#include "Game.h" #include "AnimatedModel.h" #include "BoneAnimatedModel.h" #include "planet/PlanetData.h" #include "utils/Utils.h" #include "render/OpenGlExtensions.h" #include #include "render/TextureManager.h" #include "TextModel.h" #include #include #include #include #ifdef __ANDROID__ #include #endif #ifdef NETWORK #include "network/WebSocketClientBase.h" #ifdef EMSCRIPTEN #include "network/WebSocketClientEmscripten.h" #else #include "network/WebSocketClient.h" #endif #endif #ifdef EMSCRIPTEN #include #endif #include "network/LocalClient.h" #include "network/ClientState.h" #include "GameConstants.h" namespace ZL { #ifdef EMSCRIPTEN const char* CONST_ZIP_FILE = "resources.zip"; #else //const char* CONST_ZIP_FILE = "C:\\Work\\Projects\\space-game001\\resources.zip"; const char* CONST_ZIP_FILE = ""; #endif float x = 0; float y = 0; float z = 0; #ifdef EMSCRIPTEN Game* Game::s_instance = nullptr; void Game::onResourcesZipLoaded(const char* /*filename*/) { if (s_instance) { s_instance->mainThreadHandler.EnqueueMainThreadTask([&]() { s_instance->setupPart2(); }); } } void Game::onResourcesZipError(const char* /*filename*/) { std::cerr << "Failed to download resources.zip" << std::endl; } #endif Game::Game() : /*window(nullptr) , glContext(nullptr) , */newTickCount(0) , lastTickCount(0) , menuManager(renderer) , space(renderer, taskManager, mainThreadHandler, networkClient, menuManager) { } Game::~Game() { /* if (glContext) { SDL_GL_DeleteContext(glContext); } if (window) { SDL_DestroyWindow(window); }*/ #ifndef EMSCRIPTEN // In Emscripten, SDL must stay alive across context loss/restore cycles // so the window remains valid when the game object is re-created. SDL_Quit(); #endif } void Game::setup() { //glContext = SDL_GL_CreateContext(ZL::Environment::window); //glContext = in_glContext; Environment::width = Environment::CONST_DEFAULT_WIDTH; Environment::height = Environment::CONST_DEFAULT_HEIGHT; Environment::computeProjectionDimensions(); ZL::BindOpenGlFunctions(); ZL::CheckGlError(); renderer.InitOpenGL(); #ifdef EMSCRIPTEN // These shaders and loading.png are preloaded separately (not from zip), // so they are available immediately without waiting for resources.zip. renderer.shaderManager.AddShaderFromFiles("defaultColor", "resources/shaders/defaultColor.vertex", "resources/shaders/defaultColor_web.fragment", ""); renderer.shaderManager.AddShaderFromFiles("default", "resources/shaders/default.vertex", "resources/shaders/default_web.fragment", ""); loadingTexture = std::make_unique(CreateTextureDataFromPng("resources/loading.png", "")); #else renderer.shaderManager.AddShaderFromFiles("defaultColor", "resources/shaders/defaultColor.vertex", "resources/shaders/defaultColor_desktop.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("default", "resources/shaders/default.vertex", "resources/shaders/default_desktop.fragment", CONST_ZIP_FILE); loadingTexture = std::make_unique(CreateTextureDataFromPng("resources/loading.png", CONST_ZIP_FILE)); #endif float minDimension; float width = Environment::projectionWidth; float height = Environment::projectionHeight; if (width >= height) { minDimension = height; } else { minDimension = width; } loadingMesh.data = CreateRect2D({ 0.0f, 0.0f }, { minDimension*0.5f, minDimension*0.5f }, 3); loadingMesh.RefreshVBO(); #ifdef EMSCRIPTEN // Asynchronously download resources.zip; setupPart2() is called on completion. // The loading screen stays visible until the download finishes. s_instance = this; std::cout << "Load resurces step 1" << std::endl; emscripten_async_wget("resources.zip", "resources.zip", onResourcesZipLoaded, onResourcesZipError); #else mainThreadHandler.EnqueueMainThreadTask([this]() { std::cout << "Load resurces step 2" << std::endl; this->setupPart2(); std::cout << "Load resurces step 3" << std::endl; }); #endif } void Game::setupPart2() { #ifdef EMSCRIPTEN renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "resources/shaders/defaultAtmosphere.vertex", "resources/shaders/defaultAtmosphere_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("planetBake", "resources/shaders/planet_bake.vertex", "resources/shaders/planet_bake_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("planetStone", "resources/shaders/planet_stone.vertex", "resources/shaders/planet_stone_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("planetLand", "resources/shaders/planet_land.vertex", "resources/shaders/planet_land_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("spark", "resources/shaders/spark.vertex", "resources/shaders/spark_web.fragment", CONST_ZIP_FILE); #else renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_desktop.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "resources/shaders/defaultAtmosphere.vertex", "resources/shaders/defaultAtmosphere_desktop.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("planetBake", "resources/shaders/planet_bake.vertex", "resources/shaders/planet_bake_desktop.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("planetStone", "resources/shaders/planet_stone.vertex", "resources/shaders/planet_stone_desktop.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("planetLand", "resources/shaders/planet_land.vertex", "resources/shaders/planet_land_desktop.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("spark", "resources/shaders/spark.vertex", "resources/shaders/spark_desktop.fragment", CONST_ZIP_FILE); #endif menuManager.setupMenu(); menuManager.onMainMenuEntered = [this]() { if (networkClient) { networkClient->Disconnect(); networkClient.reset(); } }; menuManager.onSingleplayerPressed = [this](const std::string& nickname, int shipType) { Environment::shipState.nickname = nickname; Environment::shipState.shipType = shipType; if (Environment::shipState.shipType == 1) { menuManager.uiManager.findButton("shootButton")->state = ButtonState::Disabled; menuManager.uiManager.findButton("shootButton2")->state = ButtonState::Disabled; } else { menuManager.uiManager.findButton("shootButton")->state = ButtonState::Normal; menuManager.uiManager.findButton("shootButton2")->state = ButtonState::Normal; } auto localClient = new LocalClient; ClientState st = Environment::shipState; st.id = localClient->GetClientId(); localClient->setLocalPlayerState(st); networkClient = std::unique_ptr(localClient); networkClient->Connect("", 0); space.resetPlayerState(); lastTickCount = 0; }; menuManager.onMultiplayerPressed = [this](const std::string& nickname, int shipType) { Environment::shipState.nickname = nickname; Environment::shipState.shipType = shipType; #ifdef EMSCRIPTEN networkClient = std::make_unique(); networkClient->Connect("localhost", 8081); #else networkClient = std::make_unique(taskManager.getIOContext()); networkClient->Connect("localhost", 8081); #endif if (networkClient) { std::string joinMsg = std::string("JOIN:") + nickname + ":" + std::to_string(shipType); networkClient->Send(joinMsg); std::cerr << "Sent JOIN: " << joinMsg << std::endl; } space.boxCoordsArr.clear(); space.boxRenderArr.clear(); space.boxAlive.clear(); space.serverBoxesApplied = false; space.resetPlayerState(); connectingStartTicks = SDL_GetTicks(); lastTickCount = 0; }; space.setup(); loadingCompleted = true; } void Game::drawUI() { glClear(GL_DEPTH_BUFFER_BIT); renderer.shaderManager.PushShader(defaultShaderName); renderer.RenderUniform1i(textureUniformName, 0); glEnable(GL_BLEND); menuManager.uiManager.draw(renderer); glDisable(GL_BLEND); renderer.shaderManager.PopShader(); CheckGlError(); } void Game::drawUnderMainMenu() { glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); } void Game::drawScene() { glViewport(0, 0, Environment::width, Environment::height); if (!loadingCompleted) { drawLoading(); } else { if (menuManager.shouldRenderSpace()) { space.drawScene(); } else { drawUnderMainMenu(); } drawUI(); } CheckGlError(); } void Game::drawLoading() { glClear(GL_DEPTH_BUFFER_BIT); renderer.shaderManager.PushShader(defaultShaderName); renderer.RenderUniform1i(textureUniformName, 0); float width = Environment::projectionWidth; float height = Environment::projectionHeight; renderer.PushProjectionMatrix( -width * 0.5f, width*0.5f, -height * 0.5f, height * 0.5f, -10, 10); renderer.PushMatrix(); renderer.LoadIdentity(); glBindTexture(GL_TEXTURE_2D, loadingTexture->getTexID()); renderer.DrawVertexRenderStruct(loadingMesh); renderer.PopMatrix(); renderer.PopProjectionMatrix(); renderer.shaderManager.PopShader(); CheckGlError(); } int64_t Game::getSyncTimeMs() { int64_t localNow = std::chrono::duration_cast( std::chrono::system_clock::now().time_since_epoch()).count(); if(networkClient) { return localNow + networkClient->getTimeOffset(); } else { return localNow; } } void Game::processTickCount() { if (lastTickCount == 0) { lastTickCount = getSyncTimeMs(); lastTickCount = (lastTickCount / 50) * 50; return; } newTickCount = getSyncTimeMs(); newTickCount = (newTickCount / 50) * 50; if (newTickCount - lastTickCount > CONST_TIMER_INTERVAL) { int64_t delta = newTickCount - lastTickCount; if (delta > CONST_MAX_TIME_INTERVAL) { //throw std::runtime_error("Synchronization is lost"); } if (menuManager.shouldRenderSpace()) { space.processTickCount(newTickCount, delta); } menuManager.uiManager.update(static_cast(delta)); lastTickCount = newTickCount; } } void Game::render() { //SDL_GL_MakeCurrent(ZL::Environment::window, glContext); ZL::CheckGlError(); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //processTickCount(); drawScene(); processTickCount(); //std::this_thread::sleep_for(std::chrono::milliseconds(50)); SDL_GL_SwapWindow(ZL::Environment::window); } void Game::update() { SDL_Event event; while (SDL_PollEvent(&event)) { if (event.type == SDL_QUIT) { Environment::exitGameLoop = true; } if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED) { // Обновляем размеры и сбрасываем кеш текстов, т.к. меши хранятся в пикселях Environment::width = event.window.data1; Environment::height = event.window.data2; Environment::computeProjectionDimensions(); menuManager.uiManager.updateAllLayouts(); std::cout << "Window resized: " << Environment::width << "x" << Environment::height << std::endl; space.clearTextRendererCache(); } #ifdef __ANDROID__ if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_AC_BACK) { Environment::exitGameLoop = true; } #endif #ifdef __ANDROID__ if (event.type == SDL_FINGERDOWN) { int mx = static_cast(event.tfinger.x * Environment::projectionWidth); int my = static_cast(event.tfinger.y * Environment::projectionHeight); handleDown(static_cast(event.tfinger.fingerId), mx, my); } else if (event.type == SDL_FINGERUP) { int mx = static_cast(event.tfinger.x * Environment::projectionWidth); int my = static_cast(event.tfinger.y * Environment::projectionHeight); handleUp(static_cast(event.tfinger.fingerId), mx, my); } else if (event.type == SDL_FINGERMOTION) { int mx = static_cast(event.tfinger.x * Environment::projectionWidth); int my = static_cast(event.tfinger.y * Environment::projectionHeight); handleMotion(static_cast(event.tfinger.fingerId), mx, my); } #else // Emscripten on mobile browser: handle real touch events with per-finger IDs. // SDL_HINT_TOUCH_MOUSE_EVENTS="0" is set in main.cpp so these don't // also fire SDL_MOUSEBUTTONDOWN, preventing double-processing. #ifdef EMSCRIPTEN if (event.type == SDL_FINGERDOWN) { int mx = static_cast(event.tfinger.x * Environment::projectionWidth); int my = static_cast(event.tfinger.y * Environment::projectionHeight); handleDown(static_cast(event.tfinger.fingerId), mx, my); } else if (event.type == SDL_FINGERUP) { int mx = static_cast(event.tfinger.x * Environment::projectionWidth); int my = static_cast(event.tfinger.y * Environment::projectionHeight); handleUp(static_cast(event.tfinger.fingerId), mx, my); } else if (event.type == SDL_FINGERMOTION) { int mx = static_cast(event.tfinger.x * Environment::projectionWidth); int my = static_cast(event.tfinger.y * Environment::projectionHeight); handleMotion(static_cast(event.tfinger.fingerId), mx, my); } #endif if (event.type == SDL_MOUSEBUTTONDOWN || event.type == SDL_MOUSEBUTTONUP) { // Преобразуем экранные пиксели в проекционные единицы int mx = static_cast((float)event.button.x / Environment::width * Environment::projectionWidth); int my = static_cast((float)event.button.y / Environment::height * Environment::projectionHeight); if (event.type == SDL_MOUSEBUTTONDOWN) handleDown(ZL::UiManager::MOUSE_FINGER_ID, mx, my); else handleUp(ZL::UiManager::MOUSE_FINGER_ID, mx, my); //std::cout << "Mouse button " << (event.type == SDL_MOUSEBUTTONDOWN ? "down" : "up") << ": x=" << mx << " y=" << my << std::endl; } else if (event.type == SDL_MOUSEMOTION) { int mx = static_cast((float)event.motion.x / Environment::width * Environment::projectionWidth); int my = static_cast((float)event.motion.y / Environment::height * Environment::projectionHeight); handleMotion(ZL::UiManager::MOUSE_FINGER_ID, mx, my); } if (event.type == SDL_MOUSEWHEEL) { static const float zoomstep = 2.0f; if (event.wheel.y > 0) { Environment::zoom -= zoomstep; } else if (event.wheel.y < 0) { Environment::zoom += zoomstep; } if (Environment::zoom < zoomstep) { Environment::zoom = zoomstep; } } // Обработка ввода текста if (event.type == SDL_KEYDOWN) { if (event.key.keysym.sym == SDLK_BACKSPACE) { menuManager.uiManager.onKeyBackspace(); } } if (event.type == SDL_TEXTINPUT) { // Пропускаем ctrl+c и другие команды if ((event.text.text[0] & 0x80) == 0) { // ASCII символы menuManager.uiManager.onKeyPress((unsigned char)event.text.text[0]); } } if (event.type == SDL_KEYUP) { if (event.key.keysym.sym == SDLK_r) { std::cout << "Camera position: x=" << x << " y=" << y << " z=" << z << std::endl; } } #endif } render(); if (networkClient) { //#ifndef NETWORK auto localClient = dynamic_cast(networkClient.get()); if (localClient) { localClient->setLocalPlayerState(Environment::shipState); } //#endif networkClient->Poll(); if (menuManager.getState() == GameState::Connecting) { if (networkClient->IsConnected()) { menuManager.notifyConnected(); // Enable/disable shoot buttons based on ship type if (Environment::shipState.shipType == 1) { if (auto b = menuManager.uiManager.findButton("shootButton")) b->state = ButtonState::Disabled; if (auto b = menuManager.uiManager.findButton("shootButton2")) b->state = ButtonState::Disabled; } else { if (auto b = menuManager.uiManager.findButton("shootButton")) b->state = ButtonState::Normal; if (auto b = menuManager.uiManager.findButton("shootButton2")) b->state = ButtonState::Normal; } } else if (SDL_GetTicks() - connectingStartTicks > CONNECTING_TIMEOUT_MS) { menuManager.notifyConnectionFailed(); } } #ifdef NETWORK auto* wsBase = dynamic_cast(networkClient.get()); if (wsBase) { auto spawns = wsBase->getPendingSpawns(); for (auto& st : spawns) { if (st.id == wsBase->getClientId()) { // применяем к локальному кораблю ZL::Environment::shipState.position = st.position; ZL::Environment::shipState.rotation = st.rotation; // обнуляем движение чтобы не было рывков ZL::Environment::shipState.currentAngularVelocity = Eigen::Vector3f::Zero(); ZL::Environment::shipState.velocity = 0.0f; ZL::Environment::shipState.selectedVelocity = 0; ZL::Environment::shipState.discreteMag = 0.0f; ZL::Environment::shipState.discreteAngle = -1; std::cout << "Game: Applied SPAWN at " << st.position.x() << ", " << st.position.y() << ", " << st.position.z() << std::endl; } } } #endif } mainThreadHandler.processMainThreadTasks(); if (menuManager.shouldRenderSpace()) { space.update(); } } void Game::handleDown(int64_t fingerId, int mx, int my) { int uiX = mx; int uiY = Environment::projectionHeight - my; menuManager.uiManager.onTouchDown(fingerId, uiX, uiY); if (!menuManager.uiManager.isUiInteractionForFinger(fingerId)) { if (menuManager.shouldRenderSpace()) { space.handleDown(mx, my); } } } void Game::handleUp(int64_t fingerId, int mx, int my) { int uiX = mx; int uiY = Environment::projectionHeight - my; // Check BEFORE onTouchUp erases the finger from the map. // If this finger started on a UI element, don't notify space — // otherwise space would think the ship-control finger was released. bool wasUiInteraction = menuManager.uiManager.isUiInteractionForFinger(fingerId); menuManager.uiManager.onTouchUp(fingerId, uiX, uiY); if (!wasUiInteraction) { if (menuManager.shouldRenderSpace()) { space.handleUp(mx, my); } } } void Game::handleMotion(int64_t fingerId, int mx, int my) { int uiX = mx; int uiY = Environment::projectionHeight - my; // Check before onTouchMove so the "started on UI" state is preserved // regardless of what onTouchMove does internally. bool wasUiInteraction = menuManager.uiManager.isUiInteractionForFinger(fingerId); menuManager.uiManager.onTouchMove(fingerId, uiX, uiY); if (!wasUiInteraction) { if (menuManager.shouldRenderSpace()) { space.handleMotion(mx, my); } } } } // namespace ZL