return "webgl(null)"; }
};
}
+2 -2
View File
@@ -22,7 +22,7 @@ module;
#define WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN
#define NOMINMAX #define NOMINMAX
#include <windows.h> #include <windows.h>
#elif defined(__unix__) || defined(__APPLE__) #elif (defined(__unix__) || defined(__APPLE__)) && !defined(__EMSCRIPTEN__)
#include <execinfo.h> #include <execinfo.h>
#endif #endif
@@ -367,7 +367,7 @@ export namespace ender::log {
text += std::format(" #{:<3}{}\n", index, symbolicate_frame(frames[index])); text += std::format(" #{:<3}{}\n", index, symbolicate_frame(frames[index]));
} }
return text; return text;
#elif defined(__unix__) || defined(__APPLE__) #elif (defined(__unix__) || defined(__APPLE__)) && !defined(__EMSCRIPTEN__)
void *frames[max_frames] = {}; void *frames[max_frames] = {};
const int count = ::backtrace(frames, static_cast<int>(std::min(max_frames, skip + std::max<std::size_t>(depth, 1U)))); const int count = ::backtrace(frames, static_cast<int>(std::min(max_frames, skip + std::max<std::size_t>(depth, 1U))));
char **symbols = ::backtrace_symbols(frames, count); char **symbols = ::backtrace_symbols(frames, count);