2013-07-02 08:40:43 +02:00
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#include <renderwure/loaders/TextureLoader.hpp>
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2013-09-11 20:23:31 +02:00
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#include <renderwure/engine/GTAData.hpp>
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#include <renderwure/render/TextureAtlas.hpp>
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2013-07-02 08:06:03 +02:00
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#include <fstream>
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#include <iostream>
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2013-09-11 20:23:31 +02:00
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bool TextureLoader::loadFromFile(std::string filename, GTAData* gameData)
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2013-07-02 08:06:03 +02:00
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{
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std::ifstream dfile(filename);
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if ( ! dfile.is_open()) {
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std::cerr << "Error opening file " << filename << std::endl;
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return false;
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}
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dfile.seekg(0, std::ios_base::end);
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size_t length = dfile.tellg();
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dfile.seekg(0);
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char *data = new char[length];
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dfile.read(data, length);
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2013-09-11 20:23:31 +02:00
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return loadFromMemory(data, gameData);
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2013-07-02 08:06:03 +02:00
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}
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2013-09-14 04:46:14 +02:00
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GLuint gErrorTextureData[] = { 0xFF0000FF, 0xFF00FF00, 0xFFFF0000, 0xFFFF0000 };
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2013-12-20 14:43:12 +01:00
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GLuint gDebugTextureData[] = {0xFF0000FF, 0xFF00FF00};
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2013-07-02 08:06:03 +02:00
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2013-09-14 06:29:28 +02:00
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GLuint getErrorTexture()
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2013-07-02 08:06:03 +02:00
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{
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2013-09-14 06:29:28 +02:00
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static GLuint errTexName = 0;
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if(errTexName == 0)
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{
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glGenTextures(1, &errTexName);
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glBindTexture(GL_TEXTURE_2D, errTexName);
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glTexImage2D(
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GL_TEXTURE_2D, 0, GL_RGBA,
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2, 2, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, gErrorTextureData
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);
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}
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return errTexName;
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}
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2013-07-02 08:06:03 +02:00
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2013-09-15 04:39:07 +02:00
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const size_t paletteSize = 1024;
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void processPalette(uint32_t* fullColor, RW::BSTextureNative& texNative, RW::BinaryStreamSection& rootSection)
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{
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uint8_t* dataBase = reinterpret_cast<uint8_t*>(rootSection.raw() + sizeof(RW::BSSectionHeader) + sizeof(RW::BSTextureNative) - 4);
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uint8_t* coldata = (dataBase + paletteSize + sizeof(uint32_t));
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uint32_t raster_size = *reinterpret_cast<uint32_t*>(dataBase + paletteSize);
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uint32_t* palette = reinterpret_cast<uint32_t*>(dataBase);
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for(size_t j = 0; j < raster_size; ++j)
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{
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fullColor[j] = palette[coldata[j]];
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}
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}
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2013-12-20 14:43:12 +01:00
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GLuint createTexture(RW::BSTextureNative& texNative, RW::BinaryStreamSection& rootSection, bool* transparent)
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2013-09-14 06:29:28 +02:00
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{
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// TODO: Exception handling.
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if(texNative.platform != 8) {
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std::cerr << "Unsupported texture platform " << std::dec << texNative.platform << std::endl;
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return getErrorTexture();
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}
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2013-07-02 08:06:03 +02:00
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2013-09-14 06:29:28 +02:00
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bool isPal8 = (texNative.rasterformat & RW::BSTextureNative::FORMAT_EXT_PAL8) == RW::BSTextureNative::FORMAT_EXT_PAL8;
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bool isFulc = texNative.rasterformat == RW::BSTextureNative::FORMAT_1555 ||
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texNative.rasterformat == RW::BSTextureNative::FORMAT_8888 ||
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texNative.rasterformat == RW::BSTextureNative::FORMAT_888;
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2013-12-20 14:43:12 +01:00
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// Export this value
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*transparent = !((texNative.rasterformat&RW::BSTextureNative::FORMAT_888) == RW::BSTextureNative::FORMAT_888);
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2013-09-14 06:29:28 +02:00
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if(! (isPal8 || isFulc)) {
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std::cerr << "Unsuported raster format " << std::dec << texNative.rasterformat << std::endl;
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return getErrorTexture();
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}
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2013-07-02 08:06:03 +02:00
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2013-09-14 06:29:28 +02:00
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GLuint textureName = 0;
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2013-12-20 14:43:12 +01:00
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#if ENABLE_ABHORENT_DEBUGGING
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if(true)
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{
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glGenTextures(1, &textureName);
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glBindTexture(GL_TEXTURE_2D, textureName);
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glTexImage2D(
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GL_TEXTURE_2D, 0, GL_RGBA,
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1, 1, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid*)(gDebugTextureData) + (*transparent ? 0 : 4)
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);
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}
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else
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#endif
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2013-09-14 06:29:28 +02:00
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if(isPal8)
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{
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uint32_t fullColor[texNative.width * texNative.height];
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2013-09-11 20:23:31 +02:00
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2013-09-15 04:39:07 +02:00
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processPalette(fullColor, texNative, rootSection);
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2013-09-14 06:29:28 +02:00
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glGenTextures(1, &textureName);
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glBindTexture(GL_TEXTURE_2D, textureName);
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glTexImage2D(
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GL_TEXTURE_2D, 0, GL_RGBA,
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texNative.width, texNative.height, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, fullColor
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);
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}
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else if(isFulc)
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{
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auto coldata = rootSection.raw() + sizeof(RW::BSTextureNative);
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coldata += sizeof(uint32_t);
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GLenum type, format;
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switch(texNative.rasterformat)
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2013-07-02 08:06:03 +02:00
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{
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2013-09-14 06:29:28 +02:00
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case RW::BSTextureNative::FORMAT_1555:
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format = GL_RGBA;
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type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
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break;
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case RW::BSTextureNative::FORMAT_8888:
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format = GL_RGBA;
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type = GL_UNSIGNED_INT_8_8_8_8_REV;
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break;
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case RW::BSTextureNative::FORMAT_888:
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format = GL_BGRA;
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type = GL_UNSIGNED_BYTE;
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break;
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2013-07-02 08:06:03 +02:00
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}
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2013-09-14 06:29:28 +02:00
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glGenTextures(1, &textureName);
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glBindTexture(GL_TEXTURE_2D, textureName);
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glTexImage2D(
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2013-09-15 04:39:07 +02:00
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GL_TEXTURE_2D, 0, GL_RGBA,
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2013-09-14 06:29:28 +02:00
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texNative.width, texNative.height, 0,
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format, type, coldata
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);
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}
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2013-07-02 08:06:03 +02:00
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2013-09-14 06:29:28 +02:00
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GLenum texFilter = GL_LINEAR;
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switch(texNative.filterflags & 0xFF) {
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default:
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case RW::BSTextureNative::FILTER_LINEAR:
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texFilter = GL_LINEAR;
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break;
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case RW::BSTextureNative::FILTER_NEAREST:
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texFilter = GL_NEAREST;
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break;
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}
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2013-07-02 08:06:03 +02:00
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2013-09-14 06:29:28 +02:00
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, texFilter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, texFilter);
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GLenum texwrap = GL_REPEAT;
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switch(texNative.wrapU) {
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default:
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case RW::BSTextureNative::WRAP_WRAP:
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texwrap = GL_REPEAT;
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break;
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case RW::BSTextureNative::WRAP_CLAMP:
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texwrap = GL_CLAMP_TO_EDGE;
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break;
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case RW::BSTextureNative::WRAP_MIRROR:
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texwrap = GL_MIRRORED_REPEAT;
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break;
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}
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, texwrap );
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switch(texNative.wrapV) {
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default:
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case RW::BSTextureNative::WRAP_WRAP:
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texwrap = GL_REPEAT;
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break;
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case RW::BSTextureNative::WRAP_CLAMP:
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texwrap = GL_CLAMP_TO_EDGE;
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break;
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case RW::BSTextureNative::WRAP_MIRROR:
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texwrap = GL_MIRRORED_REPEAT;
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break;
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}
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, texwrap );
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glGenerateMipmap(GL_TEXTURE_2D);
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return textureName;
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}
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bool TextureLoader::loadFromMemory(char *data, GTAData *gameData)
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{
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RW::BinaryStreamSection root(data);
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2013-10-08 22:26:11 +02:00
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/*auto texDict =*/ root.readStructure<RW::BSTextureDictionary>();
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2013-09-14 06:29:28 +02:00
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size_t rootI = 0;
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while (root.hasMoreData(rootI)) {
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auto rootSection = root.getNextChildSection(rootI);
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if (rootSection.header.id != RW::SID_TextureNative)
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continue;
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RW::BSTextureNative texNative = rootSection.readStructure<RW::BSTextureNative>();
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std::string name = std::string(texNative.diffuseName);
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2013-12-20 14:43:12 +01:00
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bool transparent = false;
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GLuint id = createTexture(texNative, rootSection, &transparent);
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2013-07-02 08:06:03 +02:00
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2013-12-20 14:43:12 +01:00
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gameData->textures.insert({name, {id, transparent}});
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2013-07-02 08:06:03 +02:00
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}
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return true;
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}
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