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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@@ -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);