Adapted for web
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@@ -20,7 +20,7 @@
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#endif
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#ifdef EMSCRIPTEN
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#ifdef __EMSCRIPTEN__
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#include <emscripten.h>
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#endif
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@@ -37,7 +37,7 @@ namespace FRG
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static const float zoomMax = 20.0f;
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#ifdef EMSCRIPTEN
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#ifdef __EMSCRIPTEN__
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const char* CONST_ZIP_FILE = "resources.zip";
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const char* CONST_MUSIC_ZIP_FILE = "music.zip";
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#else
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@@ -49,7 +49,7 @@ namespace FRG
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float y = 0;
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float z = 0;
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#ifdef EMSCRIPTEN
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#ifdef __EMSCRIPTEN__
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Game* Game::s_instance = nullptr;
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// Коллбэк успешной загрузки resources.zip
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@@ -109,7 +109,7 @@ namespace FRG
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renderer.InitOpenGL();
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//logger() << "Android test step 1 " << std::endl;
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#if defined(EMSCRIPTEN) || defined(__ANDROID__)
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#if defined(__EMSCRIPTEN__) || defined(__ANDROID__)
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// These shaders and loading.png are preloaded separately (not from zip),
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// so they are available immediately without waiting for resources.zip.
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//logger() << "Android test step 1 " << std::endl;
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@@ -149,7 +149,7 @@ namespace FRG
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loadingMesh.data = CreateRect2D({ 0.0f, 0.0f }, { minDimension * 0.5f, minDimension * 0.5f }, 3);
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loadingMesh.RefreshVBO();
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#ifdef EMSCRIPTEN
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#ifdef __EMSCRIPTEN__
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s_instance = this;
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std::string resPath = FRG::getPersistentResourcePath("resources.zip");
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@@ -168,7 +168,7 @@ namespace FRG
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// Скачиваем сразу в постоянный путь /offline/resources.zip
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emscripten_async_wget2(
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"resources.zip", // URL на сервере
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"resources.zip?v=2", // Cache-bust stale browser responses after resource updates
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resPath.c_str(), // Назначение в VFS Emscripten
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"GET",
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nullptr,
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@@ -223,7 +223,7 @@ namespace FRG
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loadSteps.push([this]() {
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#if defined(EMSCRIPTEN) || defined(__ANDROID__)
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#if defined(__EMSCRIPTEN__) || defined(__ANDROID__)
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renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "resources/shaders/defaultAtmosphere.vertex", "resources/shaders/defaultAtmosphere_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("planetBake", "resources/shaders/planet_bake.vertex", "resources/shaders/planet_bake_web.fragment", CONST_ZIP_FILE);
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