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5 Commits

Author SHA1 Message Date
Vladislav Khorev
fe01a5d1b2 Working on audio in web part 2 2026-04-17 17:14:44 +03:00
Vladislav Khorev
b6e0422d71 Working on audio in web part 1 2026-04-17 17:13:55 +03:00
Vladislav Khorev
3778a603f2 merge 2026-04-17 16:30:09 +03:00
Vladislav Khorev
e310822462 Working on web version 2026-04-17 16:13:56 +03:00
Vlad
b5bcd3a812 added music 2026-04-17 14:23:56 +06:00
29 changed files with 799 additions and 431 deletions

3
.gitattributes vendored
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@ -2,3 +2,6 @@
*.png filter=lfs diff=lfs merge=lfs -text
*.jpg filter=lfs diff=lfs merge=lfs -text
*.anim filter=lfs diff=lfs merge=lfs -text
*.wav filter=lfs diff=lfs merge=lfs -text
*.ogg filter=lfs diff=lfs merge=lfs -text
*.mp3 filter=lfs diff=lfs merge=lfs -text

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audio/background.wav (Stored with Git LFS) Normal file

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@ -0,0 +1,111 @@
import bpy
import bmesh
import mathutils
import random
import math
class SolidTreeGenerator:
def __init__(self, levels=5, length=3.0, radius=0.3):
self.levels = levels
self.base_length = length
self.base_radius = radius
# Хранилище для данных: (start_pos, end_pos, radius_start, radius_end)
self.branches_data = []
def calculate_tree(self, start_pos, direction, length, radius, level):
if level <= 0 or length < 0.1:
return
end_pos = start_pos + direction * length
# Сохраняем данные сегмента
self.branches_data.append({
'start': start_pos.copy(),
'end': end_pos.copy(),
'r_start': radius,
'r_end': radius * 0.7
})
# 1. Основной ствол (продолжение)
trunk_dir = (direction + self.get_random_vector(0.1)).normalized()
self.calculate_tree(end_pos, trunk_dir, length * 0.8, radius * 0.7, level - 1)
# 2. Боковые ветки (ветвление)
if level > 1:
num_sides = random.randint(2, 3) # Минимум 2 ветки для видимости
for _ in range(num_sides):
# Создаем вектор, сильно отклоненный от ствола (30-60 градусов)
axis = self.get_random_vector(1.0).normalized()
angle = math.radians(random.uniform(30, 60))
side_dir = direction.copy()
side_dir.rotate(mathutils.Quaternion(axis, angle))
# Боковые ветки короче
self.calculate_tree(end_pos, side_dir, length * 0.6, radius * 0.5, level - 1)
def get_random_vector(self, intensity):
return mathutils.Vector((
random.uniform(-intensity, intensity),
random.uniform(-intensity, intensity),
random.uniform(-intensity, intensity)
))
def build_mesh(self):
mesh = bpy.data.meshes.new("TreeMesh")
obj = bpy.data.objects.new("Tree", mesh)
bpy.context.collection.objects.link(obj)
bm = bmesh.new()
skin_layer = bm.verts.layers.skin.verify()
# Словарь для предотвращения дублирования вершин в одной точке
# Ключ - кортеж координат, Значение - объект вершины BMesh
vert_map = {}
for b in self.branches_data:
# Превращаем координаты в кортежи для словаря
s_key = tuple(round(v, 4) for v in b['start'])
e_key = tuple(round(v, 4) for v in b['end'])
# Получаем или создаем начальную вершину
if s_key not in vert_map:
v_start = bm.verts.new(b['start'])
v_start[skin_layer].radius = (b['r_start'], b['r_start'])
vert_map[s_key] = v_start
else:
v_start = vert_map[s_key]
# Получаем или создаем конечную вершину
if e_key not in vert_map:
v_end = bm.verts.new(b['end'])
v_end[skin_layer].radius = (b['r_end'], b['r_end'])
vert_map[e_key] = v_end
else:
v_end = vert_map[e_key]
# Создаем ребро, если его еще нет
if not bm.edges.get((v_start, v_end)):
bm.edges.new((v_start, v_end))
# Находим корень (самую нижнюю точку) и помечаем его
root_v = min(bm.verts, key=lambda v: v.co.z)
root_v[skin_layer].use_root = True
bm.to_mesh(mesh)
bm.free()
# Модификаторы
obj.modifiers.new(name="Skin", type='SKIN')
sub = obj.modifiers.new(name="Subdiv", type='SUBSURF')
sub.levels = 1 # Для начала 1, чтобы не тормозило
# Очистка сцены
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
# Запуск
generator = SolidTreeGenerator(levels=5, length=3.0, radius=0.4)
generator.calculate_tree(mathutils.Vector((0,0,0)), mathutils.Vector((0,0,1)), 3.0, 0.4, 5)
generator.build_mesh()

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@ -53,3 +53,6 @@ check_and_download("https://github.com/lua/lua/archive/refs/tags/v5.4.8.zip" "lu
# 10) sol2 (header-only C++ bindings for Lua)
check_and_download("https://github.com/ThePhD/sol2/archive/refs/tags/v3.3.0.zip" "sol2-v3.3.0.zip" "sol2-3.3.0" "include/sol/sol.hpp")
# 11) SDL2_mixer
check_and_download("https://github.com/libsdl-org/SDL_mixer/archive/refs/tags/release-2.8.0.zip" "SDL_mixer-release-2.8.0.zip" "SDL_mixer-release-2.8.0" "CMakeLists.txt")

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@ -607,4 +607,122 @@ if(NOT TARGET sol2_external_lib)
add_library(sol2_external_lib INTERFACE)
target_include_directories(sol2_external_lib INTERFACE "${SOL2_SRC_DIR}/include")
target_link_libraries(sol2_external_lib INTERFACE lua_static)
endif()
endif()
# ===========================================
# 11) SDL2_mixer (2.8.0) сборка из исходников
# ===========================================
set(SDL2MIXER_SRC_DIR "${THIRDPARTY_DIR}/SDL_mixer-release-2.8.0")
set(SDL2MIXER_BASE_DIR "${SDL2MIXER_SRC_DIR}/install")
set(SDL2MIXER_BASE_DIR "${SDL2MIXER_BASE_DIR}" CACHE PATH "SDL2_mixer install base directory" FORCE)
set(_have_sdl2mixer TRUE)
foreach(cfg IN LISTS BUILD_CONFIGS)
if(NOT EXISTS "${SDL2MIXER_BASE_DIR}-${cfg}/lib/SDL2_mixer.lib" AND
NOT EXISTS "${SDL2MIXER_BASE_DIR}-${cfg}/lib/SDL2_mixerd.lib")
set(_have_sdl2mixer FALSE)
endif()
endforeach()
if(NOT _have_sdl2mixer)
foreach(cfg IN LISTS BUILD_CONFIGS)
if(cfg STREQUAL "Debug")
set(_SDL2_LIB "${SDL2_INSTALL_DIR}/lib/SDL2d.lib")
else()
set(_SDL2_LIB "${SDL2_INSTALL_DIR}/lib/SDL2.lib")
endif()
log("Configuring SDL2_mixer (${cfg}) ...")
execute_process(
COMMAND ${CMAKE_COMMAND}
-G "${CMAKE_GENERATOR}"
-S "${SDL2MIXER_SRC_DIR}"
-B "${SDL2MIXER_SRC_DIR}/build-${cfg}"
-DCMAKE_INSTALL_PREFIX=${SDL2MIXER_BASE_DIR}-${cfg}
-DCMAKE_PREFIX_PATH=${SDL2_INSTALL_DIR}
-DSDL2_LIBRARY=${_SDL2_LIB}
-DSDL2_INCLUDE_DIR=${SDL2_INSTALL_DIR}/include/SDL2
-DSDL2MIXER_DEPS_SHARED=OFF
-DSDL2MIXER_VENDORED=ON
-DSDL2MIXER_SAMPLES=OFF
-DSDL2MIXER_MUSIC_CMD=OFF
-DSDL2MIXER_MOD=OFF
-DSDL2MIXER_MIDI=OFF
-DSDL2MIXER_OPUS=OFF
-DSDL2MIXER_WAVPACK=OFF
-DSDL2MIXER_MP3_MPG123=OFF
-DSDL2MIXER_MP3_DRMP3=ON
-DSDL2MIXER_FLAC_DRFLAC=ON
-DSDL2MIXER_OGG_STB=ON
-DCMAKE_DISABLE_FIND_PACKAGE_OGG=TRUE
-DCMAKE_DISABLE_FIND_PACKAGE_Vorbis=TRUE
-DCMAKE_DISABLE_FIND_PACKAGE_FLAC=TRUE
-DCMAKE_DISABLE_FIND_PACKAGE_MPG123=TRUE
-DCMAKE_DISABLE_FIND_PACKAGE_LibModPlug=TRUE
-DCMAKE_DISABLE_FIND_PACKAGE_FluidLite=TRUE
RESULT_VARIABLE _mixer_cfg_res
OUTPUT_VARIABLE _mixer_cfg_out
ERROR_VARIABLE _mixer_cfg_err
)
if(NOT _mixer_cfg_res EQUAL 0)
message(STATUS "SDL2_mixer configure stdout: ${_mixer_cfg_out}")
message(STATUS "SDL2_mixer configure stderr: ${_mixer_cfg_err}")
message(FATAL_ERROR "SDL2_mixer configure failed for ${cfg}")
endif()
log("Building SDL2_mixer (${cfg}) ...")
execute_process(
COMMAND ${CMAKE_COMMAND}
--build "${SDL2MIXER_SRC_DIR}/build-${cfg}" --config ${cfg}
RESULT_VARIABLE _mixer_build_res
)
if(NOT _mixer_build_res EQUAL 0)
message(FATAL_ERROR "SDL2_mixer build failed for ${cfg}")
endif()
log("Installing SDL2_mixer (${cfg}) ...")
execute_process(
COMMAND ${CMAKE_COMMAND}
--install "${SDL2MIXER_SRC_DIR}/build-${cfg}" --config ${cfg}
RESULT_VARIABLE _mixer_inst_res
)
if(NOT _mixer_inst_res EQUAL 0)
message(FATAL_ERROR "SDL2_mixer install failed for ${cfg}")
endif()
endforeach()
endif()
set(_mixer_debug_lib "")
foreach(cand
"${SDL2MIXER_BASE_DIR}-Debug/lib/SDL2_mixerd.lib"
"${SDL2MIXER_BASE_DIR}-Debug/lib/SDL2_mixer.lib"
)
if(EXISTS "${cand}")
set(_mixer_debug_lib "${cand}")
break()
endif()
endforeach()
set(_mixer_release_lib "")
foreach(cand
"${SDL2MIXER_BASE_DIR}-Release/lib/SDL2_mixer.lib"
)
if(EXISTS "${cand}")
set(_mixer_release_lib "${cand}")
break()
endif()
endforeach()
if(_mixer_debug_lib STREQUAL "" OR _mixer_release_lib STREQUAL "")
message(FATAL_ERROR "SDL2_mixer libs not found in ${SDL2MIXER_BASE_DIR}-Debug/Release")
endif()
add_library(SDL2_mixer_external_lib UNKNOWN IMPORTED GLOBAL)
set_target_properties(SDL2_mixer_external_lib PROPERTIES
IMPORTED_LOCATION_DEBUG "${_mixer_debug_lib}"
IMPORTED_LOCATION_RELEASE "${_mixer_release_lib}"
INTERFACE_INCLUDE_DIRECTORIES
"$<IF:$<CONFIG:Debug>,${SDL2MIXER_BASE_DIR}-Debug/include,${SDL2MIXER_BASE_DIR}-Release/include>"
INTERFACE_LINK_LIBRARIES
"SDL2_external_lib"
)

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@ -1,156 +0,0 @@
{
"root": {
"type": "FrameLayout",
"x": 0,
"y": 0,
"width": 1280,
"height": 720,
"children": [
{
"type": "FrameLayout",
"name": "leftPanel",
"x": 100,
"y": 100,
"width": 320,
"height": 400,
"children": [
{
"type": "LinearLayout",
"name": "mainButtons",
"orientation": "vertical",
"spacing": 10,
"x": 0,
"y": 0,
"width": 300,
"height": 300,
"children": [
{
"type": "Button",
"name": "playButton",
"x": 100,
"y": 300,
"width": 200,
"height": 50,
"animations": {
"buttonsExit": {
"repeat": false,
"steps": [
{
"type": "move",
"to": [
-400,
0
],
"duration": 1.0,
"easing": "easein"
}
]
}
},
"textures": {
"normal": "./resources/button.png",
"hover": "./resources/sand.png",
"pressed": "./resources/button.png"
}
},
{
"type": "Button",
"name": "settingsButton",
"x": 100,
"y": 200,
"width": 200,
"height": 50,
"animations": {
"buttonsExit": {
"repeat": false,
"steps": [
{
"type": "wait",
"duration": 0.5
},
{
"type": "move",
"to": [
-400,
0
],
"duration": 1.0,
"easing": "easein"
}
]
}
},
"textures": {
"normal": "./resources/sand.png",
"hover": "./resources/button.png",
"pressed": "./resources/sand.png"
}
},
{
"type": "Button",
"name": "exitButton",
"x": 100,
"y": 100,
"width": 200,
"height": 50,
"animations": {
"buttonsExit": {
"repeat": false,
"steps": [
{
"type": "wait",
"duration": 1.0
},
{
"type": "move",
"to": [
-400,
0
],
"duration": 1.0,
"easing": "easein"
}
]
},
"bgScroll": {
"repeat": true,
"steps": [
{
"type": "move",
"to": [
1280,
0
],
"duration": 5.0,
"easing": "linear"
}
]
}
},
"textures": {
"normal": "./resources/rock.png",
"hover": "./resources/button.png",
"pressed": "./resources/rock.png"
}
}
]
}
]
},
{
"type": "Slider",
"name": "musicVolumeSlider",
"x": 1140,
"y": 100,
"width": 10,
"height": 500,
"value": 0.5,
"orientation": "vertical",
"textures": {
"track": "./resources/musicVolumeBarTexture.png",
"knob": "./resources/musicVolumeBarButton.png"
}
}
]
}
}

View File

@ -8,7 +8,7 @@ if(NOT CMAKE_MAKE_PROGRAM AND WIN32)
endif()
endif()
project(space-game001 LANGUAGES C CXX)
project(bishkek-witcher LANGUAGES C CXX)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
@ -83,49 +83,49 @@ set(SOURCES
../src/utils/Utils.h
../src/SparkEmitter.cpp
../src/SparkEmitter.h
# ../src/planet/PlanetObject.cpp
# ../src/planet/PlanetObject.h
# ../src/planet/PlanetData.cpp
# ../src/planet/PlanetData.h
../src/utils/Perlin.cpp
../src/utils/Perlin.h
../src/utils/TaskManager.cpp
../src/utils/TaskManager.h
# ../src/planet/StoneObject.cpp
# ../src/planet/StoneObject.h
../src/render/FrameBuffer.cpp
../src/render/FrameBuffer.h
../src/render/ShadowMap.cpp
../src/render/ShadowMap.h
../src/UiManager.cpp
../src/UiManager.h
../src/Projectile.h
../src/Projectile.cpp
# ../src/network/NetworkInterface.h
# ../src/network/LocalClient.h
# ../src/network/LocalClient.cpp
# ../src/network/ClientState.h
# ../src/network/ClientState.cpp
# ../src/network/WebSocketClientBase.h
# ../src/network/WebSocketClientBase.cpp
# ../src/network/WebSocketClientEmscripten.h
# ../src/network/WebSocketClientEmscripten.cpp
../src/render/TextRenderer.h
../src/render/TextRenderer.cpp
../src/MenuManager.h
../src/MenuManager.cpp
# ../src/Space.h
# ../src/Space.cpp
../src/Location.h
../src/Location.cpp
../src/GameConstants.h
../src/GameConstants.cpp
../src/ScriptEngine.h
../src/ScriptEngine.cpp
../src/navigation/PathFinder.h
../src/navigation/PathFinder.cpp
../src/items/GameObjectLoader.h
../src/items/GameObjectLoader.cpp
../src/items/Item.h
../src/items/Item.cpp
../src/items/InteractiveObject.h
../src/items/InteractiveObject.cpp
../src/dialogue/DialogueTypes.h
../src/dialogue/DialogueDatabase.h
../src/dialogue/DialogueDatabase.cpp
../src/dialogue/DialogueRuntime.h
../src/dialogue/DialogueRuntime.cpp
../src/dialogue/DialogueOverlay.h
../src/dialogue/DialogueOverlay.cpp
../src/dialogue/DialogueSystem.h
../src/dialogue/DialogueSystem.cpp
)
add_executable(space-game001 ${SOURCES})
add_executable(bishkek-witcher ${SOURCES})
# Настройка путей к инклудам (используем скачанные исходники)
target_include_directories(space-game001 PRIVATE
target_include_directories(bishkek-witcher PRIVATE
../src
../thirdparty/eigen-5.0.0
../thirdparty/boost_1_90_0
@ -140,7 +140,7 @@ set(ENABLE_COMMONCRYPTO OFF CACHE BOOL "" FORCE)
add_subdirectory("../thirdparty/libzip-1.11.4" libzip-build)
target_link_libraries(space-game001 PRIVATE zip z lua_static websocket.js)
target_link_libraries(bishkek-witcher PRIVATE zip z lua_static websocket.js)
# Эмскриптен-флаги
set(EMSCRIPTEN_FLAGS
@ -149,13 +149,15 @@ set(EMSCRIPTEN_FLAGS
"-sUSE_LIBPNG=1"
"-sUSE_ZLIB=1"
"-sUSE_SDL_TTF=2"
"-sUSE_SDL_MIXER=2"
"-sSDL2_MIXER_FORMATS=[ogg,mp3]"
#"-pthread"
#"-sUSE_PTHREADS=1"
"-fexceptions"
"-DNETWORK"
)
target_compile_options(space-game001 PRIVATE ${EMSCRIPTEN_FLAGS} "-O2")
target_compile_options(bishkek-witcher PRIVATE ${EMSCRIPTEN_FLAGS} "-O2")
# Only loading.png and the shaders used before resources.zip is ready are preloaded.
# resources.zip is downloaded asynchronously at runtime and served as a separate file.
@ -168,14 +170,15 @@ set(EMSCRIPTEN_LINK_FLAGS
"--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../resources/loading.png@resources/loading.png"
"--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../resources/shaders@resources/shaders"
"--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../resources/start.lua@resources/start.lua"
"--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../audio@audio"
)
# Применяем настройки линковки
target_link_options(space-game001 PRIVATE ${EMSCRIPTEN_LINK_FLAGS})
target_link_options(bishkek-witcher PRIVATE ${EMSCRIPTEN_LINK_FLAGS})
# Для совместимости со старыми версиями CMake, если target_link_options недостаточно
string(REPLACE ";" " " EMSCRIPTEN_LINK_FLAGS_STR "${EMSCRIPTEN_LINK_FLAGS}")
set_target_properties(space-game001 PROPERTIES
set_target_properties(bishkek-witcher PROPERTIES
LINK_FLAGS "${EMSCRIPTEN_LINK_FLAGS_STR}"
SUFFIX ".html"
)
@ -193,33 +196,33 @@ add_custom_command(
)
add_custom_target(pack_resources DEPENDS "${RESOURCES_ZIP}")
add_dependencies(space-game001 pack_resources)
add_dependencies(bishkek-witcher pack_resources)
# Определяем путь к директории установки (относительно папки билда)
set(CMAKE_INSTALL_PREFIX "${CMAKE_BINARY_DIR}/public")
# 1. Устанавливаем основной HTML файл
install(TARGETS space-game001
install(TARGETS bishkek-witcher
RUNTIME DESTINATION .
)
# 2. Устанавливаем сопутствующие файлы (JS, WASM и сгенерированный архив данных)
install(FILES
"${CMAKE_CURRENT_BINARY_DIR}/space-game001.js"
"${CMAKE_CURRENT_BINARY_DIR}/space-game001.wasm"
"${CMAKE_CURRENT_BINARY_DIR}/space-game001.data"
"${CMAKE_CURRENT_BINARY_DIR}/bishkek-witcher.js"
"${CMAKE_CURRENT_BINARY_DIR}/bishkek-witcher.wasm"
"${CMAKE_CURRENT_BINARY_DIR}/bishkek-witcher.data"
DESTINATION .
)
install(FILES "${CMAKE_CURRENT_SOURCE_DIR}/space-game001plain.html"
install(FILES "${CMAKE_CURRENT_SOURCE_DIR}/index.html"
DESTINATION .
)
# resources.zip is served separately and downloaded asynchronously at runtime
install(FILES "${RESOURCES_ZIP}" DESTINATION .)
add_custom_command(TARGET space-game001 POST_BUILD
add_custom_command(TARGET bishkek-witcher POST_BUILD
COMMAND ${CMAKE_COMMAND} --install .
WORKING_DIRECTORY "${CMAKE_BINARY_DIR}"
COMMENT "Automatically deploying to public directory..."

82
proj-web/index.html Normal file
View File

@ -0,0 +1,82 @@
<!DOCTYPE html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no, viewport-fit=cover">
<title>Bishkek Witcher</title>
<style>
body, html {
margin: 0; padding: 0; width: 100%; height: 100%;
overflow: hidden; background-color: #000;
position: fixed;
}
#canvas {
display: block;
position: absolute;
top: 0; left: 0;
width: 100vw; height: 100vh;
border: none;
}
#fs-button {
position: absolute;
top: 10px; right: 10px;
padding: 10px;
z-index: 10;
background: rgba(255,255,255,0.3);
color: white; border: 1px solid white;
cursor: pointer;
font-family: sans-serif;
border-radius: 5px;
}
#status { color: white; position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); }
</style>
</head>
<body>
<button id="fs-button">Fullscreen</button>
<div id="status">Downloading...</div>
<canvas id="canvas" oncontextmenu="event.preventDefault()" tabindex="-1"></canvas>
<script>
function prepareModuleEnvironment() {
window.Module = window.Module || {};
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>

View File

@ -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
@ -114,6 +112,7 @@ target_link_libraries(space-game001 PRIVATE
eigen_external_lib
boost_external_lib
sol2_external_lib
SDL2_mixer_external_lib
)
# Линкуем OpenGL (Windows)
@ -137,7 +136,8 @@ if (WIN32)
set(ZLIB_DLL_DST "$<IF:$<CONFIG:Debug>,$<TARGET_FILE_DIR:space-game001>/zd.dll,$<TARGET_FILE_DIR:space-game001>/z.dll>")
set(SDL2TTF_DLL_SRC "$<IF:$<CONFIG:Debug>,${SDL2TTF_BASE_DIR}-Debug/bin/SDL2_ttfd.dll,${SDL2TTF_BASE_DIR}-Release/bin/SDL2_ttf.dll>")
set(SDL2MIXER_DLL_SRC "$<IF:$<CONFIG:Debug>,${SDL2MIXER_BASE_DIR}-Debug/bin/SDL2_mixerd.dll,${SDL2MIXER_BASE_DIR}-Release/bin/SDL2_mixer.dll>")
add_custom_command(TARGET space-game001 POST_BUILD
COMMAND ${CMAKE_COMMAND} -E echo "Copying DLLs to output folder..."
@ -159,6 +159,10 @@ if (WIN32)
COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${SDL2TTF_DLL_SRC}"
"$<TARGET_FILE_DIR:space-game001>"
COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${CMAKE_CURRENT_SOURCE_DIR}/../thirdparty/SDL_mixer-release-2.8.0/install-$<CONFIG>/bin/SDL2_mixer$<$<CONFIG:Debug>:d>.dll"
"$<TARGET_FILE_DIR:space-game001>/SDL2_mixer$<$<CONFIG:Debug>:d>.dll"
)
endif()
@ -169,6 +173,7 @@ endif()
# Какие папки с ресурсами нужно копировать
set(RUNTIME_RESOURCE_DIRS
"resources"
"audio"
)
# Копируем ресурсы и шейдеры в папку exe и в корень build/

View File

@ -59,7 +59,7 @@
"type": "Choice",
"speaker": "Hero",
"portrait": "resources/hero.png",
"text": "Choose your answer.",
"text": "",
"choices": [
{
"id": "main_1",

View File

@ -1,93 +1,207 @@
#ifdef AUDIO
#include "AudioPlayerAsync.h"
#include <iostream>
#ifdef __EMSCRIPTEN__
AudioPlayerAsync::AudioPlayerAsync() {}
#else
AudioPlayerAsync::AudioPlayerAsync() : worker(&AudioPlayerAsync::workerThread, this) {}
#endif
AudioPlayerAsync::~AudioPlayerAsync() {
#ifndef __EMSCRIPTEN__
{
std::unique_lock<std::mutex> lock(mtx);
stop = true;
cv.notify_all();
}
worker.join();
if (worker.joinable())
worker.join();
#endif
shutdown();
}
void AudioPlayerAsync::stopAsync() {
std::unique_lock<std::mutex> lock(mtx);
taskQueue.push([this]() {
//audioPlayerMutex.lock();
audioPlayer->stop();
std::this_thread::sleep_for(std::chrono::seconds(1));
//audioPlayerMutex.unlock();
});
cv.notify_one();
bool AudioPlayerAsync::init() {
if (initialized) return true;
if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0) {
std::cerr << "SDL_InitSubSystem(SDL_INIT_AUDIO) failed: " << SDL_GetError() << std::endl;
return false;
}
if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 2048) < 0) {
std::cerr << "Mix_OpenAudio failed: " << Mix_GetError() << std::endl;
return false;
}
Mix_AllocateChannels(16);
initialized = true;
std::cout << "AudioPlayerAsync initialized with SDL2_mixer" << std::endl;
return true;
}
void AudioPlayerAsync::resetAsync() {
std::unique_lock<std::mutex> lock(mtx);
taskQueue.push([this]() {
//audioPlayerMutex.lock();
audioPlayer.reset();
audioPlayer = std::make_unique<AudioPlayer>();
//audioPlayerMutex.unlock();
});
cv.notify_one();
}
void AudioPlayerAsync::shutdown() {
if (!initialized) return;
void AudioPlayerAsync::playSoundAsync(std::string soundName) {
soundNameMutex.lock();
latestSoundName = soundName;
soundNameMutex.unlock();
std::unique_lock<std::mutex> lock(mtx);
taskQueue.push([this]() {
//audioPlayerMutex.lock();
if (audioPlayer) {
audioPlayer->playSound(latestSoundName);
{
std::lock_guard<std::mutex> lock(soundCacheMutex);
for (auto& pair : soundCache) {
Mix_FreeChunk(pair.second);
}
//audioPlayerMutex.unlock();
});
cv.notify_one();
soundCache.clear();
}
Mix_CloseAudio();
SDL_QuitSubSystem(SDL_INIT_AUDIO);
initialized = false;
std::cout << "AudioPlayerAsync shutdown" << std::endl;
}
void AudioPlayerAsync::playMusicAsync(std::string musicName) {
void AudioPlayerAsync::playSoundAsync(const std::string& filePath, int loops, int channel) {
if (!initialized) {
std::cerr << "AudioPlayerAsync not initialized" << std::endl;
return;
}
musicNameMutex.lock();
latestMusicName = musicName;
musicNameMutex.unlock();
std::unique_lock<std::mutex> lock(mtx);
taskQueue.push([this]() {
//audioPlayerMutex.lock();
if (audioPlayer) {
audioPlayer->playMusic(latestMusicName);
auto task = [this, filePath, loops, channel]() {
Mix_Chunk* sound = nullptr;
{
std::lock_guard<std::mutex> cacheLock(soundCacheMutex);
auto it = soundCache.find(filePath);
if (it != soundCache.end()) {
sound = it->second;
}
}
//audioPlayerMutex.unlock();
});
if (!sound) {
sound = Mix_LoadWAV(filePath.c_str());
if (!sound) {
std::cerr << "Failed to load sound " << filePath << ": " << Mix_GetError() << std::endl;
return;
}
std::lock_guard<std::mutex> cacheLock(soundCacheMutex);
soundCache[filePath] = sound;
}
int result = Mix_PlayChannel(channel, sound, loops);
if (result == -1) {
std::cerr << "Mix_PlayChannel failed: " << Mix_GetError() << std::endl;
}
};
#ifdef __EMSCRIPTEN__
task();
#else
std::unique_lock<std::mutex> lock(mtx);
taskQueue.push(std::move(task));
cv.notify_one();
#endif
}
void AudioPlayerAsync::playMusicAsync(const std::string& filePath, int loops) {
if (!initialized) return;
auto task = [filePath, loops]() {
Mix_Music* music = Mix_LoadMUS(filePath.c_str());
if (!music) {
std::cerr << "Failed to load music " << filePath << ": " << Mix_GetError() << std::endl;
return;
}
if (Mix_PlayMusic(music, loops) == -1) {
std::cerr << "Mix_PlayMusic failed: " << Mix_GetError() << std::endl;
Mix_FreeMusic(music);
}
};
#ifdef __EMSCRIPTEN__
task();
#else
std::unique_lock<std::mutex> lock(mtx);
taskQueue.push(std::move(task));
cv.notify_one();
#endif
}
void AudioPlayerAsync::stopMusicAsync() {
if (!initialized) return;
#ifdef __EMSCRIPTEN__
Mix_HaltMusic();
#else
std::unique_lock<std::mutex> lock(mtx);
taskQueue.push([]() {
Mix_HaltMusic();
});
cv.notify_one();
#endif
}
void AudioPlayerAsync::pauseMusicAsync() {
if (!initialized) return;
#ifdef __EMSCRIPTEN__
Mix_PauseMusic();
#else
std::unique_lock<std::mutex> lock(mtx);
taskQueue.push([]() {
Mix_PauseMusic();
});
cv.notify_one();
#endif
}
void AudioPlayerAsync::resumeMusicAsync() {
if (!initialized) return;
#ifdef __EMSCRIPTEN__
Mix_ResumeMusic();
#else
std::unique_lock<std::mutex> lock(mtx);
taskQueue.push([]() {
Mix_ResumeMusic();
});
cv.notify_one();
#endif
}
void AudioPlayerAsync::setMusicVolume(int volume) {
if (!initialized) return;
volume = std::max(0, std::min(128, volume));
#ifdef __EMSCRIPTEN__
Mix_VolumeMusic(volume);
#else
std::unique_lock<std::mutex> lock(mtx);
taskQueue.push([volume]() {
Mix_VolumeMusic(volume);
});
cv.notify_one();
#endif
}
void AudioPlayerAsync::setSoundVolume(int volume) {
if (!initialized) return;
volume = std::max(0, std::min(128, volume));
#ifdef __EMSCRIPTEN__
Mix_Volume(-1, volume);
#else
std::unique_lock<std::mutex> lock(mtx);
taskQueue.push([volume]() {
Mix_Volume(-1, volume); // все каналы
});
cv.notify_one();
#endif
}
#ifndef __EMSCRIPTEN__
void AudioPlayerAsync::workerThread() {
while (true) {
std::function<void()> task;
{
std::unique_lock<std::mutex> lock(mtx);
cv.wait(lock, [this]() { return !taskQueue.empty() || stop; });
if (stop && taskQueue.empty()) {
cv.wait(lock, [this] { return !taskQueue.empty() || stop; });
if (stop && taskQueue.empty())
break;
}
task = taskQueue.front();
task = std::move(taskQueue.front());
taskQueue.pop();
}
task();
}
}
#endif
#endif

View File

@ -1,53 +1,50 @@
#pragma once
#ifdef AUDIO
#include <iostream>
#include <thread>
#include <SDL2/SDL_mixer.h>
#include <string>
#include <unordered_map>
#include <memory>
#include <mutex>
#include <condition_variable>
#include <queue>
#include <functional>
#include "cmakeaudioplayer/include/AudioPlayer.hpp"
#include <SDL2/SDL.h>
#ifndef __EMSCRIPTEN__
#include <queue>
#include <thread>
#include <condition_variable>
#include <functional>
#endif
class AudioPlayerAsync {
public:
AudioPlayerAsync();
~AudioPlayerAsync();
void resetAsync();
bool init();
void shutdown();
void playSoundAsync(std::string soundName);
void playSoundAsync(const std::string& filePath, int loops = 0, int channel = -1);
void playMusicAsync(const std::string& filePath, int loops = -1);
void stopMusicAsync();
void pauseMusicAsync();
void resumeMusicAsync();
void setMusicVolume(int volume); // 0..128
void setSoundVolume(int volume); // 0..128
void playMusicAsync(std::string musicName);
void stopAsync();
void exit()
{
stop = true;
}
std::thread worker;
void exit() { stop = true; }
private:
std::unique_ptr<AudioPlayer> audioPlayer;
//std::mutex audioPlayerMutex;
std::mutex soundNameMutex;
std::mutex musicNameMutex;
std::string latestSoundName;
std::string latestMusicName;
#ifndef __EMSCRIPTEN__
void workerThread();
std::thread worker;
std::mutex mtx;
std::condition_variable cv;
std::queue<std::function<void()>> taskQueue;
#endif
bool stop = false;
void workerThread();
std::unordered_map<std::string, Mix_Chunk*> soundCache;
std::mutex soundCacheMutex;
};
#endif
bool initialized = false;
};

View File

@ -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()));
}

View File

@ -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

View File

@ -55,6 +55,7 @@ namespace ZL
: newTickCount(0)
, lastTickCount(0)
, menuManager(renderer)
, audioPlayer(std::make_unique<AudioPlayerAsync>())
{
}
@ -72,7 +73,7 @@ namespace ZL
Environment::computeProjectionDimensions();
ZL::BindOpenGlFunctions();
ZL::CheckGlError();
ZL::CheckGlError(__FILE__, __LINE__);
renderer.InitOpenGL();
#ifdef EMSCRIPTEN
@ -211,6 +212,15 @@ namespace ZL
loadingCompleted = true;
if (audioPlayer->init()) {
audioPlayer->setMusicVolume(100);
audioPlayer->setSoundVolume(80);
std::cout << "Audio initialized successfully" << std::endl;
}
else {
std::cout << "Audio initialization failed" << std::endl;
}
}
void Game::drawUI()
@ -236,7 +246,7 @@ namespace ZL
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
CheckGlError();
CheckGlError(__FILE__, __LINE__);
}
void Game::drawScene() {
@ -249,11 +259,15 @@ 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 +276,7 @@ namespace ZL
}
drawUI();
}
CheckGlError();
CheckGlError(__FILE__, __LINE__);
}
void Game::drawLoading()
@ -289,7 +303,7 @@ namespace ZL
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();
CheckGlError();
CheckGlError(__FILE__, __LINE__);
}
@ -329,7 +343,7 @@ 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);
@ -470,16 +484,17 @@ namespace ZL
}
}
if (event.type == SDL_KEYDOWN) {
if (currentLocation && currentLocation->dialogueSystem.handleKeyDown(event.key.keysym.sym))
{
continue;
}
}
if (event.type == SDL_KEYDOWN && event.key.repeat == 0) {
switch (event.key.keysym.sym) {
case SDLK_1:
if (audioPlayer) audioPlayer->playSoundAsync("audio/background.wav");
break;
case SDLK_2:
if (audioPlayer) audioPlayer->playMusicAsync("audio/lullaby-music-vol20-186394--online-audio-convert.com.ogg");
break;
case SDLK_3:
if (audioPlayer) audioPlayer->stopMusicAsync();
break;
case SDLK_f:
currentLocation->dialogueSystem.startDialogue("test_choice_dialogue");
break;

View File

@ -20,6 +20,7 @@
#include <unordered_map>
#include <unordered_set>
#include "Location.h"
#include "AudioPlayerAsync.h"
namespace ZL {
@ -56,6 +57,7 @@ namespace ZL {
bool rightMouseDown = false;
int lastMouseX = 0;
int lastMouseY = 0;
std::unique_ptr<AudioPlayerAsync> audioPlayer;
int64_t getSyncTimeMs();
void processTickCount();

View File

@ -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();

View File

@ -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

View File

@ -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

View File

@ -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;

View File

@ -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;

View File

@ -12,7 +12,7 @@ namespace ZL {
void InteractiveObject::draw(Renderer& renderer) const {
if (!isActive || !texture) return;
/*
std::cout << "[DRAW] InteractiveObject::draw() called" << std::endl;
std::cout << "[DRAW] Object: " << name << std::endl;
std::cout << "[DRAW] Position: (" << position.x() << ", " << position.y() << ", " << position.z() << ")" << std::endl;
@ -22,7 +22,7 @@ namespace ZL {
std::cout << "[DRAW] First vertex: (" << mesh.data.PositionData[0].x() << ", "
<< mesh.data.PositionData[0].y() << ", " << mesh.data.PositionData[0].z() << ")" << std::endl;
}
*/
// Apply position transformation
renderer.PushMatrix();
renderer.TranslateMatrix(position);

View File

@ -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");
}
}

View File

@ -161,4 +161,6 @@ namespace ZL {
bool BindOpenGlFunctions();
void CheckGlError();
void CheckGlError(const char* file, int line);
}

View File

@ -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)

View File

@ -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);

View File

@ -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;
}

View File

@ -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);