feat: integrate room framework and isolated subgame bundles
Complete room UI and protocol integration, move game definitions and resources behind bundle entries, publish authoritative version XML, and document single-game builds. Include all current resource changes and experiment artifacts.
This commit is contained in:
+441
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"name": "cc_viewPort",
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],
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"hash": 586721616,
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"glsl4": {
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"vert": "\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nlayout(set = 2, binding = 0) uniform CCLocal {\n highp mat4 cc_matWorld;\n highp mat4 cc_matWorldIT;\n highp vec4 cc_lightingMapUVParam;\n highp vec4 cc_localShadowBias;\n highp vec4 cc_reflectionProbeData1;\n highp vec4 cc_reflectionProbeData2;\n highp vec4 cc_reflectionProbeBlendData1;\n highp vec4 cc_reflectionProbeBlendData2;\n};\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec4 a_color;\nlayout(location = 0) out vec4 v_color;\nlayout(location = 2) in float a_dist;\nlayout(location = 1) out float v_dist;\nvec4 vert () {\n vec4 pos = vec4(a_position, 1);\n pos = cc_matViewProj * cc_matWorld * pos;\n v_color = a_color;\n v_dist = a_dist;\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
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"frag": "\nprecision highp float;\nlayout(location = 0) in vec4 v_color;\nlayout(location = 1) in float v_dist;\nvec4 frag () {\n vec4 o = v_color;\n float aa = fwidth(v_dist);\n float alpha = 1. - smoothstep(-aa, 0., abs(v_dist) - 1.0);\n o.rgb *= o.a;\n o *= alpha;\n return o;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
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},
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"glsl3": {
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"vert": "\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nlayout(std140) uniform CCLocal {\n highp mat4 cc_matWorld;\n highp mat4 cc_matWorldIT;\n highp vec4 cc_lightingMapUVParam;\n highp vec4 cc_localShadowBias;\n highp vec4 cc_reflectionProbeData1;\n highp vec4 cc_reflectionProbeData2;\n highp vec4 cc_reflectionProbeBlendData1;\n highp vec4 cc_reflectionProbeBlendData2;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\nin float a_dist;\nout float v_dist;\nvec4 vert () {\n vec4 pos = vec4(a_position, 1);\n pos = cc_matViewProj * cc_matWorld * pos;\n v_color = a_color;\n v_dist = a_dist;\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
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"frag": "\nprecision highp float;\nin vec4 v_color;\nin float v_dist;\nvec4 frag () {\n vec4 o = v_color;\n float aa = fwidth(v_dist);\n float alpha = 1. - smoothstep(-aa, 0., abs(v_dist) - 1.0);\n o.rgb *= o.a;\n o *= alpha;\n return o;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
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},
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"glsl1": {
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"vert": "\nprecision highp float;\nuniform highp mat4 cc_matViewProj;\nuniform highp mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\nattribute float a_dist;\nvarying float v_dist;\nvec4 vert () {\n vec4 pos = vec4(a_position, 1);\n pos = cc_matViewProj * cc_matWorld * pos;\n v_color = a_color;\n v_dist = a_dist;\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
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"frag": "\n#ifdef GL_OES_standard_derivatives\n#extension GL_OES_standard_derivatives: enable\n#endif\nprecision highp float;\nvarying vec4 v_color;\nvarying float v_dist;\nvec4 frag () {\n vec4 o = v_color;\n #ifdef GL_OES_standard_derivatives\n float aa = fwidth(v_dist);\n #else\n float aa = 0.05;\n #endif\n float alpha = 1. - smoothstep(-aa, 0., abs(v_dist) - 1.0);\n o.rgb *= o.a;\n o *= alpha;\n return o;\n}\nvoid main() { gl_FragColor = frag(); }"
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},
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"builtins": {
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"globals": {
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"blocks": [
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{
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"name": "CCGlobal",
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"defines": []
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},
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{
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"name": "CCCamera",
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}
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},
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"locals": {
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"blocks": [
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{
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"name": "CCLocal",
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},
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"statistics": {
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"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 56,
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"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 0
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}
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},
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"defines": [],
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"name": "internal/builtin-graphics|vs:vert|fs:frag"
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}
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}
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Reference in New Issue
Block a user