Adapting web version

This commit is contained in:
Vladislav Khorev committed 2026-02-28 20:37:47 +03:00
1 parent 7e5aa22fee
commit 2728ca9646
16 files changed
+234 -207

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+27 -27
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@@ -159,15 +159,15 @@ namespace ZL
// В пределах экрана?
// (можно оставить, можно клампить)
float sx = (ndc.x() * 0.5f + 0.5f) * Environment::width;
float sy = (ndc.y() * 0.5f + 0.5f) * Environment::height;
float sx = (ndc.x() * 0.5f + 0.5f) * Environment::projectionWidth;
float sy = (ndc.y() * 0.5f + 0.5f) * Environment::projectionHeight;
outX = sx;
outY = sy;
// Можно отсеять те, что вне:
if (sx < -200 || sx > Environment::width + 200) return false;
if (sy < -200 || sy > Environment::height + 200) return false;
if (sx < -200 || sx > Environment::projectionWidth + 200) return false;
if (sy < -200 || sy > Environment::projectionHeight + 200) return false;
return true;
}
@@ -296,12 +296,12 @@ namespace ZL
cubemapTexture = std::make_shared<Texture>(
std::array<TextureDataStruct, 6>{
CreateTextureDataFromPng("resources/sky/space_red.png", CONST_ZIP_FILE),
CreateTextureDataFromPng("resources/sky/space_red.png", CONST_ZIP_FILE),
CreateTextureDataFromPng("resources/sky/space_red.png", CONST_ZIP_FILE),
CreateTextureDataFromPng("resources/sky/space_red.png", CONST_ZIP_FILE),
CreateTextureDataFromPng("resources/sky/space_red.png", CONST_ZIP_FILE),
CreateTextureDataFromPng("resources/sky/space_red.png", CONST_ZIP_FILE)
CreateTextureDataFromPng("resources/sky/space1.png", CONST_ZIP_FILE),
CreateTextureDataFromPng("resources/sky/space1.png", CONST_ZIP_FILE),
CreateTextureDataFromPng("resources/sky/space1.png", CONST_ZIP_FILE),
CreateTextureDataFromPng("resources/sky/space1.png", CONST_ZIP_FILE),
CreateTextureDataFromPng("resources/sky/space1.png", CONST_ZIP_FILE),
CreateTextureDataFromPng("resources/sky/space1.png", CONST_ZIP_FILE)
});
@@ -859,8 +859,8 @@ namespace ZL
// если ничего не изменилось — не трогаем VBO
if (crosshairMeshValid &&
crosshairLastW == Environment::width &&
crosshairLastH == Environment::height &&
crosshairLastW == Environment::projectionWidth &&
crosshairLastH == Environment::projectionHeight &&
std::abs(crosshairLastAlpha - crosshairCfg.alpha) < 1e-6f &&
std::abs(crosshairLastThickness - crosshairCfg.thicknessPx) < 1e-6f &&
std::abs(crosshairLastGap - crosshairCfg.gapPx) < 1e-6f &&
@@ -869,18 +869,18 @@ namespace ZL
return;
}
crosshairLastW = Environment::width;
crosshairLastH = Environment::height;
crosshairLastW = Environment::projectionWidth;
crosshairLastH = Environment::projectionHeight;
crosshairLastAlpha = crosshairCfg.alpha;
crosshairLastThickness = crosshairCfg.thicknessPx;
crosshairLastGap = crosshairCfg.gapPx;
crosshairLastScaleMul = crosshairCfg.scaleMul;
float cx = Environment::width * 0.5f;
float cy = Environment::height * 0.5f;
float cx = Environment::projectionWidth * 0.5f;
float cy = Environment::projectionHeight * 0.5f;
// масштаб от reference (стандартно: по высоте)
float scale = (crosshairCfg.refH > 0) ? (Environment::height / (float)crosshairCfg.refH) : 1.0f;
float scale = (crosshairCfg.refH > 0) ? (Environment::projectionHeight / (float)crosshairCfg.refH) : 1.0f;
scale *= crosshairCfg.scaleMul;
float thickness = crosshairCfg.thicknessPx * scale;
@@ -940,7 +940,7 @@ namespace ZL
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
renderer.shaderManager.PushShader("defaultColor");
renderer.PushProjectionMatrix((float)Environment::width, (float)Environment::height, 0.f, 1.f);
renderer.PushProjectionMatrix(Environment::projectionWidth, Environment::projectionHeight, 0.f, 1.f);
renderer.PushMatrix();
renderer.LoadIdentity();
@@ -1187,15 +1187,15 @@ namespace ZL
// 4) Настройки стиля
Eigen::Vector4f enemyColor(1.f, 0.f, 0.f, 1.f); // красный
float thickness = 10.0f; // толщина линий (px)
float thickness = 2.0f; // толщина линий (px)
float z = 0.0f; // 2D слой
// 5) Если цель в кадре: рисуем скобки
if (onScreen)
{
// перевод NDC -> экран (в пикселях)
float sx = (ndcX * 0.5f + 0.5f) * Environment::width;
float sy = (ndcY * 0.5f + 0.5f) * Environment::height;
float sx = (ndcX * 0.5f + 0.5f) * Environment::projectionWidth;
float sy = (ndcY * 0.5f + 0.5f) * Environment::projectionHeight;
// анимация “снаружи внутрь”
// targetAcquireAnim растёт к 1, быстро (похоже на захват)
@@ -1234,7 +1234,7 @@ namespace ZL
glClear(GL_DEPTH_BUFFER_BIT);
renderer.shaderManager.PushShader("defaultColor");
renderer.PushProjectionMatrix((float)Environment::width, (float)Environment::height, 0.f, 1.f);
renderer.PushProjectionMatrix(Environment::projectionWidth, Environment::projectionHeight, 0.f, 1.f);
renderer.PushMatrix();
renderer.LoadIdentity();
@@ -1248,8 +1248,8 @@ namespace ZL
float leadNdcX, leadNdcY, leadNdcZ, leadClipW;
if (projectToNDC(leadWorld, leadNdcX, leadNdcY, leadNdcZ, leadClipW) && leadClipW > 0.0f) {
if (leadNdcX >= -1 && leadNdcX <= 1 && leadNdcY >= -1 && leadNdcY <= 1) {
float lx = (leadNdcX * 0.5f + 0.5f) * Environment::width;
float ly = (leadNdcY * 0.5f + 0.5f) * Environment::height;
float lx = (leadNdcX * 0.5f + 0.5f) * Environment::projectionWidth;
float ly = (leadNdcY * 0.5f + 0.5f) * Environment::projectionHeight;
float distLead = (Environment::shipState.position - leadWorld).norm();
float r = 30.0f / (distLead * 0.01f + 1.0f);
@@ -1323,8 +1323,8 @@ namespace ZL
float edgeNdcX = dirX * k;
float edgeNdcY = dirY * k;
float edgeX = (edgeNdcX * 0.5f + 0.5f) * Environment::width;
float edgeY = (edgeNdcY * 0.5f + 0.5f) * Environment::height;
float edgeX = (edgeNdcX * 0.5f + 0.5f) * Environment::projectionWidth;
float edgeY = (edgeNdcY * 0.5f + 0.5f) * Environment::projectionHeight;
float bob = std::sin(t * 6.0f) * 6.0f;
edgeX += dirX * bob;
@@ -1367,7 +1367,7 @@ namespace ZL
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
renderer.shaderManager.PushShader("defaultColor");
renderer.PushProjectionMatrix((float)Environment::width, (float)Environment::height, 0.f, 1.f);
renderer.PushProjectionMatrix(Environment::projectionWidth, Environment::projectionHeight, 0.f, 1.f);
renderer.PushMatrix();
renderer.LoadIdentity();