Fixing minor stuff, refactoring

This commit is contained in:
Vladislav Khorev 2026-03-07 20:51:34 +03:00
parent 3c2c06ca40
commit a06cb77a66
7 changed files with 15 additions and 102 deletions

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@ -13,8 +13,8 @@ namespace ZL {
int Environment::windowHeaderHeight = 0;
int Environment::width = 0;
int Environment::height = 0;
int Environment::width = CONST_DEFAULT_WIDTH;
int Environment::height = CONST_DEFAULT_HEIGHT;
float Environment::zoom = DEFAULT_ZOOM;

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@ -14,6 +14,8 @@ namespace ZL {
class Environment {
public:
static constexpr int CONST_DEFAULT_WIDTH = 1280;
static constexpr int CONST_DEFAULT_HEIGHT = 720;
static int windowHeaderHeight;
static int width;
static int height;

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@ -86,6 +86,8 @@ namespace ZL
//glContext = SDL_GL_CreateContext(ZL::Environment::window);
//glContext = in_glContext;
Environment::width = Environment::CONST_DEFAULT_WIDTH;
Environment::height = Environment::CONST_DEFAULT_HEIGHT;
Environment::computeProjectionDimensions();
ZL::BindOpenGlFunctions();

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@ -1,4 +1,4 @@
#include "GameConstants.h"
#include "GameConstants.h"
namespace ZL
{

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@ -1,4 +1,4 @@
#pragma once
#pragma once
#include "render/Renderer.h"
namespace ZL

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@ -25,6 +25,8 @@
#include "network/LocalClient.h"
#endif
#include "GameConstants.h"
namespace ZL
{
@ -418,12 +420,10 @@ namespace ZL
void Space::drawCubemap(float skyPercent)
{
static const std::string defaultShaderName = "default";
static const std::string envShaderName = "env_sky";
static const std::string textureUniformName = "Texture";
static const std::string envSkyShaderName = "env_sky";
static const std::string skyPercentUniformName = "skyPercent";
renderer.shaderManager.PushShader(envShaderName);
renderer.shaderManager.PushShader(envSkyShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.RenderUniform1f(skyPercentUniformName, skyPercent);
@ -480,10 +480,6 @@ namespace ZL
void Space::drawShip()
{
static const std::string defaultShaderName = "default";
static const std::string envShaderName = "env";
static const std::string textureUniformName = "Texture";
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
@ -511,7 +507,7 @@ namespace ZL
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
renderer.shaderManager.PushShader("default");
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
@ -522,7 +518,6 @@ namespace ZL
renderer.TranslateMatrix(-Environment::shipState.position);
for (const auto& p : projectiles) {
if (p && p->isActive()) {
//p->draw(renderer);
p->projectileEmitter.draw(renderer, Environment::zoom, Environment::width, Environment::height);
}
}
@ -531,8 +526,6 @@ namespace ZL
renderer.shaderManager.PopShader();
//projectileEmitter.draw(renderer, Environment::zoom, Environment::width, Environment::height);
if (shipAlive) {
renderer.PushMatrix();
renderer.TranslateMatrix({ 0, 0, 16 });
@ -550,9 +543,6 @@ namespace ZL
explosionEmitter.draw(renderer, Environment::zoom, Environment::width, Environment::height, false);
}
//glBindTexture(GL_TEXTURE_2D, basePlatformTexture->getTexID());
//renderer.DrawVertexRenderStruct(basePlatform);
glDisable(GL_BLEND);
renderer.PopMatrix();
renderer.PopProjectionMatrix();
@ -562,10 +552,6 @@ namespace ZL
void Space::drawBoxes()
{
static const std::string defaultShaderName = "default";
static const std::string envShaderName = "env";
static const std::string textureUniformName = "Texture";
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
@ -586,7 +572,6 @@ namespace ZL
renderer.RotateMatrix(boxCoordsArr[i].m);
glBindTexture(GL_TEXTURE_2D, boxTexture->getTexID());
//glBindTexture(GL_TEXTURE_2D, rockTexture->getTexID());
renderer.DrawVertexRenderStruct(boxRenderArr[i]);
renderer.PopMatrix();
@ -597,10 +582,6 @@ namespace ZL
}
void Space::drawScene() {
static const std::string defaultShaderName = "default";
static const std::string envShaderName = "env";
static const std::string textureUniformName = "Texture";
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
@ -643,9 +624,6 @@ namespace ZL
}
void Space::drawRemoteShips() {
static const std::string defaultShaderName = "default";
static const std::string textureUniformName = "Texture";
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
@ -689,7 +667,6 @@ namespace ZL
renderer.LoadIdentity();
renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
//renderer.TranslateMatrix({ 0, -6.f, 0 }); //Ship camera offset
renderer.RotateMatrix(Environment::inverseShipMatrix);
renderer.TranslateMatrix(-Environment::shipState.position);

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@ -68,10 +68,6 @@ static void applyResize(int logicalW, int logicalH) {
SDL_SetWindowSize(ZL::Environment::window, physicalW, physicalH);
}
// Обновляем ваши внутренние переменные окружения
ZL::Environment::width = physicalW;
ZL::Environment::height = physicalH;
// Пушим событие, чтобы движок пересчитал матрицы проекции
SDL_Event e = {};
e.type = SDL_WINDOWEVENT;
@ -240,68 +236,6 @@ int main(int argc, char *argv[]) {
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;
}
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);
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;
}
// Привязка контекста к окну — важно!
SDL_GL_MakeCurrent(win, glContext);
ZL::Environment::window = win;
g_game = new ZL::Game();
g_game->setup();
// Re-create the game object when the WebGL context is lost and restored
// (this happens e.g. when the user toggles fullscreen in the browser).
emscripten_set_webglcontextlost_callback("#canvas", nullptr, EM_TRUE, onWebGLContextLost);
emscripten_set_webglcontextrestored_callback("#canvas", nullptr, EM_TRUE, onWebGLContextRestored);
// Keep Environment::width/height in sync when the canvas is resized.
emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, nullptr, EM_FALSE, onWindowResized);
emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, EM_FALSE, onFullscreenChanged);
// 2. ИНИЦИАЛИЗАЦИЯ РАЗМЕРОВ:
// Получаем реальные размеры окна браузера на момент запуска
int canvasW = EM_ASM_INT({ return window.innerWidth; });
int canvasH = EM_ASM_INT({ return window.innerHeight; });
// Вызываем вашу функцию — она сама применит DPR, выставит физический размер
// канваса и отправит SDL_WINDOWEVENT_RESIZED для настройки проекции.
applyResize(canvasW, canvasH);
// 3. Создаем игру и вызываем setup (теперь проекция уже будет знать верный size)
g_game = new ZL::Game();
g_game->setup();
SDL_SetHint(SDL_HINT_MOUSE_TOUCH_EVENTS, "0");
emscripten_set_main_loop(MainLoop, 0, 1);
#else*/
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) {
SDL_Log("SDL init failed: %s", SDL_GetError());
return 1;
@ -327,8 +261,6 @@ int main(int argc, char *argv[]) {
game.update();
SDL_Delay(2);
}
//#endif
}
catch (const std::exception& e)
{