feat(game): add static mission Vulkan mode
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2026-07-18 09:31:32 +04:00
parent bf34bf9dd9
commit f75601a86a
6 changed files with 298 additions and 7 deletions
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@@ -934,6 +934,23 @@ visual component emitted for that object. The bridge deliberately leaves the
value absent when no mission draft exists; it does not infer an original ID
from a runtime slot or draw order.
### Opt-in mission static-Vulkan bridge
`fparkan-game --backend static-vulkan` is an explicit native-window experiment,
not the default planning path. After mission loading it selects the first
prepared MSH model, sends it through the existing static XZ clip-space
projection and renders a requested number of frames through
`VulkanSmokeRenderer`; teardown rejects validation warnings/errors and reports
swapchain/readback telemetry. It deliberately supplies no material textures,
so the renderer's documented white fallback is used.
This is a narrow bootstrap from mission assets to a live Vulkan renderer. It
does not render every placed object, apply TMA transforms or orientation, bind
WEAR/MAT0/TEXM material data, or establish a game camera. A GOG
`MISSIONS/Autodemo.00/data.tma` attempt exceeded the local 120-second runner
limit before the window/report, so this mode has implementation and unit/lint
evidence only, not a corpus GPU acceptance 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