Working on script to reduce bones
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db456bde09
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5d427af9f7
71 files changed
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+50
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@@ -49,13 +49,18 @@ namespace ZL
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Game* Game::s_instance = nullptr;
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void Game::onResourcesZipLoaded(unsigned /*handle*/, void* /*userData*/, const char* /*filename*/) {
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std::cout << "Resources.zip loaded successfully" << std::endl;
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std::cout << "Resources.zip loaded successfully--0" << std::endl;
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if (s_instance) {
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s_instance->resourcesDownloadProgress = 1.0f;
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s_instance->mainThreadHandler.EnqueueMainThreadTask([&]() {
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/*s_instance->mainThreadHandler.EnqueueMainThreadTask([&]() {
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s_instance->setupPart2();
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});
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});*/
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std::cout << "s_instance setup part 2" << std::endl;
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s_instance->setupPart2();
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}
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std::cout << "s_instance end setup" << std::endl;
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}
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void Game::onResourcesZipError(unsigned /*handle*/, void* /*userData*/, int /*httpStatus*/) {
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@@ -130,7 +135,7 @@ namespace ZL
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// Asynchronously download resources.zip; setupPart2() is called on completion.
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// The loading screen stays visible until the download finishes.
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s_instance = this;
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std::cout << "Load resurces step 1" << std::endl;
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std::cout << "Load resurces step 1-" << std::endl;
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emscripten_async_wget2("resources.zip", "resources.zip", "GET", nullptr, nullptr,
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onResourcesZipLoaded, onResourcesZipError, onResourcesZipProgress);
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#else
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@@ -145,36 +150,59 @@ namespace ZL
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void Game::setupPart2()
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{
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std::cout << "Load resurces step 12x1" << std::endl;
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#ifdef EMSCRIPTEN
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renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_web.fragment", CONST_ZIP_FILE);
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std::cout << "Load resurces step 12x2" << std::endl;
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renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "resources/shaders/defaultAtmosphere.vertex", "resources/shaders/defaultAtmosphere_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("planetBake", "resources/shaders/planet_bake.vertex", "resources/shaders/planet_bake_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("planetStone", "resources/shaders/planet_stone.vertex", "resources/shaders/planet_stone_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("planetLand", "resources/shaders/planet_land.vertex", "resources/shaders/planet_land_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("spark", "resources/shaders/spark.vertex", "resources/shaders/spark_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("skinning", "resources/shaders/skinning.vertex", "resources/shaders/default_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("fog", "resources/shaders/fog.vertex", "resources/shaders/fog_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("fog_skinning", "resources/shaders/fog_skinning.vertex", "resources/shaders/fog_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("darklands_fog", "resources/shaders/darklands_fog.vertex", "resources/shaders/darklands_fog_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("darklands_fog_skinning", "resources/shaders/darklands_fog_skinning.vertex", "resources/shaders/darklands_fog_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("darklands_flash", "resources/shaders/default.vertex", "resources/shaders/darklands_flash_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("cutsceneFade", "resources/shaders/default.vertex", "resources/shaders/cutscene_fade_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("cutsceneBlack", "resources/shaders/default.vertex", "resources/shaders/cutscene_black_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("shadow_depth", "resources/shaders/shadow_depth.vertex", "resources/shaders/shadow_depth_web.fragment", CONST_ZIP_FILE);
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std::cout << "Load resurces step 12x1" << std::endl;
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renderer.shaderManager.AddShaderFromFiles("shadow_depth_skinning", "resources/shaders/shadow_depth_skinning.vertex", "resources/shaders/shadow_depth_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("default_shadow", "resources/shaders/default_shadow.vertex", "resources/shaders/default_shadow_web.fragment", CONST_ZIP_FILE);
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std::cout << "Load resurces step 12x3" << std::endl;
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renderer.shaderManager.AddShaderFromFiles("skinning_shadow", "resources/shaders/skinning_shadow.vertex", "resources/shaders/default_shadow_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("planetBake", "resources/shaders/planet_bake.vertex", "resources/shaders/planet_bake_web.fragment", CONST_ZIP_FILE);
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std::cout << "Load resurces step 12x4" << std::endl;
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renderer.shaderManager.AddShaderFromFiles("fog_shadow", "resources/shaders/fog_shadow.vertex", "resources/shaders/fog_shadow_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("planetStone", "resources/shaders/planet_stone.vertex", "resources/shaders/planet_stone_web.fragment", CONST_ZIP_FILE);
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std::cout << "Load resurces step 12x5" << std::endl;
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renderer.shaderManager.AddShaderFromFiles("planetLand", "resources/shaders/planet_land.vertex", "resources/shaders/planet_land_web.fragment", CONST_ZIP_FILE);
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std::cout << "Load resurces step 12x6" << std::endl;
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renderer.shaderManager.AddShaderFromFiles("spark", "resources/shaders/spark.vertex", "resources/shaders/spark_web.fragment", CONST_ZIP_FILE);
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std::cout << "Load resurces step 12x7" << std::endl;
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renderer.shaderManager.AddShaderFromFiles("skinning", "resources/shaders/skinning.vertex", "resources/shaders/default_web.fragment", CONST_ZIP_FILE);
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std::cout << "Load resurces step 12x8" << std::endl;
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renderer.shaderManager.AddShaderFromFiles("fog", "resources/shaders/fog.vertex", "resources/shaders/fog_web.fragment", CONST_ZIP_FILE);
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std::cout << "Load resurces step 12x9" << std::endl;
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renderer.shaderManager.AddShaderFromFiles("fog_skinning", "resources/shaders/fog_skinning.vertex", "resources/shaders/fog_web.fragment", CONST_ZIP_FILE);
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std::cout << "Load resurces step 12x10" << std::endl;
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renderer.shaderManager.AddShaderFromFiles("darklands_fog", "resources/shaders/darklands_fog.vertex", "resources/shaders/darklands_fog_web.fragment", CONST_ZIP_FILE);
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std::cout << "Load resurces step 12x11" << std::endl;
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renderer.shaderManager.AddShaderFromFiles("darklands_fog_skinning", "resources/shaders/darklands_fog_skinning.vertex", "resources/shaders/darklands_fog_web.fragment", CONST_ZIP_FILE);
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std::cout << "Load resurces step 12x12" << std::endl;
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renderer.shaderManager.AddShaderFromFiles("darklands_flash", "resources/shaders/default.vertex", "resources/shaders/darklands_flash_web.fragment", CONST_ZIP_FILE);
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std::cout << "Load resurces step 12x13" << std::endl;
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renderer.shaderManager.AddShaderFromFiles("cutsceneFade", "resources/shaders/default.vertex", "resources/shaders/cutscene_fade_web.fragment", CONST_ZIP_FILE);
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std::cout << "Load resurces step 12x14" << std::endl;
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renderer.shaderManager.AddShaderFromFiles("cutsceneBlack", "resources/shaders/default.vertex", "resources/shaders/cutscene_black_web.fragment", CONST_ZIP_FILE);
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std::cout << "Load resurces step 12x15" << std::endl;
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renderer.shaderManager.AddShaderFromFiles("shadow_depth", "resources/shaders/shadow_depth.vertex", "resources/shaders/shadow_depth_web.fragment", CONST_ZIP_FILE);
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std::cout << "Load resurces step 12x16" << std::endl;
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renderer.shaderManager.AddShaderFromFiles("shadow_depth_skinning", "resources/shaders/shadow_depth_skinning.vertex", "resources/shaders/shadow_depth_web.fragment", CONST_ZIP_FILE);
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std::cout << "Load resurces step 12x17" << std::endl;
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renderer.shaderManager.AddShaderFromFiles("default_shadow", "resources/shaders/default_shadow.vertex", "resources/shaders/default_shadow_web.fragment", CONST_ZIP_FILE);
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std::cout << "Load resurces step 12x18" << std::endl;
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renderer.shaderManager.AddShaderFromFiles("skinning_shadow", "resources/shaders/skinning_shadow.vertex", "resources/shaders/default_shadow_web.fragment", CONST_ZIP_FILE);
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std::cout << "Load resurces step 12x19" << std::endl;
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renderer.shaderManager.AddShaderFromFiles("fog_shadow", "resources/shaders/fog_shadow.vertex", "resources/shaders/fog_shadow_web.fragment", CONST_ZIP_FILE);
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std::cout << "Load resurces step 12x20" << std::endl;
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renderer.shaderManager.AddShaderFromFiles("fog_skinning_shadow", "resources/shaders/fog_skinning_shadow.vertex", "resources/shaders/fog_shadow_web.fragment", CONST_ZIP_FILE);
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std::cout << "Load resurces step 12x21" << std::endl;
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renderer.shaderManager.AddShaderFromFiles("night_fog", "resources/shaders/night_fog.vertex", "resources/shaders/night_fog_web.fragment", CONST_ZIP_FILE);
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std::cout << "Load resurces step 12x22" << std::endl;
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renderer.shaderManager.AddShaderFromFiles("night_fog_skinning", "resources/shaders/night_fog_skinning.vertex", "resources/shaders/night_fog_web.fragment", CONST_ZIP_FILE);
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std::cout << "Load resurces step 12x23" << std::endl;
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renderer.shaderManager.AddShaderFromFiles("night_fog_shadow", "resources/shaders/night_fog_shadow.vertex", "resources/shaders/night_fog_shadow_web.fragment", CONST_ZIP_FILE);
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std::cout << "Load resurces step 12x24" << std::endl;
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renderer.shaderManager.AddShaderFromFiles("night_fog_skinning_shadow", "resources/shaders/night_fog_skinning_shadow.vertex", "resources/shaders/night_fog_shadow_web.fragment", CONST_ZIP_FILE);
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std::cout << "Load resurces step 12x25" << std::endl;
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#else
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renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_desktop.fragment", CONST_ZIP_FILE);
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