Files
EnderTheCoder 70f35d8382 render map objects: decode compiled W3DMesh art, skin and draw over terrain
Read the buildings and props a map places from its compiled art (the
uncompressed worldbuilder stream + embedded DDS textures):

- ra3.models: BAB asset-stream parser (lazy slices), W3DMesh + D3DHierarchy
  decode, DDS (DXT1/3/5 + uncompressed) decode, per-mesh bone remap and
  bind-pose single-joint skinning, flattened to one world-space triangle soup.
- ra3.map: parse the ObjectsList chunk into (type, x, y, z, angle).
- ra3.terrain: render3d rasterises the scene over the raymarched terrain with
  a z-buffer; gpu_terrain carries the scene for the GPU backends.
- ra3.vulkan: second pipeline + depth attachment, terrain.frag writes
  gl_FragDepth, and a small depth bias keeps ground decals from z-fighting.
- objects.fx shaders (compiled to SPIR-V), embedded like scene/terrain.

Only opaque parts are drawn: FX-light billboards (DefaultW3D.fx / BasicW3D.fx)
and damage-fill shells (BuildingsGenericDamageFill.fx) are skipped, since the
latter paint the wrecked interior (e.g. orange CBBuilding_Wood) over the shell.

Ground-decal meshes with no diffuse role and the Road templates themselves are
still not drawn.
2026-09-29 18:08:11 +08:00

37 lines
1.1 KiB
GLSL

#version 450
// Static-map model fragment stage: sample the shared texture array and apply
// the same directional sun the terrain uses. Cut-out props (trees, fences)
// carry an alpha mask in their diffuse texture; discard the transparent texels
// so the ground shows through.
layout(binding = 0) uniform sampler2DArray atlas;
layout(push_constant) uniform Push {
vec4 cam_pos;
vec4 fwd;
vec4 right;
vec4 up;
vec4 sun;
} pc;
layout(location = 0) in vec2 in_uv;
layout(location = 1) in vec3 in_normal;
layout(location = 2) flat in float in_layer;
layout(location = 0) out vec4 out_color;
void main() {
int layers = textureSize(atlas, 0).z;
int layer = clamp(int(in_layer + 0.5), 0, layers - 1);
vec4 tex = texture(atlas, vec3(in_uv, float(layer)));
if (tex.a < 0.5) discard;
vec3 n = normalize(in_normal);
if (!gl_FrontFacing) n = -n;
float lambert = max(0.0, dot(n, normalize(pc.sun.xyz)));
float ambient = pc.sun.w;
vec3 lit = tex.rgb * (ambient + (1.0 - ambient) * lambert);
out_color = vec4(lit, 1.0);
}