Working on web version

This commit is contained in:
Vladislav Khorev committed 2026-01-08 23:23:39 +03:00
1 parent 723b973c7f
commit b055faf882
13 files changed
+439 -30

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+23 -11
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@@ -13,7 +13,7 @@
namespace ZL
{
#ifdef EMSCRIPTEN
const char* CONST_ZIP_FILE = "space-game001.zip";
const char* CONST_ZIP_FILE = "space-game001a.zip";
#else
const char* CONST_ZIP_FILE = "";
#endif
@@ -137,30 +137,42 @@ namespace ZL
renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "./shaders/defaultAtmosphere.vertex", "./shaders/defaultAtmosphere.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("defaultColorPlanet", "./shaders/defaultColorPlanet.vertex", "./shaders/defaultColorPlanet_web.fragment", CONST_ZIP_FILE);
*/
renderer.shaderManager.AddShaderFromFiles("defaultColor", "./shaders/defaultColor.vertex", "./shaders/defaultColor_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("default", "./shaders/default.vertex", "./shaders/default_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("env_sky", "./shaders/default_env.vertex", "./shaders/default_env_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "./shaders/default_texture.vertex", "./shaders/default_texture_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetBake", "./shaders/default_texture.vertex", "./shaders/default_texture_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetStone", "./shaders/default_texture.vertex", "./shaders/default_texture_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetLand", "./shaders/default_texture.vertex", "./shaders/default_texture_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("env_sky", "./shaders/env_sky.vertex", "./shaders/env_sky_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "./shaders/defaultAtmosphere.vertex", "./shaders/defaultAtmosphere_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetBake", "./shaders/planet_bake.vertex", "./shaders/planet_bake_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetStone", "./shaders/planet_stone.vertex", "./shaders/planet_stone_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetLand", "./shaders/planet_land.vertex", "./shaders/planet_land_web.fragment", CONST_ZIP_FILE);
#else
#ifndef SIMPLIFIED
renderer.shaderManager.AddShaderFromFiles("defaultColor", "./shaders/defaultColor.vertex", "./shaders/defaultColor_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("default", "./shaders/default.vertex", "./shaders/default_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("env_sky", "./shaders/env_sky.vertex", "./shaders/env_sky_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "./shaders/defaultAtmosphere.vertex", "./shaders/defaultAtmosphere.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "./shaders/defaultAtmosphere.vertex", "./shaders/defaultAtmosphere_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetBake", "./shaders/planet_bake.vertex", "./shaders/planet_bake_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetStone", "./shaders/planet_stone.vertex", "./shaders/planet_stone_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetLand", "./shaders/planet_land.vertex", "./shaders/planet_land_desktop.fragment", CONST_ZIP_FILE);
#else
renderer.shaderManager.AddShaderFromFiles("default", "./shaders/default.vertex", "./shaders/default_desktop.fragment", CONST_ZIP_FILE);
/*renderer.shaderManager.AddShaderFromFiles("default", "./shaders/default.vertex", "./shaders/default_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("env_sky", "./shaders/default_env.vertex", "./shaders/default_env_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "./shaders/default_texture.vertex", "./shaders/default_texture_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetBake", "./shaders/default_texture.vertex", "./shaders/default_texture_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetStone", "./shaders/default_texture.vertex", "./shaders/default_texture_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetLand", "./shaders/default_texture.vertex", "./shaders/default_texture_desktop.fragment", CONST_ZIP_FILE);
*/
renderer.shaderManager.AddShaderFromFiles("defaultColor", "./shaders/defaultColor.vertex", "./shaders/defaultColor_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("default", "./shaders/default.vertex", "./shaders/default_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("env_sky", "./shaders/env_sky.vertex", "./shaders/env_sky_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "./shaders/defaultAtmosphere.vertex", "./shaders/defaultAtmosphere_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetBake", "./shaders/planet_bake.vertex", "./shaders/planet_bake_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetStone", "./shaders/planet_stone.vertex", "./shaders/planet_stone_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetLand", "./shaders/planet_land.vertex", "./shaders/planet_land_web.fragment", CONST_ZIP_FILE);
#endif
#endif
@@ -224,8 +236,8 @@ namespace ZL
spaceshipBase = LoadFromTextFile02("./resources/spaceship006.txt", CONST_ZIP_FILE);
spaceshipBase.RotateByMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(M_PI / 2.0, Eigen::Vector3f::UnitY())).toRotationMatrix());// QuatFromRotateAroundY(M_PI / 2.0).toRotationMatrix());
//spaceshipTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/Untitled.001.png", CONST_ZIP_FILE));
//spaceshipBase = LoadFromTextFile02("./resources/spaceshipnew001.txt", CONST_ZIP_FILE);
//spaceshipTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/cap_D.png", CONST_ZIP_FILE));
//spaceshipBase = LoadFromTextFile02("./resources/spaceship006x.txt", CONST_ZIP_FILE);
//spaceshipBase.RotateByMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-M_PI / 2.0, Eigen::Vector3f::UnitY())).toRotationMatrix());// QuatFromRotateAroundY(M_PI / 2.0).toRotationMatrix());
@@ -248,7 +260,7 @@ namespace ZL
boxRenderArr.resize(boxCoordsArr.size());
std::cout << "Init step 3 " << std::endl;
std::cout << "Init step 3x " << std::endl;
for (int i = 0; i < boxCoordsArr.size(); i++)
{
+2 -2
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@@ -52,11 +52,11 @@ namespace ZL {
}
#ifndef SIMPLIFIED
//#ifndef SIMPLIFIED
planetAtmosphereLod = generateSphere(5, 0);
planetAtmosphereLod.Scale(PLANET_RADIUS * 1.03);
planetAtmosphereLod.Move(PLANET_CENTER_OFFSET);
#endif
//#endif
}
const LodLevel& PlanetData::getLodLevel(int level) const {
+16 -13
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@@ -78,14 +78,14 @@ namespace ZL {
stoneTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/rock.png", CONST_ZIP_FILE));
#ifndef SIMPLIFIED
//#ifndef SIMPLIFIED
// Атмосфера
planetAtmosphereRenderStruct.data = planetData.getAtmosphereLod().vertexData;
if (planetAtmosphereRenderStruct.data.PositionData.size() > 0)
{
planetAtmosphereRenderStruct.RefreshVBO();
}
#endif
//#endif
planetStones = CreateStoneGroupData(778, planetData.getLodLevel(lodIndex));
@@ -205,7 +205,7 @@ namespace ZL {
void PlanetObject::draw(Renderer& renderer) {
#ifndef SIMPLIFIED
//#ifndef SIMPLIFIED
{
if (stoneMapFB == nullptr)
{
@@ -221,7 +221,8 @@ namespace ZL {
stoneMapFB->GenerateMipmaps();
}
#endif
//#endif
//bakeStoneTexture(renderer);
@@ -232,9 +233,9 @@ namespace ZL {
drawPlanet(renderer);
drawStones(renderer);
#ifndef SIMPLIFIED
//#ifndef SIMPLIFIED
drawAtmosphere(renderer);
#endif
//#endif
}
void PlanetObject::drawPlanet(Renderer& renderer)
@@ -305,12 +306,12 @@ namespace ZL {
playerLightFactor = max(0.0f, (playerLightFactor + 0.2f) / 1.2f);
renderer.RenderUniform1f("uPlayerLightFactor", playerLightFactor);
#ifndef SIMPLIFIED
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, stoneMapFB->getTextureID());
#endif
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, sandTexture->getTexID());
//glBindTexture(GL_TEXTURE_2D, stoneMapFB->getTextureID());
renderer.DrawVertexRenderStruct(planetRenderStruct);
CheckGlError();
@@ -351,6 +352,7 @@ namespace ZL {
const float currentZNear = zRange.first;
const float currentZFar = zRange.second;
// 2. Применяем динамическую матрицу проекции
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
@@ -365,7 +367,7 @@ namespace ZL {
renderer.RenderUniform1f("uDistanceToPlanetSurface", dist);
renderer.RenderUniform1f("uCurrentZFar", currentZFar);
renderer.RenderUniform3fv("uViewPos", Environment::shipPosition.data());
//std::cout << "uViewPos" << Environment::shipPosition << std::endl;
// PlanetObject.cpp, метод drawStones
Vector3f sunDirWorld = Vector3f(1.0f, -1.0f, -1.0f).normalized();
renderer.RenderUniform3fv("uLightDirWorld", sunDirWorld.data());
@@ -380,6 +382,7 @@ namespace ZL {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, stoneTexture->getTexID());
for (int i : triangleIndicesToDraw)
//for (int i = 0; i < stonesToRender.size(); i++)
{
@@ -406,6 +409,7 @@ namespace ZL {
void PlanetObject::drawAtmosphere(Renderer& renderer) {
static const std::string defaultShaderName = "defaultAtmosphere";
//static const std::string defaultShaderName = "defaultColor";
static const std::string vPositionName = "vPosition";
static const std::string vNormalName = "vNormal";
//glClear(GL_DEPTH_BUFFER_BIT);
@@ -441,7 +445,6 @@ namespace ZL {
Vector3f color = { 0.0, 0.5, 1.0 };
renderer.RenderUniform3fv("uColor", color.data());
renderer.RenderUniformMatrix4fv("ModelViewMatrix", false, viewMatrix.data());
@@ -449,8 +452,8 @@ namespace ZL {
renderer.RenderUniform1f("uDistanceToPlanetSurface", dist);
// В начале drawAtmosphere или как uniform
float time = SDL_GetTicks() / 1000.0f;
renderer.RenderUniform1f("uTime", time);
//float time = SDL_GetTicks() / 1000.0f;
//renderer.RenderUniform1f("uTime", time);
// В методе PlanetObject::drawAtmosphere
Vector3f worldLightDir = Vector3f(1.0f, -1.0f, -1.0f).normalized();
@@ -467,7 +470,7 @@ namespace ZL {
renderer.RenderUniform3fv("uLightDirView", lightToSource.data());
// В методе Game::drawCubemap
renderer.RenderUniform1f("uTime", SDL_GetTicks() / 1000.0f);
//renderer.RenderUniform1f("uTime", SDL_GetTicks() / 1000.0f);
// Направление света в мировом пространстве для освещения облаков
//Vector3f worldLightDir = Vector3f(1.0f, -1.0f, -1.0f).normalized();
renderer.RenderUniform3fv("uWorldLightDir", worldLightDir.data());