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fparkan/docs/reference/render-frame.md
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Valentin Popov a8faba8aad feat: complete map viewer scene and static CTL pose preview
Complete the interactive mission viewer with environment rendering, audio events, dynamic shadows, free-flight camera controls, and per-component CTL pose sampling.
2026-10-11 13:12:50 +04:00

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# Render frame
Кадр является последней стадией цикла, а не самостоятельной функцией renderer-а.
До draw calls уже накоплен input, рассчитан tick, применены отложенные операции,
выбрана камера и обновлён 3D sound listener.
## Frame skeleton
```text
system messages and input
-> simulation calculation
-> deferred object operations
-> animation and transforms
-> camera and sound listener
-> visibility and render queues
-> materials and draw passes
-> renderer completion
-> end-of-render callbacks and UI
```
В `World3D::stdRenderGame` доказан крупный порядок: camera передаётся Terrain,
настраиваются viewport/matrices, вызываются renderer boundary slots,
устанавливается `in_render`, выполняется traversal мира, закрывается world/shade
pass, вызывается renderer completion, снимается `in_render`, рассылается
end-of-render.
## Draw item
Подготовленный draw item содержит:
- node world matrix;
- batch flags and index range;
- WEAR material handle;
- MAT0 active phase and coefficients;
- texture handle;
- optional lightmap handle;
- render phase and sorting key;
- legacy pipeline state.
Подготовленный item должен ссылаться на immutable данные кадра. Изменение phase
или texture cache посреди прохода не должно менять уже собранную очередь.
## GOG camera dispatch evidence
For the GOG `World3D.dll` baseline with SHA-256
`17e4a3089b2583a8cf2356c9db0390b1aba138356a09130d79b4e7e4791da61e`,
the exported `stdRenderGame` is RVA `0x13BD0`. It first calls
`Terrain::stdSetCurrentCamera2(camera)`, stores the camera pointer only for
the frame, and clears it before return. `sendEndOfRender` is a separate export
at RVA `0x13D90`. This is frame-order evidence only: the camera ABI, matrices
and viewport values still require dynamic capture or further decompilation.
Receiver-side GOG Terrain evidence refines this contract. `stdSetCurrentCamera2`
(RVA `0x4FD40` in Terrain SHA-256
`af87d1b2e728a0be73c52be3b44cc196ab46da7799f25a15d40f8c9b0b425ead`) queries
selector `18` on the supplied object and invokes slot `+12` on that result. It
does not store the supplied pointer in `stdGetCurrentCamera2`; that getter
returns a Terrain global populated by selector `8` during Terrain initialization.
`Terrain.dll!LoadCamera` adds a separate factory-side contract. Its GOG entry
at RVA `0x4EBE0` is `__stdcall` with four machine-word arguments, allocates
`0x1A4` bytes, calls the constructor at RVA `0x4EC60`, and returns the interface
at object offset `+0x134`. The constructor passes arguments 3 and 4 into base
initialization at `this + 4`, writes argument 3 to `this + 0x138`, and calls a
helper at RVA `0x4CEF0` with arguments 1, 2 and 4 plus `this`. Argument 1 is a
mode string: only `REFLECTION` and `REFLECTION_SHIFTED` produce a non-zero mode
value at `this + 0x1A0`. This is factory ABI evidence, not a recovered view or
projection matrix contract.
## Parity risks
`VulkanStaticCamera::from_legacy_d3d7` keeps the D3D7 view and projection
reconstruction in `fparkan-render`, then negates the vertical projection term
once at the Vulkan adapter boundary. D3D7's top-down viewport places positive
NDC Y at the top; the Vulkan swapchain uses a positive viewport height, so the
adapter flips NDC Y while the shader preserves `gl_Position`. The generic
`from_row_major_view_projection` path remains unchanged; its callers supply
Vulkan-ready matrices, as the free-flight camera already does.
- x87 precision and rounding;
- scalar/SIMD `g_FastProc` differences;
- object, batch and transparent primitive order;
- depth, cull, alpha test and blend transitions;
- mip-skip, palette and Page coordinates;
- material fallback and phase selection;
- RNG sequence for FX and atmosphere;
- device capability fallback;
- simulation time quantization.
Для отладки нужен deterministic frame capture: camera state, visible object IDs,
draw-item list, pipeline keys, matrices и hashes промежуточных buffers.