Working on script to reduce bones
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db456bde09
commit
5d427af9f7
71 files changed
+3937607
-60
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@@ -10,6 +10,8 @@ namespace ZL {
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ShaderResource::ShaderResource(const std::string &vertexCode, const std::string &fragmentCode) {
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std::cout << "Started creating shader resource" << std::endl;
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const int CONST_INFOLOG_LENGTH = 256;
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char infoLog[CONST_INFOLOG_LENGTH];
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@@ -43,6 +45,8 @@ namespace ZL {
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &fragmentShaderCompiled);
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glGetShaderInfoLog(fragmentShader, CONST_INFOLOG_LENGTH, &infoLogLength2, infoLog2);
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std::cout << "Creating shader resource step 1" << std::endl;
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if (!vertexShaderCompiled) {
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#ifdef __ANDROID__
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@@ -53,6 +57,9 @@ namespace ZL {
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throw std::runtime_error("Failed to compile vertex shader code!");
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}
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std::cout << "Creating shader resource step 2" << std::endl;
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if (!fragmentShaderCompiled) {
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#ifdef __ANDROID__
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__android_log_print(ANDROID_LOG_ERROR, "ShaderManager",
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@@ -63,6 +70,9 @@ namespace ZL {
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throw std::runtime_error("Failed to compile fragment shader code!");
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}
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std::cout << "Creating shader resource step 4" << std::endl;
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shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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@@ -76,15 +86,21 @@ namespace ZL {
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &programLinked);
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glGetProgramInfoLog(shaderProgram, CONST_INFOLOG_LENGTH, &infoLogLength, infoLog);
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std::cout << "Creating shader resource step 4" << std::endl;
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if (!programLinked) {
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shaderProgram = 0;
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#ifdef __ANDROID__
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__android_log_print(ANDROID_LOG_ERROR, "ShaderManager",
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"Failed to link shader program: %s", infoLog);
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#endif
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std::cout << "Failed to link shader program: " << infoLog << std::endl;
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throw std::runtime_error("Failed to link shader program!");
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}
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std::cout << "Creating shader resource step 5" << std::endl;
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//================= Parsing all uniforms ================
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int dummySize; //Dummy
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@@ -105,6 +121,9 @@ namespace ZL {
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uniformList[uniformName] = glGetUniformLocation(shaderProgram, uniformName);
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}
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std::cout << "Creating shader resource step 6" << std::endl;
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//================= Parsing all attributes ================
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int activeAttribs;
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@@ -119,6 +138,9 @@ namespace ZL {
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attribList[attribName] = glGetAttribLocation(shaderProgram, attribName);
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}
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std::cout << "Creating shader resource step 7" << std::endl;
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#ifdef __ANDROID__
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__android_log_print(ANDROID_LOG_INFO, "ShaderManager",
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"Shader created successfully, program ID: %u", shaderProgram);
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