Major refactoring - internal server state machine implemented
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@@ -51,13 +51,13 @@ namespace FRG {
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std::string shaderProgramName;
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// Sparks spawn within this radius of each emission point. 0 means
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// "spawn exactly at the point" (legacy behavior).
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// "spawn exactly at the point" (old behavior).
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float emissionRadius;
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bool configured;
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// Rebuilds the CPU-side quad/UV arrays. If cameraViewMatrix is identity,
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// particles are rendered as axis-aligned quads in world XY and sorted by
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// world Z (legacy behavior). Otherwise quads are billboarded toward the
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// world Z (old behavior). Otherwise quads are billboarded toward the
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// camera using its world-space right/up axes, and particles are sorted
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// back-to-front in eye space for correct alpha blending.
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void prepareDrawData(const Eigen::Matrix4f& cameraViewMatrix);
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@@ -106,7 +106,7 @@ namespace FRG {
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// Вызывать ДО draw() в начале кадра: готовит данные и загружает в VBO.
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// Pass the current camera view matrix (world → eye) to billboard sparks
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// toward the camera and sort them back-to-front. Identity (default)
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// keeps the legacy non-billboarded behavior.
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// keeps the old non-billboarded behavior.
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void prepareForDraw(const Eigen::Matrix4f& cameraViewMatrix = Eigen::Matrix4f::Identity());
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void draw(Renderer& renderer, float zoom, int screenWidth, int screenHeight);
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