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3 Commits

Author SHA1 Message Date
Vladislav Khorev
c5044d42de merge 2025-12-08 00:08:37 +03:00
69941dd86d Created new CmakeList to download and install sdl2 zlib libpng 2025-12-04 14:54:19 +06:00
0843ee4fa4 add readme description for windows run 2025-12-01 17:05:52 +06:00
13 changed files with 1401 additions and 1072 deletions

1
.gitignore vendored
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@ -400,3 +400,4 @@ jumpingbird.*
jumpingbird.data
build
build-emcmake
thirdparty1

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@ -1,5 +1,5 @@
#pragma once
#include "Math.h"
#include "ZLMath.h"
#include "Renderer.h"
#include <unordered_map>

532
CMakeLists.txt Normal file
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@ -0,0 +1,532 @@
cmake_minimum_required(VERSION 3.16)
project(space-game001 LANGUAGES CXX)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(BUILD_CONFIGS Debug Release)
# ==============================
# Папка для всех сторонних либ
# ==============================
set(THIRDPARTY_DIR "${CMAKE_SOURCE_DIR}/thirdparty1")
file(MAKE_DIRECTORY "${THIRDPARTY_DIR}")
macro(log msg)
message(STATUS "${msg}")
endmacro()
# ===========================================
# 1) ZLIB (zlib131.zip zlib-1.3.1) - без изменений
# ===========================================
set(ZLIB_ARCHIVE "${THIRDPARTY_DIR}/zlib131.zip")
set(ZLIB_SRC_DIR "${THIRDPARTY_DIR}/zlib-1.3.1")
set(ZLIB_BUILD_DIR "${ZLIB_SRC_DIR}/build")
set(ZLIB_INSTALL_DIR "${ZLIB_SRC_DIR}/install")
if(NOT EXISTS "${ZLIB_ARCHIVE}")
log("Downloading zlib131.zip ...")
file(DOWNLOAD
"https://www.zlib.net/zlib131.zip"
"${ZLIB_ARCHIVE}"
SHOW_PROGRESS
)
endif()
if(NOT EXISTS "${ZLIB_SRC_DIR}/CMakeLists.txt")
log("Extracting zlib131.zip to zlib-1.3.1 ...")
execute_process(
COMMAND ${CMAKE_COMMAND} -E tar xvf "${ZLIB_ARCHIVE}"
WORKING_DIRECTORY "${THIRDPARTY_DIR}"
RESULT_VARIABLE _zlib_extract_res
)
if(NOT _zlib_extract_res EQUAL 0)
message(FATAL_ERROR "Failed to extract zlib archive")
endif()
endif()
file(MAKE_DIRECTORY "${ZLIB_BUILD_DIR}")
# проверяем, собран ли уже zlib
set(_have_zlib FALSE)
foreach(candidate
"${ZLIB_INSTALL_DIR}/lib/zlibstatic.lib"
)
if(EXISTS "${candidate}")
set(_have_zlib TRUE)
break()
endif()
endforeach()
if(NOT _have_zlib)
log("Configuring zlib ...")
execute_process(
COMMAND ${CMAKE_COMMAND}
-G "${CMAKE_GENERATOR}"
-S "${ZLIB_SRC_DIR}"
-B "${ZLIB_BUILD_DIR}"
-DCMAKE_INSTALL_PREFIX=${ZLIB_INSTALL_DIR}
RESULT_VARIABLE _zlib_cfg_res
)
if(NOT _zlib_cfg_res EQUAL 0)
message(FATAL_ERROR "zlib configure failed")
endif()
foreach(cfg IN LISTS BUILD_CONFIGS)
log("Building ZLIB (${cfg}) ...")
execute_process(
COMMAND ${CMAKE_COMMAND}
--build "${ZLIB_BUILD_DIR}" --config ${cfg}
RESULT_VARIABLE _zlib_build_res
)
if(NOT _zlib_build_res EQUAL 0)
message(FATAL_ERROR "ZLIB build failed for configuration ${cfg}")
endif()
log("Installing ZLIB (${cfg}) ...")
execute_process(
COMMAND ${CMAKE_COMMAND}
--install "${ZLIB_BUILD_DIR}" --config ${cfg}
RESULT_VARIABLE _zlib_inst_res
)
if(NOT _zlib_inst_res EQUAL 0)
message(FATAL_ERROR "ZLIB install failed for configuration ${cfg}")
endif()
endforeach()
endif()
# ИСПРАВЛЕНИЕ: Используем свойства для конкретных конфигураций
add_library(zlib_external_lib UNKNOWN IMPORTED GLOBAL)
set_target_properties(zlib_external_lib PROPERTIES
# Динамическая линковка (если zlib.lib - это импорт-библиотека для zlibd.dll)
#IMPORTED_LOCATION_DEBUG "${ZLIB_INSTALL_DIR}/lib/zlibd.lib"
#IMPORTED_LOCATION_RELEASE "${ZLIB_INSTALL_DIR}/lib/zlib.lib"
# Можно также указать статические библиотеки, если вы хотите их использовать
IMPORTED_LOCATION_DEBUG "${ZLIB_INSTALL_DIR}/lib/zlibstaticd.lib"
IMPORTED_LOCATION_RELEASE "${ZLIB_INSTALL_DIR}/lib/zlibstatic.lib"
INTERFACE_INCLUDE_DIRECTORIES "${ZLIB_INSTALL_DIR}/include"
)
# ===========================================
# 2) SDL2 (release-2.32.10.zip SDL-release-2.32.10) - без изменений
# ===========================================
set(SDL2_ARCHIVE "${THIRDPARTY_DIR}/release-2.32.10.zip")
set(SDL2_SRC_DIR "${THIRDPARTY_DIR}/SDL-release-2.32.10")
set(SDL2_BUILD_DIR "${SDL2_SRC_DIR}/build")
set(SDL2_INSTALL_DIR "${SDL2_SRC_DIR}/install")
if(NOT EXISTS "${SDL2_ARCHIVE}")
log("Downloading SDL2 release-2.32.10.zip ...")
file(DOWNLOAD
"https://github.com/libsdl-org/SDL/archive/refs/tags/release-2.32.10.zip"
"${SDL2_ARCHIVE}"
SHOW_PROGRESS
)
endif()
if(NOT EXISTS "${SDL2_SRC_DIR}/CMakeLists.txt")
log("Extracting SDL2 archive to SDL-release-2.32.10 ...")
execute_process(
COMMAND ${CMAKE_COMMAND} -E tar xvf "${SDL2_ARCHIVE}"
WORKING_DIRECTORY "${THIRDPARTY_DIR}"
RESULT_VARIABLE _sdl_extract_res
)
if(NOT _sdl_extract_res EQUAL 0)
message(FATAL_ERROR "Failed to extract SDL2 archive")
endif()
endif()
file(MAKE_DIRECTORY "${SDL2_BUILD_DIR}")
set(_have_sdl2 FALSE)
foreach(candidate
"${SDL2_INSTALL_DIR}/lib/SDL2.lib"
"${SDL2_INSTALL_DIR}/lib/SDL2-static.lib"
"${SDL2_INSTALL_DIR}/lib/SDL2d.lib"
)
if(EXISTS "${candidate}")
set(_have_sdl2 TRUE)
break()
endif()
endforeach()
if(NOT _have_sdl2)
log("Configuring SDL2 ...")
execute_process(
COMMAND ${CMAKE_COMMAND}
-G "${CMAKE_GENERATOR}"
-S "${SDL2_SRC_DIR}"
-B "${SDL2_BUILD_DIR}"
-DCMAKE_INSTALL_PREFIX=${SDL2_INSTALL_DIR}
-DCMAKE_PREFIX_PATH=${ZLIB_INSTALL_DIR} # путь к zlib для SDL2
RESULT_VARIABLE _sdl_cfg_res
)
if(NOT _sdl_cfg_res EQUAL 0)
message(FATAL_ERROR "SDL2 configure failed")
endif()
# --- ИЗМЕНЕНИЕ: Цикл по конфигурациям Debug и Release ---
foreach(cfg IN LISTS BUILD_CONFIGS)
log("Building SDL2 (${cfg}) ...")
execute_process(
COMMAND ${CMAKE_COMMAND}
--build "${SDL2_BUILD_DIR}" --config ${cfg}
RESULT_VARIABLE _sdl_build_res
)
if(NOT _sdl_build_res EQUAL 0)
message(FATAL_ERROR "SDL2 build failed for configuration ${cfg}")
endif()
log("Installing SDL2 (${cfg}) ...")
execute_process(
COMMAND ${CMAKE_COMMAND}
--install "${SDL2_BUILD_DIR}" --config ${cfg}
RESULT_VARIABLE _sdl_inst_res
)
if(NOT _sdl_inst_res EQUAL 0)
message(FATAL_ERROR "SDL2 install failed for configuration ${cfg}")
endif()
endforeach()
# ------------------------------------------------------
endif()
# ИСПРАВЛЕНИЕ: SDL2: Используем свойства для конкретных конфигураций
add_library(SDL2_external_lib UNKNOWN IMPORTED GLOBAL)
set_target_properties(SDL2_external_lib PROPERTIES
# Динамическая линковка SDL2
IMPORTED_LOCATION_DEBUG "${SDL2_INSTALL_DIR}/lib/SDL2d.lib"
IMPORTED_LOCATION_RELEASE "${SDL2_INSTALL_DIR}/lib/SDL2.lib"
# Оба include-пути: и include, и include/SDL2
INTERFACE_INCLUDE_DIRECTORIES "${SDL2_INSTALL_DIR}/include;${SDL2_INSTALL_DIR}/include/SDL2"
)
# SDL2main (обычно статическая)
add_library(SDL2main_external_lib UNKNOWN IMPORTED GLOBAL)
set_target_properties(SDL2main_external_lib PROPERTIES
# ИСПРАВЛЕНО: Указываем пути для Debug и Release, используя
# соглашение, что Debug имеет суффикс 'd', а Release нет.
IMPORTED_LOCATION_DEBUG "${SDL2_INSTALL_DIR}/lib/SDL2maind.lib"
IMPORTED_LOCATION_RELEASE "${SDL2_INSTALL_DIR}/lib/SDL2main.lib"
INTERFACE_INCLUDE_DIRECTORIES "${SDL2_INSTALL_DIR}/include"
)
log("-----${SDL2_INSTALL_DIR}/lib/SDL2maind.lib")
# ===========================================
# 3) libpng (v1.6.51.zip libpng-1.6.51) - без изменений
# ===========================================
set(LIBPNG_ARCHIVE "${THIRDPARTY_DIR}/v1.6.51.zip")
set(LIBPNG_SRC_DIR "${THIRDPARTY_DIR}/libpng-1.6.51")
set(LIBPNG_BUILD_DIR "${LIBPNG_SRC_DIR}/build")
set(LIBPNG_INSTALL_DIR "${LIBPNG_SRC_DIR}/install") # на будущее
if(NOT EXISTS "${LIBPNG_ARCHIVE}")
log("Downloading libpng v1.6.51.zip ...")
file(DOWNLOAD
"https://github.com/pnggroup/libpng/archive/refs/tags/v1.6.51.zip"
"${LIBPNG_ARCHIVE}"
SHOW_PROGRESS
)
endif()
if(NOT EXISTS "${LIBPNG_SRC_DIR}/CMakeLists.txt")
log("Extracting libpng v1.6.51.zip to libpng-1.6.51 ...")
execute_process(
COMMAND ${CMAKE_COMMAND} -E tar xvf "${LIBPNG_ARCHIVE}"
WORKING_DIRECTORY "${THIRDPARTY_DIR}"
RESULT_VARIABLE _png_extract_res
)
if(NOT _png_extract_res EQUAL 0)
message(FATAL_ERROR "Failed to extract libpng archive")
endif()
endif()
file(MAKE_DIRECTORY "${LIBPNG_BUILD_DIR}")
# Проверяем, есть ли уже .lib (build/Debug или install/lib)
set(_libpng_candidates
"${LIBPNG_BUILD_DIR}/Debug/libpng16_staticd.lib"
"${LIBPNG_BUILD_DIR}/Release/libpng16_static.lib"
)
set(_have_png FALSE)
foreach(candidate IN LISTS _libpng_candidates)
if(EXISTS "${candidate}")
set(_have_png TRUE)
break()
endif()
endforeach()
if(NOT _have_png)
log("Configuring libpng ...")
execute_process(
COMMAND ${CMAKE_COMMAND}
-G "${CMAKE_GENERATOR}"
-S "${LIBPNG_SRC_DIR}"
-B "${LIBPNG_BUILD_DIR}"
-DCMAKE_INSTALL_PREFIX=${LIBPNG_INSTALL_DIR}
-DCMAKE_PREFIX_PATH=${ZLIB_INSTALL_DIR}
-DZLIB_ROOT=${ZLIB_INSTALL_DIR}
RESULT_VARIABLE _png_cfg_res
)
if(NOT _png_cfg_res EQUAL 0)
message(FATAL_ERROR "libpng configure failed")
endif()
# --- ИЗМЕНЕНИЕ: Цикл по конфигурациям Debug и Release ---
foreach(cfg IN LISTS BUILD_CONFIGS)
log("Building libpng (${cfg}) ...")
execute_process(
COMMAND ${CMAKE_COMMAND}
--build "${LIBPNG_BUILD_DIR}" --config ${cfg}
RESULT_VARIABLE _png_build_res
)
if(NOT _png_build_res EQUAL 0)
message(FATAL_ERROR "libpng build failed for configuration ${cfg}")
endif()
# Поскольку вы не используете "cmake --install" для libpng,
# здесь нет необходимости в дополнительном шаге установки.
# Файлы .lib будут сгенерированы в подкаталоге ${LIBPNG_BUILD_DIR}/${cfg} (например, build/Debug или build/Release).
endforeach()
# ------------------------------------------------------
endif()
add_library(libpng_external_lib UNKNOWN IMPORTED GLOBAL)
set_target_properties(libpng_external_lib PROPERTIES
# Предполагая, что libpng использует статический вариант
IMPORTED_LOCATION_DEBUG "${LIBPNG_BUILD_DIR}/Debug/libpng16_staticd.lib"
IMPORTED_LOCATION_RELEASE "${LIBPNG_BUILD_DIR}/Release/libpng16_static.lib"
# png.h, pngconf.h в SRC, pnglibconf.h в BUILD
INTERFACE_INCLUDE_DIRECTORIES "${LIBPNG_SRC_DIR};${LIBPNG_BUILD_DIR}"
)
# ===========================================
# 4) libzip (v1.11.4.zip libzip-1.11.4) - НОВАЯ ЗАВИСИМОСТЬ
# ===========================================
set(LIBZIP_ARCHIVE "${THIRDPARTY_DIR}/v1.11.4.zip")
set(LIBZIP_SRC_DIR "${THIRDPARTY_DIR}/libzip-1.11.4")
set(LIBZIP_BUILD_DIR "${LIBZIP_SRC_DIR}/build")
#set(LIBZIP_INSTALL_DIR "${LIBZIP_SRC_DIR}/install")
set(LIBZIP_BASE_DIR "${LIBZIP_SRC_DIR}/install")
if(NOT EXISTS "${LIBZIP_ARCHIVE}")
log("Downloading libzip v1.11.4.zip ...")
file(DOWNLOAD
"https://github.com/nih-at/libzip/archive/refs/tags/v1.11.4.zip"
"${LIBZIP_ARCHIVE}"
SHOW_PROGRESS
)
endif()
if(NOT EXISTS "${LIBZIP_SRC_DIR}/CMakeLists.txt")
log("Extracting libzip v1.11.4.zip to libzip-1.11.4 ...")
execute_process(
COMMAND ${CMAKE_COMMAND} -E tar xvf "${LIBZIP_ARCHIVE}"
WORKING_DIRECTORY "${THIRDPARTY_DIR}"
RESULT_VARIABLE _zip_extract_res
)
if(NOT _zip_extract_res EQUAL 0)
message(FATAL_ERROR "Failed to extract libzip archive")
endif()
endif()
file(MAKE_DIRECTORY "${LIBZIP_BUILD_DIR}")
# Проверяем, собран ли уже libzip
set(_have_zip FALSE)
foreach(candidate
"${LIBZIP_BASE_DIR}-Debug/lib/zip.lib"
"${LIBZIP_BASE_DIR}-Release/lib/zip.lib"
)
if(EXISTS "${candidate}")
set(_have_zip TRUE)
break()
endif()
endforeach()
if(NOT _have_zip)
foreach(cfg IN LISTS BUILD_CONFIGS)
log("Configuring libzip (${cfg})...")
execute_process(
COMMAND ${CMAKE_COMMAND}
-G "${CMAKE_GENERATOR}"
-S "${LIBZIP_SRC_DIR}"
-B "${LIBZIP_SRC_DIR}/build-${cfg}"
-DCMAKE_INSTALL_PREFIX=${LIBZIP_BASE_DIR}-${cfg}
-DCMAKE_PREFIX_PATH=${ZLIB_INSTALL_DIR}
-DZLIB_ROOT=${ZLIB_INSTALL_DIR}
-DENABLE_COMMONCRYPTO=OFF
-DENABLE_GNUTLS=OFF
-DENABLE_MBEDTLS=OFF
-DENABLE_OPENSSL=OFF
-DENABLE_WINDOWS_CRYPTO=OFF
-DENABLE_FUZZ=OFF
RESULT_VARIABLE _zip_cfg_res
)
if(NOT _zip_cfg_res EQUAL 0)
message(FATAL_ERROR "libzip configure failed")
endif()
log("Building libzip (${cfg}) ...")
execute_process(
COMMAND ${CMAKE_COMMAND} --build "${LIBZIP_SRC_DIR}/build-${cfg}" --config ${cfg} -v
RESULT_VARIABLE _zip_build_res
)
if(NOT _zip_build_res EQUAL 0)
message(FATAL_ERROR "libzip build failed for configuration ${cfg}")
endif()
log("Installing libzip (${cfg}) ...")
execute_process(
COMMAND ${CMAKE_COMMAND} --install "${LIBZIP_SRC_DIR}/build-${cfg}" --config ${cfg} -v
RESULT_VARIABLE _zip_inst_res
)
if(NOT _zip_inst_res EQUAL 0)
message(FATAL_ERROR "libzip install failed for configuration ${cfg}")
endif()
endforeach()
endif()
add_library(libzip_external_lib UNKNOWN IMPORTED GLOBAL)
set_target_properties(libzip_external_lib PROPERTIES
IMPORTED_LOCATION_DEBUG "${LIBZIP_BASE_DIR}-Debug/lib/zip.lib" # ИСПРАВЛЕНО
IMPORTED_LOCATION_RELEASE "${LIBZIP_BASE_DIR}-Release/lib/zip.lib" # ИСПРАВЛЕНО
INTERFACE_INCLUDE_DIRECTORIES "$<IF:$<CONFIG:Debug>,${LIBZIP_BASE_DIR}-Debug/include,${LIBZIP_BASE_DIR}-Release/include>"
# libzip требует zlib для линковки
INTERFACE_LINK_LIBRARIES zlib_external_lib
)
# ===========================================
# Основной проект space-game001
# ===========================================
add_executable(space-game001
main.cpp
Game.cpp
Game.h
Environment.cpp
Environment.h
Renderer.cpp
Renderer.h
ShaderManager.cpp
ShaderManager.h
TextureManager.cpp
TextureManager.h
TextModel.cpp
TextModel.h
AudioPlayerAsync.cpp
AudioPlayerAsync.h
BoneAnimatedModel.cpp
BoneAnimatedModel.h
ZLMath.cpp
ZLMath.h
OpenGlExtensions.cpp
OpenGlExtensions.h
Utils.cpp
Utils.h
)
# Установка проекта по умолчанию для Visual Studio
set_property(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT space-game001)
# include-пути проекта
target_include_directories(space-game001 PRIVATE
"${CMAKE_CURRENT_SOURCE_DIR}"
#"${CMAKE_CURRENT_SOURCE_DIR}/gl"
#"${CMAKE_CURRENT_SOURCE_DIR}/cmakeaudioplayer/include"
#"${SDL2_INSTALL_DIR}/include"
#"${SDL2_INSTALL_DIR}/include/SDL2"
#"${LIBZIP_INSTALL_DIR}-Release/include" # Добавил include-путь для libzip
)
set_target_properties(space-game001 PROPERTIES
OUTPUT_NAME "space-game001"
)
# Определения препроцессора:
# PNG_ENABLED включает код PNG в TextureManager
# SDL_MAIN_HANDLED отключает переопределение main -> SDL_main
target_compile_definitions(space-game001 PRIVATE
PNG_ENABLED
SDL_MAIN_HANDLED
)
# Линкуем с SDL2main, если он вообще установлен
target_link_libraries(space-game001 PRIVATE SDL2main_external_lib)
# Линкуем сторонние библиотеки
target_link_libraries(space-game001 PRIVATE
SDL2_external_lib
libpng_external_lib
zlib_external_lib
libzip_external_lib
)
# Линкуем OpenGL (Windows)
if(WIN32)
target_link_libraries(space-game001 PRIVATE opengl32)
endif()
# ===========================================
# Копирование SDL2d.dll и zlibd.dll рядом с exe
# ===========================================
if (WIN32)
# SDL2: в Debug - SDL2d.dll, в Release - SDL2.dll
set(SDL2_DLL_SRC "$<IF:$<CONFIG:Debug>,${SDL2_INSTALL_DIR}/bin/SDL2d.dll,${SDL2_INSTALL_DIR}/bin/SDL2.dll>")
set(SDL2_DLL_DST "$<IF:$<CONFIG:Debug>,$<TARGET_FILE_DIR:space-game001>/SDL2d.dll,$<TARGET_FILE_DIR:space-game001>/SDL2.dll>")
set(LIBZIP_DLL_SRC "$<IF:$<CONFIG:Debug>,${LIBZIP_BASE_DIR}-Debug/bin/zip.dll,${LIBZIP_BASE_DIR}-Release/bin/zip.dll>")
add_custom_command(TARGET space-game001 POST_BUILD
COMMAND ${CMAKE_COMMAND} -E echo "Copying DLLs to output folder..."
# Копируем SDL2 (целевое имя всегда SDL2.dll)
COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${SDL2_DLL_SRC}"
"${SDL2_DLL_DST}"
# Копируем LIBZIP (целевое имя всегда zip.dll)
COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${LIBZIP_DLL_SRC}"
"$<TARGET_FILE_DIR:space-game001>/zip.dll"
)
endif()
# ===========================================
# Копирование ресурсов после сборки
# ===========================================
# Какие папки с ресурсами нужно копировать
set(RUNTIME_RESOURCE_DIRS
"resources"
"shaders"
)
# Копируем ресурсы и шейдеры в папку exe и в корень build/
foreach(resdir IN LISTS RUNTIME_RESOURCE_DIRS)
add_custom_command(TARGET space-game001 POST_BUILD
COMMAND ${CMAKE_COMMAND} -E echo "Copying ${resdir} to runtime folders..."
# 1) туда, где лежит exe (build/Debug, build/Release и т.п.)
COMMAND ${CMAKE_COMMAND} -E copy_directory
"${CMAKE_SOURCE_DIR}/${resdir}"
"$<TARGET_FILE_DIR:space-game001>/${resdir}"
# 2) в корень build, если захочешь запускать из этой папки
COMMAND ${CMAKE_COMMAND} -E copy_directory
"${CMAKE_SOURCE_DIR}/${resdir}"
"${CMAKE_BINARY_DIR}/${resdir}"
)
endforeach()

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@ -1,5 +1,5 @@
#pragma once
#include "Math.h"
#include "ZLMath.h"
#ifdef __linux__
#include <SDL2/SDL.h>
#endif

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@ -17,6 +17,23 @@ namespace ZL
const char* CONST_ZIP_FILE = "";
#endif
Vector4f generateRandomQuaternion(std::mt19937& gen)
{
// Ðàñïðåäåëåíèå äëÿ ãåíåðàöèè ñëó÷àéíûõ êîîðäèíàò êâàòåðíèîíà
std::normal_distribution<> distrib(0.0, 1.0);
// Ãåíåðèðóåì ÷åòûðå ñëó÷àéíûõ ÷èñëà èç íîðìàëüíîãî ðàñïðåäåëåíèÿ N(0, 1).
// Íîðìàëèçàöèÿ ýòîãî âåêòîðà äàåò ðàâíîìåðíîå ðàñïðåäåëåíèå ïî 4D-ñôåðå (ò.å. êâàòåðíèîí åäèíè÷íîé äëèíû).
Vector4f randomQuat = {
(float)distrib(gen),
(float)distrib(gen),
(float)distrib(gen),
(float)distrib(gen)
};
return randomQuat.normalized();
}
// --- Îñíîâíàÿ ôóíêöèÿ ãåíåðàöèè ---
std::vector<BoxCoords> generateRandomBoxCoords(int N)
@ -76,8 +93,14 @@ namespace ZL
if (accepted)
{
// Êîîðäèíàòû ïîäõîäÿò, äîáàâëÿåì îáúåêò
boxCoordsArr.emplace_back(BoxCoords{ newPos, Matrix3f::Identity() });
// 2. Ãåíåðèðóåì ñëó÷àéíûé êâàòåðíèîí
Vector4f randomQuat = generateRandomQuaternion(gen);
// 3. Ïðåîáðàçóåì åãî â ìàòðèöó âðàùåíèÿ
Matrix3f randomMatrix = QuatToMatrix(randomQuat);
// 4. Äîáàâëÿåì îáúåêò ñ íîâîé ñëó÷àéíîé ìàòðèöåé
boxCoordsArr.emplace_back(BoxCoords{ newPos, randomMatrix });
generatedCount++;
}
attempts++;
@ -267,6 +290,7 @@ void Game::drawBoxes()
renderer.RotateMatrix(Environment::inverseShipMatrix);
renderer.TranslateMatrix(-Environment::shipPosition);
renderer.TranslateMatrix(boxCoordsArr[i].pos);
renderer.RotateMatrix(boxCoordsArr[i].m);
glBindTexture(GL_TEXTURE_2D, boxTexture->getTexID());
renderer.DrawVertexRenderStruct(boxRenderArr[i]);

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@ -1,3 +1,83 @@
# Windows
download from https://cmake.org/download/
Windows x64 Installer: cmake-4.2.0-windows-x86_64.msi
download from https://github.com/libsdl-org/SDL/releases/tag/release-2.32.10
SDL2-2.32.10-win32-x64.zip
SDL2-2.32.10:
```
cd C:\..\SDL-realese-2.32.10
mkdir build
cd build
cmake -G "Visual Studio 18 2026" -DCMAKE_INSTALL_PREFIX=install ..
cmake --build . --config Debug
cmake --install . --config Debug
```
download from https://www.zlib.net/
zlib source code, version 1.3.1, zipfile format (1616K, SHA-256 hash 72af66d44fcc14c22013b46b814d5d2514673dda3d115e64b690c1ad636e7b17):
US (zlib.net)
zlib-1.3.1:
```
cd C:\..\zlib-1.3.1
mkdir build
cd build
cmake -G "Visual Studio 18 2026" -DCMAKE_INSTALL_PREFIX=install ..
cmake --build . --config Debug
cmake --install . --config Debug
```
download from https://github.com/pnggroup/libpng/releases/tag/v1.6.51
Source code (zip)
libpng-1.6.51:
```
cd C:\..\libpng-1.6.51
mkdir build
cd build
```
To build libpng, you need to specify the path to the zlib installation directory as follows:
```
cmake -DCMAKE_PREFIX_PATH="../zlib-1.3.1/build/install" -DCMAKE_INSTALL_PREFIX=install -G "Visual Studio 18 2026" ..
cmake --build . --config Debug
cmake --install . --config Debug
```
Настройка проекта в Visual Studio:
Перейдите в Project Properties (правый клик на проект, "Properties").
C/C++ - ОБЩИЕ; Дополнительные каталоги включаемых файлов, проверить чтобы был добавлен путь к папке include:(пример)
..\SDL-release-2.32.10\include;..\libpng-1.6.51\build\install\include;C:\Work\OpenAL 1.1 SDK\include;..\Projects\libogg\include;..\vorbis\include
Компоновщик - ОБЩИЕ; Доподнительные каталоги библиотек (пример)
..\SDL-release-2.32.10\build\install\lib;..\libpng-1.6.51\build\install\lib;..\zlib-1.3.1\build\install\lib
Компоновщик - ВВОД; Дополнительные зависимости, добавить zlibstaticd.lib (пример)
zlibstaticd.lib;libpng16_staticd.lib;SDL2d.lib;SDL2maind.lib;opengl32.lib;glu32.lib;shell32.lib;opengl32.lib;glu32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib
в папку ..\projectGAME01\x64\Debug добавить файл SDL2d.dll
который можно скопировать из папки ..\SDL-release-2.32.10\build\Debug
# Script to run:
```

View File

@ -1,7 +1,7 @@
#pragma once
#include "OpenGlExtensions.h"
#include "Math.h"
#include "ZLMath.h"
#include <exception>
#include <stdexcept>
#include "ShaderManager.h"

View File

@ -1,6 +1,6 @@
#pragma once
#include "Math.h"
#include "ZLMath.h"
#include "Renderer.h"
#include <unordered_map>

1514
Math.cpp → ZLMath.cpp Executable file → Normal file

File diff suppressed because it is too large Load Diff

View File

@ -141,4 +141,4 @@ namespace ZL {
Matrix4f MultMatrixMatrix(const Matrix4f& m1, const Matrix4f& m2);
Matrix4f MakeMatrix4x4(const Matrix3f& m, const Vector3f pos);
};
};

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@ -1,31 +0,0 @@

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@ -1,184 +0,0 @@
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@ -1,93 +0,0 @@
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