Working on web version
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+432
-328
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@@ -8,6 +8,10 @@
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namespace ZL
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{
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#ifdef EMSCRIPTEN
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using std::min;
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using std::max;
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#endif
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int getIndexByValue(const std::string& name, const std::vector<std::string>& words)
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{
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@@ -909,29 +913,51 @@ namespace ZL
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void GpuSkinningShaderData::RenderVBO(Renderer& renderer)
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{
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CheckGlError(__FILE__, __LINE__);
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// Bind position and texcoord VBOs
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glBindBuffer(GL_ARRAY_BUFFER, bindPoseMutable.positionVBO->getBuffer());
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renderer.VertexAttribPointer3fv("vPosition", 0, NULL);
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CheckGlError(__FILE__, __LINE__);
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if (bindPoseMutable.texCoordVBO) {
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glBindBuffer(GL_ARRAY_BUFFER, bindPoseMutable.texCoordVBO->getBuffer());
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renderer.VertexAttribPointer2fv("vTexCoord", 0, NULL);
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CheckGlError(__FILE__, __LINE__);
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}
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CheckGlError(__FILE__, __LINE__);
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if (bindPoseMutable.normalVBO) {
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glBindBuffer(GL_ARRAY_BUFFER, bindPoseMutable.normalVBO->getBuffer());
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renderer.VertexAttribPointer3fv("vNormal", 0, NULL);
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CheckGlError(__FILE__, __LINE__);
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} else {
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renderer.DisableVertexAttribArray("vNormal");
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CheckGlError(__FILE__, __LINE__);
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}
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CheckGlError(__FILE__, __LINE__);
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// Bind bone index VBOs
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glBindBuffer(GL_ARRAY_BUFFER, boneIndices0VBO->getBuffer());
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renderer.VertexAttribPointer4fv("aBoneIndices0", 0, NULL);
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CheckGlError(__FILE__, __LINE__);
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glBindBuffer(GL_ARRAY_BUFFER, boneIndices1VBO->getBuffer());
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renderer.VertexAttribPointer2fv("aBoneIndices1", 0, NULL);
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CheckGlError(__FILE__, __LINE__);
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// Bind bone weight VBOs
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glBindBuffer(GL_ARRAY_BUFFER, boneWeights0VBO->getBuffer());
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renderer.VertexAttribPointer4fv("aBoneWeights0", 0, NULL);
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CheckGlError(__FILE__, __LINE__);
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glBindBuffer(GL_ARRAY_BUFFER, boneWeights1VBO->getBuffer());
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renderer.VertexAttribPointer2fv("aBoneWeights1", 0, NULL);
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CheckGlError(__FILE__, __LINE__);
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glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(bindPoseMutable.data.PositionData.size()));
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}
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@@ -417,12 +417,18 @@ void Character::drawShadowDepthCpu(Renderer& renderer) {
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}
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void Character::drawShadowDepthGpuSkinning(Renderer& renderer) {
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CheckGlError(__FILE__, __LINE__);
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AnimationState drawState = resolveActiveState();
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auto it = animations.find(drawState);
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if (it == animations.end()) return;
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CheckGlError(__FILE__, __LINE__);
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if (!prepareGpuSkinning()) return;
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CheckGlError(__FILE__, __LINE__);
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static const std::string shadowSkinningShader = "shadow_depth_skinning";
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static const std::string boneMatricesUniform = "uBoneMatrices[0]";
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@@ -435,14 +441,19 @@ void Character::drawShadowDepthGpuSkinning(Renderer& renderer) {
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renderer.ScaleMatrix(modelScale);
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renderer.RotateMatrix(modelCorrectionRotation.toRotationMatrix());
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CheckGlError(__FILE__, __LINE__);
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renderer.RenderUniformMatrix4fvArray(boneMatricesUniform,
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static_cast<int>(it->second.gpuSkinningShaderData.skinningMatrices.size()), false,
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it->second.gpuSkinningShaderData.skinningMatrices[0].data());
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CheckGlError(__FILE__, __LINE__);
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it->second.gpuSkinningShaderData.RenderVBO(renderer);
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CheckGlError(__FILE__, __LINE__);
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renderer.PopMatrix();
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renderer.shaderManager.PopShader();
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CheckGlError(__FILE__, __LINE__);
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}
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// ==================== Main pass with shadows ====================
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@@ -498,8 +509,12 @@ void Character::drawGpuSkinningWithShadow(Renderer& renderer, const Eigen::Matri
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auto it = animations.find(drawState);
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if (it == animations.end() || !texture) return;
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CheckGlError(__FILE__, __LINE__);
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if (!prepareGpuSkinning()) return;
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CheckGlError(__FILE__, __LINE__);
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static const std::string skinningShadowShader = "skinning_shadow";
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static const std::string boneMatricesUniform = "uBoneMatrices[0]";
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@@ -509,10 +524,14 @@ void Character::drawGpuSkinningWithShadow(Renderer& renderer, const Eigen::Matri
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renderer.RenderUniformMatrix4fv("uLightFromCamera", false, lightFromCamera.data());
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renderer.RenderUniform3fv("uLightDir", lightDirCamera.data());
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CheckGlError(__FILE__, __LINE__);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, shadowMapTex);
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glActiveTexture(GL_TEXTURE0);
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CheckGlError(__FILE__, __LINE__);
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renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
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static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
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Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
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@@ -523,17 +542,24 @@ void Character::drawGpuSkinningWithShadow(Renderer& renderer, const Eigen::Matri
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renderer.ScaleMatrix(modelScale);
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renderer.RotateMatrix(modelCorrectionRotation.toRotationMatrix());
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CheckGlError(__FILE__, __LINE__);
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renderer.RenderUniformMatrix4fvArray(boneMatricesUniform,
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static_cast<int>(it->second.gpuSkinningShaderData.skinningMatrices.size()), false,
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it->second.gpuSkinningShaderData.skinningMatrices[0].data());
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CheckGlError(__FILE__, __LINE__);
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glBindTexture(GL_TEXTURE_2D, texture->getTexID());
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CheckGlError(__FILE__, __LINE__);
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it->second.gpuSkinningShaderData.RenderVBO(renderer);
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CheckGlError(__FILE__, __LINE__);
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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renderer.shaderManager.PopShader();
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CheckGlError(__FILE__, __LINE__);
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}
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} // namespace ZL
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+9
-5
@@ -72,7 +72,7 @@ namespace ZL
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Environment::computeProjectionDimensions();
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ZL::BindOpenGlFunctions();
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ZL::CheckGlError();
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ZL::CheckGlError(__FILE__, __LINE__);
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renderer.InitOpenGL();
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#ifdef EMSCRIPTEN
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@@ -236,7 +236,7 @@ namespace ZL
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glDepthMask(GL_TRUE);
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glEnable(GL_DEPTH_TEST);
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CheckGlError();
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CheckGlError(__FILE__, __LINE__);
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}
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void Game::drawScene() {
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@@ -249,11 +249,15 @@ namespace ZL
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if (currentLocation)
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{
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if (currentLocation->shadowMap) {
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CheckGlError(__FILE__, __LINE__);
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currentLocation->drawShadowDepthPass();
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CheckGlError(__FILE__, __LINE__);
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currentLocation->drawGameWithShadows();
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CheckGlError(__FILE__, __LINE__);
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}
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else {
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currentLocation->drawGame();
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CheckGlError(__FILE__, __LINE__);
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}
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}
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else
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@@ -262,7 +266,7 @@ namespace ZL
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}
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drawUI();
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}
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CheckGlError();
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CheckGlError(__FILE__, __LINE__);
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}
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void Game::drawLoading()
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@@ -289,7 +293,7 @@ namespace ZL
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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renderer.shaderManager.PopShader();
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CheckGlError();
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CheckGlError(__FILE__, __LINE__);
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}
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@@ -329,7 +333,7 @@ namespace ZL
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}
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void Game::render() {
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ZL::CheckGlError();
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ZL::CheckGlError(__FILE__, __LINE__);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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+10
-1
@@ -9,7 +9,7 @@
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#include <algorithm>
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#include <functional>
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#include <memory>
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#include <cfloat>
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#include "GameConstants.h"
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@@ -449,19 +449,23 @@ namespace ZL
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renderer.RenderUniform3fv("uLightDir", lightDirCamera.data());
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#endif
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CheckGlError(__FILE__, __LINE__);
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glBindTexture(GL_TEXTURE_2D, roomTexture->getTexID());
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renderer.DrawVertexRenderStruct(roomMesh);
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CheckGlError(__FILE__, __LINE__);
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for (auto& [name, gameObj] : gameObjects) {
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glBindTexture(GL_TEXTURE_2D, gameObj.texture->getTexID());
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renderer.DrawVertexRenderStruct(gameObj.mesh);
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}
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CheckGlError(__FILE__, __LINE__);
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for (auto& intObj : interactiveObjects) {
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if (intObj.isActive) {
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intObj.draw(renderer);
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}
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}
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CheckGlError(__FILE__, __LINE__);
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#ifdef DEBUG_LIGHT
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// In debug-light mode characters use the plain shaders (draw normally
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@@ -470,9 +474,14 @@ namespace ZL
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for (auto& npc : npcs) npc->draw(renderer);
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#else
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// Characters use their own shadow-aware shaders
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CheckGlError(__FILE__, __LINE__);
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if (player) player->drawWithShadow(renderer, lightFromCamera, shadowMap->getDepthTexture(), lightDirCamera);
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CheckGlError(__FILE__, __LINE__);
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for (auto& npc : npcs) npc->drawWithShadow(renderer, lightFromCamera, shadowMap->getDepthTexture(), lightDirCamera);
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#endif
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CheckGlError(__FILE__, __LINE__);
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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@@ -1,71 +0,0 @@
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#include "Projectile.h"
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namespace ZL {
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Projectile::Projectile()
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: pos({ 0,0,0 })
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, vel({ 0,0,0 })
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, life(0.0f)
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, maxLife(0.0f)
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, active(false)
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, size(0.5f)
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, texture(nullptr)
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{
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}
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void Projectile::init(const Vector3f& startPos, const Vector3f& startVel, float lifeMs, float s, std::shared_ptr<Texture> tex, Renderer& renderer) {
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pos = startPos;
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vel = startVel;
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life = 0.0f;
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maxLife = lifeMs;
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size = s;
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texture = tex;
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active = true;
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rebuildMesh(renderer);
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mesh.RefreshVBO();
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}
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void Projectile::update(float deltaMs, Renderer& renderer) {
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if (!active) return;
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pos = pos + vel * (deltaMs / 1000.0f);
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life += deltaMs;
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if (life >= maxLife) {
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active = false;
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return;
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}
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rebuildMesh(renderer);
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mesh.RefreshVBO();
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}
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void Projectile::rebuildMesh(Renderer&) {
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float half = 10 * size * 0.5f;
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mesh.data.PositionData.clear();
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mesh.data.TexCoordData.clear();
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mesh.data.PositionData.push_back({ pos(0) - half, pos(1) - half, pos(2) });
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mesh.data.PositionData.push_back({ pos(0) - half, pos(1) + half, pos(2) });
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mesh.data.PositionData.push_back({ pos(0) + half, pos(1) + half, pos(2) });
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mesh.data.PositionData.push_back({ pos(0) - half, pos(1) - half, pos(2) });
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mesh.data.PositionData.push_back({ pos(0) + half, pos(1) + half, pos(2) });
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mesh.data.PositionData.push_back({ pos(0) + half, pos(1) - half, pos(2) });
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mesh.data.TexCoordData.push_back({ 0.0f, 0.0f });
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mesh.data.TexCoordData.push_back({ 0.0f, 1.0f });
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mesh.data.TexCoordData.push_back({ 1.0f, 1.0f });
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mesh.data.TexCoordData.push_back({ 0.0f, 0.0f });
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mesh.data.TexCoordData.push_back({ 1.0f, 1.0f });
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mesh.data.TexCoordData.push_back({ 1.0f, 0.0f });
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}
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void Projectile::draw(Renderer& renderer) const {
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if (!active || !texture) return;
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glBindTexture(GL_TEXTURE_2D, texture->getTexID());
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renderer.DrawVertexRenderStruct(mesh);
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}
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} // namespace ZL
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@@ -1,38 +0,0 @@
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#pragma once
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#include "render/Renderer.h"
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#include "render/TextureManager.h"
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#include <memory>
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#include "SparkEmitter.h"
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namespace ZL {
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class Projectile {
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public:
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Projectile();
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~Projectile() = default;
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void init(const Vector3f& startPos, const Vector3f& startVel, float lifeMs, float size, std::shared_ptr<Texture> tex, Renderer& renderer);
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void update(float deltaMs, Renderer& renderer);
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void draw(Renderer& renderer) const;
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bool isActive() const { return active; }
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Vector3f getPosition() const { return pos; }
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void deactivate() { active = false; }
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SparkEmitter projectileEmitter;
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private:
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Vector3f pos;
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Vector3f vel;
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float life;
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float maxLife;
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bool active;
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float size;
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VertexRenderStruct mesh;
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std::shared_ptr<Texture> texture;
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void rebuildMesh(Renderer& renderer);
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};
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} // namespace ZL
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@@ -3,6 +3,11 @@
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#include "utils/Utils.h"
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#include <iostream>
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namespace ZL
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{
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extern const char* CONST_ZIP_FILE;
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}
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namespace ZL::Dialogue {
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NodeType DialogueDatabase::parseNodeType(const std::string& value) {
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@@ -202,10 +207,23 @@ bool DialogueDatabase::loadFromFile(const std::string& path) {
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dialogues.clear();
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cutscenes.clear();
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const std::string raw = ZL::readTextFile(path);
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if (raw.empty()) {
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std::cerr << "[dialogue] Failed to read file: " << path << "\n";
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return false;
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std::string raw;
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try {
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if (strlen(CONST_ZIP_FILE) == 0) {
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raw = readTextFile(path);
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}
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else {
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auto buf = readFileFromZIP(path, CONST_ZIP_FILE);
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if (buf.empty()) {
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std::cerr << "UiManager: failed to read " << path << " from zip " << CONST_ZIP_FILE << std::endl;
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throw std::runtime_error("Failed to load UI file: " + path);
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}
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raw.assign(buf.begin(), buf.end());
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}
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}
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catch (const std::exception& e) {
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std::cerr << "UiManager: failed to open " << path << " : " << e.what() << std::endl;
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throw std::runtime_error("Failed to load UI file: " + path);
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}
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json root;
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@@ -14,10 +14,40 @@ namespace ZL {
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std::vector<GameObjectData> GameObjectLoader::loadFromJson(const std::string& jsonPath, const std::string& zipPath)
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{
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std::vector<GameObjectData> objects;
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std::string content;
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try {
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if (zipPath.empty()) {
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content = readTextFile(jsonPath);
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}
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else {
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auto buf = readFileFromZIP(jsonPath, zipPath);
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if (buf.empty()) {
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std::cerr << "UiManager: failed to read " << jsonPath << " from zip " << zipPath << std::endl;
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throw std::runtime_error("Failed to load UI file: " + jsonPath);
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}
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content.assign(buf.begin(), buf.end());
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}
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}
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catch (const std::exception& e) {
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std::cerr << "UiManager: failed to open " << jsonPath << " : " << e.what() << std::endl;
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throw std::runtime_error("Failed to load UI file: " + jsonPath);
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}
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json j;
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try {
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j = json::parse(content);
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}
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catch (const std::exception& e) {
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std::cerr << "UiManager: json parse error: " << e.what() << std::endl;
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throw std::runtime_error("Failed to load UI file: " + jsonPath);
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}
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//json j;
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try {
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std::ifstream file(jsonPath);
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/*std::ifstream file(jsonPath);
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if (!file.is_open()) {
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throw std::runtime_error("Could not open file: " + jsonPath);
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}
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@@ -26,7 +56,7 @@ namespace ZL {
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throw std::runtime_error("JSON file is empty: " + jsonPath);
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}
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file >> j;
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file >> j;*/
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if (!j.contains("objects") || !j["objects"].is_array()) {
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std::cerr << "Warning: 'objects' array not found in " << jsonPath << std::endl;
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@@ -255,10 +285,40 @@ namespace ZL {
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std::vector<NpcData> GameObjectLoader::loadNpcsFromJson(const std::string& jsonPath, const std::string& zipPath)
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{
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std::vector<NpcData> npcs;
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std::string content;
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try {
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if (zipPath.empty()) {
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content = readTextFile(jsonPath);
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||||
}
|
||||
else {
|
||||
auto buf = readFileFromZIP(jsonPath, zipPath);
|
||||
if (buf.empty()) {
|
||||
std::cerr << "UiManager: failed to read " << jsonPath << " from zip " << zipPath << std::endl;
|
||||
throw std::runtime_error("Failed to load UI file: " + jsonPath);
|
||||
}
|
||||
content.assign(buf.begin(), buf.end());
|
||||
}
|
||||
}
|
||||
catch (const std::exception& e) {
|
||||
std::cerr << "UiManager: failed to open " << jsonPath << " : " << e.what() << std::endl;
|
||||
throw std::runtime_error("Failed to load UI file: " + jsonPath);
|
||||
}
|
||||
|
||||
json j;
|
||||
try {
|
||||
j = json::parse(content);
|
||||
}
|
||||
catch (const std::exception& e) {
|
||||
std::cerr << "UiManager: json parse error: " << e.what() << std::endl;
|
||||
throw std::runtime_error("Failed to load UI file: " + jsonPath);
|
||||
}
|
||||
|
||||
//json j;
|
||||
|
||||
try {
|
||||
std::ifstream file(jsonPath);
|
||||
/*std::ifstream file(jsonPath);
|
||||
if (!file.is_open()) {
|
||||
throw std::runtime_error("Could not open file: " + jsonPath);
|
||||
}
|
||||
@@ -267,7 +327,7 @@ namespace ZL {
|
||||
throw std::runtime_error("JSON file is empty: " + jsonPath);
|
||||
}
|
||||
|
||||
file >> j;
|
||||
file >> j;*/
|
||||
|
||||
if (!j.contains("npcs") || !j["npcs"].is_array()) {
|
||||
std::cerr << "Warning: 'npcs' array not found in " << jsonPath << std::endl;
|
||||
|
||||
@@ -329,6 +329,16 @@ namespace ZL {
|
||||
size_t error = glGetError();
|
||||
if (error != GL_NO_ERROR)
|
||||
{
|
||||
std::cout << "OpenGL error: " << error << std::endl;
|
||||
throw std::runtime_error("Gl error");
|
||||
}
|
||||
}
|
||||
void CheckGlError(const char* file, int line)
|
||||
{
|
||||
size_t error = glGetError();
|
||||
if (error != GL_NO_ERROR)
|
||||
{
|
||||
std::cout << "OpenGL error: " << error << " happened in file: " << file << " at line: " << line << std::endl;
|
||||
throw std::runtime_error("Gl error");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -161,4 +161,6 @@ namespace ZL {
|
||||
bool BindOpenGlFunctions();
|
||||
|
||||
void CheckGlError();
|
||||
|
||||
void CheckGlError(const char* file, int line);
|
||||
}
|
||||
@@ -536,7 +536,7 @@ namespace ZL {
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
|
||||
CheckGlError();
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
}
|
||||
|
||||
void Renderer::PushProjectionMatrix(float width, float height, float zNear, float zFar)
|
||||
|
||||
@@ -56,6 +56,22 @@ namespace ZL {
|
||||
{
|
||||
glGenFramebuffers(1, &fbo);
|
||||
|
||||
#ifdef EMSCRIPTEN
|
||||
glGenTextures(1, &depthTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, depthTexture);
|
||||
|
||||
// Используем GL_DEPTH_COMPONENT24 для WebGL 2
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24,
|
||||
resolution, resolution, 0,
|
||||
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
|
||||
|
||||
// ВАЖНО: Используем GL_NEAREST, так как GL_LINEAR часто ломает FBO в WebGL
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
#else
|
||||
glGenTextures(1, &depthTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, depthTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
|
||||
@@ -65,17 +81,24 @@ namespace ZL {
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
#endif
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
|
||||
GL_TEXTURE_2D, depthTexture, 0);
|
||||
|
||||
// No color buffer for this FBO — depth only.
|
||||
#ifdef EMSCRIPTEN
|
||||
GLenum drawBuffers[] = { GL_NONE };
|
||||
glDrawBuffers(1, drawBuffers);
|
||||
#else
|
||||
glDrawBuffer(GL_NONE);
|
||||
glReadBuffer(GL_NONE);
|
||||
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
std::cerr << "Error: Shadow map framebuffer is not complete!" << std::endl;
|
||||
#endif
|
||||
|
||||
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
||||
std::cerr << "Error: Shadow map framebuffer is not complete! Status: 0x"
|
||||
<< std::hex << status << std::endl;
|
||||
}
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
@@ -54,13 +54,13 @@ bool TextRenderer::init(Renderer& renderer, const std::string& ttfPath, int pixe
|
||||
zipfilename
|
||||
);
|
||||
#endif
|
||||
ZL::CheckGlError();
|
||||
ZL::CheckGlError(__FILE__, __LINE__);
|
||||
if (!loadGlyphs(ttfPath, pixelSize, zipfilename)) return false;
|
||||
ZL::CheckGlError();
|
||||
ZL::CheckGlError(__FILE__, __LINE__);
|
||||
|
||||
textMesh.data.PositionData.resize(6, Eigen::Vector3f(0, 0, 0));
|
||||
textMesh.RefreshVBO();
|
||||
ZL::CheckGlError();
|
||||
ZL::CheckGlError(__FILE__, __LINE__);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -54,7 +54,7 @@ namespace ZL
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat,
|
||||
static_cast<GLsizei>(width), static_cast<GLsizei>(height),
|
||||
0, externalFormat, GL_UNSIGNED_BYTE, texData.data.data());
|
||||
CheckGlError();
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
|
||||
// 3. Фильтрация и Мип-мапы
|
||||
// ВНИМАНИЕ: Для шрифтов (NPOT) в WebGL glGenerateMipmap работать НЕ будет!
|
||||
@@ -67,7 +67,7 @@ namespace ZL
|
||||
}
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
CheckGlError();
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
|
||||
}
|
||||
|
||||
@@ -91,7 +91,7 @@ namespace ZL
|
||||
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, texID);
|
||||
|
||||
CheckGlError();
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
|
||||
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
@@ -106,7 +106,7 @@ namespace ZL
|
||||
#endif
|
||||
#endif
|
||||
|
||||
CheckGlError();
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
|
||||
for (int i = 0; i < 6; ++i)
|
||||
{
|
||||
@@ -136,7 +136,7 @@ namespace ZL
|
||||
GL_UNSIGNED_BYTE,
|
||||
texDataArray[i].data.data()
|
||||
);
|
||||
CheckGlError();
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
||||
|
||||
Reference in new issue
Block a user