works on browser
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parent
946c5d784b
commit
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2
.gitignore
vendored
2
.gitignore
vendored
@ -397,4 +397,6 @@ images.zip
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script.py
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jumpingbird.*
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jumpingbird.data
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build
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build-emcmake
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14
Game.cpp
14
Game.cpp
@ -38,10 +38,16 @@ void Game::setup() {
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// Initialize renderer
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renderer.shaderManager.AddShaderFromFiles("default", "./default.vertex", "./default.fragment");
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std::cout << "Hello 1.5" << std::endl;
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// renderer.shaderManager.AddShaderFromFiles("defaultColor", "./defaultColor.vertex", "./defaultColor.fragment");
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// renderer.shaderManager.AddShaderFromFiles("defaultHideCam", "./defaultHideCam.vertex", "./defaultHideCam.fragment");
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#ifdef EMSCRIPTEN
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renderer.shaderManager.AddShaderFromFiles("default", "./default.vertex", "./default_web.fragment");
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renderer.shaderManager.AddShaderFromFiles("defaultColor", "./defaultColor.vertex", "./defaultColor_web.fragment");
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renderer.shaderManager.AddShaderFromFiles("defaultHideCam", "./defaultHideCam.vertex", "./defaultHideCam_web.fragment");
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#else
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renderer.shaderManager.AddShaderFromFiles("default", "./default.vertex", "./default_desktop.fragment");
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renderer.shaderManager.AddShaderFromFiles("defaultColor", "./defaultColor.vertex", "./defaultColor_desktop.fragment");
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renderer.shaderManager.AddShaderFromFiles("defaultHideCam", "./defaultHideCam.vertex", "./defaultHideCam_desktop.fragment");
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#endif
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// Initialize game objects
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std::cout << "Hello 2" << std::endl;
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@ -62,7 +62,7 @@ emcmake cmake ..
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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 -IC:\Users\ASUS\Desktop\fishrungame2\ZeptoLabTest1\thirdparty\libzip-1.11.3\build-emcmake\install\include -LC:\Users\ASUS\Desktop\fishrungame2\ZeptoLabTest1\thirdparty\libzip-1.11.3\build-emcmake\install\lib -lzip -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
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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 -I./thirdparty/libzip-1.11.3/build-emcmake/install/include -I./thirdparty/zlib-1.3.1/install/include -L./thirdparty/libzip-1.11.3/build-emcmake/install/lib -L./thirdparty/zlib-1.3.1/install/lib -lzip -lz -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 --preload-file loading.bmp -o jumpingbird.html
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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 -I./thirdparty/zlib-1.3.1/install/include -L./thirdparty/libzip-1.11.3/build-emcmake/install/lib -L./thirdparty/zlib-1.3.1/install/lib -lzip -lz -sUSE_SDL_IMAGE=2 -sSDL2_IMAGE_FORMATS='["png"]' -sUSE_SDL=2 --preload-file background.bmp --preload-file bird.bmp32 --preload-file default.vertex --preload-file default_web.fragment --preload-file defaultColor.vertex --preload-file defaultColor_web.fragment --preload-file defaultHideCam.vertex --preload-file defaultHideCam_web.fragment --preload-file game_over.bmp32 --preload-file pipe.bmp32 --preload-file loading.bmp --preload-file cube001.txt --preload-file door.txt --preload-file idleviola_uv010.txt --preload-file lighter.txt --preload-file lock.txt --preload-file oneroom001.txt --preload-file secondroom001.txt --preload-file seconroom.bmp --preload-file thirdroom1.txt --preload-file walkviola_uv010.txt --preload-file car.txt --preload-file battery_dialog.bmp --preload-file final_bad.bmp --preload-file final_dialog.bmp --preload-file viola.bmp --preload-file final_good.bmp --preload-file monster001.bmp32 --preload-file monster002.bmp32 --preload-file hand.bmp32 --preload-file temno.bmp --preload-file DefaultMaterial_Base_color_1001.bmp --preload-file Material.001_Base_color_1001_5.bmp --preload-file Material_Base_color_1001-_2_.bmp --preload-file Material_Base_color_1001-_3.bmp --preload-file Material_Base_color_1001_4.bmp --preload-file Material_Base_color_1001.bmp --preload-file base_Base_color_1001.bmp --preload-file next_dialog.bmp --preload-file door.bmp --preload-file textures/inventory_objects/cubic_T_icon.bmp32 --preload-file textures/inventory_objects/cubic_M_icon.bmp32 --preload-file textures/inventory_objects/cubic_O_icon.bmp32 --preload-file textures/inventory_objects/battery.bmp32 --preload-file textures/mesh_1.txt --preload-file textures/mesh_first_room.txt --preload-file textures/mesh-of-first-room-with-roof.txt --preload-file textures/mesh-of-first-room-without-roof.txt --preload-file photo.bmp -o jumpingbird.html
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emrun --no_browser --port 8080 .
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```
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@ -72,7 +72,7 @@ Code: MIT
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Art: CC-BY
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# Cmake Run
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# Cmake Run Linux
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Run using cmakelist
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make -j$(nproc) -C build #Компилируем
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./build/sdl_app #Запускаем
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@ -43,7 +43,7 @@ namespace ZL {
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{
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throw std::runtime_error("Failed to compile vertex shader code!");
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}
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std::cout << "IM here" << std::endl;
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if (!fragmentShaderCompiled)
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{
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throw std::runtime_error("Failed to compile fragment shader code!");
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@ -32,8 +32,9 @@ namespace ZL
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file.seekg(0, std::ios::beg);
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std::vector<char> vec;
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std::cout << "started reserving" + filename << std::endl;
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vec.reserve(fileSize);
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std::cout << "ended reserving" << std::endl;
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vec.insert(vec.begin(),
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std::istream_iterator<char>(file),
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std::istream_iterator<char>());
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9
defaultColor_web.fragment
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9
defaultColor_web.fragment
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@ -0,0 +1,9 @@
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precision mediump float;
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varying vec3 color;
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void main()
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{
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//gl_FragColor = vec4(color, 1.0);
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gl_FragColor = vec4(1.0, 1.0, 0.5, 1.0);
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}
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36
defaultHideCam_web.fragment
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36
defaultHideCam_web.fragment
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@ -0,0 +1,36 @@
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precision mediump float;
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uniform sampler2D Texture;
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varying vec2 texCoord;
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varying vec3 vWorldPos;
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uniform vec3 eyePos; // Позиция камеры
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uniform vec3 targetPos; // Цель камеры
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void main()
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{
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vec4 color;
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vec3 dirToCamera = normalize(eyePos - targetPos);
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vec3 dirToVertex = normalize(vWorldPos - targetPos);
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float dotProduct = dot(dirToCamera, dirToVertex);
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float distanceX = abs(vWorldPos.x);
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float distanceZ = abs(vWorldPos.z);
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//float distanceToCamera = length(vWorldPos - targetPos);
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if ((distanceX > 380.0 || distanceZ > 380.0) && (dotProduct > 0.0) && vWorldPos.y > 10.0)
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{
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//color.rgba = vec4(1,0,0,1);
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discard;
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}
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else
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{
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color.rgb = texture2D(Texture, texCoord).rgb;
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color.a = 1.0;
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}
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gl_FragColor = color;
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}
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0
default.fragment → default_desktop.fragment
Executable file → Normal file
0
default.fragment → default_desktop.fragment
Executable file → Normal file
12
default_web.fragment
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12
default_web.fragment
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@ -0,0 +1,12 @@
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precision mediump float;
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uniform sampler2D Texture;
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varying vec2 texCoord;
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void main()
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{
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vec4 color = texture2D(Texture,texCoord).rgba;
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//gl_FragColor = vec4(color.rgb*0.1 + vec3(0.9, 0.9, 0.9), 1.0);
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gl_FragColor = color;
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}
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BIN
jumpingbird.data
BIN
jumpingbird.data
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Before Width: | Height: | Size: 2.3 MiB |
File diff suppressed because one or more lines are too long
BIN
jumpingbird.wasm
BIN
jumpingbird.wasm
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