Working on optimization: GPU skinning and binary animations

This commit is contained in:
Vladislav Khorev committed 2026-04-15 16:39:33 +03:00
1 parent a589765b7e
commit f708843747
24 files changed
+890 -489525

No files matched your search

+18 -1
View File
@@ -130,6 +130,7 @@ namespace ZL
renderer.shaderManager.AddShaderFromFiles("planetStone", "resources/shaders/planet_stone.vertex", "resources/shaders/planet_stone_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetLand", "resources/shaders/planet_land.vertex", "resources/shaders/planet_land_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("spark", "resources/shaders/spark.vertex", "resources/shaders/spark_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("skinning", "resources/shaders/skinning.vertex", "resources/shaders/default_web.fragment", CONST_ZIP_FILE);
#else
renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_desktop.fragment", CONST_ZIP_FILE);
@@ -138,6 +139,7 @@ namespace ZL
renderer.shaderManager.AddShaderFromFiles("planetStone", "resources/shaders/planet_stone.vertex", "resources/shaders/planet_stone_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetLand", "resources/shaders/planet_land.vertex", "resources/shaders/planet_land_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("spark", "resources/shaders/spark.vertex", "resources/shaders/spark_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("skinning", "resources/shaders/skinning.vertex", "resources/shaders/default_desktop.fragment", CONST_ZIP_FILE);
#endif
std::cout << "Load resurces step 4" << std::endl;
@@ -158,12 +160,20 @@ namespace ZL
// Player (Viola)
player = std::make_unique<Character>();
/*
player->loadAnimation(AnimationState::STAND, "resources/w/gg/gg_stand_idle001.txt", CONST_ZIP_FILE);
player->loadAnimation(AnimationState::WALK, "resources/w/gg/gg_walking001.txt", CONST_ZIP_FILE);
player->loadAnimation(AnimationState::STAND_TO_ACTION, "resources/w/gg/gg_stand_to_action002.txt", CONST_ZIP_FILE);
player->loadAnimation(AnimationState::ACTION_ATTACK, "resources/w/gg/gg_action_attack001.txt", CONST_ZIP_FILE);
player->loadAnimation(AnimationState::ACTION_IDLE, "resources/w/gg/gg_action_idle001.txt", CONST_ZIP_FILE);
player->loadAnimation(AnimationState::ACTION_TO_STAND, "resources/w/gg/gg_action_to_stand001.txt", CONST_ZIP_FILE);
*/
player->loadBinaryAnimation(AnimationState::STAND, "resources/w/gg/gg_stand_idle001.anim", CONST_ZIP_FILE);
player->loadBinaryAnimation(AnimationState::WALK, "resources/w/gg/gg_walking001.anim", CONST_ZIP_FILE);
player->loadBinaryAnimation(AnimationState::STAND_TO_ACTION, "resources/w/gg/gg_stand_to_action002.anim", CONST_ZIP_FILE);
player->loadBinaryAnimation(AnimationState::ACTION_ATTACK, "resources/w/gg/gg_action_attack001.anim", CONST_ZIP_FILE);
player->loadBinaryAnimation(AnimationState::ACTION_IDLE, "resources/w/gg/gg_action_idle001.anim", CONST_ZIP_FILE);
player->loadBinaryAnimation(AnimationState::ACTION_TO_STAND, "resources/w/gg/gg_action_to_stand001.anim", CONST_ZIP_FILE);
player->setTexture(violaTexture);
player->walkSpeed = 3.0f;
@@ -209,13 +219,20 @@ namespace ZL
std::cout << "Load resurces step 11" << std::endl;
auto npc02 = std::make_unique<Character>();
/*
npc02->loadAnimation(AnimationState::STAND, "resources/w/default_float001.txt", CONST_ZIP_FILE);
npc02->loadAnimation(AnimationState::WALK, "resources/w/default_float001.txt", CONST_ZIP_FILE);
npc02->loadAnimation(AnimationState::ACTION_IDLE, "resources/w/float_attack003_cut.txt", CONST_ZIP_FILE);
npc02->loadAnimation(AnimationState::ACTION_ATTACK, "resources/w/float_attack003.txt", CONST_ZIP_FILE);
npc02->loadAnimation(AnimationState::STAND_TO_ACTION, "resources/w/default_float001_cut.txt", CONST_ZIP_FILE);
npc02->loadAnimation(AnimationState::ACTION_TO_STAND, "resources/w/default_float001_cut.txt", CONST_ZIP_FILE);
*/
npc02->loadBinaryAnimation(AnimationState::STAND, "resources/w/default_float001.anim", CONST_ZIP_FILE);
npc02->loadBinaryAnimation(AnimationState::WALK, "resources/w/default_float001.anim", CONST_ZIP_FILE);
npc02->loadBinaryAnimation(AnimationState::ACTION_IDLE, "resources/w/float_attack003_cut.anim", CONST_ZIP_FILE);
npc02->loadBinaryAnimation(AnimationState::ACTION_ATTACK, "resources/w/float_attack003.anim", CONST_ZIP_FILE);
npc02->loadBinaryAnimation(AnimationState::STAND_TO_ACTION, "resources/w/default_float001_cut.anim", CONST_ZIP_FILE);
npc02->loadBinaryAnimation(AnimationState::ACTION_TO_STAND, "resources/w/default_float001_cut.anim", CONST_ZIP_FILE);
//npc02->loadAnimation(AnimationState::STAND, "resources/w/float_attack003.txt", CONST_ZIP_FILE);
//npc02->loadAnimation(AnimationState::STAND, "resources/idleviola_uv010.txt", CONST_ZIP_FILE);
npc02->setTexture(ghostTexture);