Fixing logger and windows version - remove terminal

This commit is contained in:
Vladislav Khorev committed 2026-07-14 20:39:41 +03:00
1 parent 76287dda46
commit a7d17d9afd
27 files changed
+349 -243

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+2 -2
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@@ -329,7 +329,7 @@ namespace ZL {
size_t error = glGetError();
if (error != GL_NO_ERROR)
{
std::cout << "OpenGL error: " << error << std::endl;
logger() << "OpenGL error: " << error << std::endl;
throw std::runtime_error("Gl error");
}
}
@@ -338,7 +338,7 @@ namespace ZL {
size_t error = glGetError();
if (error != GL_NO_ERROR)
{
std::cout << "OpenGL error: " << error << " happened in file: " << file << " at line: " << line << std::endl;
logger() << "OpenGL error: " << error << " happened in file: " << file << " at line: " << line << std::endl;
throw std::runtime_error("Gl error");
}
}
+13 -13
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@@ -10,7 +10,7 @@ namespace ZL {
ShaderResource::ShaderResource(const std::string &vertexCode, const std::string &fragmentCode) {
std::cout << "Started creating shader resource" << std::endl;
logger() << "Started creating shader resource" << std::endl;
const int CONST_INFOLOG_LENGTH = 256;
@@ -45,7 +45,7 @@ namespace ZL {
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &fragmentShaderCompiled);
glGetShaderInfoLog(fragmentShader, CONST_INFOLOG_LENGTH, &infoLogLength2, infoLog2);
std::cout << "Creating shader resource step 1" << std::endl;
//logger() << "Creating shader resource step 1" << std::endl;
if (!vertexShaderCompiled) {
@@ -53,11 +53,11 @@ namespace ZL {
__android_log_print(ANDROID_LOG_ERROR, "ShaderManager",
"Failed to compile vertex shader: %s", infoLog);
#endif
std::cout << "Vertex shader compilation failed: " << infoLog << std::endl;
logger() << "Vertex shader compilation failed: " << infoLog << std::endl;
throw std::runtime_error("Failed to compile vertex shader code!");
}
std::cout << "Creating shader resource step 2" << std::endl;
//logger() << "Creating shader resource step 2" << std::endl;
if (!fragmentShaderCompiled) {
@@ -65,12 +65,12 @@ namespace ZL {
__android_log_print(ANDROID_LOG_ERROR, "ShaderManager",
"Failed to compile fragment shader: %s", infoLog);
#endif
std::cout << "Fragment shader compilation failed: " << infoLog << std::endl;
logger() << "Fragment shader compilation failed: " << infoLog << std::endl;
throw std::runtime_error("Failed to compile fragment shader code!");
}
std::cout << "Creating shader resource step 4" << std::endl;
//logger() << "Creating shader resource step 4" << std::endl;
shaderProgram = glCreateProgram();
@@ -86,7 +86,7 @@ namespace ZL {
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &programLinked);
glGetProgramInfoLog(shaderProgram, CONST_INFOLOG_LENGTH, &infoLogLength, infoLog);
std::cout << "Creating shader resource step 4" << std::endl;
//logger() << "Creating shader resource step 4" << std::endl;
if (!programLinked) {
shaderProgram = 0;
@@ -94,11 +94,11 @@ namespace ZL {
__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;
logger() << "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;
//logger() << "Creating shader resource step 5" << std::endl;
//================= Parsing all uniforms ================
@@ -121,7 +121,7 @@ namespace ZL {
uniformList[uniformName] = glGetUniformLocation(shaderProgram, uniformName);
}
std::cout << "Creating shader resource step 6" << std::endl;
//logger() << "Creating shader resource step 6" << std::endl;
//================= Parsing all attributes ================
@@ -138,7 +138,7 @@ namespace ZL {
attribList[attribName] = glGetAttribLocation(shaderProgram, attribName);
}
std::cout << "Creating shader resource step 7" << std::endl;
//logger() << "Creating shader resource step 7" << std::endl;
#ifdef __ANDROID__
@@ -173,7 +173,7 @@ namespace ZL {
"Fragment shader: %s", fragmentShaderFileName.c_str());
#endif
std::cout <<"Loading shader: " << shaderName << " " << vertexShaderFileName << " " << fragmentShaderFileName <<std::endl;
logger() <<"Loading shader: " << shaderName << " " << vertexShaderFileName << " " << fragmentShaderFileName <<std::endl;
std::string vertexShader;
std::string fragmentShader;
@@ -204,7 +204,7 @@ namespace ZL {
}
if (shaderResourceMap.find(shaderName) == shaderResourceMap.end()) {
std::cout << "Shader does not exist: " << shaderName << std::endl;
logger() << "Shader does not exist: " << shaderName << std::endl;
throw std::runtime_error("Shader does not exist!");
}
+5 -5
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@@ -62,7 +62,7 @@ namespace ZL
}
}
}
std::cout << "TextureManager: resized texture from "
logger() << "TextureManager: resized texture from "
<< src.width << "x" << src.height
<< " to " << newW << "x" << newH << " (POT)" << std::endl;
return dst;
@@ -353,13 +353,13 @@ namespace ZL
}
void user_warning_fn(png_structp png_ptr, png_const_charp warning_msg) {
std::cout << "PNG Warning: " << warning_msg << std::endl;
logger() << "PNG Warning: " << warning_msg << std::endl;
}
void user_error_fn(png_structp png_ptr, png_const_charp error_msg) {
std::cout << "PNG Error: " << error_msg << std::endl;
logger() << "PNG Error: " << error_msg << std::endl;
longjmp(png_jmpbuf(png_ptr), 1);
}
@@ -474,7 +474,7 @@ namespace ZL
fileArr = !ZIPFileName.empty() ? readFileFromZIP(fullFileName, ZIPFileName) : readFile(fullFileName);
if (fileArr.empty()) {
std::cout << "Could not read file data into memory: " << fullFileName << " zip file name: " << ZIPFileName << std::endl;
logger() << "Could not read file data into memory: " << fullFileName << " zip file name: " << ZIPFileName << std::endl;
throw std::runtime_error("Could not read file data into memory");
}
@@ -539,7 +539,7 @@ namespace ZL
{
for (auto it = textureMap.begin(); it != textureMap.end(); ) {
if (it->first.substr(0, prefix.size()) == prefix) {
std::cout << "Unloading texture with prefix: " << it->first << std::endl;
logger() << "Unloading texture with prefix: " << it->first << std::endl;
it = textureMap.erase(it);
}
else {