#include "Game.h" #include "AnimatedModel.h" #include "BoneAnimatedModel.h" #include "utils/Utils.h" #include "render/OpenGlExtensions.h" #include #include "render/TextureManager.h" #include "TextModel.h" #include #include #include #include #ifdef __ANDROID__ #include #endif #ifdef EMSCRIPTEN #include #endif #include "GameConstants.h" namespace ZL { #ifdef EMSCRIPTEN const char* CONST_ZIP_FILE = "resources.zip"; #else const char* CONST_ZIP_FILE = ""; #endif float x = 0; float y = 0; float z = 0; #ifdef EMSCRIPTEN Game* Game::s_instance = nullptr; void Game::onResourcesZipLoaded(const char* /*filename*/) { std::cout << "Resources.zip loaded successfully" << std::endl; if (s_instance) { s_instance->mainThreadHandler.EnqueueMainThreadTask([&]() { s_instance->setupPart2(); }); } } void Game::onResourcesZipError(const char* /*filename*/) { std::cout << "Failed to download resources.zip" << std::endl; } #endif Game::Game() : newTickCount(0) , lastTickCount(0) , menuManager(renderer) { } Game::~Game() { #ifndef EMSCRIPTEN // In Emscripten, SDL must stay alive across context loss/restore cycles // so the window remains valid when the game object is re-created. SDL_Quit(); #endif } void Game::setup() { Environment::width = Environment::CONST_DEFAULT_WIDTH; Environment::height = Environment::CONST_DEFAULT_HEIGHT; Environment::computeProjectionDimensions(); ZL::BindOpenGlFunctions(); ZL::CheckGlError(__FILE__, __LINE__); renderer.InitOpenGL(); #ifdef EMSCRIPTEN // These shaders and loading.png are preloaded separately (not from zip), // so they are available immediately without waiting for resources.zip. renderer.shaderManager.AddShaderFromFiles("defaultColor", "resources/shaders/defaultColor.vertex", "resources/shaders/defaultColor_web.fragment", ""); renderer.shaderManager.AddShaderFromFiles("default", "resources/shaders/default.vertex", "resources/shaders/default_web.fragment", ""); #else renderer.shaderManager.AddShaderFromFiles("defaultColor", "resources/shaders/defaultColor.vertex", "resources/shaders/defaultColor_desktop.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("default", "resources/shaders/default.vertex", "resources/shaders/default_desktop.fragment", CONST_ZIP_FILE); #endif loadingTexture = std::make_unique(CreateTextureDataFromPng("resources/loading.png", "")); float minDimension; float width = Environment::projectionWidth; float height = Environment::projectionHeight; if (width >= height) { minDimension = height; } else { minDimension = width; } loadingMesh.data = CreateRect2D({ 0.0f, 0.0f }, { minDimension*0.5f, minDimension*0.5f }, 3); loadingMesh.RefreshVBO(); #ifdef EMSCRIPTEN // Asynchronously download resources.zip; setupPart2() is called on completion. // The loading screen stays visible until the download finishes. s_instance = this; std::cout << "Load resurces step 1" << std::endl; emscripten_async_wget("resources.zip", "resources.zip", onResourcesZipLoaded, onResourcesZipError); #else mainThreadHandler.EnqueueMainThreadTask([this]() { std::cout << "Load resurces step 2" << std::endl; this->setupPart2(); std::cout << "Load resurces step 3" << std::endl; }); #endif } void Game::setupPart2() { #ifdef EMSCRIPTEN renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "resources/shaders/defaultAtmosphere.vertex", "resources/shaders/defaultAtmosphere_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("planetBake", "resources/shaders/planet_bake.vertex", "resources/shaders/planet_bake_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("planetStone", "resources/shaders/planet_stone.vertex", "resources/shaders/planet_stone_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("planetLand", "resources/shaders/planet_land.vertex", "resources/shaders/planet_land_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("spark", "resources/shaders/spark.vertex", "resources/shaders/spark_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("skinning", "resources/shaders/skinning.vertex", "resources/shaders/default_web.fragment", CONST_ZIP_FILE); #else renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_desktop.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "resources/shaders/defaultAtmosphere.vertex", "resources/shaders/defaultAtmosphere_desktop.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("planetBake", "resources/shaders/planet_bake.vertex", "resources/shaders/planet_bake_desktop.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("planetStone", "resources/shaders/planet_stone.vertex", "resources/shaders/planet_stone_desktop.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("planetLand", "resources/shaders/planet_land.vertex", "resources/shaders/planet_land_desktop.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("spark", "resources/shaders/spark.vertex", "resources/shaders/spark_desktop.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("skinning", "resources/shaders/skinning.vertex", "resources/shaders/default_desktop.fragment", CONST_ZIP_FILE); #endif std::cout << "Load resurces step 4" << std::endl; currentLocation = std::make_unique(renderer, inventory); currentLocation->setup(); std::cout << "Load resurces step 5" << std::endl; std::cout << "Load resurces step 12" << std::endl; // Shadow mapping shaders #ifdef EMSCRIPTEN renderer.shaderManager.AddShaderFromFiles("shadow_depth", "resources/shaders/shadow_depth.vertex", "resources/shaders/shadow_depth_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("shadow_depth_skinning", "resources/shaders/shadow_depth_skinning.vertex", "resources/shaders/shadow_depth_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("default_shadow", "resources/shaders/default_shadow.vertex", "resources/shaders/default_shadow_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("skinning_shadow", "resources/shaders/skinning_shadow.vertex", "resources/shaders/default_shadow_web.fragment", CONST_ZIP_FILE); #else renderer.shaderManager.AddShaderFromFiles("shadow_depth", "resources/shaders/shadow_depth.vertex", "resources/shaders/shadow_depth_desktop.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("shadow_depth_skinning", "resources/shaders/shadow_depth_skinning.vertex", "resources/shaders/shadow_depth_desktop.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("default_shadow", "resources/shaders/default_shadow.vertex", "resources/shaders/default_shadow_desktop.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("skinning_shadow", "resources/shaders/skinning_shadow.vertex", "resources/shaders/default_shadow_desktop.fragment", CONST_ZIP_FILE); #endif std::cout << "Load resurces step 13" << std::endl; // Load UI with inventory button try { menuManager.uiManager.loadFromFile("resources/config2/ui_inventory.json", renderer, CONST_ZIP_FILE); std::cout << "UI loaded successfully" << std::endl; menuManager.uiManager.setNodeVisible("inventory_items_panel", false); menuManager.uiManager.setNodeVisible("close_inventory_button", false); menuManager.uiManager.setTextButtonCallback("inventory_button", [this](const std::string& name) { std::cout << "[UI] Inventory button clicked" << std::endl; this->menuManager.uiManager.setNodeVisible("inventory_items_panel", true); this->menuManager.uiManager.setNodeVisible("close_inventory_button", true); this->inventoryOpen = true; // Update UI with current items const auto& items = this->inventory.getItems(); std::string itemText; if (items.empty()) { itemText = "Inventory (Empty)"; } else { itemText = "Inventory (" + std::to_string(items.size()) + " items)\n\n"; for (size_t i = 0; i < items.size(); ++i) { itemText += std::to_string(i + 1) + ". " + items[i].name + "\n"; } } this->menuManager.uiManager.setText("inventory_items_text", itemText); }); menuManager.uiManager.setTextButtonCallback("close_inventory_button", [this](const std::string& name) { std::cout << "[UI] Close button clicked" << std::endl; menuManager.uiManager.setNodeVisible("inventory_items_panel", false); menuManager.uiManager.setNodeVisible("close_inventory_button", false); inventoryOpen = false; }); } catch (const std::exception& e) { std::cerr << "Failed to load UI: " << e.what() << std::endl; } loadingCompleted = true; } void Game::drawUI() { glClear(GL_DEPTH_BUFFER_BIT); glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); renderer.shaderManager.PushShader(defaultShaderName); renderer.RenderUniform1i(textureUniformName, 0); glEnable(GL_BLEND); menuManager.uiManager.draw(renderer); if (currentLocation) { currentLocation->dialogueSystem.draw(renderer); } glDisable(GL_BLEND); renderer.shaderManager.PopShader(); glDepthMask(GL_TRUE); glEnable(GL_DEPTH_TEST); CheckGlError(__FILE__, __LINE__); } void Game::drawScene() { glViewport(0, 0, Environment::width, Environment::height); if (!loadingCompleted) { drawLoading(); } else { if (currentLocation) { if (currentLocation->shadowMap) { CheckGlError(__FILE__, __LINE__); currentLocation->drawShadowDepthPass(); CheckGlError(__FILE__, __LINE__); currentLocation->drawGameWithShadows(); CheckGlError(__FILE__, __LINE__); } else { currentLocation->drawGame(); CheckGlError(__FILE__, __LINE__); } } else { // ??? Main menu??? } drawUI(); } CheckGlError(__FILE__, __LINE__); } void Game::drawLoading() { glClear(GL_DEPTH_BUFFER_BIT); renderer.shaderManager.PushShader(defaultShaderName); renderer.RenderUniform1i(textureUniformName, 0); float width = Environment::projectionWidth; float height = Environment::projectionHeight; renderer.PushProjectionMatrix( -width * 0.5f, width*0.5f, -height * 0.5f, height * 0.5f, -10, 10); renderer.PushMatrix(); renderer.LoadIdentity(); glBindTexture(GL_TEXTURE_2D, loadingTexture->getTexID()); renderer.DrawVertexRenderStruct(loadingMesh); renderer.PopMatrix(); renderer.PopProjectionMatrix(); renderer.shaderManager.PopShader(); CheckGlError(__FILE__, __LINE__); } int64_t Game::getSyncTimeMs() { int64_t localNow = std::chrono::duration_cast( std::chrono::system_clock::now().time_since_epoch()).count(); return localNow; } void Game::processTickCount() { if (lastTickCount == 0) { lastTickCount = getSyncTimeMs(); lastTickCount = (lastTickCount / 50) * 50; return; } newTickCount = getSyncTimeMs(); newTickCount = (newTickCount / 50) * 50; if (newTickCount - lastTickCount > CONST_TIMER_INTERVAL) { int64_t delta = newTickCount - lastTickCount; lastTickCount = newTickCount; if (currentLocation) { currentLocation->update(delta); } } } void Game::render() { ZL::CheckGlError(__FILE__, __LINE__); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); drawScene(); processTickCount(); SDL_GL_SwapWindow(ZL::Environment::window); } void Game::update() { SDL_Event event; while (SDL_PollEvent(&event)) { if (event.type == SDL_QUIT) { Environment::exitGameLoop = true; } if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED) { // Обновляем размеры и сбрасываем кеш текстов, т.к. меши хранятся в пикселях Environment::width = event.window.data1; Environment::height = event.window.data2; Environment::computeProjectionDimensions(); //menuManager.uiManager.updateAllLayouts(); std::cout << "Window resized: " << Environment::width << "x" << Environment::height << std::endl; //space.clearTextRendererCache(); } #ifdef __ANDROID__ if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_AC_BACK) { Environment::exitGameLoop = true; } #endif #ifdef __ANDROID__ if (event.type == SDL_FINGERDOWN) { int mx = static_cast(event.tfinger.x * Environment::projectionWidth); int my = static_cast(event.tfinger.y * Environment::projectionHeight); handleDown(static_cast(event.tfinger.fingerId), mx, my); } else if (event.type == SDL_FINGERUP) { int mx = static_cast(event.tfinger.x * Environment::projectionWidth); int my = static_cast(event.tfinger.y * Environment::projectionHeight); handleUp(static_cast(event.tfinger.fingerId), mx, my); } else if (event.type == SDL_FINGERMOTION) { int mx = static_cast(event.tfinger.x * Environment::projectionWidth); int my = static_cast(event.tfinger.y * Environment::projectionHeight); handleMotion(static_cast(event.tfinger.fingerId), mx, my); } #else // Emscripten on mobile browser: handle real touch events with per-finger IDs. // SDL_HINT_TOUCH_MOUSE_EVENTS="0" is set in main.cpp so these don't // also fire SDL_MOUSEBUTTONDOWN, preventing double-processing. #ifdef EMSCRIPTEN if (event.type == SDL_FINGERDOWN) { int mx = static_cast(event.tfinger.x * Environment::projectionWidth); int my = static_cast(event.tfinger.y * Environment::projectionHeight); handleDown(static_cast(event.tfinger.fingerId), mx, my); } else if (event.type == SDL_FINGERUP) { int mx = static_cast(event.tfinger.x * Environment::projectionWidth); int my = static_cast(event.tfinger.y * Environment::projectionHeight); handleUp(static_cast(event.tfinger.fingerId), mx, my); } else if (event.type == SDL_FINGERMOTION) { int mx = static_cast(event.tfinger.x * Environment::projectionWidth); int my = static_cast(event.tfinger.y * Environment::projectionHeight); handleMotion(static_cast(event.tfinger.fingerId), mx, my); } #endif if (event.type == SDL_MOUSEBUTTONDOWN || event.type == SDL_MOUSEBUTTONUP) { if (event.button.button == SDL_BUTTON_LEFT) { int mx = static_cast((float)event.button.x / Environment::width * Environment::projectionWidth); int my = static_cast((float)event.button.y / Environment::height * Environment::projectionHeight); if (event.type == SDL_MOUSEBUTTONDOWN) { std::cout << "\n========== MOUSE DOWN EVENT ==========" << std::endl; handleDown(ZL::UiManager::MOUSE_FINGER_ID, mx, my); if (menuManager.uiManager.isUiInteractionForFinger(ZL::UiManager::MOUSE_FINGER_ID)) { std::cout << "[CLICK] UI handled, skipping character movement" << std::endl; continue; } if (currentLocation) { currentLocation->handleDown(ZL::UiManager::MOUSE_FINGER_ID, event.button.x, event.button.y, mx, my); } ///..... } else { handleUp(ZL::UiManager::MOUSE_FINGER_ID, mx, my); } } else if (event.button.button == SDL_BUTTON_RIGHT) { if (event.type == SDL_MOUSEBUTTONDOWN) { rightMouseDown = true; lastMouseX = event.button.x; lastMouseY = event.button.y; if (currentLocation) { currentLocation->rightMouseDown = true; currentLocation->lastMouseX = event.button.x; currentLocation->lastMouseY = event.button.y; } } else { rightMouseDown = false; if (currentLocation) { currentLocation->rightMouseDown = false; } } } } else if (event.type == SDL_MOUSEMOTION) { int mx = static_cast((float)event.motion.x / Environment::width * Environment::projectionWidth); int my = static_cast((float)event.motion.y / Environment::height * Environment::projectionHeight); handleMotion(ZL::UiManager::MOUSE_FINGER_ID, mx, my); if (currentLocation) { currentLocation->handleMotion(ZL::UiManager::MOUSE_FINGER_ID, event.motion.x, event.motion.y, mx, my); } } if (event.type == SDL_MOUSEWHEEL) { static const float zoomstep = 2.0f; if (event.wheel.y > 0) { Environment::zoom -= zoomstep; } else if (event.wheel.y < 0) { Environment::zoom += zoomstep; } if (Environment::zoom < zoomstep) { Environment::zoom = zoomstep; } } if (event.type == SDL_KEYDOWN) { if (currentLocation && currentLocation->dialogueSystem.handleKeyDown(event.key.keysym.sym)) { continue; } } if (event.type == SDL_KEYDOWN && event.key.repeat == 0) { switch (event.key.keysym.sym) { case SDLK_f: currentLocation->dialogueSystem.startDialogue("test_choice_dialogue"); break; case SDLK_e: currentLocation->dialogueSystem.startDialogue("test_cutscene_pan_dialogue"); break; case SDLK_p: break; case SDLK_l: break; case SDLK_RETURN: default: break; } } // Обработка ввода текста if (event.type == SDL_KEYDOWN) { if (event.key.keysym.sym == SDLK_BACKSPACE) { //menuManager.uiManager.onKeyBackspace(); } } if (event.type == SDL_TEXTINPUT) { // Пропускаем ctrl+c и другие команды if ((event.text.text[0] & 0x80) == 0) { // ASCII символы //menuManager.uiManager.onKeyPress((unsigned char)event.text.text[0]); } } if (event.type == SDL_KEYUP) { if (event.key.keysym.sym == SDLK_r) { std::cout << "Camera position: x=" << x << " y=" << y << " z=" << z << std::endl; } } if (event.type == SDL_KEYUP) { } #endif } render(); mainThreadHandler.processMainThreadTasks(); } void Game::handleDown(int64_t fingerId, int mx, int my) { int uiX = mx; int uiY = Environment::projectionHeight - my; menuManager.uiManager.onTouchDown(fingerId, uiX, uiY); } void Game::handleUp(int64_t fingerId, int mx, int my) { int uiX = mx; int uiY = Environment::projectionHeight - my; // Check BEFORE onTouchUp erases the finger from the map. // If this finger started on a UI element, don't notify space — // otherwise space would think the ship-control finger was released. bool wasUiInteraction = menuManager.uiManager.isUiInteractionForFinger(fingerId); menuManager.uiManager.onTouchUp(fingerId, uiX, uiY); } void Game::handleMotion(int64_t fingerId, int mx, int my) { int uiX = mx; int uiY = Environment::projectionHeight - my; // Check before onTouchMove so the "started on UI" state is preserved // regardless of what onTouchMove does internally. bool wasUiInteraction = menuManager.uiManager.isUiInteractionForFinger(fingerId); menuManager.uiManager.onTouchMove(fingerId, uiX, uiY); } } // namespace ZL