Read the buildings and props a map places from its compiled art (the uncompressed worldbuilder stream + embedded DDS textures): - ra3.models: BAB asset-stream parser (lazy slices), W3DMesh + D3DHierarchy decode, DDS (DXT1/3/5 + uncompressed) decode, per-mesh bone remap and bind-pose single-joint skinning, flattened to one world-space triangle soup. - ra3.map: parse the ObjectsList chunk into (type, x, y, z, angle). - ra3.terrain: render3d rasterises the scene over the raymarched terrain with a z-buffer; gpu_terrain carries the scene for the GPU backends. - ra3.vulkan: second pipeline + depth attachment, terrain.frag writes gl_FragDepth, and a small depth bias keeps ground decals from z-fighting. - objects.fx shaders (compiled to SPIR-V), embedded like scene/terrain. Only opaque parts are drawn: FX-light billboards (DefaultW3D.fx / BasicW3D.fx) and damage-fill shells (BuildingsGenericDamageFill.fx) are skipped, since the latter paint the wrecked interior (e.g. orange CBBuilding_Wood) over the shell. Ground-decal meshes with no diffuse role and the Road templates themselves are still not drawn.
2.6 KiB
2.6 KiB