Fixing minor stuff, refactoring
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3c2c06ca40
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a06cb77a66
@ -13,8 +13,8 @@ namespace ZL {
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int Environment::windowHeaderHeight = 0;
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int Environment::width = 0;
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int Environment::height = 0;
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int Environment::width = CONST_DEFAULT_WIDTH;
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int Environment::height = CONST_DEFAULT_HEIGHT;
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float Environment::zoom = DEFAULT_ZOOM;
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@ -14,6 +14,8 @@ namespace ZL {
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class Environment {
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public:
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static constexpr int CONST_DEFAULT_WIDTH = 1280;
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static constexpr int CONST_DEFAULT_HEIGHT = 720;
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static int windowHeaderHeight;
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static int width;
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static int height;
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@ -86,6 +86,8 @@ namespace ZL
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//glContext = SDL_GL_CreateContext(ZL::Environment::window);
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//glContext = in_glContext;
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Environment::width = Environment::CONST_DEFAULT_WIDTH;
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Environment::height = Environment::CONST_DEFAULT_HEIGHT;
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Environment::computeProjectionDimensions();
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ZL::BindOpenGlFunctions();
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@ -1,4 +1,4 @@
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#include "GameConstants.h"
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#include "GameConstants.h"
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namespace ZL
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{
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@ -1,4 +1,4 @@
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#pragma once
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#pragma once
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#include "render/Renderer.h"
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namespace ZL
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@ -25,6 +25,8 @@
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#include "network/LocalClient.h"
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#endif
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#include "GameConstants.h"
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namespace ZL
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{
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@ -418,12 +420,10 @@ namespace ZL
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void Space::drawCubemap(float skyPercent)
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{
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static const std::string defaultShaderName = "default";
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static const std::string envShaderName = "env_sky";
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static const std::string textureUniformName = "Texture";
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static const std::string envSkyShaderName = "env_sky";
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static const std::string skyPercentUniformName = "skyPercent";
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renderer.shaderManager.PushShader(envShaderName);
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renderer.shaderManager.PushShader(envSkyShaderName);
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renderer.RenderUniform1i(textureUniformName, 0);
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renderer.RenderUniform1f(skyPercentUniformName, skyPercent);
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@ -480,10 +480,6 @@ namespace ZL
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void Space::drawShip()
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{
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static const std::string defaultShaderName = "default";
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static const std::string envShaderName = "env";
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static const std::string textureUniformName = "Texture";
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renderer.shaderManager.PushShader(defaultShaderName);
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renderer.RenderUniform1i(textureUniformName, 0);
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@ -511,7 +507,7 @@ namespace ZL
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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renderer.shaderManager.PushShader("default");
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renderer.shaderManager.PushShader(defaultShaderName);
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renderer.RenderUniform1i(textureUniformName, 0);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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@ -522,7 +518,6 @@ namespace ZL
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renderer.TranslateMatrix(-Environment::shipState.position);
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for (const auto& p : projectiles) {
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if (p && p->isActive()) {
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//p->draw(renderer);
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p->projectileEmitter.draw(renderer, Environment::zoom, Environment::width, Environment::height);
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}
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}
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@ -531,8 +526,6 @@ namespace ZL
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renderer.shaderManager.PopShader();
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//projectileEmitter.draw(renderer, Environment::zoom, Environment::width, Environment::height);
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if (shipAlive) {
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renderer.PushMatrix();
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renderer.TranslateMatrix({ 0, 0, 16 });
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@ -550,9 +543,6 @@ namespace ZL
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explosionEmitter.draw(renderer, Environment::zoom, Environment::width, Environment::height, false);
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}
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//glBindTexture(GL_TEXTURE_2D, basePlatformTexture->getTexID());
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//renderer.DrawVertexRenderStruct(basePlatform);
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glDisable(GL_BLEND);
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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@ -562,10 +552,6 @@ namespace ZL
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void Space::drawBoxes()
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{
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static const std::string defaultShaderName = "default";
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static const std::string envShaderName = "env";
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static const std::string textureUniformName = "Texture";
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renderer.shaderManager.PushShader(defaultShaderName);
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renderer.RenderUniform1i(textureUniformName, 0);
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renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
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@ -586,7 +572,6 @@ namespace ZL
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renderer.RotateMatrix(boxCoordsArr[i].m);
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glBindTexture(GL_TEXTURE_2D, boxTexture->getTexID());
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//glBindTexture(GL_TEXTURE_2D, rockTexture->getTexID());
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renderer.DrawVertexRenderStruct(boxRenderArr[i]);
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renderer.PopMatrix();
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@ -597,10 +582,6 @@ namespace ZL
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}
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void Space::drawScene() {
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static const std::string defaultShaderName = "default";
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static const std::string envShaderName = "env";
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static const std::string textureUniformName = "Texture";
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glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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@ -643,9 +624,6 @@ namespace ZL
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}
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void Space::drawRemoteShips() {
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static const std::string defaultShaderName = "default";
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static const std::string textureUniformName = "Texture";
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renderer.shaderManager.PushShader(defaultShaderName);
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renderer.RenderUniform1i(textureUniformName, 0);
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@ -689,7 +667,6 @@ namespace ZL
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renderer.LoadIdentity();
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renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
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//renderer.TranslateMatrix({ 0, -6.f, 0 }); //Ship camera offset
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renderer.RotateMatrix(Environment::inverseShipMatrix);
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renderer.TranslateMatrix(-Environment::shipState.position);
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68
src/main.cpp
68
src/main.cpp
@ -68,10 +68,6 @@ static void applyResize(int logicalW, int logicalH) {
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SDL_SetWindowSize(ZL::Environment::window, physicalW, physicalH);
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}
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// Обновляем ваши внутренние переменные окружения
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ZL::Environment::width = physicalW;
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ZL::Environment::height = physicalH;
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// Пушим событие, чтобы движок пересчитал матрицы проекции
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SDL_Event e = {};
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e.type = SDL_WINDOWEVENT;
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@ -240,68 +236,6 @@ int main(int argc, char *argv[]) {
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ZL::Environment::width = CONST_WIDTH;
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ZL::Environment::height = CONST_HEIGHT;
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/*#ifdef EMSCRIPTEN
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if (SDL_Init(SDL_INIT_VIDEO) != 0) {
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std::cerr << "SDL_Init failed: " << SDL_GetError() << std::endl;
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return 1;
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}
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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SDL_Window* win = SDL_CreateWindow("Space Ship Game",
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SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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CONST_WIDTH, CONST_HEIGHT,
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SDL_WINDOW_OPENGL);
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if (!win) {
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std::cerr << "SDL_CreateWindow failed: " << SDL_GetError() << std::endl;
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return 1;
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}
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SDL_GLContext glContext = SDL_GL_CreateContext(win);
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if (!glContext) {
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std::cerr << "SDL_GL_CreateContext failed: " << SDL_GetError() << std::endl;
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return 1;
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}
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// Привязка контекста к окну — важно!
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SDL_GL_MakeCurrent(win, glContext);
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ZL::Environment::window = win;
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g_game = new ZL::Game();
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g_game->setup();
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// Re-create the game object when the WebGL context is lost and restored
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// (this happens e.g. when the user toggles fullscreen in the browser).
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emscripten_set_webglcontextlost_callback("#canvas", nullptr, EM_TRUE, onWebGLContextLost);
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emscripten_set_webglcontextrestored_callback("#canvas", nullptr, EM_TRUE, onWebGLContextRestored);
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// Keep Environment::width/height in sync when the canvas is resized.
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emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, nullptr, EM_FALSE, onWindowResized);
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emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, EM_FALSE, onFullscreenChanged);
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// 2. ИНИЦИАЛИЗАЦИЯ РАЗМЕРОВ:
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// Получаем реальные размеры окна браузера на момент запуска
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int canvasW = EM_ASM_INT({ return window.innerWidth; });
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int canvasH = EM_ASM_INT({ return window.innerHeight; });
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// Вызываем вашу функцию — она сама применит DPR, выставит физический размер
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// канваса и отправит SDL_WINDOWEVENT_RESIZED для настройки проекции.
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applyResize(canvasW, canvasH);
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// 3. Создаем игру и вызываем setup (теперь проекция уже будет знать верный size)
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g_game = new ZL::Game();
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g_game->setup();
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SDL_SetHint(SDL_HINT_MOUSE_TOUCH_EVENTS, "0");
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emscripten_set_main_loop(MainLoop, 0, 1);
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#else*/
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) {
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SDL_Log("SDL init failed: %s", SDL_GetError());
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return 1;
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@ -327,8 +261,6 @@ int main(int argc, char *argv[]) {
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game.update();
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SDL_Delay(2);
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}
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//#endif
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}
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catch (const std::exception& e)
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{
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