Working on script to reduce bones

This commit is contained in:
Vladislav Khorev committed 2026-06-14 14:11:44 +03:00
1 parent db456bde09
commit 5d427af9f7
71 files changed
+3937607 -60

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+50 -22
View File
@@ -49,13 +49,18 @@ namespace ZL
Game* Game::s_instance = nullptr;
void Game::onResourcesZipLoaded(unsigned /*handle*/, void* /*userData*/, const char* /*filename*/) {
std::cout << "Resources.zip loaded successfully" << std::endl;
std::cout << "Resources.zip loaded successfully--0" << std::endl;
if (s_instance) {
s_instance->resourcesDownloadProgress = 1.0f;
s_instance->mainThreadHandler.EnqueueMainThreadTask([&]() {
/*s_instance->mainThreadHandler.EnqueueMainThreadTask([&]() {
s_instance->setupPart2();
});
});*/
std::cout << "s_instance setup part 2" << std::endl;
s_instance->setupPart2();
}
std::cout << "s_instance end setup" << std::endl;
}
void Game::onResourcesZipError(unsigned /*handle*/, void* /*userData*/, int /*httpStatus*/) {
@@ -130,7 +135,7 @@ namespace ZL
// 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;
std::cout << "Load resurces step 1-" << std::endl;
emscripten_async_wget2("resources.zip", "resources.zip", "GET", nullptr, nullptr,
onResourcesZipLoaded, onResourcesZipError, onResourcesZipProgress);
#else
@@ -145,36 +150,59 @@ namespace ZL
void Game::setupPart2()
{
std::cout << "Load resurces step 12x1" << std::endl;
#ifdef EMSCRIPTEN
renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x2" << std::endl;
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);
renderer.shaderManager.AddShaderFromFiles("skinning", "resources/shaders/skinning.vertex", "resources/shaders/default_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("fog", "resources/shaders/fog.vertex", "resources/shaders/fog_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("fog_skinning", "resources/shaders/fog_skinning.vertex", "resources/shaders/fog_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("darklands_fog", "resources/shaders/darklands_fog.vertex", "resources/shaders/darklands_fog_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("darklands_fog_skinning", "resources/shaders/darklands_fog_skinning.vertex", "resources/shaders/darklands_fog_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("darklands_flash", "resources/shaders/default.vertex", "resources/shaders/darklands_flash_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("cutsceneFade", "resources/shaders/default.vertex", "resources/shaders/cutscene_fade_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("cutsceneBlack", "resources/shaders/default.vertex", "resources/shaders/cutscene_black_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("shadow_depth", "resources/shaders/shadow_depth.vertex", "resources/shaders/shadow_depth_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x1" << std::endl;
renderer.shaderManager.AddShaderFromFiles("shadow_depth_skinning", "resources/shaders/shadow_depth_skinning.vertex", "resources/shaders/shadow_depth_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("default_shadow", "resources/shaders/default_shadow.vertex", "resources/shaders/default_shadow_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x3" << std::endl;
renderer.shaderManager.AddShaderFromFiles("skinning_shadow", "resources/shaders/skinning_shadow.vertex", "resources/shaders/default_shadow_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetBake", "resources/shaders/planet_bake.vertex", "resources/shaders/planet_bake_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x4" << std::endl;
renderer.shaderManager.AddShaderFromFiles("fog_shadow", "resources/shaders/fog_shadow.vertex", "resources/shaders/fog_shadow_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetStone", "resources/shaders/planet_stone.vertex", "resources/shaders/planet_stone_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x5" << std::endl;
renderer.shaderManager.AddShaderFromFiles("planetLand", "resources/shaders/planet_land.vertex", "resources/shaders/planet_land_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x6" << std::endl;
renderer.shaderManager.AddShaderFromFiles("spark", "resources/shaders/spark.vertex", "resources/shaders/spark_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x7" << std::endl;
renderer.shaderManager.AddShaderFromFiles("skinning", "resources/shaders/skinning.vertex", "resources/shaders/default_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x8" << std::endl;
renderer.shaderManager.AddShaderFromFiles("fog", "resources/shaders/fog.vertex", "resources/shaders/fog_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x9" << std::endl;
renderer.shaderManager.AddShaderFromFiles("fog_skinning", "resources/shaders/fog_skinning.vertex", "resources/shaders/fog_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x10" << std::endl;
renderer.shaderManager.AddShaderFromFiles("darklands_fog", "resources/shaders/darklands_fog.vertex", "resources/shaders/darklands_fog_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x11" << std::endl;
renderer.shaderManager.AddShaderFromFiles("darklands_fog_skinning", "resources/shaders/darklands_fog_skinning.vertex", "resources/shaders/darklands_fog_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x12" << std::endl;
renderer.shaderManager.AddShaderFromFiles("darklands_flash", "resources/shaders/default.vertex", "resources/shaders/darklands_flash_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x13" << std::endl;
renderer.shaderManager.AddShaderFromFiles("cutsceneFade", "resources/shaders/default.vertex", "resources/shaders/cutscene_fade_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x14" << std::endl;
renderer.shaderManager.AddShaderFromFiles("cutsceneBlack", "resources/shaders/default.vertex", "resources/shaders/cutscene_black_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x15" << std::endl;
renderer.shaderManager.AddShaderFromFiles("shadow_depth", "resources/shaders/shadow_depth.vertex", "resources/shaders/shadow_depth_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x16" << std::endl;
renderer.shaderManager.AddShaderFromFiles("shadow_depth_skinning", "resources/shaders/shadow_depth_skinning.vertex", "resources/shaders/shadow_depth_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x17" << std::endl;
renderer.shaderManager.AddShaderFromFiles("default_shadow", "resources/shaders/default_shadow.vertex", "resources/shaders/default_shadow_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x18" << std::endl;
renderer.shaderManager.AddShaderFromFiles("skinning_shadow", "resources/shaders/skinning_shadow.vertex", "resources/shaders/default_shadow_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x19" << std::endl;
renderer.shaderManager.AddShaderFromFiles("fog_shadow", "resources/shaders/fog_shadow.vertex", "resources/shaders/fog_shadow_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x20" << std::endl;
renderer.shaderManager.AddShaderFromFiles("fog_skinning_shadow", "resources/shaders/fog_skinning_shadow.vertex", "resources/shaders/fog_shadow_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x21" << std::endl;
renderer.shaderManager.AddShaderFromFiles("night_fog", "resources/shaders/night_fog.vertex", "resources/shaders/night_fog_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x22" << std::endl;
renderer.shaderManager.AddShaderFromFiles("night_fog_skinning", "resources/shaders/night_fog_skinning.vertex", "resources/shaders/night_fog_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x23" << std::endl;
renderer.shaderManager.AddShaderFromFiles("night_fog_shadow", "resources/shaders/night_fog_shadow.vertex", "resources/shaders/night_fog_shadow_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x24" << std::endl;
renderer.shaderManager.AddShaderFromFiles("night_fog_skinning_shadow", "resources/shaders/night_fog_skinning_shadow.vertex", "resources/shaders/night_fog_shadow_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x25" << std::endl;
#else
renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_desktop.fragment", CONST_ZIP_FILE);
+12 -10
View File
@@ -64,16 +64,18 @@ namespace ZL
player = std::make_unique<Character>();
player->loadBinaryAnimation(AnimationState::STAND, "resources/w/gg/new/gg_stand_idle001.anim", CONST_ZIP_FILE);
player->loadBinaryAnimation(AnimationState::WALK, "resources/w/gg/new/gg_walk001.anim", CONST_ZIP_FILE);
player->loadBinaryAnimation(AnimationState::STAND_TO_ACTION, "resources/w/gg/new/gg_stand_to_action001.anim", CONST_ZIP_FILE);
player->loadBinaryAnimation(AnimationState::ACTION_ATTACK, "resources/w/gg/gg_action_chop001.anim", CONST_ZIP_FILE);
player->loadBinaryAnimation(AnimationState::ACTION_ATTACK_2, "resources/w/gg/gg_action_stab001.anim", CONST_ZIP_FILE);
player->loadBinaryAnimation(AnimationState::ACTION_IDLE, "resources/w/gg/gg_action_idle002.anim", CONST_ZIP_FILE);
player->loadBinaryAnimation(AnimationState::ACTION_TO_STAND, "resources/w/gg/new/gg_action_to_stand001.anim", CONST_ZIP_FILE);
player->loadBinaryAnimation(AnimationState::ACTION_TO_DEATH, "resources/w/gg/new/gg_die001.anim", CONST_ZIP_FILE);
player->loadBinaryAnimation(AnimationState::DEATH_IDLE, "resources/w/gg/new/gg_die_idle001.anim", CONST_ZIP_FILE);
player->loadBinaryAnimation(AnimationState::STAND, "resources/w/gg/new2/gg_stand_idle001_small.anim", CONST_ZIP_FILE);
player->loadBinaryAnimation(AnimationState::WALK, "resources/w/gg/new2/gg_walk001_small.anim", CONST_ZIP_FILE);
player->loadBinaryAnimation(AnimationState::STAND_TO_ACTION, "resources/w/gg/new2/gg_stand_to_action001_small.anim", CONST_ZIP_FILE);
player->loadBinaryAnimation(AnimationState::ACTION_ATTACK, "resources/w/gg/new2/gg_action_chop001_small.anim", CONST_ZIP_FILE);
player->loadBinaryAnimation(AnimationState::ACTION_ATTACK_2, "resources/w/gg/new2/gg_action_stab001_small.anim", CONST_ZIP_FILE);
player->loadBinaryAnimation(AnimationState::ACTION_IDLE, "resources/w/gg/new2/gg_action_idle002_small.anim", CONST_ZIP_FILE);
player->loadBinaryAnimation(AnimationState::ACTION_TO_STAND, "resources/w/gg/new2/gg_action_to_stand001_small.anim", CONST_ZIP_FILE);
player->loadBinaryAnimation(AnimationState::ACTION_TO_DEATH, "resources/w/gg/new2/gg_die001_small.anim", CONST_ZIP_FILE);
player->loadBinaryAnimation(AnimationState::DEATH_IDLE, "resources/w/gg/new2/gg_die_idle001_small.anim", CONST_ZIP_FILE);
player->weaponTexture = renderer.textureManager.LoadFromPng("resources/w/gg/Props.png", CONST_ZIP_FILE);
player->weaponMesh.data = LoadFromTextFile02("resources/w/gg/knife002.txt", CONST_ZIP_FILE);
+22
View File
@@ -10,6 +10,8 @@ namespace ZL {
ShaderResource::ShaderResource(const std::string &vertexCode, const std::string &fragmentCode) {
std::cout << "Started creating shader resource" << std::endl;
const int CONST_INFOLOG_LENGTH = 256;
char infoLog[CONST_INFOLOG_LENGTH];
@@ -43,6 +45,8 @@ namespace ZL {
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &fragmentShaderCompiled);
glGetShaderInfoLog(fragmentShader, CONST_INFOLOG_LENGTH, &infoLogLength2, infoLog2);
std::cout << "Creating shader resource step 1" << std::endl;
if (!vertexShaderCompiled) {
#ifdef __ANDROID__
@@ -53,6 +57,9 @@ namespace ZL {
throw std::runtime_error("Failed to compile vertex shader code!");
}
std::cout << "Creating shader resource step 2" << std::endl;
if (!fragmentShaderCompiled) {
#ifdef __ANDROID__
__android_log_print(ANDROID_LOG_ERROR, "ShaderManager",
@@ -63,6 +70,9 @@ namespace ZL {
throw std::runtime_error("Failed to compile fragment shader code!");
}
std::cout << "Creating shader resource step 4" << std::endl;
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
@@ -76,15 +86,21 @@ namespace ZL {
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &programLinked);
glGetProgramInfoLog(shaderProgram, CONST_INFOLOG_LENGTH, &infoLogLength, infoLog);
std::cout << "Creating shader resource step 4" << std::endl;
if (!programLinked) {
shaderProgram = 0;
#ifdef __ANDROID__
__android_log_print(ANDROID_LOG_ERROR, "ShaderManager",
"Failed to link shader program: %s", infoLog);
#endif
std::cout << "Failed to link shader program: " << infoLog << std::endl;
throw std::runtime_error("Failed to link shader program!");
}
std::cout << "Creating shader resource step 5" << std::endl;
//================= Parsing all uniforms ================
int dummySize; //Dummy
@@ -105,6 +121,9 @@ namespace ZL {
uniformList[uniformName] = glGetUniformLocation(shaderProgram, uniformName);
}
std::cout << "Creating shader resource step 6" << std::endl;
//================= Parsing all attributes ================
int activeAttribs;
@@ -119,6 +138,9 @@ namespace ZL {
attribList[attribName] = glGetAttribLocation(shaderProgram, attribName);
}
std::cout << "Creating shader resource step 7" << std::endl;
#ifdef __ANDROID__
__android_log_print(ANDROID_LOG_INFO, "ShaderManager",
"Shader created successfully, program ID: %u", shaderProgram);