feat(terrain): separate shade material selections

This commit is contained in:
2026-07-18 17:31:13 +04:00
parent 7a7578d0db
commit 575124830b
4 changed files with 65 additions and 5 deletions
+8 -3
View File
@@ -1584,9 +1584,14 @@ index, then groups the pairs by material lookup before constructing draw work.
`TerrainSlotTable::render_dispatch` exposes exactly those two proven disk
fields, while `LandMeshDocument::slot_material_pairs` decodes the selected
type-11 entries as `{ material_lookup: u16, flags: u16 }`. Flag `0x0010` is a
proven batch boundary in `GetShade`; the lookup's mapping to the two WEAR
tables, the meanings of its remaining flags, and the final blend operation
remain unassigned.
proven batch boundary in `GetShade`. Crucially, this lookup does **not** select
either map-local Land table: the `GetShade` constructor loads its own one-table
manager from `system.rlb` resource `Shade.wea`, so the 16-bit value is that
manager's table-zero row. `TerrainMaterialPair::shade_selection` records this
separate selector instead of conflating it with `Land1.wea`/`Land2.wea`. The
AutoDemo inspector now reports 128 slots, 3,174 addressed shade pairs, selector
range `0..3173`, and 392 `0x0010` batch boundaries. The meanings of remaining
flags and the final blend operation remain unassigned.
The static Vulkan bridge now carries each contiguous face run as a separate
draw range keyed by the original packed `material_tag`; it neither reorders