Fixing logger and windows version - remove terminal
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76287dda46
commit
a7d17d9afd
27 files changed
+349
-243
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@@ -329,7 +329,7 @@ namespace ZL {
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size_t error = glGetError();
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if (error != GL_NO_ERROR)
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{
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std::cout << "OpenGL error: " << error << std::endl;
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logger() << "OpenGL error: " << error << std::endl;
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throw std::runtime_error("Gl error");
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}
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}
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@@ -338,7 +338,7 @@ namespace ZL {
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size_t error = glGetError();
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if (error != GL_NO_ERROR)
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{
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std::cout << "OpenGL error: " << error << " happened in file: " << file << " at line: " << line << std::endl;
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logger() << "OpenGL error: " << error << " happened in file: " << file << " at line: " << line << std::endl;
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throw std::runtime_error("Gl error");
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}
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}
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@@ -10,7 +10,7 @@ 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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logger() << "Started creating shader resource" << std::endl;
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const int CONST_INFOLOG_LENGTH = 256;
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@@ -45,7 +45,7 @@ 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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//logger() << "Creating shader resource step 1" << std::endl;
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if (!vertexShaderCompiled) {
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@@ -53,11 +53,11 @@ namespace ZL {
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__android_log_print(ANDROID_LOG_ERROR, "ShaderManager",
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"Failed to compile vertex shader: %s", infoLog);
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#endif
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std::cout << "Vertex shader compilation failed: " << infoLog << std::endl;
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logger() << "Vertex shader compilation failed: " << infoLog << std::endl;
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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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//logger() << "Creating shader resource step 2" << std::endl;
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if (!fragmentShaderCompiled) {
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@@ -65,12 +65,12 @@ namespace ZL {
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__android_log_print(ANDROID_LOG_ERROR, "ShaderManager",
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"Failed to compile fragment shader: %s", infoLog);
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#endif
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std::cout << "Fragment shader compilation failed: " << infoLog << std::endl;
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logger() << "Fragment shader compilation failed: " << infoLog << std::endl;
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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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//logger() << "Creating shader resource step 4" << std::endl;
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shaderProgram = glCreateProgram();
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@@ -86,7 +86,7 @@ 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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//logger() << "Creating shader resource step 4" << std::endl;
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if (!programLinked) {
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shaderProgram = 0;
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@@ -94,11 +94,11 @@ namespace ZL {
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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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logger() << "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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//logger() << "Creating shader resource step 5" << std::endl;
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//================= Parsing all uniforms ================
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@@ -121,7 +121,7 @@ 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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//logger() << "Creating shader resource step 6" << std::endl;
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//================= Parsing all attributes ================
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@@ -138,7 +138,7 @@ 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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//logger() << "Creating shader resource step 7" << std::endl;
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#ifdef __ANDROID__
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@@ -173,7 +173,7 @@ namespace ZL {
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"Fragment shader: %s", fragmentShaderFileName.c_str());
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#endif
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std::cout <<"Loading shader: " << shaderName << " " << vertexShaderFileName << " " << fragmentShaderFileName <<std::endl;
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logger() <<"Loading shader: " << shaderName << " " << vertexShaderFileName << " " << fragmentShaderFileName <<std::endl;
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std::string vertexShader;
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std::string fragmentShader;
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@@ -204,7 +204,7 @@ namespace ZL {
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}
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if (shaderResourceMap.find(shaderName) == shaderResourceMap.end()) {
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std::cout << "Shader does not exist: " << shaderName << std::endl;
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logger() << "Shader does not exist: " << shaderName << std::endl;
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throw std::runtime_error("Shader does not exist!");
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}
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@@ -62,7 +62,7 @@ namespace ZL
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}
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}
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}
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std::cout << "TextureManager: resized texture from "
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logger() << "TextureManager: resized texture from "
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<< src.width << "x" << src.height
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<< " to " << newW << "x" << newH << " (POT)" << std::endl;
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return dst;
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@@ -353,13 +353,13 @@ namespace ZL
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}
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void user_warning_fn(png_structp png_ptr, png_const_charp warning_msg) {
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std::cout << "PNG Warning: " << warning_msg << std::endl;
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logger() << "PNG Warning: " << warning_msg << std::endl;
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}
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void user_error_fn(png_structp png_ptr, png_const_charp error_msg) {
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std::cout << "PNG Error: " << error_msg << std::endl;
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logger() << "PNG Error: " << error_msg << std::endl;
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longjmp(png_jmpbuf(png_ptr), 1);
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}
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@@ -474,7 +474,7 @@ namespace ZL
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fileArr = !ZIPFileName.empty() ? readFileFromZIP(fullFileName, ZIPFileName) : readFile(fullFileName);
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if (fileArr.empty()) {
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std::cout << "Could not read file data into memory: " << fullFileName << " zip file name: " << ZIPFileName << std::endl;
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logger() << "Could not read file data into memory: " << fullFileName << " zip file name: " << ZIPFileName << std::endl;
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throw std::runtime_error("Could not read file data into memory");
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}
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@@ -539,7 +539,7 @@ namespace ZL
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{
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for (auto it = textureMap.begin(); it != textureMap.end(); ) {
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if (it->first.substr(0, prefix.size()) == prefix) {
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std::cout << "Unloading texture with prefix: " << it->first << std::endl;
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logger() << "Unloading texture with prefix: " << it->first << std::endl;
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it = textureMap.erase(it);
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}
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else {
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