Working on script to reduce bones
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db456bde09
commit
5d427af9f7
71 files changed
+3937607
-60
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@@ -3,8 +3,8 @@
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{
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{
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"id": "npc_01_woman",
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"id": "npc_01_woman",
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"name": "Бермет",
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"name": "Бермет",
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"animationIdlePath": "resources/w/girlfriend/girlfriend_idle003.anim",
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"animationIdlePath": "resources/w/girlfriend/girlfriend_idle003_small.anim",
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"animationWalkPath": "resources/w/girlfriend/girlfriend_walk003.anim",
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"animationWalkPath": "resources/w/girlfriend/girlfriend_walk003_small.anim",
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"meshTextures": {
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"meshTextures": {
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"Girl_Low": "resources/w/girlfriend/Girl_Base_color.png"
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"Girl_Low": "resources/w/girlfriend/Girl_Base_color.png"
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},
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},
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@@ -23,8 +23,8 @@
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{
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{
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"id": "npc_02_woman",
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"id": "npc_02_woman",
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"name": "Алтынай",
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"name": "Алтынай",
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"animationIdlePath": "resources/w/girl/girl_idle001.anim",
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"animationIdlePath": "resources/w/girl/girl_idle001_small.anim",
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"animationWalkPath": "resources/w/girl/girl_walk010.anim",
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"animationWalkPath": "resources/w/girl/girl_walk010_small.anim",
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"meshTextures": {
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"meshTextures": {
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"polySurface1": "resources/w/girl/Chat_02_diff_1r006.png"
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"polySurface1": "resources/w/girl/Chat_02_diff_1r006.png"
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},
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},
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@@ -43,8 +43,8 @@
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{
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{
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"id": "npc_alik",
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"id": "npc_alik",
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"name": "Алик",
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"name": "Алик",
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"animationIdlePath": "resources/w/boy/boy_stand001.anim",
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"animationIdlePath": "resources/w/boy/boy_stand001_small.anim",
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"animationWalkPath": "resources/w/boy/boy_walk001.anim",
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"animationWalkPath": "resources/w/boy/boy_walk001_small.anim",
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"meshTextures": {
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"meshTextures": {
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"Char01": "resources/w/boy/texture_pbr_20250901_1.png"
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"Char01": "resources/w/boy/texture_pbr_20250901_1.png"
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},
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},
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@@ -3,8 +3,8 @@
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{
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{
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"id": "npc_teacher01",
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"id": "npc_teacher01",
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"name": "Аида Дженибекова",
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"name": "Аида Дженибекова",
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"animationIdlePath": "resources/w/new_anims/teacher_stand_idle001.anim",
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"animationIdlePath": "resources/w/new_anims/teacher_stand_idle001_small.anim",
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"animationWalkPath": "resources/w/new_anims/woman_walk4_001.anim",
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"animationWalkPath": "resources/w/new_anims/teacher_walk001_small.anim",
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"meshTextures": {
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"meshTextures": {
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"Teacher_lowpoly": "resources/w/new_anims/UniV_Grid_2K.001_Base_color.png"
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"Teacher_lowpoly": "resources/w/new_anims/UniV_Grid_2K.001_Base_color.png"
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},
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},
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@@ -23,8 +23,8 @@
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{
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{
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"id": "npc_02_woman",
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"id": "npc_02_woman",
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"name": "Айпери",
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"name": "Айпери",
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"animationIdlePath": "resources/w/girlfriend/girlfriend_idle003.anim",
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"animationIdlePath": "resources/w/girlfriend/girlfriend_idle003_small.anim",
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"animationWalkPath": "resources/w/girlfriend/girlfriend_walk003.anim",
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"animationWalkPath": "resources/w/girlfriend/girlfriend_walk003_small.anim",
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"meshTextures": {
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"meshTextures": {
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"Girl_Low": "resources/w/girlfriend/Girl_Base_color.png"
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"Girl_Low": "resources/w/girlfriend/Girl_Base_color.png"
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},
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},
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@@ -44,14 +44,8 @@
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{
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{
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"id": "npc_04_ghost",
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"id": "npc_04_ghost",
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"name": "Призрак",
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"name": "Призрак",
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"animationIdlePath": "resources/w/ghost/ghost_idle001.anim",
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"animationIdlePath": "resources/w/ghost/ghost_idle004_small.anim",
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"animationWalkPath": "resources/w/ghost/ghost_idle001.anim",
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"animationWalkPath": "resources/w/ghost/ghost_idle004_small.anim",
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"animationActionIdlePath": "resources/w/ghost/ghost_idle001.anim",
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"animationActionAttackPath": "resources/w/ghost/ghost_attack001.anim",
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"animationStandToActionPath": "resources/w/ghost/ghost_idle001.anim",
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"animationActionToStandPath": "resources/w/ghost/ghost_idle001.anim",
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"animationActionToDeathPath": "resources/w/ghost/ghost_die001.anim",
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"animationDeathIdlePath": "resources/w/ghost/ghost_dead001.anim",
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"meshTextures": {
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"meshTextures": {
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"Ghost": "resources/w/ghost/Ghost_BaseColor.png"
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"Ghost": "resources/w/ghost/Ghost_BaseColor.png"
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},
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},
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@@ -10,7 +10,7 @@ varying float fogDistance;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 ModelViewMatrix;
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uniform mat4 ModelViewMatrix;
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uniform mat4 uBoneMatrices[64];
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uniform mat4 uBoneMatrices[58];
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uniform vec3 uPlayerEyePos;
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uniform vec3 uPlayerEyePos;
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void main()
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void main()
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@@ -6,8 +6,6 @@ varying vec2 texCoord;
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void main()
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void main()
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{
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{
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vec4 color = texture2D(Texture,texCoord).rgba;
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vec4 color = texture2D(Texture,texCoord).rgba;
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//gl_FragColor = vec4(color.rgb*0.1 + vec3(0.9, 0.9, 0.9), 1.0);
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gl_FragColor = vec4(color.rgb, color.a * uAlpha);
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gl_FragColor = vec4(color.rgb, color.a * uAlpha);
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}
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}
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@@ -10,7 +10,7 @@ varying float fogDistance;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 ModelViewMatrix;
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uniform mat4 ModelViewMatrix;
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uniform mat4 uBoneMatrices[64];
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uniform mat4 uBoneMatrices[58];
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uniform vec3 uPlayerEyePos;
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uniform vec3 uPlayerEyePos;
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void main()
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void main()
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@@ -14,7 +14,7 @@ varying float fogDistance;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 ModelViewMatrix;
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uniform mat4 ModelViewMatrix;
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uniform mat4 uLightFromCamera;
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uniform mat4 uLightFromCamera;
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uniform mat4 uBoneMatrices[64];
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uniform mat4 uBoneMatrices[58];
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uniform vec3 uPlayerEyePos;
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uniform vec3 uPlayerEyePos;
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void main()
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void main()
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@@ -13,7 +13,7 @@ varying vec3 fragNormal;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 ModelViewMatrix;
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uniform mat4 ModelViewMatrix;
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uniform mat4 uBoneMatrices[64];
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uniform mat4 uBoneMatrices[58];
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uniform vec3 uPlayerEyePos;
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uniform vec3 uPlayerEyePos;
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void main()
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void main()
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@@ -15,7 +15,7 @@ varying vec3 fragViewPos;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 ModelViewMatrix;
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uniform mat4 ModelViewMatrix;
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uniform mat4 uLightFromCamera;
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uniform mat4 uLightFromCamera;
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uniform mat4 uBoneMatrices[64];
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uniform mat4 uBoneMatrices[58];
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uniform vec3 uPlayerEyePos;
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uniform vec3 uPlayerEyePos;
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void main()
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void main()
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@@ -6,7 +6,7 @@ attribute vec4 aBoneWeights0;
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attribute vec2 aBoneWeights1;
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attribute vec2 aBoneWeights1;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 uBoneMatrices[64];
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uniform mat4 uBoneMatrices[58];
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void main()
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void main()
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{
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{
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@@ -8,7 +8,7 @@ attribute vec2 aBoneWeights1;
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varying vec2 texCoord;
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varying vec2 texCoord;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 uBoneMatrices[64];
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uniform mat4 uBoneMatrices[58];
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void main()
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void main()
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{
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{
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@@ -13,7 +13,7 @@ varying vec3 fragNormal;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 ModelViewMatrix;
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uniform mat4 ModelViewMatrix;
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uniform mat4 uLightFromCamera;
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uniform mat4 uLightFromCamera;
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uniform mat4 uBoneMatrices[64];
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uniform mat4 uBoneMatrices[58];
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void main()
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void main()
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{
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{
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+50
-22
@@ -49,13 +49,18 @@ namespace ZL
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Game* Game::s_instance = nullptr;
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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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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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if (s_instance) {
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s_instance->resourcesDownloadProgress = 1.0f;
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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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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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}
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std::cout << "s_instance end setup" << std::endl;
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}
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}
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void Game::onResourcesZipError(unsigned /*handle*/, void* /*userData*/, int /*httpStatus*/) {
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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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// 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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// The loading screen stays visible until the download finishes.
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s_instance = this;
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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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emscripten_async_wget2("resources.zip", "resources.zip", "GET", nullptr, nullptr,
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onResourcesZipLoaded, onResourcesZipError, onResourcesZipProgress);
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onResourcesZipLoaded, onResourcesZipError, onResourcesZipProgress);
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#else
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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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void Game::setupPart2()
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{
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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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#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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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("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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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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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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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);
|
||||||
|
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);
|
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);
|
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);
|
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);
|
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);
|
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
|
#else
|
||||||
renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_desktop.fragment", CONST_ZIP_FILE);
|
renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_desktop.fragment", CONST_ZIP_FILE);
|
||||||
|
|||||||
+12
-10
@@ -64,16 +64,18 @@ namespace ZL
|
|||||||
|
|
||||||
player = std::make_unique<Character>();
|
player = std::make_unique<Character>();
|
||||||
|
|
||||||
player->loadBinaryAnimation(AnimationState::STAND, "resources/w/gg/new/gg_stand_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/new/gg_walk001.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/new/gg_stand_to_action001.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/gg_action_chop001.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/gg_action_stab001.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/gg_action_idle002.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/new/gg_action_to_stand001.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/new/gg_die001.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/new/gg_die_idle001.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->weaponTexture = renderer.textureManager.LoadFromPng("resources/w/gg/Props.png", CONST_ZIP_FILE);
|
||||||
player->weaponMesh.data = LoadFromTextFile02("resources/w/gg/knife002.txt", CONST_ZIP_FILE);
|
player->weaponMesh.data = LoadFromTextFile02("resources/w/gg/knife002.txt", CONST_ZIP_FILE);
|
||||||
|
|||||||
@@ -10,6 +10,8 @@ namespace ZL {
|
|||||||
|
|
||||||
ShaderResource::ShaderResource(const std::string &vertexCode, const std::string &fragmentCode) {
|
ShaderResource::ShaderResource(const std::string &vertexCode, const std::string &fragmentCode) {
|
||||||
|
|
||||||
|
std::cout << "Started creating shader resource" << std::endl;
|
||||||
|
|
||||||
const int CONST_INFOLOG_LENGTH = 256;
|
const int CONST_INFOLOG_LENGTH = 256;
|
||||||
|
|
||||||
char infoLog[CONST_INFOLOG_LENGTH];
|
char infoLog[CONST_INFOLOG_LENGTH];
|
||||||
@@ -43,6 +45,8 @@ namespace ZL {
|
|||||||
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &fragmentShaderCompiled);
|
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &fragmentShaderCompiled);
|
||||||
glGetShaderInfoLog(fragmentShader, CONST_INFOLOG_LENGTH, &infoLogLength2, infoLog2);
|
glGetShaderInfoLog(fragmentShader, CONST_INFOLOG_LENGTH, &infoLogLength2, infoLog2);
|
||||||
|
|
||||||
|
std::cout << "Creating shader resource step 1" << std::endl;
|
||||||
|
|
||||||
|
|
||||||
if (!vertexShaderCompiled) {
|
if (!vertexShaderCompiled) {
|
||||||
#ifdef __ANDROID__
|
#ifdef __ANDROID__
|
||||||
@@ -53,6 +57,9 @@ namespace ZL {
|
|||||||
throw std::runtime_error("Failed to compile vertex shader code!");
|
throw std::runtime_error("Failed to compile vertex shader code!");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
std::cout << "Creating shader resource step 2" << std::endl;
|
||||||
|
|
||||||
|
|
||||||
if (!fragmentShaderCompiled) {
|
if (!fragmentShaderCompiled) {
|
||||||
#ifdef __ANDROID__
|
#ifdef __ANDROID__
|
||||||
__android_log_print(ANDROID_LOG_ERROR, "ShaderManager",
|
__android_log_print(ANDROID_LOG_ERROR, "ShaderManager",
|
||||||
@@ -63,6 +70,9 @@ namespace ZL {
|
|||||||
throw std::runtime_error("Failed to compile fragment shader code!");
|
throw std::runtime_error("Failed to compile fragment shader code!");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
std::cout << "Creating shader resource step 4" << std::endl;
|
||||||
|
|
||||||
|
|
||||||
shaderProgram = glCreateProgram();
|
shaderProgram = glCreateProgram();
|
||||||
|
|
||||||
glAttachShader(shaderProgram, vertexShader);
|
glAttachShader(shaderProgram, vertexShader);
|
||||||
@@ -76,15 +86,21 @@ namespace ZL {
|
|||||||
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &programLinked);
|
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &programLinked);
|
||||||
glGetProgramInfoLog(shaderProgram, CONST_INFOLOG_LENGTH, &infoLogLength, infoLog);
|
glGetProgramInfoLog(shaderProgram, CONST_INFOLOG_LENGTH, &infoLogLength, infoLog);
|
||||||
|
|
||||||
|
std::cout << "Creating shader resource step 4" << std::endl;
|
||||||
|
|
||||||
if (!programLinked) {
|
if (!programLinked) {
|
||||||
shaderProgram = 0;
|
shaderProgram = 0;
|
||||||
#ifdef __ANDROID__
|
#ifdef __ANDROID__
|
||||||
__android_log_print(ANDROID_LOG_ERROR, "ShaderManager",
|
__android_log_print(ANDROID_LOG_ERROR, "ShaderManager",
|
||||||
"Failed to link shader program: %s", infoLog);
|
"Failed to link shader program: %s", infoLog);
|
||||||
#endif
|
#endif
|
||||||
|
std::cout << "Failed to link shader program: " << infoLog << std::endl;
|
||||||
throw std::runtime_error("Failed to link shader program!");
|
throw std::runtime_error("Failed to link shader program!");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
std::cout << "Creating shader resource step 5" << std::endl;
|
||||||
|
|
||||||
|
|
||||||
//================= Parsing all uniforms ================
|
//================= Parsing all uniforms ================
|
||||||
|
|
||||||
int dummySize; //Dummy
|
int dummySize; //Dummy
|
||||||
@@ -105,6 +121,9 @@ namespace ZL {
|
|||||||
uniformList[uniformName] = glGetUniformLocation(shaderProgram, uniformName);
|
uniformList[uniformName] = glGetUniformLocation(shaderProgram, uniformName);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
std::cout << "Creating shader resource step 6" << std::endl;
|
||||||
|
|
||||||
|
|
||||||
//================= Parsing all attributes ================
|
//================= Parsing all attributes ================
|
||||||
int activeAttribs;
|
int activeAttribs;
|
||||||
|
|
||||||
@@ -119,6 +138,9 @@ namespace ZL {
|
|||||||
attribList[attribName] = glGetAttribLocation(shaderProgram, attribName);
|
attribList[attribName] = glGetAttribLocation(shaderProgram, attribName);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
std::cout << "Creating shader resource step 7" << std::endl;
|
||||||
|
|
||||||
|
|
||||||
#ifdef __ANDROID__
|
#ifdef __ANDROID__
|
||||||
__android_log_print(ANDROID_LOG_INFO, "ShaderManager",
|
__android_log_print(ANDROID_LOG_INFO, "ShaderManager",
|
||||||
"Shader created successfully, program ID: %u", shaderProgram);
|
"Shader created successfully, program ID: %u", shaderProgram);
|
||||||
|
|||||||
Reference in new issue
Block a user