Working on web version

This commit is contained in:
Vladislav Khorev committed 2026-04-17 16:13:56 +03:00
1 parent 3d3c3b2a36
commit e310822462
20 files changed
+432 -328

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+10
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@@ -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");
}
}
+2
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@@ -161,4 +161,6 @@ namespace ZL {
bool BindOpenGlFunctions();
void CheckGlError();
void CheckGlError(const char* file, int line);
}
+1 -1
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@@ -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)
+27 -4
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@@ -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);
+3 -3
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@@ -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;
}
+5 -5
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@@ -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);