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111
blender scripts/generate_tree001.py
Normal file
111
blender scripts/generate_tree001.py
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@ -0,0 +1,111 @@
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import bpy
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import bmesh
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import mathutils
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import random
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import math
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class SolidTreeGenerator:
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def __init__(self, levels=5, length=3.0, radius=0.3):
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self.levels = levels
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self.base_length = length
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self.base_radius = radius
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# Хранилище для данных: (start_pos, end_pos, radius_start, radius_end)
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self.branches_data = []
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def calculate_tree(self, start_pos, direction, length, radius, level):
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if level <= 0 or length < 0.1:
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return
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end_pos = start_pos + direction * length
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# Сохраняем данные сегмента
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self.branches_data.append({
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'start': start_pos.copy(),
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'end': end_pos.copy(),
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'r_start': radius,
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'r_end': radius * 0.7
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})
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# 1. Основной ствол (продолжение)
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trunk_dir = (direction + self.get_random_vector(0.1)).normalized()
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self.calculate_tree(end_pos, trunk_dir, length * 0.8, radius * 0.7, level - 1)
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# 2. Боковые ветки (ветвление)
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if level > 1:
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num_sides = random.randint(2, 3) # Минимум 2 ветки для видимости
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for _ in range(num_sides):
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# Создаем вектор, сильно отклоненный от ствола (30-60 градусов)
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axis = self.get_random_vector(1.0).normalized()
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angle = math.radians(random.uniform(30, 60))
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side_dir = direction.copy()
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side_dir.rotate(mathutils.Quaternion(axis, angle))
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# Боковые ветки короче
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self.calculate_tree(end_pos, side_dir, length * 0.6, radius * 0.5, level - 1)
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def get_random_vector(self, intensity):
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return mathutils.Vector((
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random.uniform(-intensity, intensity),
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random.uniform(-intensity, intensity),
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random.uniform(-intensity, intensity)
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))
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def build_mesh(self):
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mesh = bpy.data.meshes.new("TreeMesh")
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obj = bpy.data.objects.new("Tree", mesh)
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bpy.context.collection.objects.link(obj)
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bm = bmesh.new()
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skin_layer = bm.verts.layers.skin.verify()
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# Словарь для предотвращения дублирования вершин в одной точке
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# Ключ - кортеж координат, Значение - объект вершины BMesh
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vert_map = {}
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for b in self.branches_data:
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# Превращаем координаты в кортежи для словаря
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s_key = tuple(round(v, 4) for v in b['start'])
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e_key = tuple(round(v, 4) for v in b['end'])
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# Получаем или создаем начальную вершину
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if s_key not in vert_map:
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v_start = bm.verts.new(b['start'])
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v_start[skin_layer].radius = (b['r_start'], b['r_start'])
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vert_map[s_key] = v_start
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else:
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v_start = vert_map[s_key]
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# Получаем или создаем конечную вершину
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if e_key not in vert_map:
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v_end = bm.verts.new(b['end'])
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v_end[skin_layer].radius = (b['r_end'], b['r_end'])
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vert_map[e_key] = v_end
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else:
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v_end = vert_map[e_key]
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# Создаем ребро, если его еще нет
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if not bm.edges.get((v_start, v_end)):
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bm.edges.new((v_start, v_end))
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# Находим корень (самую нижнюю точку) и помечаем его
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root_v = min(bm.verts, key=lambda v: v.co.z)
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root_v[skin_layer].use_root = True
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bm.to_mesh(mesh)
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bm.free()
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# Модификаторы
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obj.modifiers.new(name="Skin", type='SKIN')
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sub = obj.modifiers.new(name="Subdiv", type='SUBSURF')
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sub.levels = 1 # Для начала 1, чтобы не тормозило
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# Очистка сцены
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bpy.ops.object.select_all(action='SELECT')
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bpy.ops.object.delete()
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# Запуск
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generator = SolidTreeGenerator(levels=5, length=3.0, radius=0.4)
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generator.calculate_tree(mathutils.Vector((0,0,0)), mathutils.Vector((0,0,1)), 3.0, 0.4, 5)
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generator.build_mesh()
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156
config/ui.json
156
config/ui.json
@ -1,156 +0,0 @@
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{
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"root": {
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"type": "FrameLayout",
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"x": 0,
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"y": 0,
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"width": 1280,
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"height": 720,
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"children": [
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{
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"type": "FrameLayout",
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"name": "leftPanel",
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"x": 100,
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"y": 100,
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"width": 320,
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"height": 400,
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"children": [
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{
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"type": "LinearLayout",
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"name": "mainButtons",
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"orientation": "vertical",
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"spacing": 10,
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"x": 0,
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"y": 0,
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"width": 300,
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"height": 300,
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"children": [
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{
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"type": "Button",
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"name": "playButton",
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"x": 100,
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"y": 300,
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"width": 200,
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"height": 50,
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"animations": {
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"buttonsExit": {
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"repeat": false,
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"steps": [
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{
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"type": "move",
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"to": [
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-400,
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0
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],
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"duration": 1.0,
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"easing": "easein"
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}
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]
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}
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},
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"textures": {
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"normal": "./resources/button.png",
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"hover": "./resources/sand.png",
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"pressed": "./resources/button.png"
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}
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},
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{
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"type": "Button",
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"name": "settingsButton",
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"x": 100,
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"y": 200,
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"width": 200,
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"height": 50,
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"animations": {
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"buttonsExit": {
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"repeat": false,
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"steps": [
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{
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"type": "wait",
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"duration": 0.5
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},
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{
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"type": "move",
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"to": [
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-400,
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0
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],
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"duration": 1.0,
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"easing": "easein"
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}
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]
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}
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},
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"textures": {
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"normal": "./resources/sand.png",
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"hover": "./resources/button.png",
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"pressed": "./resources/sand.png"
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}
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},
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{
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"type": "Button",
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"name": "exitButton",
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"x": 100,
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"y": 100,
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"width": 200,
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"height": 50,
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"animations": {
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"buttonsExit": {
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"repeat": false,
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"steps": [
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{
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"type": "wait",
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"duration": 1.0
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},
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{
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"type": "move",
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"to": [
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-400,
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0
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],
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"duration": 1.0,
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"easing": "easein"
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}
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]
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},
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"bgScroll": {
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"repeat": true,
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"steps": [
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{
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"type": "move",
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"to": [
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1280,
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0
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],
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"duration": 5.0,
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"easing": "linear"
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}
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]
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}
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},
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"textures": {
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"normal": "./resources/rock.png",
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"hover": "./resources/button.png",
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"pressed": "./resources/rock.png"
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}
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}
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]
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}
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]
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},
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{
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"type": "Slider",
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"name": "musicVolumeSlider",
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"x": 1140,
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"y": 100,
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"width": 10,
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"height": 500,
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"value": 0.5,
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"orientation": "vertical",
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"textures": {
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"track": "./resources/musicVolumeBarTexture.png",
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"knob": "./resources/musicVolumeBarButton.png"
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}
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}
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]
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}
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}
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@ -8,7 +8,7 @@ if(NOT CMAKE_MAKE_PROGRAM AND WIN32)
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endif()
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endif()
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project(space-game001 LANGUAGES C CXX)
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project(bishkek-witcher LANGUAGES C CXX)
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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@ -83,49 +83,49 @@ set(SOURCES
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../src/utils/Utils.h
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../src/SparkEmitter.cpp
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../src/SparkEmitter.h
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# ../src/planet/PlanetObject.cpp
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# ../src/planet/PlanetObject.h
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# ../src/planet/PlanetData.cpp
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# ../src/planet/PlanetData.h
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../src/utils/Perlin.cpp
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../src/utils/Perlin.h
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../src/utils/TaskManager.cpp
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../src/utils/TaskManager.h
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# ../src/planet/StoneObject.cpp
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# ../src/planet/StoneObject.h
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../src/render/FrameBuffer.cpp
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../src/render/FrameBuffer.h
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../src/render/ShadowMap.cpp
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../src/render/ShadowMap.h
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../src/UiManager.cpp
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../src/UiManager.h
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../src/Projectile.h
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../src/Projectile.cpp
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# ../src/network/NetworkInterface.h
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# ../src/network/LocalClient.h
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# ../src/network/LocalClient.cpp
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# ../src/network/ClientState.h
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# ../src/network/ClientState.cpp
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# ../src/network/WebSocketClientBase.h
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# ../src/network/WebSocketClientBase.cpp
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# ../src/network/WebSocketClientEmscripten.h
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# ../src/network/WebSocketClientEmscripten.cpp
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../src/render/TextRenderer.h
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../src/render/TextRenderer.cpp
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../src/MenuManager.h
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../src/MenuManager.cpp
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# ../src/Space.h
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# ../src/Space.cpp
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../src/Location.h
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../src/Location.cpp
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../src/GameConstants.h
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../src/GameConstants.cpp
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../src/ScriptEngine.h
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../src/ScriptEngine.cpp
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../src/navigation/PathFinder.h
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../src/navigation/PathFinder.cpp
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../src/items/GameObjectLoader.h
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../src/items/GameObjectLoader.cpp
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../src/items/Item.h
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../src/items/Item.cpp
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../src/items/InteractiveObject.h
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../src/items/InteractiveObject.cpp
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../src/dialogue/DialogueTypes.h
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../src/dialogue/DialogueDatabase.h
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../src/dialogue/DialogueDatabase.cpp
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../src/dialogue/DialogueRuntime.h
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../src/dialogue/DialogueRuntime.cpp
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../src/dialogue/DialogueOverlay.h
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../src/dialogue/DialogueOverlay.cpp
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../src/dialogue/DialogueSystem.h
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../src/dialogue/DialogueSystem.cpp
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)
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add_executable(space-game001 ${SOURCES})
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add_executable(bishkek-witcher ${SOURCES})
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# Настройка путей к инклудам (используем скачанные исходники)
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target_include_directories(space-game001 PRIVATE
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target_include_directories(bishkek-witcher PRIVATE
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../src
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../thirdparty/eigen-5.0.0
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../thirdparty/boost_1_90_0
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@ -140,7 +140,7 @@ set(ENABLE_COMMONCRYPTO OFF CACHE BOOL "" FORCE)
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add_subdirectory("../thirdparty/libzip-1.11.4" libzip-build)
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target_link_libraries(space-game001 PRIVATE zip z lua_static websocket.js)
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target_link_libraries(bishkek-witcher PRIVATE zip z lua_static websocket.js)
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# Эмскриптен-флаги
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set(EMSCRIPTEN_FLAGS
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@ -155,7 +155,7 @@ set(EMSCRIPTEN_FLAGS
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"-DNETWORK"
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)
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target_compile_options(space-game001 PRIVATE ${EMSCRIPTEN_FLAGS} "-O2")
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target_compile_options(bishkek-witcher PRIVATE ${EMSCRIPTEN_FLAGS} "-O2")
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# Only loading.png and the shaders used before resources.zip is ready are preloaded.
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# resources.zip is downloaded asynchronously at runtime and served as a separate file.
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@ -171,11 +171,11 @@ set(EMSCRIPTEN_LINK_FLAGS
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)
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# Применяем настройки линковки
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target_link_options(space-game001 PRIVATE ${EMSCRIPTEN_LINK_FLAGS})
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target_link_options(bishkek-witcher PRIVATE ${EMSCRIPTEN_LINK_FLAGS})
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# Для совместимости со старыми версиями CMake, если target_link_options недостаточно
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string(REPLACE ";" " " EMSCRIPTEN_LINK_FLAGS_STR "${EMSCRIPTEN_LINK_FLAGS}")
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set_target_properties(space-game001 PROPERTIES
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set_target_properties(bishkek-witcher PROPERTIES
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LINK_FLAGS "${EMSCRIPTEN_LINK_FLAGS_STR}"
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SUFFIX ".html"
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)
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@ -193,33 +193,33 @@ add_custom_command(
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)
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add_custom_target(pack_resources DEPENDS "${RESOURCES_ZIP}")
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add_dependencies(space-game001 pack_resources)
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add_dependencies(bishkek-witcher pack_resources)
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# Определяем путь к директории установки (относительно папки билда)
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set(CMAKE_INSTALL_PREFIX "${CMAKE_BINARY_DIR}/public")
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# 1. Устанавливаем основной HTML файл
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install(TARGETS space-game001
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install(TARGETS bishkek-witcher
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RUNTIME DESTINATION .
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)
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# 2. Устанавливаем сопутствующие файлы (JS, WASM и сгенерированный архив данных)
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install(FILES
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"${CMAKE_CURRENT_BINARY_DIR}/space-game001.js"
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"${CMAKE_CURRENT_BINARY_DIR}/space-game001.wasm"
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"${CMAKE_CURRENT_BINARY_DIR}/space-game001.data"
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"${CMAKE_CURRENT_BINARY_DIR}/bishkek-witcher.js"
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"${CMAKE_CURRENT_BINARY_DIR}/bishkek-witcher.wasm"
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"${CMAKE_CURRENT_BINARY_DIR}/bishkek-witcher.data"
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DESTINATION .
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)
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install(FILES "${CMAKE_CURRENT_SOURCE_DIR}/space-game001plain.html"
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install(FILES "${CMAKE_CURRENT_SOURCE_DIR}/index.html"
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DESTINATION .
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)
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# resources.zip is served separately and downloaded asynchronously at runtime
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install(FILES "${RESOURCES_ZIP}" DESTINATION .)
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add_custom_command(TARGET space-game001 POST_BUILD
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add_custom_command(TARGET bishkek-witcher POST_BUILD
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COMMAND ${CMAKE_COMMAND} --install .
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WORKING_DIRECTORY "${CMAKE_BINARY_DIR}"
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COMMENT "Automatically deploying to public directory..."
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82
proj-web/index.html
Normal file
82
proj-web/index.html
Normal file
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<!DOCTYPE html>
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<html lang="en-us">
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no, viewport-fit=cover">
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<title>Bishkek Witcher</title>
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<style>
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body, html {
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margin: 0; padding: 0; width: 100%; height: 100%;
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overflow: hidden; background-color: #000;
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position: fixed;
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}
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#canvas {
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display: block;
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position: absolute;
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top: 0; left: 0;
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width: 100vw; height: 100vh;
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border: none;
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}
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#fs-button {
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position: absolute;
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top: 10px; right: 10px;
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padding: 10px;
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z-index: 10;
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background: rgba(255,255,255,0.3);
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color: white; border: 1px solid white;
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cursor: pointer;
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font-family: sans-serif;
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border-radius: 5px;
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}
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#status { color: white; position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); }
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</style>
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</head>
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<body>
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<button id="fs-button">Fullscreen</button>
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<div id="status">Downloading...</div>
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||||
<canvas id="canvas" oncontextmenu="event.preventDefault()" tabindex="-1"></canvas>
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||||
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||||
<script>
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||||
function prepareModuleEnvironment() {
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window.Module = window.Module || {};
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var canvasEl = document.getElementById('canvas');
|
||||
window.Module.canvas = canvasEl;
|
||||
window.Module.setStatus = window.Module.setStatus || function (text) {
|
||||
var statusElement = document.getElementById("status");
|
||||
statusElement.innerHTML = text;
|
||||
statusElement.style.display = text ? 'block' : 'none';
|
||||
};
|
||||
}
|
||||
|
||||
function loadGameScript() {
|
||||
var s = document.createElement('script');
|
||||
s.src = 'bishkek-witcher.js';
|
||||
s.async = true;
|
||||
document.body.appendChild(s);
|
||||
}
|
||||
|
||||
document.getElementById('fs-button').addEventListener('click', function() {
|
||||
if (!document.fullscreenElement) {
|
||||
document.documentElement.requestFullscreen().catch(function(e) {
|
||||
console.error('Fullscreen error: ' + e.message);
|
||||
});
|
||||
} else {
|
||||
document.exitFullscreen();
|
||||
}
|
||||
});
|
||||
|
||||
document.addEventListener('DOMContentLoaded', function() {
|
||||
prepareModuleEnvironment();
|
||||
loadGameScript();
|
||||
});
|
||||
|
||||
window.addEventListener("orientationchange", function() {
|
||||
setTimeout(() => {
|
||||
window.dispatchEvent(new Event('resize'));
|
||||
}, 200);
|
||||
});
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@ -46,8 +46,6 @@ add_executable(space-game001
|
||||
../src/render/ShadowMap.h
|
||||
../src/UiManager.cpp
|
||||
../src/UiManager.h
|
||||
# ../src/Projectile.h
|
||||
# ../src/Projectile.cpp
|
||||
../src/render/TextRenderer.h
|
||||
../src/render/TextRenderer.cpp
|
||||
../src/MenuManager.h
|
||||
|
||||
@ -59,7 +59,7 @@
|
||||
"type": "Choice",
|
||||
"speaker": "Hero",
|
||||
"portrait": "resources/hero.png",
|
||||
"text": "Choose your answer.",
|
||||
"text": "",
|
||||
"choices": [
|
||||
{
|
||||
"id": "main_1",
|
||||
|
||||
@ -8,6 +8,10 @@
|
||||
|
||||
namespace ZL
|
||||
{
|
||||
#ifdef EMSCRIPTEN
|
||||
using std::min;
|
||||
using std::max;
|
||||
#endif
|
||||
|
||||
int getIndexByValue(const std::string& name, const std::vector<std::string>& words)
|
||||
{
|
||||
@ -909,29 +913,51 @@ namespace ZL
|
||||
|
||||
void GpuSkinningShaderData::RenderVBO(Renderer& renderer)
|
||||
{
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
// Bind position and texcoord VBOs
|
||||
glBindBuffer(GL_ARRAY_BUFFER, bindPoseMutable.positionVBO->getBuffer());
|
||||
renderer.VertexAttribPointer3fv("vPosition", 0, NULL);
|
||||
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
if (bindPoseMutable.texCoordVBO) {
|
||||
glBindBuffer(GL_ARRAY_BUFFER, bindPoseMutable.texCoordVBO->getBuffer());
|
||||
renderer.VertexAttribPointer2fv("vTexCoord", 0, NULL);
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
}
|
||||
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
if (bindPoseMutable.normalVBO) {
|
||||
glBindBuffer(GL_ARRAY_BUFFER, bindPoseMutable.normalVBO->getBuffer());
|
||||
renderer.VertexAttribPointer3fv("vNormal", 0, NULL);
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
} else {
|
||||
renderer.DisableVertexAttribArray("vNormal");
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
}
|
||||
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
// Bind bone index VBOs
|
||||
glBindBuffer(GL_ARRAY_BUFFER, boneIndices0VBO->getBuffer());
|
||||
renderer.VertexAttribPointer4fv("aBoneIndices0", 0, NULL);
|
||||
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, boneIndices1VBO->getBuffer());
|
||||
renderer.VertexAttribPointer2fv("aBoneIndices1", 0, NULL);
|
||||
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
|
||||
// Bind bone weight VBOs
|
||||
glBindBuffer(GL_ARRAY_BUFFER, boneWeights0VBO->getBuffer());
|
||||
renderer.VertexAttribPointer4fv("aBoneWeights0", 0, NULL);
|
||||
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, boneWeights1VBO->getBuffer());
|
||||
renderer.VertexAttribPointer2fv("aBoneWeights1", 0, NULL);
|
||||
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(bindPoseMutable.data.PositionData.size()));
|
||||
|
||||
}
|
||||
|
||||
@ -417,12 +417,18 @@ void Character::drawShadowDepthCpu(Renderer& renderer) {
|
||||
}
|
||||
|
||||
void Character::drawShadowDepthGpuSkinning(Renderer& renderer) {
|
||||
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
AnimationState drawState = resolveActiveState();
|
||||
auto it = animations.find(drawState);
|
||||
if (it == animations.end()) return;
|
||||
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
|
||||
if (!prepareGpuSkinning()) return;
|
||||
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
|
||||
static const std::string shadowSkinningShader = "shadow_depth_skinning";
|
||||
static const std::string boneMatricesUniform = "uBoneMatrices[0]";
|
||||
|
||||
@ -435,14 +441,19 @@ void Character::drawShadowDepthGpuSkinning(Renderer& renderer) {
|
||||
renderer.ScaleMatrix(modelScale);
|
||||
renderer.RotateMatrix(modelCorrectionRotation.toRotationMatrix());
|
||||
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
renderer.RenderUniformMatrix4fvArray(boneMatricesUniform,
|
||||
static_cast<int>(it->second.gpuSkinningShaderData.skinningMatrices.size()), false,
|
||||
it->second.gpuSkinningShaderData.skinningMatrices[0].data());
|
||||
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
it->second.gpuSkinningShaderData.RenderVBO(renderer);
|
||||
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
renderer.PopMatrix();
|
||||
renderer.shaderManager.PopShader();
|
||||
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
}
|
||||
|
||||
// ==================== Main pass with shadows ====================
|
||||
@ -498,8 +509,12 @@ void Character::drawGpuSkinningWithShadow(Renderer& renderer, const Eigen::Matri
|
||||
auto it = animations.find(drawState);
|
||||
if (it == animations.end() || !texture) return;
|
||||
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
|
||||
if (!prepareGpuSkinning()) return;
|
||||
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
|
||||
static const std::string skinningShadowShader = "skinning_shadow";
|
||||
static const std::string boneMatricesUniform = "uBoneMatrices[0]";
|
||||
|
||||
@ -509,10 +524,14 @@ void Character::drawGpuSkinningWithShadow(Renderer& renderer, const Eigen::Matri
|
||||
renderer.RenderUniformMatrix4fv("uLightFromCamera", false, lightFromCamera.data());
|
||||
renderer.RenderUniform3fv("uLightDir", lightDirCamera.data());
|
||||
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, shadowMapTex);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
|
||||
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
|
||||
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
|
||||
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
|
||||
@ -523,17 +542,24 @@ void Character::drawGpuSkinningWithShadow(Renderer& renderer, const Eigen::Matri
|
||||
renderer.ScaleMatrix(modelScale);
|
||||
renderer.RotateMatrix(modelCorrectionRotation.toRotationMatrix());
|
||||
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
renderer.RenderUniformMatrix4fvArray(boneMatricesUniform,
|
||||
static_cast<int>(it->second.gpuSkinningShaderData.skinningMatrices.size()), false,
|
||||
it->second.gpuSkinningShaderData.skinningMatrices[0].data());
|
||||
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
glBindTexture(GL_TEXTURE_2D, texture->getTexID());
|
||||
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
it->second.gpuSkinningShaderData.RenderVBO(renderer);
|
||||
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
|
||||
renderer.PopMatrix();
|
||||
renderer.PopProjectionMatrix();
|
||||
renderer.shaderManager.PopShader();
|
||||
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
}
|
||||
|
||||
} // namespace ZL
|
||||
|
||||
14
src/Game.cpp
14
src/Game.cpp
@ -72,7 +72,7 @@ namespace ZL
|
||||
Environment::computeProjectionDimensions();
|
||||
|
||||
ZL::BindOpenGlFunctions();
|
||||
ZL::CheckGlError();
|
||||
ZL::CheckGlError(__FILE__, __LINE__);
|
||||
renderer.InitOpenGL();
|
||||
|
||||
#ifdef EMSCRIPTEN
|
||||
@ -236,7 +236,7 @@ namespace ZL
|
||||
glDepthMask(GL_TRUE);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
CheckGlError();
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
}
|
||||
|
||||
void Game::drawScene() {
|
||||
@ -249,11 +249,15 @@ namespace ZL
|
||||
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
|
||||
@ -262,7 +266,7 @@ namespace ZL
|
||||
}
|
||||
drawUI();
|
||||
}
|
||||
CheckGlError();
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
}
|
||||
|
||||
void Game::drawLoading()
|
||||
@ -289,7 +293,7 @@ namespace ZL
|
||||
renderer.PopMatrix();
|
||||
renderer.PopProjectionMatrix();
|
||||
renderer.shaderManager.PopShader();
|
||||
CheckGlError();
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
}
|
||||
|
||||
|
||||
@ -329,7 +333,7 @@ namespace ZL
|
||||
}
|
||||
|
||||
void Game::render() {
|
||||
ZL::CheckGlError();
|
||||
ZL::CheckGlError(__FILE__, __LINE__);
|
||||
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
@ -9,7 +9,7 @@
|
||||
#include <algorithm>
|
||||
#include <functional>
|
||||
#include <memory>
|
||||
|
||||
#include <cfloat>
|
||||
#include "GameConstants.h"
|
||||
|
||||
|
||||
@ -449,19 +449,23 @@ namespace ZL
|
||||
renderer.RenderUniform3fv("uLightDir", lightDirCamera.data());
|
||||
#endif
|
||||
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
glBindTexture(GL_TEXTURE_2D, roomTexture->getTexID());
|
||||
renderer.DrawVertexRenderStruct(roomMesh);
|
||||
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
for (auto& [name, gameObj] : gameObjects) {
|
||||
glBindTexture(GL_TEXTURE_2D, gameObj.texture->getTexID());
|
||||
renderer.DrawVertexRenderStruct(gameObj.mesh);
|
||||
}
|
||||
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
for (auto& intObj : interactiveObjects) {
|
||||
if (intObj.isActive) {
|
||||
intObj.draw(renderer);
|
||||
}
|
||||
}
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
|
||||
#ifdef DEBUG_LIGHT
|
||||
// In debug-light mode characters use the plain shaders (draw normally
|
||||
@ -470,9 +474,14 @@ namespace ZL
|
||||
for (auto& npc : npcs) npc->draw(renderer);
|
||||
#else
|
||||
// Characters use their own shadow-aware shaders
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
|
||||
if (player) player->drawWithShadow(renderer, lightFromCamera, shadowMap->getDepthTexture(), lightDirCamera);
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
|
||||
for (auto& npc : npcs) npc->drawWithShadow(renderer, lightFromCamera, shadowMap->getDepthTexture(), lightDirCamera);
|
||||
#endif
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
|
||||
renderer.PopMatrix();
|
||||
renderer.PopProjectionMatrix();
|
||||
|
||||
@ -1,71 +0,0 @@
|
||||
#include "Projectile.h"
|
||||
|
||||
namespace ZL {
|
||||
|
||||
Projectile::Projectile()
|
||||
: pos({ 0,0,0 })
|
||||
, vel({ 0,0,0 })
|
||||
, life(0.0f)
|
||||
, maxLife(0.0f)
|
||||
, active(false)
|
||||
, size(0.5f)
|
||||
, texture(nullptr)
|
||||
{
|
||||
}
|
||||
|
||||
void Projectile::init(const Vector3f& startPos, const Vector3f& startVel, float lifeMs, float s, std::shared_ptr<Texture> tex, Renderer& renderer) {
|
||||
pos = startPos;
|
||||
vel = startVel;
|
||||
life = 0.0f;
|
||||
maxLife = lifeMs;
|
||||
size = s;
|
||||
texture = tex;
|
||||
active = true;
|
||||
|
||||
rebuildMesh(renderer);
|
||||
mesh.RefreshVBO();
|
||||
}
|
||||
|
||||
void Projectile::update(float deltaMs, Renderer& renderer) {
|
||||
if (!active) return;
|
||||
|
||||
pos = pos + vel * (deltaMs / 1000.0f);
|
||||
life += deltaMs;
|
||||
if (life >= maxLife) {
|
||||
active = false;
|
||||
return;
|
||||
}
|
||||
|
||||
rebuildMesh(renderer);
|
||||
mesh.RefreshVBO();
|
||||
}
|
||||
|
||||
void Projectile::rebuildMesh(Renderer&) {
|
||||
float half = 10 * size * 0.5f;
|
||||
|
||||
mesh.data.PositionData.clear();
|
||||
mesh.data.TexCoordData.clear();
|
||||
|
||||
mesh.data.PositionData.push_back({ pos(0) - half, pos(1) - half, pos(2) });
|
||||
mesh.data.PositionData.push_back({ pos(0) - half, pos(1) + half, pos(2) });
|
||||
mesh.data.PositionData.push_back({ pos(0) + half, pos(1) + half, pos(2) });
|
||||
|
||||
mesh.data.PositionData.push_back({ pos(0) - half, pos(1) - half, pos(2) });
|
||||
mesh.data.PositionData.push_back({ pos(0) + half, pos(1) + half, pos(2) });
|
||||
mesh.data.PositionData.push_back({ pos(0) + half, pos(1) - half, pos(2) });
|
||||
|
||||
mesh.data.TexCoordData.push_back({ 0.0f, 0.0f });
|
||||
mesh.data.TexCoordData.push_back({ 0.0f, 1.0f });
|
||||
mesh.data.TexCoordData.push_back({ 1.0f, 1.0f });
|
||||
mesh.data.TexCoordData.push_back({ 0.0f, 0.0f });
|
||||
mesh.data.TexCoordData.push_back({ 1.0f, 1.0f });
|
||||
mesh.data.TexCoordData.push_back({ 1.0f, 0.0f });
|
||||
}
|
||||
|
||||
void Projectile::draw(Renderer& renderer) const {
|
||||
if (!active || !texture) return;
|
||||
glBindTexture(GL_TEXTURE_2D, texture->getTexID());
|
||||
renderer.DrawVertexRenderStruct(mesh);
|
||||
}
|
||||
|
||||
} // namespace ZL
|
||||
@ -1,38 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include "render/Renderer.h"
|
||||
#include "render/TextureManager.h"
|
||||
#include <memory>
|
||||
#include "SparkEmitter.h"
|
||||
|
||||
namespace ZL {
|
||||
|
||||
class Projectile {
|
||||
public:
|
||||
Projectile();
|
||||
~Projectile() = default;
|
||||
|
||||
void init(const Vector3f& startPos, const Vector3f& startVel, float lifeMs, float size, std::shared_ptr<Texture> tex, Renderer& renderer);
|
||||
void update(float deltaMs, Renderer& renderer);
|
||||
void draw(Renderer& renderer) const;
|
||||
|
||||
bool isActive() const { return active; }
|
||||
|
||||
Vector3f getPosition() const { return pos; }
|
||||
void deactivate() { active = false; }
|
||||
|
||||
SparkEmitter projectileEmitter;
|
||||
private:
|
||||
Vector3f pos;
|
||||
Vector3f vel;
|
||||
float life;
|
||||
float maxLife;
|
||||
bool active;
|
||||
float size;
|
||||
VertexRenderStruct mesh;
|
||||
std::shared_ptr<Texture> texture;
|
||||
|
||||
void rebuildMesh(Renderer& renderer);
|
||||
};
|
||||
|
||||
} // namespace ZL
|
||||
@ -3,6 +3,11 @@
|
||||
#include "utils/Utils.h"
|
||||
#include <iostream>
|
||||
|
||||
namespace ZL
|
||||
{
|
||||
extern const char* CONST_ZIP_FILE;
|
||||
}
|
||||
|
||||
namespace ZL::Dialogue {
|
||||
|
||||
NodeType DialogueDatabase::parseNodeType(const std::string& value) {
|
||||
@ -202,10 +207,23 @@ bool DialogueDatabase::loadFromFile(const std::string& path) {
|
||||
dialogues.clear();
|
||||
cutscenes.clear();
|
||||
|
||||
const std::string raw = ZL::readTextFile(path);
|
||||
if (raw.empty()) {
|
||||
std::cerr << "[dialogue] Failed to read file: " << path << "\n";
|
||||
return false;
|
||||
std::string raw;
|
||||
try {
|
||||
if (strlen(CONST_ZIP_FILE) == 0) {
|
||||
raw = readTextFile(path);
|
||||
}
|
||||
else {
|
||||
auto buf = readFileFromZIP(path, CONST_ZIP_FILE);
|
||||
if (buf.empty()) {
|
||||
std::cerr << "UiManager: failed to read " << path << " from zip " << CONST_ZIP_FILE << std::endl;
|
||||
throw std::runtime_error("Failed to load UI file: " + path);
|
||||
}
|
||||
raw.assign(buf.begin(), buf.end());
|
||||
}
|
||||
}
|
||||
catch (const std::exception& e) {
|
||||
std::cerr << "UiManager: failed to open " << path << " : " << e.what() << std::endl;
|
||||
throw std::runtime_error("Failed to load UI file: " + path);
|
||||
}
|
||||
|
||||
json root;
|
||||
|
||||
@ -14,10 +14,40 @@ namespace ZL {
|
||||
std::vector<GameObjectData> GameObjectLoader::loadFromJson(const std::string& jsonPath, const std::string& zipPath)
|
||||
{
|
||||
std::vector<GameObjectData> objects;
|
||||
|
||||
std::string content;
|
||||
try {
|
||||
if (zipPath.empty()) {
|
||||
content = readTextFile(jsonPath);
|
||||
}
|
||||
else {
|
||||
auto buf = readFileFromZIP(jsonPath, zipPath);
|
||||
if (buf.empty()) {
|
||||
std::cerr << "UiManager: failed to read " << jsonPath << " from zip " << zipPath << std::endl;
|
||||
throw std::runtime_error("Failed to load UI file: " + jsonPath);
|
||||
}
|
||||
content.assign(buf.begin(), buf.end());
|
||||
}
|
||||
}
|
||||
catch (const std::exception& e) {
|
||||
std::cerr << "UiManager: failed to open " << jsonPath << " : " << e.what() << std::endl;
|
||||
throw std::runtime_error("Failed to load UI file: " + jsonPath);
|
||||
}
|
||||
|
||||
json j;
|
||||
try {
|
||||
j = json::parse(content);
|
||||
}
|
||||
catch (const std::exception& e) {
|
||||
std::cerr << "UiManager: json parse error: " << e.what() << std::endl;
|
||||
throw std::runtime_error("Failed to load UI file: " + jsonPath);
|
||||
}
|
||||
|
||||
|
||||
//json j;
|
||||
|
||||
try {
|
||||
std::ifstream file(jsonPath);
|
||||
/*std::ifstream file(jsonPath);
|
||||
if (!file.is_open()) {
|
||||
throw std::runtime_error("Could not open file: " + jsonPath);
|
||||
}
|
||||
@ -26,7 +56,7 @@ namespace ZL {
|
||||
throw std::runtime_error("JSON file is empty: " + jsonPath);
|
||||
}
|
||||
|
||||
file >> j;
|
||||
file >> j;*/
|
||||
|
||||
if (!j.contains("objects") || !j["objects"].is_array()) {
|
||||
std::cerr << "Warning: 'objects' array not found in " << jsonPath << std::endl;
|
||||
@ -255,10 +285,40 @@ namespace ZL {
|
||||
std::vector<NpcData> GameObjectLoader::loadNpcsFromJson(const std::string& jsonPath, const std::string& zipPath)
|
||||
{
|
||||
std::vector<NpcData> npcs;
|
||||
|
||||
|
||||
std::string content;
|
||||
try {
|
||||
if (zipPath.empty()) {
|
||||
content = readTextFile(jsonPath);
|
||||
}
|
||||
else {
|
||||
auto buf = readFileFromZIP(jsonPath, zipPath);
|
||||
if (buf.empty()) {
|
||||
std::cerr << "UiManager: failed to read " << jsonPath << " from zip " << zipPath << std::endl;
|
||||
throw std::runtime_error("Failed to load UI file: " + jsonPath);
|
||||
}
|
||||
content.assign(buf.begin(), buf.end());
|
||||
}
|
||||
}
|
||||
catch (const std::exception& e) {
|
||||
std::cerr << "UiManager: failed to open " << jsonPath << " : " << e.what() << std::endl;
|
||||
throw std::runtime_error("Failed to load UI file: " + jsonPath);
|
||||
}
|
||||
|
||||
json j;
|
||||
try {
|
||||
j = json::parse(content);
|
||||
}
|
||||
catch (const std::exception& e) {
|
||||
std::cerr << "UiManager: json parse error: " << e.what() << std::endl;
|
||||
throw std::runtime_error("Failed to load UI file: " + jsonPath);
|
||||
}
|
||||
|
||||
//json j;
|
||||
|
||||
try {
|
||||
std::ifstream file(jsonPath);
|
||||
/*std::ifstream file(jsonPath);
|
||||
if (!file.is_open()) {
|
||||
throw std::runtime_error("Could not open file: " + jsonPath);
|
||||
}
|
||||
@ -267,7 +327,7 @@ namespace ZL {
|
||||
throw std::runtime_error("JSON file is empty: " + jsonPath);
|
||||
}
|
||||
|
||||
file >> j;
|
||||
file >> j;*/
|
||||
|
||||
if (!j.contains("npcs") || !j["npcs"].is_array()) {
|
||||
std::cerr << "Warning: 'npcs' array not found in " << jsonPath << std::endl;
|
||||
|
||||
@ -329,6 +329,16 @@ namespace ZL {
|
||||
size_t error = glGetError();
|
||||
if (error != GL_NO_ERROR)
|
||||
{
|
||||
std::cout << "OpenGL error: " << error << std::endl;
|
||||
throw std::runtime_error("Gl error");
|
||||
}
|
||||
}
|
||||
void CheckGlError(const char* file, int line)
|
||||
{
|
||||
size_t error = glGetError();
|
||||
if (error != GL_NO_ERROR)
|
||||
{
|
||||
std::cout << "OpenGL error: " << error << " happened in file: " << file << " at line: " << line << std::endl;
|
||||
throw std::runtime_error("Gl error");
|
||||
}
|
||||
}
|
||||
|
||||
@ -161,4 +161,6 @@ namespace ZL {
|
||||
bool BindOpenGlFunctions();
|
||||
|
||||
void CheckGlError();
|
||||
|
||||
void CheckGlError(const char* file, int line);
|
||||
}
|
||||
@ -536,7 +536,7 @@ namespace ZL {
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
|
||||
CheckGlError();
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
}
|
||||
|
||||
void Renderer::PushProjectionMatrix(float width, float height, float zNear, float zFar)
|
||||
|
||||
@ -56,6 +56,22 @@ namespace ZL {
|
||||
{
|
||||
glGenFramebuffers(1, &fbo);
|
||||
|
||||
#ifdef EMSCRIPTEN
|
||||
glGenTextures(1, &depthTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, depthTexture);
|
||||
|
||||
// Используем GL_DEPTH_COMPONENT24 для WebGL 2
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24,
|
||||
resolution, resolution, 0,
|
||||
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
|
||||
|
||||
// ВАЖНО: Используем GL_NEAREST, так как GL_LINEAR часто ломает FBO в WebGL
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
#else
|
||||
glGenTextures(1, &depthTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, depthTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
|
||||
@ -65,17 +81,24 @@ namespace ZL {
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
#endif
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
|
||||
GL_TEXTURE_2D, depthTexture, 0);
|
||||
|
||||
// No color buffer for this FBO — depth only.
|
||||
#ifdef EMSCRIPTEN
|
||||
GLenum drawBuffers[] = { GL_NONE };
|
||||
glDrawBuffers(1, drawBuffers);
|
||||
#else
|
||||
glDrawBuffer(GL_NONE);
|
||||
glReadBuffer(GL_NONE);
|
||||
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
std::cerr << "Error: Shadow map framebuffer is not complete!" << std::endl;
|
||||
#endif
|
||||
|
||||
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
||||
std::cerr << "Error: Shadow map framebuffer is not complete! Status: 0x"
|
||||
<< std::hex << status << std::endl;
|
||||
}
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
@ -54,13 +54,13 @@ bool TextRenderer::init(Renderer& renderer, const std::string& ttfPath, int pixe
|
||||
zipfilename
|
||||
);
|
||||
#endif
|
||||
ZL::CheckGlError();
|
||||
ZL::CheckGlError(__FILE__, __LINE__);
|
||||
if (!loadGlyphs(ttfPath, pixelSize, zipfilename)) return false;
|
||||
ZL::CheckGlError();
|
||||
ZL::CheckGlError(__FILE__, __LINE__);
|
||||
|
||||
textMesh.data.PositionData.resize(6, Eigen::Vector3f(0, 0, 0));
|
||||
textMesh.RefreshVBO();
|
||||
ZL::CheckGlError();
|
||||
ZL::CheckGlError(__FILE__, __LINE__);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@ -54,7 +54,7 @@ namespace ZL
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat,
|
||||
static_cast<GLsizei>(width), static_cast<GLsizei>(height),
|
||||
0, externalFormat, GL_UNSIGNED_BYTE, texData.data.data());
|
||||
CheckGlError();
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
|
||||
// 3. Фильтрация и Мип-мапы
|
||||
// ВНИМАНИЕ: Для шрифтов (NPOT) в WebGL glGenerateMipmap работать НЕ будет!
|
||||
@ -67,7 +67,7 @@ namespace ZL
|
||||
}
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
CheckGlError();
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
|
||||
}
|
||||
|
||||
@ -91,7 +91,7 @@ namespace ZL
|
||||
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, texID);
|
||||
|
||||
CheckGlError();
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
|
||||
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
@ -106,7 +106,7 @@ namespace ZL
|
||||
#endif
|
||||
#endif
|
||||
|
||||
CheckGlError();
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
|
||||
for (int i = 0; i < 6; ++i)
|
||||
{
|
||||
@ -136,7 +136,7 @@ namespace ZL
|
||||
GL_UNSIGNED_BYTE,
|
||||
texDataArray[i].data.data()
|
||||
);
|
||||
CheckGlError();
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
||||
|
||||
Loading…
Reference in New Issue
Block a user