feat(game): bind preview diffuse materials
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@@ -13,7 +13,7 @@
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| `RecordingBackend` | No | No | Optional CPU-side IDs only | `covered-planning` | Stable command capture for backend-neutral tests | Native window, Vulkan, GPU resource lifetime, pixels |
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| `NullBackend` | No | No | Optional CPU-side IDs only | Usually `covered` for validation-only rows | Command stream framing and bounds validation | Capture stability, GPU execution, pixels |
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| `VulkanAssetRenderer` | Yes | Yes | Yes | `covered-gpu` | Static original asset rendering: MSH/Texm/WEAR/MAT0/terrain through Vulkan | Animation/FX parity unless explicitly wired |
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| `fparkan-game --backend static-vulkan` | Yes, GOG `Autodemo.00` | Yes, static MSH draw | First MSH from first mission root | `covered-gpu` only for the narrow static-preview bridge | Opt-in mission-to-native-window bootstrap, static MSH projection and synchronized teardown telemetry | Full mission scene, texture/material binding, placed transforms/orientation, camera, gameplay, original-runtime parity |
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| `fparkan-game --backend static-vulkan` | Yes, GOG `Autodemo.00` | Yes, static MSH draw | First MSH from first mission root; first MAT0 diffuse TEXM per used selector | `covered-gpu` only for the narrow static-preview bridge | Opt-in mission-to-native-window bootstrap, static MSH projection, selector-keyed diffuse descriptor upload and synchronized teardown telemetry | Full mission scene, later MAT0 phases/animation, lightmaps, placed transforms/orientation, camera, gameplay, original-runtime parity |
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| Future rendered `fparkan-game` mode | Yes | Yes | Yes | `covered-gpu` plus original-evidence IDs | Mission-driven render snapshot execution and pixel capture | Original-runtime parity for animation/FX/x87 without dedicated captures |
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## Rules
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@@ -35,14 +35,16 @@
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- `apps/fparkan-game` по умолчанию выдает `render-planning` JSON report поверх
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synthetic window descriptor и `VulkanPlanningBackend`. Opt-in `--backend static-vulkan`
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уже создаёт native `winit` window и передаёт первую подготовленную MSH модели миссии в
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`VulkanSmokeRenderer` с пустым списком materials (явный white-fallback). Режим использует
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`VulkanSmokeRenderer` вместе с первым diffuse TEXM из MAT0 для каждого реально используемого
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`Batch20.material_index`. Режим использует
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отдельный first-root preview loader: normal `load_mission` по-прежнему готовит все reachable
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assets и весь graph, тогда как preview строит graph и готовит assets только для первого
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mission root. `--load-progress <file>` writes the last entered loader phase synchronously for
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timeout diagnosis. Fresh GOG `MISSIONS/Autodemo.00/data.tma` run passed in 38.7 seconds with
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one presented frame, native 1280×720 swapchain (2 images), 7,372,800-byte readback hash
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`10681850560830502773`, and validation warnings/errors `0/0`. This is `covered-gpu` evidence
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for that narrow static-preview bridge only, not full-scene or original-renderer parity.
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one presented frame, native 1280×720 swapchain (2 images), one original diffuse material
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descriptor, 7,372,800-byte readback hash `12332214764918703197`, and validation
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warnings/errors `0/0`. This is `covered-gpu` evidence for that narrow static-preview bridge
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only, not full-scene or original-renderer parity.
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- `apps/fparkan-viewer` сейчас inspection-only CLI и не открывает live Vulkan
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asset viewer.
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- Следующий реальный milestone для rendered acceptance: `VulkanAssetRenderer`
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@@ -941,16 +941,18 @@ not the default planning path. It visits only the first mission root, selects
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its prepared MSH model, sends it through the existing static XZ clip-space
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projection and renders a requested number of frames through
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`VulkanSmokeRenderer`; teardown rejects validation warnings/errors and reports
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swapchain/readback telemetry. It deliberately supplies no material textures,
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so the renderer's documented white fallback is used.
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swapchain/readback telemetry. For each used `Batch20.material_index`, it resolves
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the positional prepared WEAR material and uploads mip 0 of that material's first
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MAT0 diffuse texture request as a selector-keyed descriptor.
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This is a narrow bootstrap from mission assets to a live Vulkan renderer. It
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does not render every placed object, apply TMA transforms or orientation, bind
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WEAR/MAT0/TEXM material data, or establish a game camera. Fresh GOG
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does not render every placed object, apply TMA transforms or orientation, select
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later MAT0 phases or animation, bind lightmaps, or establish a game camera. Fresh GOG
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`MISSIONS/Autodemo.00/data.tma` evidence now proves the narrow GPU bridge: one
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presented frame completed in 38.7 seconds with a native 1280×720 two-image
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swapchain, 7,372,800-byte synchronized readback (FNV-1a
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`10681850560830502773`) and validation warnings/errors `0/0`. This is not a
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swapchain, one selector-keyed original diffuse descriptor, 7,372,800-byte
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synchronized readback (FNV-1a `12332214764918703197`) and validation
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warnings/errors `0/0`. This is not a
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full-scene or original-renderer pixel-parity claim.
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The preview now asks `load_mission_static_preview` for both graph and assets.
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