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mephi1984
| Author | SHA1 | Date | |
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c5044d42de | ||
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88bc764f08 | ||
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72a2b4c47c | ||
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38f4f6b7fc | ||
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af00e77dc2 | ||
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0322098efa | ||
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2b19a3eaba | ||
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69941dd86d | ||
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0843ee4fa4 |
No files matched your search
@@ -0,0 +1,3 @@
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*.bmp filter=lfs diff=lfs merge=lfs -text
|
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*.png filter=lfs diff=lfs merge=lfs -text
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*.jpg filter=lfs diff=lfs merge=lfs -text
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@@ -400,3 +400,4 @@ jumpingbird.*
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jumpingbird.data
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build
|
||||
build-emcmake
|
||||
thirdparty1
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+1
-1
@@ -1,5 +1,5 @@
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||||
#pragma once
|
||||
#include "Math.h"
|
||||
#include "ZLMath.h"
|
||||
#include "Renderer.h"
|
||||
#include <unordered_map>
|
||||
|
||||
|
||||
+532
@@ -0,0 +1,532 @@
|
||||
cmake_minimum_required(VERSION 3.16)
|
||||
|
||||
project(space-game001 LANGUAGES CXX)
|
||||
|
||||
set(CMAKE_CXX_STANDARD 17)
|
||||
set(CMAKE_CXX_STANDARD_REQUIRED ON)
|
||||
|
||||
set(BUILD_CONFIGS Debug Release)
|
||||
|
||||
# ==============================
|
||||
# Папка для всех сторонних либ
|
||||
# ==============================
|
||||
set(THIRDPARTY_DIR "${CMAKE_SOURCE_DIR}/thirdparty1")
|
||||
file(MAKE_DIRECTORY "${THIRDPARTY_DIR}")
|
||||
|
||||
macro(log msg)
|
||||
message(STATUS "${msg}")
|
||||
endmacro()
|
||||
|
||||
# ===========================================
|
||||
# 1) ZLIB (zlib131.zip → zlib-1.3.1) - без изменений
|
||||
# ===========================================
|
||||
set(ZLIB_ARCHIVE "${THIRDPARTY_DIR}/zlib131.zip")
|
||||
set(ZLIB_SRC_DIR "${THIRDPARTY_DIR}/zlib-1.3.1")
|
||||
set(ZLIB_BUILD_DIR "${ZLIB_SRC_DIR}/build")
|
||||
set(ZLIB_INSTALL_DIR "${ZLIB_SRC_DIR}/install")
|
||||
|
||||
if(NOT EXISTS "${ZLIB_ARCHIVE}")
|
||||
log("Downloading zlib131.zip ...")
|
||||
file(DOWNLOAD
|
||||
"https://www.zlib.net/zlib131.zip"
|
||||
"${ZLIB_ARCHIVE}"
|
||||
SHOW_PROGRESS
|
||||
)
|
||||
endif()
|
||||
|
||||
if(NOT EXISTS "${ZLIB_SRC_DIR}/CMakeLists.txt")
|
||||
log("Extracting zlib131.zip to zlib-1.3.1 ...")
|
||||
execute_process(
|
||||
COMMAND ${CMAKE_COMMAND} -E tar xvf "${ZLIB_ARCHIVE}"
|
||||
WORKING_DIRECTORY "${THIRDPARTY_DIR}"
|
||||
RESULT_VARIABLE _zlib_extract_res
|
||||
)
|
||||
if(NOT _zlib_extract_res EQUAL 0)
|
||||
message(FATAL_ERROR "Failed to extract zlib archive")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
file(MAKE_DIRECTORY "${ZLIB_BUILD_DIR}")
|
||||
|
||||
# проверяем, собран ли уже zlib
|
||||
set(_have_zlib FALSE)
|
||||
foreach(candidate
|
||||
"${ZLIB_INSTALL_DIR}/lib/zlibstatic.lib"
|
||||
)
|
||||
if(EXISTS "${candidate}")
|
||||
set(_have_zlib TRUE)
|
||||
break()
|
||||
endif()
|
||||
endforeach()
|
||||
|
||||
|
||||
if(NOT _have_zlib)
|
||||
log("Configuring zlib ...")
|
||||
execute_process(
|
||||
COMMAND ${CMAKE_COMMAND}
|
||||
-G "${CMAKE_GENERATOR}"
|
||||
-S "${ZLIB_SRC_DIR}"
|
||||
-B "${ZLIB_BUILD_DIR}"
|
||||
-DCMAKE_INSTALL_PREFIX=${ZLIB_INSTALL_DIR}
|
||||
RESULT_VARIABLE _zlib_cfg_res
|
||||
)
|
||||
if(NOT _zlib_cfg_res EQUAL 0)
|
||||
message(FATAL_ERROR "zlib configure failed")
|
||||
endif()
|
||||
|
||||
foreach(cfg IN LISTS BUILD_CONFIGS)
|
||||
log("Building ZLIB (${cfg}) ...")
|
||||
execute_process(
|
||||
COMMAND ${CMAKE_COMMAND}
|
||||
--build "${ZLIB_BUILD_DIR}" --config ${cfg}
|
||||
RESULT_VARIABLE _zlib_build_res
|
||||
)
|
||||
if(NOT _zlib_build_res EQUAL 0)
|
||||
message(FATAL_ERROR "ZLIB build failed for configuration ${cfg}")
|
||||
endif()
|
||||
|
||||
log("Installing ZLIB (${cfg}) ...")
|
||||
execute_process(
|
||||
COMMAND ${CMAKE_COMMAND}
|
||||
--install "${ZLIB_BUILD_DIR}" --config ${cfg}
|
||||
RESULT_VARIABLE _zlib_inst_res
|
||||
)
|
||||
if(NOT _zlib_inst_res EQUAL 0)
|
||||
message(FATAL_ERROR "ZLIB install failed for configuration ${cfg}")
|
||||
endif()
|
||||
endforeach()
|
||||
endif()
|
||||
|
||||
# ИСПРАВЛЕНИЕ: Используем свойства для конкретных конфигураций
|
||||
add_library(zlib_external_lib UNKNOWN IMPORTED GLOBAL)
|
||||
set_target_properties(zlib_external_lib PROPERTIES
|
||||
# Динамическая линковка (если zlib.lib - это импорт-библиотека для zlibd.dll)
|
||||
#IMPORTED_LOCATION_DEBUG "${ZLIB_INSTALL_DIR}/lib/zlibd.lib"
|
||||
#IMPORTED_LOCATION_RELEASE "${ZLIB_INSTALL_DIR}/lib/zlib.lib"
|
||||
|
||||
# Можно также указать статические библиотеки, если вы хотите их использовать
|
||||
IMPORTED_LOCATION_DEBUG "${ZLIB_INSTALL_DIR}/lib/zlibstaticd.lib"
|
||||
IMPORTED_LOCATION_RELEASE "${ZLIB_INSTALL_DIR}/lib/zlibstatic.lib"
|
||||
|
||||
INTERFACE_INCLUDE_DIRECTORIES "${ZLIB_INSTALL_DIR}/include"
|
||||
)
|
||||
|
||||
# ===========================================
|
||||
# 2) SDL2 (release-2.32.10.zip → SDL-release-2.32.10) - без изменений
|
||||
# ===========================================
|
||||
set(SDL2_ARCHIVE "${THIRDPARTY_DIR}/release-2.32.10.zip")
|
||||
set(SDL2_SRC_DIR "${THIRDPARTY_DIR}/SDL-release-2.32.10")
|
||||
set(SDL2_BUILD_DIR "${SDL2_SRC_DIR}/build")
|
||||
set(SDL2_INSTALL_DIR "${SDL2_SRC_DIR}/install")
|
||||
|
||||
if(NOT EXISTS "${SDL2_ARCHIVE}")
|
||||
log("Downloading SDL2 release-2.32.10.zip ...")
|
||||
file(DOWNLOAD
|
||||
"https://github.com/libsdl-org/SDL/archive/refs/tags/release-2.32.10.zip"
|
||||
"${SDL2_ARCHIVE}"
|
||||
SHOW_PROGRESS
|
||||
)
|
||||
endif()
|
||||
|
||||
if(NOT EXISTS "${SDL2_SRC_DIR}/CMakeLists.txt")
|
||||
log("Extracting SDL2 archive to SDL-release-2.32.10 ...")
|
||||
execute_process(
|
||||
COMMAND ${CMAKE_COMMAND} -E tar xvf "${SDL2_ARCHIVE}"
|
||||
WORKING_DIRECTORY "${THIRDPARTY_DIR}"
|
||||
RESULT_VARIABLE _sdl_extract_res
|
||||
)
|
||||
if(NOT _sdl_extract_res EQUAL 0)
|
||||
message(FATAL_ERROR "Failed to extract SDL2 archive")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
file(MAKE_DIRECTORY "${SDL2_BUILD_DIR}")
|
||||
|
||||
set(_have_sdl2 FALSE)
|
||||
foreach(candidate
|
||||
"${SDL2_INSTALL_DIR}/lib/SDL2.lib"
|
||||
"${SDL2_INSTALL_DIR}/lib/SDL2-static.lib"
|
||||
"${SDL2_INSTALL_DIR}/lib/SDL2d.lib"
|
||||
)
|
||||
if(EXISTS "${candidate}")
|
||||
set(_have_sdl2 TRUE)
|
||||
break()
|
||||
endif()
|
||||
endforeach()
|
||||
|
||||
if(NOT _have_sdl2)
|
||||
log("Configuring SDL2 ...")
|
||||
execute_process(
|
||||
COMMAND ${CMAKE_COMMAND}
|
||||
-G "${CMAKE_GENERATOR}"
|
||||
-S "${SDL2_SRC_DIR}"
|
||||
-B "${SDL2_BUILD_DIR}"
|
||||
-DCMAKE_INSTALL_PREFIX=${SDL2_INSTALL_DIR}
|
||||
-DCMAKE_PREFIX_PATH=${ZLIB_INSTALL_DIR} # путь к zlib для SDL2
|
||||
RESULT_VARIABLE _sdl_cfg_res
|
||||
)
|
||||
if(NOT _sdl_cfg_res EQUAL 0)
|
||||
message(FATAL_ERROR "SDL2 configure failed")
|
||||
endif()
|
||||
|
||||
# --- ИЗМЕНЕНИЕ: Цикл по конфигурациям Debug и Release ---
|
||||
foreach(cfg IN LISTS BUILD_CONFIGS)
|
||||
log("Building SDL2 (${cfg}) ...")
|
||||
execute_process(
|
||||
COMMAND ${CMAKE_COMMAND}
|
||||
--build "${SDL2_BUILD_DIR}" --config ${cfg}
|
||||
RESULT_VARIABLE _sdl_build_res
|
||||
)
|
||||
if(NOT _sdl_build_res EQUAL 0)
|
||||
message(FATAL_ERROR "SDL2 build failed for configuration ${cfg}")
|
||||
endif()
|
||||
|
||||
log("Installing SDL2 (${cfg}) ...")
|
||||
execute_process(
|
||||
COMMAND ${CMAKE_COMMAND}
|
||||
--install "${SDL2_BUILD_DIR}" --config ${cfg}
|
||||
RESULT_VARIABLE _sdl_inst_res
|
||||
)
|
||||
if(NOT _sdl_inst_res EQUAL 0)
|
||||
message(FATAL_ERROR "SDL2 install failed for configuration ${cfg}")
|
||||
endif()
|
||||
endforeach()
|
||||
# ------------------------------------------------------
|
||||
endif()
|
||||
|
||||
|
||||
# ИСПРАВЛЕНИЕ: SDL2: Используем свойства для конкретных конфигураций
|
||||
add_library(SDL2_external_lib UNKNOWN IMPORTED GLOBAL)
|
||||
set_target_properties(SDL2_external_lib PROPERTIES
|
||||
# Динамическая линковка SDL2
|
||||
IMPORTED_LOCATION_DEBUG "${SDL2_INSTALL_DIR}/lib/SDL2d.lib"
|
||||
IMPORTED_LOCATION_RELEASE "${SDL2_INSTALL_DIR}/lib/SDL2.lib"
|
||||
# Оба include-пути: и include, и include/SDL2
|
||||
INTERFACE_INCLUDE_DIRECTORIES "${SDL2_INSTALL_DIR}/include;${SDL2_INSTALL_DIR}/include/SDL2"
|
||||
)
|
||||
|
||||
# SDL2main (обычно статическая)
|
||||
add_library(SDL2main_external_lib UNKNOWN IMPORTED GLOBAL)
|
||||
set_target_properties(SDL2main_external_lib PROPERTIES
|
||||
# ИСПРАВЛЕНО: Указываем пути для Debug и Release, используя
|
||||
# соглашение, что Debug имеет суффикс 'd', а Release — нет.
|
||||
IMPORTED_LOCATION_DEBUG "${SDL2_INSTALL_DIR}/lib/SDL2maind.lib"
|
||||
IMPORTED_LOCATION_RELEASE "${SDL2_INSTALL_DIR}/lib/SDL2main.lib"
|
||||
INTERFACE_INCLUDE_DIRECTORIES "${SDL2_INSTALL_DIR}/include"
|
||||
)
|
||||
|
||||
log("-----${SDL2_INSTALL_DIR}/lib/SDL2maind.lib")
|
||||
|
||||
# ===========================================
|
||||
# 3) libpng (v1.6.51.zip → libpng-1.6.51) - без изменений
|
||||
# ===========================================
|
||||
set(LIBPNG_ARCHIVE "${THIRDPARTY_DIR}/v1.6.51.zip")
|
||||
set(LIBPNG_SRC_DIR "${THIRDPARTY_DIR}/libpng-1.6.51")
|
||||
set(LIBPNG_BUILD_DIR "${LIBPNG_SRC_DIR}/build")
|
||||
set(LIBPNG_INSTALL_DIR "${LIBPNG_SRC_DIR}/install") # на будущее
|
||||
|
||||
if(NOT EXISTS "${LIBPNG_ARCHIVE}")
|
||||
log("Downloading libpng v1.6.51.zip ...")
|
||||
file(DOWNLOAD
|
||||
"https://github.com/pnggroup/libpng/archive/refs/tags/v1.6.51.zip"
|
||||
"${LIBPNG_ARCHIVE}"
|
||||
SHOW_PROGRESS
|
||||
)
|
||||
endif()
|
||||
|
||||
if(NOT EXISTS "${LIBPNG_SRC_DIR}/CMakeLists.txt")
|
||||
log("Extracting libpng v1.6.51.zip to libpng-1.6.51 ...")
|
||||
execute_process(
|
||||
COMMAND ${CMAKE_COMMAND} -E tar xvf "${LIBPNG_ARCHIVE}"
|
||||
WORKING_DIRECTORY "${THIRDPARTY_DIR}"
|
||||
RESULT_VARIABLE _png_extract_res
|
||||
)
|
||||
if(NOT _png_extract_res EQUAL 0)
|
||||
message(FATAL_ERROR "Failed to extract libpng archive")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
file(MAKE_DIRECTORY "${LIBPNG_BUILD_DIR}")
|
||||
|
||||
# Проверяем, есть ли уже .lib (build/Debug или install/lib)
|
||||
set(_libpng_candidates
|
||||
"${LIBPNG_BUILD_DIR}/Debug/libpng16_staticd.lib"
|
||||
"${LIBPNG_BUILD_DIR}/Release/libpng16_static.lib"
|
||||
)
|
||||
|
||||
set(_have_png FALSE)
|
||||
foreach(candidate IN LISTS _libpng_candidates)
|
||||
if(EXISTS "${candidate}")
|
||||
set(_have_png TRUE)
|
||||
break()
|
||||
endif()
|
||||
endforeach()
|
||||
|
||||
if(NOT _have_png)
|
||||
log("Configuring libpng ...")
|
||||
execute_process(
|
||||
COMMAND ${CMAKE_COMMAND}
|
||||
-G "${CMAKE_GENERATOR}"
|
||||
-S "${LIBPNG_SRC_DIR}"
|
||||
-B "${LIBPNG_BUILD_DIR}"
|
||||
-DCMAKE_INSTALL_PREFIX=${LIBPNG_INSTALL_DIR}
|
||||
-DCMAKE_PREFIX_PATH=${ZLIB_INSTALL_DIR}
|
||||
-DZLIB_ROOT=${ZLIB_INSTALL_DIR}
|
||||
RESULT_VARIABLE _png_cfg_res
|
||||
)
|
||||
if(NOT _png_cfg_res EQUAL 0)
|
||||
message(FATAL_ERROR "libpng configure failed")
|
||||
endif()
|
||||
|
||||
# --- ИЗМЕНЕНИЕ: Цикл по конфигурациям Debug и Release ---
|
||||
foreach(cfg IN LISTS BUILD_CONFIGS)
|
||||
log("Building libpng (${cfg}) ...")
|
||||
execute_process(
|
||||
COMMAND ${CMAKE_COMMAND}
|
||||
--build "${LIBPNG_BUILD_DIR}" --config ${cfg}
|
||||
RESULT_VARIABLE _png_build_res
|
||||
)
|
||||
if(NOT _png_build_res EQUAL 0)
|
||||
message(FATAL_ERROR "libpng build failed for configuration ${cfg}")
|
||||
endif()
|
||||
|
||||
# Поскольку вы не используете "cmake --install" для libpng,
|
||||
# здесь нет необходимости в дополнительном шаге установки.
|
||||
# Файлы .lib будут сгенерированы в подкаталоге ${LIBPNG_BUILD_DIR}/${cfg} (например, build/Debug или build/Release).
|
||||
|
||||
endforeach()
|
||||
# ------------------------------------------------------
|
||||
endif()
|
||||
|
||||
add_library(libpng_external_lib UNKNOWN IMPORTED GLOBAL)
|
||||
set_target_properties(libpng_external_lib PROPERTIES
|
||||
# Предполагая, что libpng использует статический вариант
|
||||
IMPORTED_LOCATION_DEBUG "${LIBPNG_BUILD_DIR}/Debug/libpng16_staticd.lib"
|
||||
IMPORTED_LOCATION_RELEASE "${LIBPNG_BUILD_DIR}/Release/libpng16_static.lib"
|
||||
|
||||
# png.h, pngconf.h – в SRC, pnglibconf.h – в BUILD
|
||||
INTERFACE_INCLUDE_DIRECTORIES "${LIBPNG_SRC_DIR};${LIBPNG_BUILD_DIR}"
|
||||
)
|
||||
|
||||
# ===========================================
|
||||
# 4) libzip (v1.11.4.zip → libzip-1.11.4) - НОВАЯ ЗАВИСИМОСТЬ
|
||||
# ===========================================
|
||||
set(LIBZIP_ARCHIVE "${THIRDPARTY_DIR}/v1.11.4.zip")
|
||||
set(LIBZIP_SRC_DIR "${THIRDPARTY_DIR}/libzip-1.11.4")
|
||||
set(LIBZIP_BUILD_DIR "${LIBZIP_SRC_DIR}/build")
|
||||
#set(LIBZIP_INSTALL_DIR "${LIBZIP_SRC_DIR}/install")
|
||||
set(LIBZIP_BASE_DIR "${LIBZIP_SRC_DIR}/install")
|
||||
|
||||
if(NOT EXISTS "${LIBZIP_ARCHIVE}")
|
||||
log("Downloading libzip v1.11.4.zip ...")
|
||||
file(DOWNLOAD
|
||||
"https://github.com/nih-at/libzip/archive/refs/tags/v1.11.4.zip"
|
||||
"${LIBZIP_ARCHIVE}"
|
||||
SHOW_PROGRESS
|
||||
)
|
||||
endif()
|
||||
|
||||
if(NOT EXISTS "${LIBZIP_SRC_DIR}/CMakeLists.txt")
|
||||
log("Extracting libzip v1.11.4.zip to libzip-1.11.4 ...")
|
||||
execute_process(
|
||||
COMMAND ${CMAKE_COMMAND} -E tar xvf "${LIBZIP_ARCHIVE}"
|
||||
WORKING_DIRECTORY "${THIRDPARTY_DIR}"
|
||||
RESULT_VARIABLE _zip_extract_res
|
||||
)
|
||||
if(NOT _zip_extract_res EQUAL 0)
|
||||
message(FATAL_ERROR "Failed to extract libzip archive")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
file(MAKE_DIRECTORY "${LIBZIP_BUILD_DIR}")
|
||||
|
||||
# Проверяем, собран ли уже libzip
|
||||
set(_have_zip FALSE)
|
||||
foreach(candidate
|
||||
"${LIBZIP_BASE_DIR}-Debug/lib/zip.lib"
|
||||
"${LIBZIP_BASE_DIR}-Release/lib/zip.lib"
|
||||
)
|
||||
if(EXISTS "${candidate}")
|
||||
set(_have_zip TRUE)
|
||||
break()
|
||||
endif()
|
||||
endforeach()
|
||||
|
||||
|
||||
if(NOT _have_zip)
|
||||
foreach(cfg IN LISTS BUILD_CONFIGS)
|
||||
log("Configuring libzip (${cfg})...")
|
||||
execute_process(
|
||||
COMMAND ${CMAKE_COMMAND}
|
||||
-G "${CMAKE_GENERATOR}"
|
||||
-S "${LIBZIP_SRC_DIR}"
|
||||
-B "${LIBZIP_SRC_DIR}/build-${cfg}"
|
||||
-DCMAKE_INSTALL_PREFIX=${LIBZIP_BASE_DIR}-${cfg}
|
||||
-DCMAKE_PREFIX_PATH=${ZLIB_INSTALL_DIR}
|
||||
-DZLIB_ROOT=${ZLIB_INSTALL_DIR}
|
||||
-DENABLE_COMMONCRYPTO=OFF
|
||||
-DENABLE_GNUTLS=OFF
|
||||
-DENABLE_MBEDTLS=OFF
|
||||
-DENABLE_OPENSSL=OFF
|
||||
-DENABLE_WINDOWS_CRYPTO=OFF
|
||||
-DENABLE_FUZZ=OFF
|
||||
RESULT_VARIABLE _zip_cfg_res
|
||||
)
|
||||
if(NOT _zip_cfg_res EQUAL 0)
|
||||
message(FATAL_ERROR "libzip configure failed")
|
||||
endif()
|
||||
log("Building libzip (${cfg}) ...")
|
||||
|
||||
|
||||
execute_process(
|
||||
COMMAND ${CMAKE_COMMAND} --build "${LIBZIP_SRC_DIR}/build-${cfg}" --config ${cfg} -v
|
||||
RESULT_VARIABLE _zip_build_res
|
||||
)
|
||||
if(NOT _zip_build_res EQUAL 0)
|
||||
message(FATAL_ERROR "libzip build failed for configuration ${cfg}")
|
||||
endif()
|
||||
|
||||
log("Installing libzip (${cfg}) ...")
|
||||
|
||||
execute_process(
|
||||
COMMAND ${CMAKE_COMMAND} --install "${LIBZIP_SRC_DIR}/build-${cfg}" --config ${cfg} -v
|
||||
RESULT_VARIABLE _zip_inst_res
|
||||
)
|
||||
if(NOT _zip_inst_res EQUAL 0)
|
||||
message(FATAL_ERROR "libzip install failed for configuration ${cfg}")
|
||||
endif()
|
||||
endforeach()
|
||||
endif()
|
||||
|
||||
|
||||
add_library(libzip_external_lib UNKNOWN IMPORTED GLOBAL)
|
||||
set_target_properties(libzip_external_lib PROPERTIES
|
||||
IMPORTED_LOCATION_DEBUG "${LIBZIP_BASE_DIR}-Debug/lib/zip.lib" # ИСПРАВЛЕНО
|
||||
IMPORTED_LOCATION_RELEASE "${LIBZIP_BASE_DIR}-Release/lib/zip.lib" # ИСПРАВЛЕНО
|
||||
|
||||
INTERFACE_INCLUDE_DIRECTORIES "$<IF:$<CONFIG:Debug>,${LIBZIP_BASE_DIR}-Debug/include,${LIBZIP_BASE_DIR}-Release/include>"
|
||||
# libzip требует zlib для линковки
|
||||
INTERFACE_LINK_LIBRARIES zlib_external_lib
|
||||
)
|
||||
|
||||
# ===========================================
|
||||
# Основной проект space-game001
|
||||
# ===========================================
|
||||
add_executable(space-game001
|
||||
main.cpp
|
||||
Game.cpp
|
||||
Game.h
|
||||
Environment.cpp
|
||||
Environment.h
|
||||
Renderer.cpp
|
||||
Renderer.h
|
||||
ShaderManager.cpp
|
||||
ShaderManager.h
|
||||
TextureManager.cpp
|
||||
TextureManager.h
|
||||
TextModel.cpp
|
||||
TextModel.h
|
||||
AudioPlayerAsync.cpp
|
||||
AudioPlayerAsync.h
|
||||
BoneAnimatedModel.cpp
|
||||
BoneAnimatedModel.h
|
||||
ZLMath.cpp
|
||||
ZLMath.h
|
||||
OpenGlExtensions.cpp
|
||||
OpenGlExtensions.h
|
||||
Utils.cpp
|
||||
Utils.h
|
||||
)
|
||||
|
||||
# Установка проекта по умолчанию для Visual Studio
|
||||
set_property(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT space-game001)
|
||||
|
||||
# include-пути проекта
|
||||
target_include_directories(space-game001 PRIVATE
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}"
|
||||
#"${CMAKE_CURRENT_SOURCE_DIR}/gl"
|
||||
#"${CMAKE_CURRENT_SOURCE_DIR}/cmakeaudioplayer/include"
|
||||
#"${SDL2_INSTALL_DIR}/include"
|
||||
#"${SDL2_INSTALL_DIR}/include/SDL2"
|
||||
#"${LIBZIP_INSTALL_DIR}-Release/include" # Добавил include-путь для libzip
|
||||
)
|
||||
|
||||
set_target_properties(space-game001 PROPERTIES
|
||||
OUTPUT_NAME "space-game001"
|
||||
)
|
||||
|
||||
# Определения препроцессора:
|
||||
# PNG_ENABLED – включает код PNG в TextureManager
|
||||
# SDL_MAIN_HANDLED – отключает переопределение main -> SDL_main
|
||||
target_compile_definitions(space-game001 PRIVATE
|
||||
PNG_ENABLED
|
||||
SDL_MAIN_HANDLED
|
||||
)
|
||||
|
||||
# Линкуем с SDL2main, если он вообще установлен
|
||||
target_link_libraries(space-game001 PRIVATE SDL2main_external_lib)
|
||||
|
||||
# Линкуем сторонние библиотеки
|
||||
target_link_libraries(space-game001 PRIVATE
|
||||
SDL2_external_lib
|
||||
libpng_external_lib
|
||||
zlib_external_lib
|
||||
libzip_external_lib
|
||||
)
|
||||
|
||||
# Линкуем OpenGL (Windows)
|
||||
if(WIN32)
|
||||
target_link_libraries(space-game001 PRIVATE opengl32)
|
||||
endif()
|
||||
|
||||
# ===========================================
|
||||
# Копирование SDL2d.dll и zlibd.dll рядом с exe
|
||||
# ===========================================
|
||||
if (WIN32)
|
||||
|
||||
# SDL2: в Debug - SDL2d.dll, в Release - SDL2.dll
|
||||
set(SDL2_DLL_SRC "$<IF:$<CONFIG:Debug>,${SDL2_INSTALL_DIR}/bin/SDL2d.dll,${SDL2_INSTALL_DIR}/bin/SDL2.dll>")
|
||||
set(SDL2_DLL_DST "$<IF:$<CONFIG:Debug>,$<TARGET_FILE_DIR:space-game001>/SDL2d.dll,$<TARGET_FILE_DIR:space-game001>/SDL2.dll>")
|
||||
|
||||
|
||||
set(LIBZIP_DLL_SRC "$<IF:$<CONFIG:Debug>,${LIBZIP_BASE_DIR}-Debug/bin/zip.dll,${LIBZIP_BASE_DIR}-Release/bin/zip.dll>")
|
||||
|
||||
add_custom_command(TARGET space-game001 POST_BUILD
|
||||
COMMAND ${CMAKE_COMMAND} -E echo "Copying DLLs to output folder..."
|
||||
|
||||
# Копируем SDL2 (целевое имя всегда SDL2.dll)
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different
|
||||
"${SDL2_DLL_SRC}"
|
||||
"${SDL2_DLL_DST}"
|
||||
|
||||
# Копируем LIBZIP (целевое имя всегда zip.dll)
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different
|
||||
"${LIBZIP_DLL_SRC}"
|
||||
"$<TARGET_FILE_DIR:space-game001>/zip.dll"
|
||||
)
|
||||
endif()
|
||||
|
||||
# ===========================================
|
||||
# Копирование ресурсов после сборки
|
||||
# ===========================================
|
||||
|
||||
# Какие папки с ресурсами нужно копировать
|
||||
set(RUNTIME_RESOURCE_DIRS
|
||||
"resources"
|
||||
"shaders"
|
||||
)
|
||||
|
||||
# Копируем ресурсы и шейдеры в папку exe и в корень build/
|
||||
foreach(resdir IN LISTS RUNTIME_RESOURCE_DIRS)
|
||||
add_custom_command(TARGET space-game001 POST_BUILD
|
||||
COMMAND ${CMAKE_COMMAND} -E echo "Copying ${resdir} to runtime folders..."
|
||||
# 1) туда, где лежит exe (build/Debug, build/Release и т.п.)
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_directory
|
||||
"${CMAKE_SOURCE_DIR}/${resdir}"
|
||||
"$<TARGET_FILE_DIR:space-game001>/${resdir}"
|
||||
# 2) в корень build, если захочешь запускать из этой папки
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_directory
|
||||
"${CMAKE_SOURCE_DIR}/${resdir}"
|
||||
"${CMAKE_BINARY_DIR}/${resdir}"
|
||||
)
|
||||
endforeach()
|
||||
+12
-7
@@ -8,19 +8,13 @@ namespace ZL {
|
||||
int Environment::windowHeaderHeight = 0;
|
||||
int Environment::width = 0;
|
||||
int Environment::height = 0;
|
||||
float Environment::zoom = 20.f;
|
||||
float Environment::zoom = 6.f;
|
||||
|
||||
bool Environment::leftPressed = false;
|
||||
bool Environment::rightPressed = false;
|
||||
bool Environment::upPressed = false;
|
||||
bool Environment::downPressed = false;
|
||||
|
||||
Vector3f Environment::cameraShift = {0, 0, 0};
|
||||
Vector3f Environment::characterPos = {0, 0, 0};
|
||||
|
||||
float Environment::cameraPhi = 0.f;
|
||||
float Environment::cameraAlpha = 0.3*M_PI / 2.0;
|
||||
|
||||
bool Environment::settings_inverseVertical = false;
|
||||
|
||||
SDL_Window* Environment::window = nullptr;
|
||||
@@ -29,6 +23,17 @@ bool Environment::showMouse = false;
|
||||
|
||||
bool Environment::exitGameLoop = false;
|
||||
|
||||
Matrix3f Environment::shipMatrix = Matrix3f::Identity();
|
||||
Matrix3f Environment::inverseShipMatrix = Matrix3f::Identity();
|
||||
|
||||
|
||||
bool Environment::tapDownHold = false;
|
||||
Vector2f Environment::tapDownStartPos = { 0, 0 };
|
||||
Vector2f Environment::tapDownCurrentPos = { 0, 0 };
|
||||
|
||||
Vector3f Environment::shipPosition = {0,0,0};
|
||||
|
||||
float Environment::shipVelocity = 0.f;
|
||||
|
||||
|
||||
} // namespace ZL
|
||||
+12
-8
@@ -1,5 +1,5 @@
|
||||
#pragma once
|
||||
#include "Math.h"
|
||||
#include "ZLMath.h"
|
||||
#ifdef __linux__
|
||||
#include <SDL2/SDL.h>
|
||||
#endif
|
||||
@@ -19,21 +19,25 @@ public:
|
||||
static bool upPressed;
|
||||
static bool downPressed;
|
||||
|
||||
static Vector3f cameraShift;
|
||||
static Vector3f characterPos;
|
||||
static float cameraPhi;
|
||||
static float cameraAlpha;
|
||||
|
||||
|
||||
|
||||
static bool settings_inverseVertical;
|
||||
|
||||
static Matrix3f shipMatrix;
|
||||
static Matrix3f inverseShipMatrix;
|
||||
|
||||
static SDL_Window* window;
|
||||
|
||||
static bool showMouse;
|
||||
static bool exitGameLoop;
|
||||
|
||||
|
||||
static bool tapDownHold;
|
||||
static Vector2f tapDownStartPos;
|
||||
static Vector2f tapDownCurrentPos;
|
||||
|
||||
static Vector3f shipPosition;
|
||||
static float shipVelocity;
|
||||
|
||||
|
||||
};
|
||||
|
||||
} // namespace ZL
|
||||
@@ -6,10 +6,116 @@
|
||||
#include <iostream>
|
||||
#include "TextureManager.h"
|
||||
#include "TextModel.h"
|
||||
#include <random>
|
||||
#include <cmath>
|
||||
|
||||
namespace ZL
|
||||
{
|
||||
#ifdef EMSCRIPTEN
|
||||
const char* CONST_ZIP_FILE = "space-game001.zip";
|
||||
#else
|
||||
const char* CONST_ZIP_FILE = "";
|
||||
#endif
|
||||
|
||||
Vector4f generateRandomQuaternion(std::mt19937& gen)
|
||||
{
|
||||
// Ðàñïðåäåëåíèå äëÿ ãåíåðàöèè ñëó÷àéíûõ êîîðäèíàò êâàòåðíèîíà
|
||||
std::normal_distribution<> distrib(0.0, 1.0);
|
||||
|
||||
// Ãåíåðèðóåì ÷åòûðå ñëó÷àéíûõ ÷èñëà èç íîðìàëüíîãî ðàñïðåäåëåíèÿ N(0, 1).
|
||||
// Íîðìàëèçàöèÿ ýòîãî âåêòîðà äàåò ðàâíîìåðíîå ðàñïðåäåëåíèå ïî 4D-ñôåðå (ò.å. êâàòåðíèîí åäèíè÷íîé äëèíû).
|
||||
Vector4f randomQuat = {
|
||||
(float)distrib(gen),
|
||||
(float)distrib(gen),
|
||||
(float)distrib(gen),
|
||||
(float)distrib(gen)
|
||||
};
|
||||
|
||||
return randomQuat.normalized();
|
||||
}
|
||||
|
||||
|
||||
// --- Îñíîâíàÿ ôóíêöèÿ ãåíåðàöèè ---
|
||||
std::vector<BoxCoords> generateRandomBoxCoords(int N)
|
||||
{
|
||||
// Êîíñòàíòû
|
||||
const float MIN_DISTANCE = 3.0f;
|
||||
const float MIN_DISTANCE_SQUARED = MIN_DISTANCE * MIN_DISTANCE; // Ðàáîòàåì ñ êâàäðàòîì ðàññòîÿíèÿ
|
||||
const float MIN_COORD = -100.0f;
|
||||
const float MAX_COORD = 100.0f;
|
||||
const int MAX_ATTEMPTS = 1000; // Îãðàíè÷åíèå íà êîëè÷åñòâî ïîïûòîê, ÷òîáû èçáåæàòü áåñêîíå÷íîãî öèêëà
|
||||
|
||||
std::vector<BoxCoords> boxCoordsArr;
|
||||
boxCoordsArr.reserve(N); // Ðåçåðâèðóåì ïàìÿòü
|
||||
|
||||
// 1. Èíèöèàëèçàöèÿ ãåíåðàòîðà ïñåâäîñëó÷àéíûõ ÷èñåë
|
||||
// Èñïîëüçóåì Mersenne Twister (mt19937) êàê âûñîêîêà÷åñòâåííûé ãåíåðàòîð
|
||||
std::random_device rd;
|
||||
std::mt19937 gen(rd());
|
||||
|
||||
// 2. Îïðåäåëåíèå ðàâíîìåðíîãî ðàñïðåäåëåíèÿ äëÿ êîîðäèíàò [MIN_COORD, MAX_COORD]
|
||||
std::uniform_real_distribution<> distrib(MIN_COORD, MAX_COORD);
|
||||
|
||||
int generatedCount = 0;
|
||||
|
||||
while (generatedCount < N)
|
||||
{
|
||||
bool accepted = false;
|
||||
int attempts = 0;
|
||||
|
||||
// Ïîïûòêà íàéòè ïîäõîäÿùèå êîîðäèíàòû
|
||||
while (!accepted && attempts < MAX_ATTEMPTS)
|
||||
{
|
||||
// Ãåíåðèðóåì íîâûå ñëó÷àéíûå êîîðäèíàòû
|
||||
Vector3f newPos(
|
||||
(float)distrib(gen),
|
||||
(float)distrib(gen),
|
||||
(float)distrib(gen)
|
||||
);
|
||||
|
||||
// Ïðîâåðêà ðàññòîÿíèÿ äî âñåõ óæå ñóùåñòâóþùèõ îáúåêòîâ
|
||||
accepted = true; // Ïðåäïîëàãàåì, ÷òî ïîäõîäèò, ïîêà íå äîêàçàíî îáðàòíîå
|
||||
for (const auto& existingBox : boxCoordsArr)
|
||||
{
|
||||
// Ðàñ÷åò âåêòîðà ðàçíîñòè
|
||||
Vector3f diff = newPos - existingBox.pos;
|
||||
|
||||
// Ðàñ÷åò êâàäðàòà ðàññòîÿíèÿ
|
||||
float distanceSquared = diff.squaredNorm();
|
||||
|
||||
// Åñëè êâàäðàò ðàññòîÿíèÿ ìåíüøå êâàäðàòà ìèíèìàëüíîãî ðàññòîÿíèÿ
|
||||
if (distanceSquared < MIN_DISTANCE_SQUARED)
|
||||
{
|
||||
accepted = false; // Îòêëîíÿåì, ñëèøêîì áëèçêî
|
||||
break; // Íåò ñìûñëà ïðîâåðÿòü äàëüøå, åñëè îäíî íàðóøåíèå íàéäåíî
|
||||
}
|
||||
}
|
||||
|
||||
if (accepted)
|
||||
{
|
||||
// 2. Ãåíåðèðóåì ñëó÷àéíûé êâàòåðíèîí
|
||||
Vector4f randomQuat = generateRandomQuaternion(gen);
|
||||
|
||||
// 3. Ïðåîáðàçóåì åãî â ìàòðèöó âðàùåíèÿ
|
||||
Matrix3f randomMatrix = QuatToMatrix(randomQuat);
|
||||
|
||||
// 4. Äîáàâëÿåì îáúåêò ñ íîâîé ñëó÷àéíîé ìàòðèöåé
|
||||
boxCoordsArr.emplace_back(BoxCoords{ newPos, randomMatrix });
|
||||
generatedCount++;
|
||||
}
|
||||
attempts++;
|
||||
}
|
||||
|
||||
// Åñëè ïðåâûøåíî ìàêñèìàëüíîå êîëè÷åñòâî ïîïûòîê, âûõîäèì èç öèêëà,
|
||||
// ÷òîáû èçáåæàòü çàâèñàíèÿ, åñëè N ñëèøêîì âåëèêî èëè äèàïàçîí ñëèøêîì ìàë.
|
||||
if (!accepted) {
|
||||
std::cerr << "Ïðåäóïðåæäåíèå: Íå óäàëîñü ñãåíåðèðîâàòü " << N << " îáúåêòîâ. Ñãåíåðèðîâàíî: " << generatedCount << std::endl;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return boxCoordsArr;
|
||||
}
|
||||
|
||||
Game::Game()
|
||||
: window(nullptr)
|
||||
@@ -40,36 +146,98 @@ void Game::setup() {
|
||||
#ifdef EMSCRIPTEN
|
||||
renderer.shaderManager.AddShaderFromFiles("default", "./shaders/default.vertex", "./shaders/default_web.fragment", CONST_ZIP_FILE);
|
||||
renderer.shaderManager.AddShaderFromFiles("defaultColor", "./shaders/defaultColor.vertex", "./shaders/defaultColor_web.fragment", CONST_ZIP_FILE);
|
||||
renderer.shaderManager.AddShaderFromFiles("env", "./shaders/env.vertex", "./shaders/env_web.fragment", CONST_ZIP_FILE);
|
||||
|
||||
#else
|
||||
renderer.shaderManager.AddShaderFromFiles("default", "./shaders/default.vertex", "./shaders/default_desktop.fragment", CONST_ZIP_FILE);
|
||||
renderer.shaderManager.AddShaderFromFiles("defaultColor", "./shaders/defaultColor.vertex", "./shaders/defaultColor_desktop.fragment", CONST_ZIP_FILE);
|
||||
renderer.shaderManager.AddShaderFromFiles("env", "./shaders/env.vertex", "./shaders/env_desktop.fragment", CONST_ZIP_FILE);
|
||||
|
||||
#endif
|
||||
|
||||
cubemapTexture = std::make_shared<Texture>(
|
||||
std::array<TextureDataStruct, 6>{
|
||||
CreateTextureDataFromBmp24("./resources/sky/space_rt.bmp", CONST_ZIP_FILE),
|
||||
CreateTextureDataFromBmp24("./resources/sky/space_lf.bmp", CONST_ZIP_FILE),
|
||||
CreateTextureDataFromBmp24("./resources/sky/space_up.bmp", CONST_ZIP_FILE),
|
||||
CreateTextureDataFromBmp24("./resources/sky/space_dn.bmp", CONST_ZIP_FILE),
|
||||
CreateTextureDataFromBmp24("./resources/sky/space_bk.bmp", CONST_ZIP_FILE),
|
||||
CreateTextureDataFromBmp24("./resources/sky/space_ft.bmp", CONST_ZIP_FILE)
|
||||
});
|
||||
|
||||
|
||||
cubemap.data = ZL::CreateCubemap(500);
|
||||
cubemap.RefreshVBO();
|
||||
|
||||
//Load texture
|
||||
spaceshipTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/sship001x.png"));
|
||||
spaceshipBase = LoadFromTextFile02("./resources/spaceship004.txt");
|
||||
spaceshipTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/DefaultMaterial_BaseColor.png", CONST_ZIP_FILE));
|
||||
spaceshipBase = LoadFromTextFile02("./resources/spaceship005.txt", CONST_ZIP_FILE);
|
||||
spaceshipBase.RotateByMatrix(QuatToMatrix(QuatFromRotateAroundY(M_PI / 2.0)));
|
||||
//spaceshipBase.Move(Vector3f{ -0.52998, -13, 0 });
|
||||
spaceshipBase.Move(Vector3f{ -0.52998, -10, 10 });
|
||||
|
||||
spaceship.AssignFrom(spaceshipBase);
|
||||
spaceship.RefreshVBO();
|
||||
|
||||
//Boxes
|
||||
boxTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/box/box.png", CONST_ZIP_FILE));
|
||||
boxBase = LoadFromTextFile02("./resources/box/box.txt", CONST_ZIP_FILE);
|
||||
|
||||
boxCoordsArr = generateRandomBoxCoords(50);
|
||||
|
||||
boxRenderArr.resize(boxCoordsArr.size());
|
||||
|
||||
for (int i = 0; i < boxCoordsArr.size(); i++)
|
||||
{
|
||||
boxRenderArr[i].AssignFrom(boxBase);
|
||||
boxRenderArr[i].RefreshVBO();
|
||||
}
|
||||
|
||||
renderer.InitOpenGL();
|
||||
|
||||
}
|
||||
|
||||
void Game::drawScene() {
|
||||
void Game::drawCubemap()
|
||||
{
|
||||
static const std::string defaultShaderName = "default";
|
||||
static const std::string envShaderName = "env";
|
||||
static const std::string vPositionName = "vPosition";
|
||||
static const std::string vTexCoordName = "vTexCoord";
|
||||
static const std::string textureUniformName = "Texture";
|
||||
|
||||
glClearColor(0.0f, 0.5f, 1.0f, 1.0f);
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
|
||||
glViewport(0, 0, Environment::width, Environment::height);
|
||||
renderer.shaderManager.PushShader(envShaderName);
|
||||
renderer.RenderUniform1i(textureUniformName, 0);
|
||||
renderer.EnableVertexAttribArray(vPositionName);
|
||||
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
|
||||
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
|
||||
1, 1000);
|
||||
renderer.PushMatrix();
|
||||
renderer.LoadIdentity();
|
||||
renderer.RotateMatrix(Environment::inverseShipMatrix);
|
||||
|
||||
CheckGlError();
|
||||
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture->getTexID());
|
||||
renderer.DrawVertexRenderStruct(cubemap);
|
||||
|
||||
CheckGlError();
|
||||
|
||||
|
||||
renderer.PopMatrix();
|
||||
renderer.PopProjectionMatrix();
|
||||
renderer.DisableVertexAttribArray(vPositionName);
|
||||
|
||||
renderer.shaderManager.PopShader();
|
||||
CheckGlError();
|
||||
}
|
||||
void Game::drawShip()
|
||||
{
|
||||
static const std::string defaultShaderName = "default";
|
||||
static const std::string envShaderName = "env";
|
||||
static const std::string vPositionName = "vPosition";
|
||||
static const std::string vTexCoordName = "vTexCoord";
|
||||
static const std::string textureUniformName = "Texture";
|
||||
|
||||
renderer.shaderManager.PushShader(defaultShaderName);
|
||||
renderer.RenderUniform1i(textureUniformName, 0);
|
||||
renderer.EnableVertexAttribArray(vPositionName);
|
||||
@@ -81,9 +249,8 @@ void Game::drawScene() {
|
||||
renderer.PushMatrix();
|
||||
|
||||
renderer.LoadIdentity();
|
||||
renderer.TranslateMatrix({ 0,0, -1.0f*Environment::zoom });
|
||||
renderer.RotateMatrix(QuatFromRotateAroundX(M_PI/6.0));
|
||||
//renderer.RotateMatrix(QuatFromRotateAroundX(Environment::cameraAlpha));
|
||||
renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
|
||||
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, spaceshipTexture->getTexID());
|
||||
renderer.DrawVertexRenderStruct(spaceship);
|
||||
@@ -94,7 +261,68 @@ void Game::drawScene() {
|
||||
renderer.DisableVertexAttribArray(vTexCoordName);
|
||||
|
||||
renderer.shaderManager.PopShader();
|
||||
CheckGlError();
|
||||
}
|
||||
|
||||
void Game::drawBoxes()
|
||||
{
|
||||
static const std::string defaultShaderName = "default";
|
||||
static const std::string envShaderName = "env";
|
||||
static const std::string vPositionName = "vPosition";
|
||||
static const std::string vTexCoordName = "vTexCoord";
|
||||
static const std::string textureUniformName = "Texture";
|
||||
|
||||
renderer.shaderManager.PushShader(defaultShaderName);
|
||||
renderer.RenderUniform1i(textureUniformName, 0);
|
||||
renderer.EnableVertexAttribArray(vPositionName);
|
||||
renderer.EnableVertexAttribArray(vTexCoordName);
|
||||
|
||||
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
|
||||
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
|
||||
1, 1000);
|
||||
|
||||
for (int i = 0; i < boxCoordsArr.size(); i++)
|
||||
{
|
||||
renderer.PushMatrix();
|
||||
|
||||
renderer.LoadIdentity();
|
||||
renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
|
||||
renderer.RotateMatrix(Environment::inverseShipMatrix);
|
||||
renderer.TranslateMatrix(-Environment::shipPosition);
|
||||
renderer.TranslateMatrix(boxCoordsArr[i].pos);
|
||||
renderer.RotateMatrix(boxCoordsArr[i].m);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, boxTexture->getTexID());
|
||||
renderer.DrawVertexRenderStruct(boxRenderArr[i]);
|
||||
|
||||
renderer.PopMatrix();
|
||||
}
|
||||
renderer.PopProjectionMatrix();
|
||||
renderer.DisableVertexAttribArray(vPositionName);
|
||||
renderer.DisableVertexAttribArray(vTexCoordName);
|
||||
|
||||
renderer.shaderManager.PopShader();
|
||||
CheckGlError();
|
||||
}
|
||||
|
||||
void Game::drawScene() {
|
||||
static const std::string defaultShaderName = "default";
|
||||
static const std::string envShaderName = "env";
|
||||
static const std::string vPositionName = "vPosition";
|
||||
static const std::string vTexCoordName = "vTexCoord";
|
||||
static const std::string textureUniformName = "Texture";
|
||||
|
||||
glClearColor(0.0f, 0.5f, 1.0f, 1.0f);
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
|
||||
glViewport(0, 0, Environment::width, Environment::height);
|
||||
|
||||
CheckGlError();
|
||||
|
||||
drawCubemap();
|
||||
drawShip();
|
||||
drawBoxes();
|
||||
|
||||
CheckGlError();
|
||||
}
|
||||
|
||||
@@ -112,8 +340,47 @@ void Game::processTickCount() {
|
||||
|
||||
//gameObjects.updateScene(delta);
|
||||
|
||||
Environment::cameraAlpha = Environment::cameraAlpha + delta * M_PI / 10000.f;
|
||||
|
||||
if (Environment::tapDownHold) {
|
||||
|
||||
float diffx = Environment::tapDownCurrentPos.v[0] - Environment::tapDownStartPos.v[0];
|
||||
float diffy = Environment::tapDownCurrentPos.v[1] - Environment::tapDownStartPos.v[1];
|
||||
|
||||
|
||||
if (abs(diffy) > 5.0 || abs(diffx) > 5.0) //threshold
|
||||
{
|
||||
|
||||
float rotationPower = sqrtf(diffx * diffx + diffy * diffy);
|
||||
|
||||
//std::cout << rotationPower << std::endl;
|
||||
|
||||
float deltaAlpha = rotationPower * delta * M_PI / 500000.f;
|
||||
|
||||
Vector3f rotationDirection = { diffy, diffx, 0 };
|
||||
|
||||
rotationDirection = rotationDirection.normalized();
|
||||
|
||||
Vector4f rotateQuat = {
|
||||
rotationDirection.v[0] * sin(deltaAlpha * 0.5f),
|
||||
rotationDirection.v[1] * sin(deltaAlpha * 0.5f),
|
||||
rotationDirection.v[2] * sin(deltaAlpha * 0.5f),
|
||||
cos(deltaAlpha * 0.5f) };
|
||||
|
||||
Matrix3f rotateMat = QuatToMatrix(rotateQuat);
|
||||
|
||||
Environment::shipMatrix = MultMatrixMatrix(Environment::shipMatrix, rotateMat);
|
||||
Environment::inverseShipMatrix = InverseMatrix(Environment::shipMatrix);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if (fabs(Environment::shipVelocity) > 0.01f)
|
||||
{
|
||||
Vector3f velocityDirection = { 0,0, -Environment::shipVelocity*delta / 1000.f };
|
||||
Vector3f velocityDirectionAdjusted = MultMatrixVector(Environment::shipMatrix, velocityDirection);
|
||||
|
||||
Environment::shipPosition = Environment::shipPosition + velocityDirectionAdjusted;
|
||||
}
|
||||
|
||||
lastTickCount = newTickCount;
|
||||
}
|
||||
}
|
||||
@@ -130,13 +397,34 @@ void Game::render() {
|
||||
|
||||
SDL_GL_SwapWindow(ZL::Environment::window);
|
||||
}
|
||||
|
||||
void Game::update() {
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event)) {
|
||||
if (event.type == SDL_QUIT) {
|
||||
Environment::exitGameLoop = true;
|
||||
|
||||
|
||||
}
|
||||
else if (event.type == SDL_MOUSEBUTTONDOWN) {
|
||||
// 1. Îáðàáîòêà íàæàòèÿ êíîïêè ìûøè
|
||||
Environment::tapDownHold = true;
|
||||
// Êîîðäèíàòû íà÷àëüíîãî íàæàòèÿ
|
||||
Environment::tapDownStartPos.v[0] = event.button.x;
|
||||
Environment::tapDownStartPos.v[1] = event.button.y;
|
||||
// Íà÷àëüíàÿ ïîçèöèÿ òàêæå ñòàíîâèòñÿ òåêóùåé
|
||||
Environment::tapDownCurrentPos.v[0] = event.button.x;
|
||||
Environment::tapDownCurrentPos.v[1] = event.button.y;
|
||||
}
|
||||
else if (event.type == SDL_MOUSEBUTTONUP) {
|
||||
// 2. Îáðàáîòêà îòïóñêàíèÿ êíîïêè ìûøè
|
||||
Environment::tapDownHold = false;
|
||||
}
|
||||
else if (event.type == SDL_MOUSEMOTION) {
|
||||
// 3. Îáðàáîòêà ïåðåìåùåíèÿ ìûøè
|
||||
if (Environment::tapDownHold) {
|
||||
// Îáíîâëåíèå òåêóùåé ïîçèöèè, åñëè êíîïêà óäåðæèâàåòñÿ
|
||||
Environment::tapDownCurrentPos.v[0] = event.motion.x;
|
||||
Environment::tapDownCurrentPos.v[1] = event.motion.y;
|
||||
}
|
||||
}
|
||||
else if (event.type == SDL_MOUSEWHEEL) {
|
||||
static const float zoomstep = 2.0f;
|
||||
@@ -149,15 +437,18 @@ void Game::update() {
|
||||
if (Environment::zoom < zoomstep) {
|
||||
Environment::zoom = zoomstep;
|
||||
}
|
||||
/*if (Environment::zoom > 4) {
|
||||
Environment::zoom = 4;
|
||||
}*/
|
||||
|
||||
//this->modelMeshRender.data.Scale(0.5);
|
||||
//this->modelMeshRender.RefreshVBO();
|
||||
}
|
||||
|
||||
|
||||
else if (event.type == SDL_KEYUP)
|
||||
{
|
||||
if (event.key.keysym.sym == SDLK_i)
|
||||
{
|
||||
Environment::shipVelocity += 1.f;
|
||||
}
|
||||
if (event.key.keysym.sym == SDLK_k)
|
||||
{
|
||||
Environment::shipVelocity -= 1.f;
|
||||
}
|
||||
}
|
||||
}
|
||||
render();
|
||||
}
|
||||
|
||||
@@ -7,6 +7,14 @@
|
||||
|
||||
namespace ZL {
|
||||
|
||||
|
||||
struct BoxCoords
|
||||
{
|
||||
Vector3f pos;
|
||||
Matrix3f m;
|
||||
};
|
||||
|
||||
|
||||
class Game {
|
||||
public:
|
||||
Game();
|
||||
@@ -21,6 +29,9 @@ public:
|
||||
private:
|
||||
void processTickCount();
|
||||
void drawScene();
|
||||
void drawCubemap();
|
||||
void drawShip();
|
||||
void drawBoxes();
|
||||
|
||||
SDL_Window* window;
|
||||
SDL_GLContext glContext;
|
||||
@@ -33,8 +44,18 @@ private:
|
||||
static const size_t CONST_MAX_TIME_INTERVAL = 1000;
|
||||
|
||||
std::shared_ptr<Texture> spaceshipTexture;
|
||||
std::shared_ptr<Texture> cubemapTexture;
|
||||
VertexDataStruct spaceshipBase;
|
||||
VertexRenderStruct spaceship;
|
||||
|
||||
VertexRenderStruct cubemap;
|
||||
|
||||
std::shared_ptr<Texture> boxTexture;
|
||||
VertexDataStruct boxBase;
|
||||
|
||||
std::vector<BoxCoords> boxCoordsArr;
|
||||
std::vector<VertexRenderStruct> boxRenderArr;
|
||||
|
||||
};
|
||||
|
||||
} // namespace ZL
|
||||
@@ -1,9 +1,89 @@
|
||||
# Windows
|
||||
|
||||
download from https://cmake.org/download/
|
||||
|
||||
Windows x64 Installer: cmake-4.2.0-windows-x86_64.msi
|
||||
|
||||
|
||||
download from https://github.com/libsdl-org/SDL/releases/tag/release-2.32.10
|
||||
|
||||
SDL2-2.32.10-win32-x64.zip
|
||||
|
||||
SDL2-2.32.10:
|
||||
|
||||
```
|
||||
cd C:\..\SDL-realese-2.32.10
|
||||
mkdir build
|
||||
cd build
|
||||
cmake -G "Visual Studio 18 2026" -DCMAKE_INSTALL_PREFIX=install ..
|
||||
cmake --build . --config Debug
|
||||
cmake --install . --config Debug
|
||||
```
|
||||
|
||||
download from https://www.zlib.net/
|
||||
|
||||
zlib source code, version 1.3.1, zipfile format (1616K, SHA-256 hash 72af66d44fcc14c22013b46b814d5d2514673dda3d115e64b690c1ad636e7b17):
|
||||
US (zlib.net)
|
||||
|
||||
zlib-1.3.1:
|
||||
|
||||
```
|
||||
cd C:\..\zlib-1.3.1
|
||||
mkdir build
|
||||
cd build
|
||||
cmake -G "Visual Studio 18 2026" -DCMAKE_INSTALL_PREFIX=install ..
|
||||
cmake --build . --config Debug
|
||||
cmake --install . --config Debug
|
||||
```
|
||||
|
||||
download from https://github.com/pnggroup/libpng/releases/tag/v1.6.51
|
||||
|
||||
Source code (zip)
|
||||
|
||||
libpng-1.6.51:
|
||||
|
||||
```
|
||||
cd C:\..\libpng-1.6.51
|
||||
mkdir build
|
||||
cd build
|
||||
```
|
||||
|
||||
To build libpng, you need to specify the path to the zlib installation directory as follows:
|
||||
|
||||
```
|
||||
cmake -DCMAKE_PREFIX_PATH="../zlib-1.3.1/build/install" -DCMAKE_INSTALL_PREFIX=install -G "Visual Studio 18 2026" ..
|
||||
cmake --build . --config Debug
|
||||
cmake --install . --config Debug
|
||||
```
|
||||
|
||||
Настройка проекта в Visual Studio:
|
||||
|
||||
Перейдите в Project Properties (правый клик на проект, "Properties").
|
||||
|
||||
C/C++ - ОБЩИЕ; Дополнительные каталоги включаемых файлов, проверить чтобы был добавлен путь к папке include:(пример)
|
||||
|
||||
..\SDL-release-2.32.10\include;..\libpng-1.6.51\build\install\include;C:\Work\OpenAL 1.1 SDK\include;..\Projects\libogg\include;..\vorbis\include
|
||||
|
||||
|
||||
Компоновщик - ОБЩИЕ; Доподнительные каталоги библиотек (пример)
|
||||
|
||||
..\SDL-release-2.32.10\build\install\lib;..\libpng-1.6.51\build\install\lib;..\zlib-1.3.1\build\install\lib
|
||||
|
||||
Компоновщик - ВВОД; Дополнительные зависимости, добавить zlibstaticd.lib (пример)
|
||||
|
||||
zlibstaticd.lib;libpng16_staticd.lib;SDL2d.lib;SDL2maind.lib;opengl32.lib;glu32.lib;shell32.lib;opengl32.lib;glu32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib
|
||||
|
||||
|
||||
в папку ..\projectGAME01\x64\Debug добавить файл SDL2d.dll
|
||||
который можно скопировать из папки ..\SDL-release-2.32.10\build\Debug
|
||||
|
||||
|
||||
# Script to run:
|
||||
|
||||
```
|
||||
C:\Work\Projects\emsdk\emsdk.bat activate latest
|
||||
C:\Work\Projects\emsdk\emsdk_env.bat
|
||||
emcc main.cpp Game.cpp Math.cpp Physics.cpp Renderer.cpp ShaderManager.cpp TextureManager.cpp Utils.cpp OpenGlExtensions.cpp -O2 -std=c++14 -sTOTAL_MEMORY=33554432 -sUSE_SDL_IMAGE=2 -sSDL2_IMAGE_FORMATS="[""png""]" -sUSE_SDL=2 --preload-file background.bmp --preload-file bird.bmp32 --preload-file default.fragment --preload-file default.vertex --preload-file game_over.bmp32 --preload-file pipe.bmp32 -o jumpingbird.html
|
||||
emcc main.cpp Game.cpp Math.cpp Physics.cpp Renderer.cpp ShaderManager.cpp TextureManager.cpp Utils.cpp OpenGlExtensions.cpp -O2 -std=c++14 -sTOTAL_MEMORY=33554432 -sUSE_SDL_IMAGE=2 -sSDL2_IMAGE_FORMATS="[""png""]" -sUSE_SDL=2 --preload-file background.bmp --preload-file bird.bmp32 --preload-file default.fragment --preload-file default.vertex --preload-file game_over.bmp32 --preload-file pipe.bmp32 -o space-game001.html
|
||||
```
|
||||
|
||||
```
|
||||
@@ -63,7 +143,12 @@ emcc main.cpp Game.cpp Environment.cpp GameObjectManager.cpp BoneAnimatedModel.c
|
||||
|
||||
|
||||
# Windows:
|
||||
emcc main.cpp Game.cpp Environment.cpp GameObjectManager.cpp BoneAnimatedModel.cpp GameWorld.cpp InputManager.cpp Inventory.cpp ObjLoader.cpp QuestScripts.cpp RenderSystem.cpp Math.cpp Physics.cpp Renderer.cpp TextModel.cpp ShaderManager.cpp TextureManager.cpp Utils.cpp OpenGlExtensions.cpp -O2 -std=c++14 -pthread -sUSE_PTHREADS=1 -sPTHREAD_POOL_SIZE=4 -sTOTAL_MEMORY=4294967296 -sINITIAL_MEMORY=3221225472 -sMAXIMUM_MEMORY=4294967296 -sALLOW_MEMORY_GROWTH=1 -I./thirdparty/libzip-1.11.3/build-emcmake/install/include -L./thirdparty/libzip-1.11.3/build-emcmake/install/lib -lzip -lz -sUSE_SDL_IMAGE=2 -sUSE_SDL=2 -sUSE_LIBPNG=1 --preload-file data.zip -o viola.html
|
||||
emcc --clear-cache
|
||||
embuilder build sdl2 sdl2_ttf sdl2_image sdl2_image_jpg sdl2_image_png
|
||||
|
||||
|
||||
|
||||
emcc main.cpp Game.cpp Environment.cpp BoneAnimatedModel.cpp Math.cpp Renderer.cpp TextModel.cpp ShaderManager.cpp TextureManager.cpp Utils.cpp OpenGlExtensions.cpp -O2 -std=c++14 -pthread -sUSE_PTHREADS=1 -sPTHREAD_POOL_SIZE=4 -sTOTAL_MEMORY=4294967296 -sINITIAL_MEMORY=3221225472 -sMAXIMUM_MEMORY=4294967296 -sALLOW_MEMORY_GROWTH=1 -I./thirdparty/libzip-1.11.3/build-emcmake/install/include -L./thirdparty/libzip-1.11.3/build-emcmake/install/lib -lzip -lz -sUSE_SDL_IMAGE=2 -sUSE_SDL=2 -sUSE_LIBPNG=1 --preload-file space-game001.zip -o space-game001.html
|
||||
|
||||
emrun --no_browser --port 8080 .
|
||||
```
|
||||
|
||||
@@ -196,6 +196,71 @@ namespace ZL {
|
||||
return result;
|
||||
}
|
||||
|
||||
VertexDataStruct CreateCubemap(float scale)
|
||||
{
|
||||
VertexDataStruct cubemapVertexDataStruct;
|
||||
|
||||
// +x
|
||||
cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, -scale });
|
||||
cubemapVertexDataStruct.PositionData.push_back({ scale, scale, -scale });
|
||||
cubemapVertexDataStruct.PositionData.push_back({ scale, scale, scale });
|
||||
|
||||
cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, -scale });
|
||||
cubemapVertexDataStruct.PositionData.push_back({ scale, scale, scale });
|
||||
cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, scale });
|
||||
|
||||
// -x
|
||||
cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, -scale });
|
||||
cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, -scale });
|
||||
cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, scale });
|
||||
|
||||
cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, -scale });
|
||||
cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, scale });
|
||||
cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, scale });
|
||||
|
||||
|
||||
// +y
|
||||
cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, -scale });
|
||||
cubemapVertexDataStruct.PositionData.push_back({ scale, scale, -scale });
|
||||
cubemapVertexDataStruct.PositionData.push_back({ scale, scale, scale });
|
||||
|
||||
cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, -scale });
|
||||
cubemapVertexDataStruct.PositionData.push_back({ scale, scale, scale });
|
||||
cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, scale });
|
||||
|
||||
|
||||
// -y
|
||||
cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, -scale });
|
||||
cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, -scale });
|
||||
cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, scale });
|
||||
|
||||
cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, -scale });
|
||||
cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, scale });
|
||||
cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, scale });
|
||||
|
||||
|
||||
// +z
|
||||
cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, scale });
|
||||
cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, scale });
|
||||
cubemapVertexDataStruct.PositionData.push_back({ scale, scale, scale });
|
||||
|
||||
cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, scale });
|
||||
cubemapVertexDataStruct.PositionData.push_back({ scale, scale, scale });
|
||||
cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, scale });
|
||||
|
||||
// -z
|
||||
cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, -scale });
|
||||
cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, -scale });
|
||||
cubemapVertexDataStruct.PositionData.push_back({ scale, scale, -scale });
|
||||
|
||||
cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, -scale });
|
||||
cubemapVertexDataStruct.PositionData.push_back({ scale, scale, -scale });
|
||||
cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, -scale });
|
||||
|
||||
return cubemapVertexDataStruct;
|
||||
|
||||
}
|
||||
|
||||
void VertexRenderStruct::RefreshVBO()
|
||||
{
|
||||
//Check if main thread, check if data is not empty...
|
||||
@@ -538,6 +603,35 @@ namespace ZL {
|
||||
SetMatrix();
|
||||
}
|
||||
|
||||
void Renderer::RotateMatrix(const Matrix3f& m3)
|
||||
{
|
||||
Matrix4f m = Matrix4f::Identity();
|
||||
m.m[0] = m3.m[0];
|
||||
m.m[1] = m3.m[1];
|
||||
m.m[2] = m3.m[2];
|
||||
|
||||
m.m[4] = m3.m[3];
|
||||
m.m[5] = m3.m[4];
|
||||
m.m[6] = m3.m[5];
|
||||
|
||||
m.m[8] = m3.m[6];
|
||||
m.m[9] = m3.m[7];
|
||||
m.m[10] = m3.m[8];
|
||||
|
||||
m = ModelviewMatrixStack.top() * m;
|
||||
|
||||
if (ModelviewMatrixStack.size() == 0)
|
||||
{
|
||||
throw std::runtime_error("Modelview matrix stack underflow!!!!");
|
||||
}
|
||||
|
||||
ModelviewMatrixStack.pop();
|
||||
ModelviewMatrixStack.push(m);
|
||||
|
||||
|
||||
SetMatrix();
|
||||
}
|
||||
|
||||
void Renderer::PushSpecialMatrix(const Matrix4f& m)
|
||||
{
|
||||
if (ModelviewMatrixStack.size() > 64)
|
||||
|
||||
+3
-1
@@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include "OpenGlExtensions.h"
|
||||
#include "Math.h"
|
||||
#include "ZLMath.h"
|
||||
#include <exception>
|
||||
#include <stdexcept>
|
||||
#include "ShaderManager.h"
|
||||
@@ -75,6 +75,7 @@ namespace ZL {
|
||||
VertexDataStruct CreateRect2D(Vector2f center, Vector2f halfWidthHeight, float zLevel);
|
||||
VertexDataStruct CreateRectHorizontalSections2D(Vector2f center, Vector2f halfWidthHeight, float zLevel, size_t sectionCount);
|
||||
VertexDataStruct CreateCube3D(float scale);
|
||||
VertexDataStruct CreateCubemap(float scale = 1000.f);
|
||||
|
||||
|
||||
class Renderer
|
||||
@@ -101,6 +102,7 @@ namespace ZL {
|
||||
void ScaleMatrix(float scale);
|
||||
void ScaleMatrix(const Vector3f& scale);
|
||||
void RotateMatrix(const Vector4f& q);
|
||||
void RotateMatrix(const Matrix3f& m3);
|
||||
void PushSpecialMatrix(const Matrix4f& m);
|
||||
void PopMatrix();
|
||||
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
#include "Math.h"
|
||||
#include "ZLMath.h"
|
||||
#include "Renderer.h"
|
||||
#include <unordered_map>
|
||||
|
||||
|
||||
+166
-21
@@ -2,6 +2,7 @@
|
||||
#ifdef PNG_ENABLED
|
||||
#include "png.h"
|
||||
#endif
|
||||
#include <iostream>
|
||||
|
||||
namespace ZL
|
||||
{
|
||||
@@ -46,6 +47,85 @@ namespace ZL
|
||||
|
||||
}
|
||||
|
||||
Texture::Texture(const std::array<TextureDataStruct, 6>& texDataArray)
|
||||
{
|
||||
// Ïðîâåðêà, ÷òî âñå ãðàíè èìåþò îäèíàêîâûå ðàçìåðû
|
||||
width = texDataArray[0].width;
|
||||
height = texDataArray[0].height;
|
||||
|
||||
for (size_t i = 1; i < 6; ++i) {
|
||||
if (texDataArray[i].width != width || texDataArray[i].height != height) {
|
||||
throw std::runtime_error("Cubemap faces must have the same dimensions");
|
||||
}
|
||||
}
|
||||
|
||||
glGenTextures(1, &texID);
|
||||
|
||||
if (texID == 0)
|
||||
{
|
||||
throw std::runtime_error("glGenTextures did not work for cubemap");
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, texID);
|
||||
|
||||
CheckGlError();
|
||||
|
||||
// Íàñòðîéêà ïàðàìåòðîâ äëÿ Cubemap
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
// Èñïîëüçóåì GL_LINEAR äëÿ MIN_FILTER, òàê êàê ìèïìàïû çäåñü íå ãåíåðèðóþòñÿ
|
||||
// Åñëè áû èñïîëüçîâàëèñü ìèïìàïû (e.g., GL_LINEAR_MIPMAP_LINEAR), íóæíî áûëî áû âûçâàòü glGenerateMipmap.
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
|
||||
// Îáÿçàòåëüíûå ïàðàìåòðû îáåðòêè äëÿ Cubemap
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
// GL_TEXTURE_WRAP_R íå ïîääåðæèâàåòñÿ â WebGL 1.0/OpenGL ES 2.0 è âûçûâàåò îøèáêó.
|
||||
// Îãðàíè÷èâàåì åãî âûçîâ òîëüêî äëÿ íàñòîëüíûõ ïëàòôîðì.
|
||||
#ifndef EMSCRIPTEN
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
||||
#endif
|
||||
|
||||
CheckGlError(); // Ïðîâåðêà ïîñëå óñòàíîâêè ïàðàìåòðîâ
|
||||
|
||||
// Çàãðóçêà äàííûõ äëÿ êàæäîé èç 6 ãðàíåé
|
||||
// GL_TEXTURE_CUBE_MAP_POSITIVE_X + i äàåò ãðàíè: +X (0), -X (1), +Y (2), -Y (3), +Z (4), -Z (5)
|
||||
for (int i = 0; i < 6; ++i)
|
||||
{
|
||||
GLint internalFormat;
|
||||
GLenum format;
|
||||
|
||||
// Â WebGL 1.0/OpenGL ES 2.0 âíóòðåííèé ôîðìàò (internalFormat)
|
||||
// äîëæåí ñòðîãî ñîîòâåòñòâîâàòü ôîðìàòó äàííûõ (format).
|
||||
if (texDataArray[i].bitSize == TextureDataStruct::BS_24BIT)
|
||||
{
|
||||
internalFormat = GL_RGB; // internalFormat
|
||||
format = GL_RGB; // format
|
||||
}
|
||||
else // BS_32BIT
|
||||
{
|
||||
internalFormat = GL_RGBA; // internalFormat
|
||||
format = GL_RGBA; // format
|
||||
}
|
||||
|
||||
glTexImage2D(
|
||||
GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, // Öåëåâàÿ ãðàíü
|
||||
0, // Óðîâåíü MIP-òåêñòóðû
|
||||
internalFormat, // Âíóòðåííèé ôîðìàò (äîëæåí ñîâïàäàòü ñ ôîðìàòîì)
|
||||
static_cast<GLsizei>(width),
|
||||
static_cast<GLsizei>(height),
|
||||
0, // Ãðàíèöà (âñåãäà 0)
|
||||
format, // Ôîðìàò èñõîäíûõ äàííûõ
|
||||
GL_UNSIGNED_BYTE, // Òèï äàííûõ
|
||||
texDataArray[i].data.data() // Óêàçàòåëü íà äàííûå
|
||||
);
|
||||
CheckGlError();
|
||||
}
|
||||
|
||||
// Ñíèìàåì ïðèâÿçêó äëÿ ÷èñòîòû
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
||||
}
|
||||
|
||||
Texture::~Texture()
|
||||
{
|
||||
glDeleteTextures(1, &texID);
|
||||
@@ -170,36 +250,84 @@ namespace ZL
|
||||
|
||||
#ifdef PNG_ENABLED
|
||||
|
||||
TextureDataStruct CreateTextureDataFromPng(const std::string& fullFileName)
|
||||
// Ñòðóêòóðà äëÿ õðàíåíèÿ äàííûõ î ôàéëå/ìàññèâå è òåêóùåé ïîçèöèè ÷òåíèÿ
|
||||
struct png_data_t {
|
||||
const char* data;
|
||||
size_t size;
|
||||
size_t offset;
|
||||
};
|
||||
|
||||
// Ïîëüçîâàòåëüñêàÿ ôóíêöèÿ ÷òåíèÿ äëÿ libpng
|
||||
// 'png_ptr' - óêàçàòåëü íà ñòðóêòóðó png
|
||||
// 'out_ptr' - êóäà çàïèñûâàòü ïðî÷èòàííûå äàííûå
|
||||
// 'bytes_to_read' - ñêîëüêî áàéò íóæíî ïðî÷èòàòü
|
||||
void user_read_data(png_structp png_ptr, png_bytep out_ptr, png_size_t bytes_to_read) {
|
||||
// Ïîëó÷àåì óêàçàòåëü íà íàøó ñòðóêòóðó png_data_t, êîòîðóþ ìû óñòàíîâèëè ñ ïîìîùüþ png_set_read_fn
|
||||
png_data_t* data = (png_data_t*)png_get_io_ptr(png_ptr);
|
||||
|
||||
if (data->offset + bytes_to_read > data->size) {
|
||||
// Ïîïûòêà ïðî÷èòàòü áîëüøå, ÷åì åñòü â ìàññèâå.
|
||||
// Âìåñòî âûçîâà ñòàíäàðòíîé îøèáêè, ìû ìîæåì ïðîñòî ïðî÷èòàòü îñòàòîê èëè âûçâàòü îøèáêó.
|
||||
//  ýòîì ñëó÷àå ìû âûçîâåì îøèáêó libpng.
|
||||
png_error(png_ptr, "PNG Read Error: Attempted to read past end of data buffer.");
|
||||
bytes_to_read = data->size - data->offset; // Óñòàíàâëèâàåì, ÷òîáû ïðî÷èòàòü îñòàâøååñÿ
|
||||
}
|
||||
|
||||
// Êîïèðóåì äàííûå èç íàøåãî ìàññèâà â áóôåð libpng
|
||||
std::memcpy(out_ptr, data->data + data->offset, bytes_to_read);
|
||||
|
||||
// Îáíîâëÿåì ñìåùåíèå
|
||||
data->offset += bytes_to_read;
|
||||
}
|
||||
|
||||
// Ïîëüçîâàòåëüñêàÿ ôóíêöèÿ ïðåäóïðåæäåíèé (ïî æåëàíèþ, ìîæíî èñïîëüçîâàòü nullptr)
|
||||
void user_warning_fn(png_structp png_ptr, png_const_charp warning_msg) {
|
||||
// Çäåñü ìîæíî ðåàëèçîâàòü ëîãèðîâàíèå ïðåäóïðåæäåíèé
|
||||
//throw std::runtime_error();
|
||||
std::cout << "PNG Warning: " << warning_msg << std::endl;
|
||||
}
|
||||
|
||||
// Ïîëüçîâàòåëüñêàÿ ôóíêöèÿ îøèáîê (îáÿçàòåëüíà äëÿ setjmp)
|
||||
void user_error_fn(png_structp png_ptr, png_const_charp error_msg) {
|
||||
// Çäåñü ìîæíî ðåàëèçîâàòü ëîãèðîâàíèå îøèáîê
|
||||
std::cout << "PNG Error: " << error_msg << std::endl;
|
||||
// Îáÿçàòåëüíî âûçûâàåì longjmp äëÿ âûõîäà èç ïðîöåññà ÷òåíèÿ/çàïèñè PNG
|
||||
longjmp(png_jmpbuf(png_ptr), 1);
|
||||
}
|
||||
|
||||
TextureDataStruct CreateTextureDataFromPng(const std::vector<char>& fileArr)
|
||||
{
|
||||
TextureDataStruct texData;
|
||||
|
||||
FILE* file = fopen(fullFileName.c_str(), "rb");
|
||||
if (!file) {
|
||||
fclose(file);
|
||||
throw std::runtime_error("Could not open file " + fullFileName);
|
||||
}
|
||||
// Ñòðóêòóðà äëÿ óïðàâëåíèÿ ÷òåíèåì èç ìàññèâà
|
||||
png_data_t png_data = { fileArr.data(), fileArr.size(), 0 };
|
||||
|
||||
png_structp png = png_create_read_struct(PNG_LIBPNG_VER_STRING, nullptr, nullptr, nullptr);
|
||||
if (!png) {
|
||||
fclose(file);
|
||||
throw std::runtime_error("Could not create PNG read structure");
|
||||
}
|
||||
|
||||
png_infop info = png_create_info_struct(png);
|
||||
if (!info) {
|
||||
fclose(file);
|
||||
png_destroy_read_struct(&png, nullptr, nullptr);
|
||||
throw std::runtime_error("Could not create PNG info structure");
|
||||
}
|
||||
|
||||
// === Óñòàíîâêà ïîëüçîâàòåëüñêèõ ôóíêöèé ÷òåíèÿ è îáðàáîòêè îøèáîê ===
|
||||
// 1. Óñòàíîâêà îáðàáîò÷èêà îøèáîê è longjmp
|
||||
if (setjmp(png_jmpbuf(png))) {
|
||||
png_destroy_read_struct(&png, &info, nullptr);
|
||||
fclose(file);
|
||||
throw std::runtime_error("Error during PNG read");
|
||||
throw std::runtime_error("Error during PNG read (longjmp was executed)");
|
||||
}
|
||||
|
||||
png_init_io(png, file);
|
||||
// 2. Óñòàíîâêà ïîëüçîâàòåëüñêèõ ôóíêöèé äëÿ îáðàáîòêè îøèáîê è ïðåäóïðåæäåíèé
|
||||
// Âìåñòî nullptr â error_ptr è warning_ptr ìîæíî ïåðåäàòü óêàçàòåëü íà ñâîþ ñòðóêòóðó äàííûõ, åñëè íåîáõîäèìî
|
||||
png_set_error_fn(png, nullptr, user_error_fn, user_warning_fn);
|
||||
|
||||
// 3. Óñòàíîâêà ïîëüçîâàòåëüñêîé ôóíêöèè ÷òåíèÿ è ïåðåäà÷à åé íàøåé ñòðóêòóðû png_data
|
||||
png_set_read_fn(png, &png_data, user_read_data);
|
||||
// ===================================================================
|
||||
|
||||
png_read_info(png, info);
|
||||
|
||||
texData.width = png_get_image_width(png, info);
|
||||
@@ -207,6 +335,7 @@ namespace ZL
|
||||
png_byte color_type = png_get_color_type(png, info);
|
||||
png_byte bit_depth = png_get_bit_depth(png, info);
|
||||
|
||||
// === Áëîê ïðåîáðàçîâàíèé (îñòàâëåí áåç èçìåíåíèé) ===
|
||||
if (bit_depth == 16)
|
||||
png_set_strip_16(png);
|
||||
|
||||
@@ -229,8 +358,9 @@ namespace ZL
|
||||
png_set_gray_to_rgb(png);
|
||||
|
||||
png_read_update_info(png, info);
|
||||
// ====================================================
|
||||
|
||||
|
||||
// === ×òåíèå ïèêñåëåé (îñòàâëåí áåç èçìåíåíèé) ===
|
||||
png_bytep* row_pointers = (png_bytep*)malloc(sizeof(png_bytep) * texData.height);
|
||||
for (int y = 0; y < texData.height; y++) {
|
||||
row_pointers[y] = (png_byte*)malloc(png_get_rowbytes(png, info));
|
||||
@@ -238,8 +368,6 @@ namespace ZL
|
||||
|
||||
png_read_image(png, row_pointers);
|
||||
|
||||
fclose(file);
|
||||
|
||||
bool has_alpha = (color_type & PNG_COLOR_MASK_ALPHA) || (png_get_valid(png, info, PNG_INFO_tRNS));
|
||||
|
||||
size_t dataSize;
|
||||
@@ -258,11 +386,9 @@ namespace ZL
|
||||
dataSize = texData.width * texData.height * channels;
|
||||
texData.data.resize(dataSize);
|
||||
|
||||
|
||||
//for (int y = 0; y < texData.height; y++) { //Go in reverse because of UV coord start point
|
||||
for (int y = texData.height-1; y >= 0; y--) {
|
||||
//png_bytep row = row_pointers[y];//Go in reverse because of UV coord start point
|
||||
png_bytep row = row_pointers[texData.height - 1 - y];
|
||||
|
||||
for (int y = texData.height - 1; y >= 0; y--) {
|
||||
png_bytep row = row_pointers[texData.height - 1 - y];
|
||||
for (int x = 0; x < texData.width; x++) {
|
||||
png_bytep px = &(row[x * 4]);
|
||||
texData.data[(y * texData.width + x) * channels + 0] = px[0]; // R
|
||||
@@ -272,14 +398,33 @@ namespace ZL
|
||||
texData.data[(y * texData.width + x) * channels + 3] = px[3]; // A
|
||||
}
|
||||
}
|
||||
//free(row_pointers[y]);//Go in reverse because of UV coord start point
|
||||
free(row_pointers[texData.height - 1 - y]);//Go in reverse because of UV coord start point
|
||||
free(row_pointers[texData.height - 1 - y]);
|
||||
}
|
||||
free(row_pointers);
|
||||
// ==================================================
|
||||
|
||||
png_destroy_read_struct(&png, &info, nullptr);
|
||||
|
||||
return texData;
|
||||
}
|
||||
|
||||
|
||||
TextureDataStruct CreateTextureDataFromPng(const std::string& fullFileName, const std::string& ZIPFileName)
|
||||
{
|
||||
std::vector<char> fileArr;
|
||||
|
||||
fileArr = !ZIPFileName.empty() ? readFileFromZIP(fullFileName, ZIPFileName) : readFile(fullFileName);
|
||||
|
||||
if (fileArr.empty()) {
|
||||
throw std::runtime_error("Could not read file data into memory");
|
||||
}
|
||||
|
||||
// Âûçûâàåì íîâóþ ôóíêöèþ, êîòîðàÿ ðàáîòàåò ñ ìàññèâîì áàéò
|
||||
return CreateTextureDataFromPng(fileArr);
|
||||
}
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
}
|
||||
+10
-1
@@ -3,6 +3,10 @@
|
||||
#include "OpenGlExtensions.h"
|
||||
#include "Utils.h"
|
||||
|
||||
#ifdef EMSCRIPTEN
|
||||
#define PNG_ENABLED
|
||||
#endif
|
||||
|
||||
namespace ZL
|
||||
{
|
||||
|
||||
@@ -29,6 +33,9 @@ namespace ZL
|
||||
|
||||
Texture(const TextureDataStruct& texData);
|
||||
|
||||
//Cubemap texture:
|
||||
Texture(const std::array<TextureDataStruct, 6>& texDataArray);
|
||||
|
||||
~Texture();
|
||||
|
||||
GLuint getTexID();
|
||||
@@ -42,6 +49,8 @@ namespace ZL
|
||||
TextureDataStruct CreateTextureDataFromBmp24(const std::string& fullFileName, const std::string& ZIPFileName="");
|
||||
TextureDataStruct CreateTextureDataFromBmp32(const std::string& fullFileName, const std::string& ZIPFileName="");
|
||||
#ifdef PNG_ENABLED
|
||||
TextureDataStruct CreateTextureDataFromPng(const std::string& fullFileName);
|
||||
TextureDataStruct CreateTextureDataFromPng(const std::string& fullFileName, const std::string& ZIPFileName = "");
|
||||
#endif
|
||||
|
||||
|
||||
}
|
||||
@@ -5,7 +5,9 @@
|
||||
#include <iostream>
|
||||
#include <algorithm>
|
||||
#include <fstream>
|
||||
//#include <zip.h>
|
||||
#ifdef EMSCRIPTEN
|
||||
#include <zip.h>
|
||||
#endif
|
||||
|
||||
namespace ZL
|
||||
{
|
||||
@@ -42,7 +44,8 @@ namespace ZL
|
||||
}
|
||||
|
||||
std::vector<char> readFileFromZIP(const std::string& filename, const std::string& zipfilename) {
|
||||
/*const std::string zipPath = zipfilename;
|
||||
#ifdef EMSCRIPTEN
|
||||
const std::string zipPath = zipfilename;
|
||||
int zipErr;
|
||||
zip_t* archive = zip_open(zipPath.c_str(), ZIP_RDONLY, &zipErr);
|
||||
if (!archive) {
|
||||
@@ -77,8 +80,10 @@ namespace ZL
|
||||
zip_fclose(zipFile);
|
||||
zip_close(archive);
|
||||
|
||||
return fileData;*/
|
||||
return fileData;
|
||||
#else
|
||||
return {};
|
||||
#endif
|
||||
}
|
||||
|
||||
bool findString(const char* in, char* list)
|
||||
|
||||
Executable → Regular
+757
-734
File diff suppressed because it is too large.
Load diff
+35
-1
@@ -31,8 +31,39 @@ namespace ZL {
|
||||
struct Vector3f
|
||||
{
|
||||
std::array<float, 3> v = { 0.f, 0.f, 0.f };
|
||||
|
||||
Vector3f()
|
||||
{
|
||||
}
|
||||
|
||||
Vector3f(float x, float y, float z)
|
||||
: v{x,y,z}
|
||||
{
|
||||
}
|
||||
|
||||
Vector3f normalized() const {
|
||||
double norm = std::sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
|
||||
Vector3f r;
|
||||
|
||||
r.v[0] = v[0] / norm;
|
||||
r.v[1] = v[1] / norm;
|
||||
r.v[2] = v[2] / norm;
|
||||
|
||||
return r;
|
||||
}
|
||||
|
||||
float squaredNorm() const {
|
||||
return v[0] * v[0] + v[1] * v[1] + v[2] * v[2];
|
||||
}
|
||||
|
||||
// Îïåðàòîð âû÷èòàíèÿ
|
||||
/*Vector3f operator-(const Vector3f& other) const {
|
||||
return Vector3f(v[0] - other.v[0], v[1] - other.v[1], v[2] - other.v[2]);
|
||||
}*/
|
||||
};
|
||||
|
||||
|
||||
|
||||
struct Vector2f
|
||||
{
|
||||
std::array<float, 2> v = {0.f, 0.f};
|
||||
@@ -49,6 +80,8 @@ namespace ZL {
|
||||
|
||||
Vector4f operator-(const Vector4f& x, const Vector4f& y);
|
||||
|
||||
Vector3f operator-(const Vector3f& x);
|
||||
|
||||
|
||||
struct Matrix3f
|
||||
{
|
||||
@@ -99,6 +132,7 @@ namespace ZL {
|
||||
Vector3f MultVectorMatrix(Vector3f v, Matrix3f mt);
|
||||
Vector4f MultVectorMatrix(Vector4f v, Matrix4f mt);
|
||||
Vector4f MultMatrixVector(Matrix4f mt, Vector4f v);
|
||||
Vector3f MultMatrixVector(Matrix3f mt, Vector3f v);
|
||||
|
||||
Vector4f slerp(const Vector4f& q1, const Vector4f& q2, float t);
|
||||
Matrix3f InverseMatrix(const Matrix3f& m);
|
||||
@@ -107,4 +141,4 @@ namespace ZL {
|
||||
Matrix4f MultMatrixMatrix(const Matrix4f& m1, const Matrix4f& m2);
|
||||
Matrix4f MakeMatrix4x4(const Matrix3f& m, const Vector3f pos);
|
||||
|
||||
};
|
||||
};
|
||||
File diff suppressed because it is too large.
Load diff
@@ -0,0 +1,86 @@
|
||||
import bpy
|
||||
import bmesh
|
||||
|
||||
mesh_name = "chassis_low"
|
||||
output_path = "C:\\Work\\Projects\\space-game001\\blender scripts\\output\\spaceship005.txt"
|
||||
|
||||
mesh_obj = bpy.data.objects.get(mesh_name)
|
||||
|
||||
if mesh_obj and mesh_obj.type == 'MESH':
|
||||
# Обязательно применяем трансформации, чтобы координаты были актуальными
|
||||
# Но для чистоты эксперимента берем mesh data как есть
|
||||
|
||||
# Работаем с копией меша, чтобы применить триангуляцию (если нужно)
|
||||
# и не испортить сцену, но пока используем bmesh напрямую
|
||||
bm = bmesh.new()
|
||||
bm.from_mesh(mesh_obj.data)
|
||||
|
||||
# Получаем слой UV
|
||||
uv_layer = bm.loops.layers.uv.active
|
||||
|
||||
# Словарь для хранения уникальных вершин:
|
||||
# Ключ: (x, y, z, nx, ny, nz, u, v) -> Значение: новый_индекс
|
||||
unique_verts_map = {}
|
||||
final_vertices = [] # Список для записи в файл
|
||||
final_indices = [] # Список индексов треугольников
|
||||
|
||||
# Проходим по всем фейсам
|
||||
for face in bm.faces:
|
||||
face_indices = []
|
||||
|
||||
# Проходим по углам (loops) фейса
|
||||
for loop in face.loops:
|
||||
vert = loop.vert
|
||||
|
||||
# 1. Координаты (округляем для надежности сравнения float)
|
||||
co = (round(vert.co.x, 6), round(vert.co.y, 6), round(vert.co.z, 6))
|
||||
|
||||
# 2. Нормаль (если используете Smooth shading, берите vert.normal, если Flat - face.normal)
|
||||
# Для простоты берем нормаль вершины
|
||||
no = (round(vert.normal.x, 6), round(vert.normal.y, 6), round(vert.normal.z, 6))
|
||||
|
||||
# 3. UV координаты
|
||||
if uv_layer:
|
||||
raw_uv = loop[uv_layer].uv
|
||||
uv = (round(raw_uv.x, 6), round(raw_uv.y, 6))
|
||||
else:
|
||||
uv = (0.0, 0.0)
|
||||
|
||||
# Собираем уникальный ключ данных вершины
|
||||
vert_data_key = (co, no, uv)
|
||||
|
||||
# Проверяем, есть ли такая комбинация уже
|
||||
if vert_data_key in unique_verts_map:
|
||||
index = unique_verts_map[vert_data_key]
|
||||
else:
|
||||
index = len(final_vertices)
|
||||
unique_verts_map[vert_data_key] = index
|
||||
final_vertices.append(vert_data_key)
|
||||
|
||||
face_indices.append(index)
|
||||
|
||||
# Триангуляция "на лету" (если фейс - квадрат, делим на два треугольника)
|
||||
# Простейший метод fan (0, 1, 2), (0, 2, 3)...
|
||||
for i in range(1, len(face_indices) - 1):
|
||||
final_indices.append(face_indices[0])
|
||||
final_indices.append(face_indices[i])
|
||||
final_indices.append(face_indices[i+1])
|
||||
|
||||
# --- ЗАПИСЬ В ФАЙЛ ---
|
||||
with open(output_path, "w") as file:
|
||||
file.write(f"===Vertices (Split by UV/Normal): {len(final_vertices)}\n")
|
||||
# Формат строки: ID: X Y Z | NX NY NZ | U V
|
||||
for idx, v_data in enumerate(final_vertices):
|
||||
co, no, uv = v_data
|
||||
file.write(f"V {idx}: Pos({co[0]}, {co[1]}, {co[2]}) Norm({no[0]}, {no[1]}, {no[2]}) UV({uv[0]}, {uv[1]})\n")
|
||||
|
||||
file.write(f"\n===Triangles (Indices): {len(final_indices) // 3}\n")
|
||||
# Записываем тройками
|
||||
for i in range(0, len(final_indices), 3):
|
||||
file.write(f"Tri: {final_indices[i]} {final_indices[i+1]} {final_indices[i+2]}\n")
|
||||
|
||||
bm.free()
|
||||
print(f"Export done. Original verts: {len(mesh_obj.data.vertices)}, Split verts: {len(final_vertices)}")
|
||||
|
||||
else:
|
||||
print("Mesh not found")
|
||||
@@ -1,78 +1,88 @@
|
||||
#include "Game.h"
|
||||
#include "Environment.h"
|
||||
#include <iostream>
|
||||
|
||||
ZL::Game game;
|
||||
void MainLoop() {
|
||||
game.update();
|
||||
}
|
||||
int main(int argc, char* argv[]) {
|
||||
constexpr int CONST_WIDTH = 1280;
|
||||
constexpr int CONST_HEIGHT = 720;
|
||||
try
|
||||
{
|
||||
constexpr int CONST_WIDTH = 1280;
|
||||
constexpr int CONST_HEIGHT = 720;
|
||||
|
||||
ZL::Environment::width = CONST_WIDTH;
|
||||
ZL::Environment::height = CONST_HEIGHT;
|
||||
ZL::Environment::width = CONST_WIDTH;
|
||||
ZL::Environment::height = CONST_HEIGHT;
|
||||
|
||||
|
||||
#ifdef EMSCRIPTEN
|
||||
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
|
||||
std::cerr << "SDL_Init failed: " << SDL_GetError() << std::endl;
|
||||
return 1;
|
||||
}
|
||||
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
|
||||
std::cerr << "SDL_Init failed: " << SDL_GetError() << std::endl;
|
||||
return 1;
|
||||
}
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
|
||||
|
||||
SDL_Window* win = SDL_CreateWindow("Space Ship Game",
|
||||
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
|
||||
CONST_WIDTH, CONST_HEIGHT,
|
||||
SDL_WINDOW_OPENGL);
|
||||
SDL_Window* win = SDL_CreateWindow("Space Ship Game",
|
||||
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
|
||||
CONST_WIDTH, CONST_HEIGHT,
|
||||
SDL_WINDOW_OPENGL);
|
||||
|
||||
if (!win) {
|
||||
std::cerr << "SDL_CreateWindow failed: " << SDL_GetError() << std::endl;
|
||||
return 1;
|
||||
}
|
||||
if (!win) {
|
||||
std::cerr << "SDL_CreateWindow failed: " << SDL_GetError() << std::endl;
|
||||
return 1;
|
||||
}
|
||||
|
||||
SDL_GLContext glContext = SDL_GL_CreateContext(win);
|
||||
if (!glContext) {
|
||||
std::cerr << "SDL_GL_CreateContext failed: " << SDL_GetError() << std::endl;
|
||||
return 1;
|
||||
}
|
||||
SDL_GLContext glContext = SDL_GL_CreateContext(win);
|
||||
if (!glContext) {
|
||||
std::cerr << "SDL_GL_CreateContext failed: " << SDL_GetError() << std::endl;
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Привязка контекста к окну — важно!
|
||||
SDL_GL_MakeCurrent(win, glContext);
|
||||
// Привязка контекста к окну — важно!
|
||||
SDL_GL_MakeCurrent(win, glContext);
|
||||
|
||||
ZL::Environment::window = win;
|
||||
ZL::Environment::window = win;
|
||||
#else
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) {
|
||||
SDL_Log("SDL init failed: %s", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) {
|
||||
SDL_Log("SDL init failed: %s", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||
|
||||
ZL::Environment::window = SDL_CreateWindow(
|
||||
"Space Ship Game",
|
||||
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
|
||||
CONST_WIDTH, CONST_HEIGHT,
|
||||
SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN
|
||||
);
|
||||
ZL::Environment::window = SDL_CreateWindow(
|
||||
"Space Ship Game",
|
||||
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
|
||||
CONST_WIDTH, CONST_HEIGHT,
|
||||
SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN
|
||||
);
|
||||
|
||||
SDL_GLContext ctx = SDL_GL_CreateContext(ZL::Environment::window);
|
||||
SDL_GL_MakeCurrent(ZL::Environment::window, ctx);
|
||||
SDL_GLContext ctx = SDL_GL_CreateContext(ZL::Environment::window);
|
||||
SDL_GL_MakeCurrent(ZL::Environment::window, ctx);
|
||||
#endif
|
||||
|
||||
game.setup();
|
||||
game.setup();
|
||||
|
||||
#ifdef EMSCRIPTEN
|
||||
emscripten_set_main_loop(MainLoop, 0, 1);
|
||||
emscripten_set_main_loop(MainLoop, 0, 1);
|
||||
#else
|
||||
while (!game.shouldExit()) {
|
||||
game.update();
|
||||
SDL_Delay(2);
|
||||
}
|
||||
while (!game.shouldExit()) {
|
||||
game.update();
|
||||
SDL_Delay(2);
|
||||
}
|
||||
#endif
|
||||
|
||||
}
|
||||
catch (const std::exception& e)
|
||||
{
|
||||
std::cout << e.what() << std::endl;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
Binary file not shown.
BIN
Binary file not shown.
@@ -0,0 +1,29 @@
|
||||
===Vertices (Split by UV/Normal): 14
|
||||
V 0: Pos(1.0, 1.0, 1.0) Norm(0.57735, 0.57735, 0.57735) UV(0.5, 0.5)
|
||||
V 1: Pos(-1.0, 1.0, 1.0) Norm(-0.57735, 0.57735, 0.57735) UV(0.75, 0.5)
|
||||
V 2: Pos(-1.0, -1.0, 1.0) Norm(-0.57735, -0.57735, 0.57735) UV(0.75, 0.75)
|
||||
V 3: Pos(1.0, -1.0, 1.0) Norm(0.57735, -0.57735, 0.57735) UV(0.5, 0.75)
|
||||
V 4: Pos(1.0, -1.0, -1.0) Norm(0.57735, -0.57735, -0.57735) UV(0.25, 0.75)
|
||||
V 5: Pos(-1.0, -1.0, 1.0) Norm(-0.57735, -0.57735, 0.57735) UV(0.5, 1.0)
|
||||
V 6: Pos(-1.0, -1.0, -1.0) Norm(-0.57735, -0.57735, -0.57735) UV(0.25, 1.0)
|
||||
V 7: Pos(-1.0, -1.0, -1.0) Norm(-0.57735, -0.57735, -0.57735) UV(0.25, 0.0)
|
||||
V 8: Pos(-1.0, -1.0, 1.0) Norm(-0.57735, -0.57735, 0.57735) UV(0.5, 0.0)
|
||||
V 9: Pos(-1.0, 1.0, 1.0) Norm(-0.57735, 0.57735, 0.57735) UV(0.5, 0.25)
|
||||
V 10: Pos(-1.0, 1.0, -1.0) Norm(-0.57735, 0.57735, -0.57735) UV(0.25, 0.25)
|
||||
V 11: Pos(-1.0, 1.0, -1.0) Norm(-0.57735, 0.57735, -0.57735) UV(0.0, 0.5)
|
||||
V 12: Pos(1.0, 1.0, -1.0) Norm(0.57735, 0.57735, -0.57735) UV(0.25, 0.5)
|
||||
V 13: Pos(-1.0, -1.0, -1.0) Norm(-0.57735, -0.57735, -0.57735) UV(0.0, 0.75)
|
||||
|
||||
===Triangles (Indices): 12
|
||||
Tri: 0 1 2
|
||||
Tri: 0 2 3
|
||||
Tri: 4 3 5
|
||||
Tri: 4 5 6
|
||||
Tri: 7 8 9
|
||||
Tri: 7 9 10
|
||||
Tri: 11 12 4
|
||||
Tri: 11 4 13
|
||||
Tri: 12 0 3
|
||||
Tri: 12 3 4
|
||||
Tri: 10 9 0
|
||||
Tri: 10 0 12
|
||||
BIN
Binary file not shown.
BIN
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BIN
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BIN
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BIN
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BIN
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File diff suppressed because it is too large.
Load diff
Binary file not shown.
|
Before Width: | Height: | Size: 653 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 599 KiB After Width: | Height: | Size: 131 B |
@@ -0,0 +1,13 @@
|
||||
uniform samplerCube Texture;
|
||||
|
||||
varying vec3 dir;
|
||||
|
||||
void main(){
|
||||
gl_FragColor = textureCube(Texture, normalize(dir));
|
||||
//if (dir.z < 0)
|
||||
//{
|
||||
// gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
|
||||
//}
|
||||
//gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
|
||||
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
attribute vec3 vPosition;
|
||||
|
||||
uniform mat4 ProjectionModelViewMatrix;
|
||||
|
||||
varying vec3 dir;
|
||||
|
||||
void main(){
|
||||
vec4 realVertexPos = vec4(vPosition.xyz, 1.0);
|
||||
gl_Position = ProjectionModelViewMatrix * realVertexPos;
|
||||
|
||||
dir = vPosition;
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
uniform samplerCube Texture;
|
||||
|
||||
varying vec3 dir;
|
||||
|
||||
void main(){
|
||||
gl_FragColor = textureCube(Texture, normalize(dir));
|
||||
|
||||
}
|
||||
@@ -0,0 +1,7 @@
|
||||
precision mediump float;
|
||||
uniform samplerCube Texture;
|
||||
varying vec3 dir;
|
||||
|
||||
void main(){
|
||||
gl_FragColor = textureCube(Texture, normalize(dir));
|
||||
}
|
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@@ -1,31 +0,0 @@
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Microsoft Visual Studio Solution File, Format Version 12.00
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Global
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Debug|x64 = Debug|x64
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Debug|x86 = Debug|x86
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{400A41AE-F904-4D49-9DBC-95934D0EF82E}.Release|x64.Build.0 = Release|x64
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{400A41AE-F904-4D49-9DBC-95934D0EF82E}.Release|x86.ActiveCfg = Release|Win32
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{400A41AE-F904-4D49-9DBC-95934D0EF82E}.Release|x86.Build.0 = Release|Win32
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||||
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|
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|
||||
<script>var statusElement = document.getElementById("status"), progressElement = document.getElementById("progress"), spinnerElement = document.getElementById("spinner"), Module = { print: function () { var e = document.getElementById("output"); return e && (e.value = ""), function (t) { arguments.length > 1 && (t = Array.prototype.slice.call(arguments).join(" ")), console.log(t), e && (e.value += t + "\n", e.scrollTop = e.scrollHeight) } }(), canvas: (() => { var e = document.getElementById("canvas"); return e.addEventListener("webglcontextlost", (e => { alert("WebGL context lost. You will need to reload the page."), e.preventDefault() }), !1), e })(), setStatus: e => { if (Module.setStatus.last || (Module.setStatus.last = { time: Date.now(), text: "" }), e !== Module.setStatus.last.text) { var t = e.match(/([^(]+)\((\d+(\.\d+)?)\/(\d+)\)/), n = Date.now(); t && n - Module.setStatus.last.time < 30 || (Module.setStatus.last.time = n, Module.setStatus.last.text = e, t ? (e = t[1], progressElement.value = 100 * parseInt(t[2]), progressElement.max = 100 * parseInt(t[4]), progressElement.hidden = !1, spinnerElement.hidden = !1) : (progressElement.value = null, progressElement.max = null, progressElement.hidden = !0, e || (spinnerElement.style.display = "none")), statusElement.innerHTML = e) } }, totalDependencies: 0, monitorRunDependencies: e => { this.totalDependencies = Math.max(this.totalDependencies, e), Module.setStatus(e ? "Preparing... (" + (this.totalDependencies - e) + "/" + this.totalDependencies + ")" : "All downloads complete.") } }; Module.setStatus("Downloading..."), window.onerror = e => { Module.setStatus("Exception thrown, see JavaScript console"), spinnerElement.style.display = "none", Module.setStatus = e => { e && console.error("[post-exception status] " + e) } }</script>
|
||||
<script async src=space-game001.js></script>
|
||||
</body>
|
||||
|
||||
</html>
|
||||
Reference in new issue
Block a user