Async load works, using exceptions for special resources.
This commit is contained in:
@@ -1,24 +1,35 @@
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#include "Rendering/Model.h"
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Model::Model(std::string fileName)
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: RawModel(fileName)
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{
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}
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//Load the RawModel asyncronously, this will be done on a separate thread in the background.
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m_RawModel = ResourceManager::Load<RawModel, true>(fileName);
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//If it is null, the model is not done yet, so tell resourceManager to try constructing me again later.
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if (m_RawModel == nullptr) {
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throw StillLoadingException();
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}
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void Model::GlCommands()
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{
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//Call the base class method.
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RawModel::GlCommands();
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for (auto& group : m_RawModel->TextureGroups) {
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if (!group.TexturePath.empty()) {
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group.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(group.TexturePath));
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}
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if (!group.NormalMapPath.empty()) {
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group.NormalMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(group.NormalMapPath));
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}
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if (!group.SpecularMapPath.empty()) {
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group.SpecularMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(group.SpecularMapPath));
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}
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}
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// Generate GL buffers
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GLuint buffer;
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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glBufferData(GL_ARRAY_BUFFER, m_Vertices.size() * sizeof(Vertex), &m_Vertices[0], GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, m_RawModel->m_Vertices.size() * sizeof(RawModel::Vertex), &m_RawModel->m_Vertices[0], GL_STATIC_DRAW);
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glGenBuffers(1, &ElementBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ElementBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_Indices.size() * sizeof(unsigned int), &m_Indices[0], GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_RawModel->m_Indices.size() * sizeof(unsigned int), &m_RawModel->m_Indices[0], GL_STATIC_DRAW);
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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@@ -141,9 +141,7 @@ RawModel::RawModel(std::string fileName)
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aiString path;
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aiTextureMapping mapping;
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material->GetTexture(aiTextureType_DIFFUSE, 0, &path, &mapping);
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std::string absolutePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
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//LOG_DEBUG("Diffuse texture: %s", absolutePath.c_str());
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matGroup.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(absolutePath));
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matGroup.TexturePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
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}
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// Normal map
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//LOG_DEBUG("%i normal maps found", material->GetTextureCount(aiTextureType_HEIGHT));
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@@ -151,9 +149,7 @@ RawModel::RawModel(std::string fileName)
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aiString path;
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aiTextureMapping mapping;
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material->GetTexture(aiTextureType_HEIGHT, 0, &path, &mapping);
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std::string absolutePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
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//LOG_DEBUG("Normal map: %s", absolutePath.c_str());
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matGroup.NormalMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(absolutePath));
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matGroup.NormalMapPath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
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}
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// Specular map
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//LOG_DEBUG("%i specular maps found", material->GetTextureCount(aiTextureType_SPECULAR));
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@@ -161,9 +157,7 @@ RawModel::RawModel(std::string fileName)
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aiString path;
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aiTextureMapping mapping;
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material->GetTexture(aiTextureType_SPECULAR, 0, &path, &mapping);
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std::string absolutePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
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//LOG_DEBUG("Specular map: %s", absolutePath.c_str());
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matGroup.SpecularMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(absolutePath));
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matGroup.SpecularMapPath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
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}
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TextureGroups.push_back(matGroup);
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@@ -292,22 +286,6 @@ RawModel::RawModel(std::string fileName)
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}
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}
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void RawModel::GlCommands()
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{
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//Since RawModel contains Textures that was loaded in the constructor, their GlCommands must be run.
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for (auto& texGroup : TextureGroups) {
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if (texGroup.Texture) {
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texGroup.Texture->PostCtorGLCommands();
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}
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if (texGroup.NormalMap) {
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texGroup.NormalMap->PostCtorGLCommands();
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}
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if (texGroup.SpecularMap) {
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texGroup.SpecularMap->PostCtorGLCommands();
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}
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}
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}
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RawModel::~RawModel()
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{
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if (m_Skeleton) {
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@@ -84,12 +84,12 @@ void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
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continue;
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}
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glm::vec4 color = modelC["Color"];
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Model* model = ResourceManager::LoadAsync<Model>(resource);
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Model* model = ResourceManager::Load<Model, true>(resource);
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if (model == nullptr) {
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model = ResourceManager::Load<Model>("Models/Core/Error.obj");
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}
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for (auto texGroup : model->TextureGroups) {
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for (auto texGroup : model->TextureGroups()) {
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ModelJob job;
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job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
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job.DiffuseTexture = texGroup.Texture.get();
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@@ -98,7 +98,7 @@ void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
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job.Model = model;
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job.StartIndex = texGroup.StartIndex;
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job.EndIndex = texGroup.EndIndex;
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job.ModelMatrix = model->m_Matrix * ModelMatrix(world, modelC.EntityID);
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job.ModelMatrix = model->Matrix() * ModelMatrix(world, modelC.EntityID);
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job.Color = color;
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//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
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@@ -161,8 +161,8 @@ void Renderer::DrawScreenQuad(GLuint textureToDraw)
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->TextureGroups[0].EndIndex - m_ScreenQuad->TextureGroups[0].StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->TextureGroups[0].StartIndex);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->TextureGroups()[0].EndIndex - m_ScreenQuad->TextureGroups()[0].StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->TextureGroups()[0].StartIndex);
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}
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void Renderer::InitializeTextures()
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@@ -2,53 +2,48 @@
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Texture::Texture(std::string path)
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{
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m_Image = new PNG(path);
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PNG image(path);
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if (m_Image->Width == 0 && m_Image->Height == 0 || m_Image->Format == Image::ImageFormat::Unknown) {
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delete m_Image;
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m_Image = new PNG("Textures/Core/ErrorTexture.png");
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if (m_Image->Width == 0 && m_Image->Height == 0 || m_Image->Format == Image::ImageFormat::Unknown) {
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LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
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return;
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}
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}
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if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
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image = PNG("Textures/Core/ErrorTexture.png");
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if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
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LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
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return;
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}
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}
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this->Width = m_Image->Width;
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this->Height = m_Image->Height;
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this->Width = image.Width;
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this->Height = image.Height;
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switch (m_Image->Format) {
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case Image::ImageFormat::RGB:
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m_Format = GL_RGB;
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break;
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case Image::ImageFormat::RGBA:
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m_Format = GL_RGBA;
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break;
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}
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}
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GLint format;
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switch (image.Format) {
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case Image::ImageFormat::RGB:
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format = GL_RGB;
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break;
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case Image::ImageFormat::RGBA:
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format = GL_RGBA;
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break;
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}
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void Texture::GlCommands()
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{
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// Construct the OpenGL texture
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glGenTextures(1, &m_Texture);
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glBindTexture(GL_TEXTURE_2D, m_Texture);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, m_Format, Width, Height, 0, m_Format, GL_UNSIGNED_BYTE, m_Image->Data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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GLERROR("Texture load");
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delete m_Image;
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m_Image = nullptr;
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// Construct the OpenGL texture
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glGenTextures(1, &m_Texture);
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glBindTexture(GL_TEXTURE_2D, m_Texture);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, format, image.Width, image.Height, 0, format, GL_UNSIGNED_BYTE, image.Data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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GLERROR("Texture load");
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}
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Texture::~Texture()
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{
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glDeleteTextures(1, &m_Texture);
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glDeleteTextures(1, &m_Texture);
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}
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void Texture::Bind(GLenum textureUnit /* = GL_TEXTURE0 */)
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{
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glActiveTexture(textureUnit);
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glBindTexture(GL_TEXTURE_2D, m_Texture);
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glActiveTexture(textureUnit);
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glBindTexture(GL_TEXTURE_2D, m_Texture);
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}
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