feat(runtime): use mission placement in render snapshots
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This commit is contained in:
2026-07-18 09:21:58 +04:00
parent 2b735c693b
commit e0c8656146
2 changed files with 64 additions and 7 deletions
+55 -7
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@@ -32,7 +32,7 @@ use fparkan_render::{
use fparkan_render_vulkan::VulkanPlanningBackend;
use fparkan_runtime::{
create, frame, load_mission, loaded_mission_assets, EngineConfig, EngineMode, EngineServices,
MissionAssets, MissionRequest,
MissionAssets, MissionObjectDraft, MissionRequest,
};
use fparkan_vfs::DirectoryVfs;
use fparkan_world::WorldSnapshot;
@@ -85,8 +85,10 @@ fn run(args: &[String]) -> Result<String, String> {
last_tick = result.snapshot.tick.0;
last_hash = result.snapshot.hash.0;
let mission_assets = loaded_mission_assets(&engine);
let commands = render_snapshot_commands_with_assets(&result.snapshot, mission_assets)
.map_err(|err| format!("render snapshot: {err}"))?;
let mission_drafts = fparkan_runtime::loaded_mission_object_drafts(&engine);
let commands =
render_snapshot_commands_with_assets(&result.snapshot, mission_assets, mission_drafts)
.map_err(|err| format!("render snapshot: {err}"))?;
last_draw_count = commands
.commands
.iter()
@@ -114,20 +116,22 @@ fn run(args: &[String]) -> Result<String, String> {
#[cfg(test)]
fn render_snapshot_commands(snapshot: &WorldSnapshot) -> Result<RenderCommandList, String> {
render_snapshot_commands_with_assets(snapshot, None)
render_snapshot_commands_with_assets(snapshot, None, None)
}
fn render_snapshot_commands_with_assets(
snapshot: &WorldSnapshot,
mission_assets: Option<&MissionAssets>,
mission_drafts: Option<&[MissionObjectDraft]>,
) -> Result<RenderCommandList, String> {
let render_snapshot = render_snapshot_with_assets(snapshot, mission_assets);
let render_snapshot = render_snapshot_with_assets(snapshot, mission_assets, mission_drafts);
build_commands(&render_snapshot, RenderProfile::default()).map_err(|err| err.to_string())
}
fn render_snapshot_with_assets(
snapshot: &WorldSnapshot,
mission_assets: Option<&MissionAssets>,
mission_drafts: Option<&[MissionObjectDraft]>,
) -> RenderSnapshot {
let mut draws = Vec::with_capacity(snapshot.objects.len());
for (index, handle) in snapshot.objects.iter().enumerate() {
@@ -168,7 +172,12 @@ fn render_snapshot_with_assets(
material_slots: vec![material],
material_index: 0,
pipeline_state: fparkan_render::LegacyPipelineState::default(),
transform: identity_transform(index_to_f32(index)),
transform: mission_drafts
.and_then(|drafts| drafts.get(index))
.map_or_else(
|| identity_transform(index_to_f32(index)),
mission_position_scale_transform,
),
range: IndexRange { start: 0, count: 3 },
stable_order,
});
@@ -180,6 +189,27 @@ fn render_snapshot_with_assets(
}
}
fn mission_position_scale_transform(draft: &MissionObjectDraft) -> [f32; 16] {
[
draft.scale[0],
0.0,
0.0,
draft.position[0],
0.0,
draft.scale[1],
0.0,
draft.position[1],
0.0,
0.0,
draft.scale[2],
draft.position[2],
0.0,
0.0,
0.0,
1.0,
]
}
fn identity_transform(x: f32) -> [f32; 16] {
[
1.0, 0.0, 0.0, x, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0,
@@ -362,7 +392,7 @@ mod tests {
object_visuals: vec![vec![AssetId::new(101), AssetId::new(102)]],
..MissionAssets::default()
};
let commands = render_snapshot_commands_with_assets(&snapshot, Some(&assets))?;
let commands = render_snapshot_commands_with_assets(&snapshot, Some(&assets), None)?;
let draws: Vec<_> = commands
.commands
.iter()
@@ -380,6 +410,24 @@ mod tests {
Ok(())
}
#[test]
fn render_snapshot_uses_mission_position_and_scale_without_interpreting_orientation() {
let draft = MissionObjectDraft {
original_id: None,
resource_name_raw: Vec::new(),
identity_or_clan_raw: 0,
position: [10.0, 20.0, 30.0],
orientation_raw: [1.0, 2.0, 3.0],
scale: [2.0, 3.0, 4.0],
visual_ids: Vec::new(),
properties: Vec::new(),
};
assert_eq!(
mission_position_scale_transform(&draft),
[2.0, 0.0, 0.0, 10.0, 0.0, 3.0, 0.0, 20.0, 0.0, 0.0, 4.0, 30.0, 0.0, 0.0, 0.0, 1.0,]
);
}
fn prepared_visual(id: u64, material: u64) -> PreparedVisual {
PreparedVisual {
id: AssetId::new(id),
+9
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@@ -916,6 +916,15 @@ prepared visual сохраняет один compatibility fallback draw. Это
multi-component prototype graph для будущего real Vulkan renderer, однако
текущий game app всё ещё использует planning backend и triangle ranges.
### Mission position/scale render bridge
`fparkan-game` now maps preserved TMA position and non-uniform scale into each
backend-neutral draw matrix instead of diagnostic index placement. Raw
orientation deliberately remains uninterpreted: the original Euler order and
matrix convention are not yet proven. This preserves authored values without
inventing transform math; the app still uses planning backend and triangle
ranges, so it is not a full renderer claim.
`Land.msh` использует отдельный geometry-only bridge: validated `TerrainFace28`
сохраняет source triangle order, а его positions и packed UV0 попадают в тот же
static vertex/index upload path. Для текущего диагностического viewer XZ bounds