mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
+ | texture
This commit is contained in:
@ -6,7 +6,7 @@
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/01/16 15:00:49 by tomoron #+# #+# */
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/* Updated: 2025/01/24 18:49:57 by ycontre ### ########.fr */
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/* Updated: 2025/01/28 18:53:37 by ycontre ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -30,7 +30,7 @@ class ObjParser
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long int checkVertexIndex(int index, size_t size);
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void parseMtl(std::stringstream &line, Scene &scene);
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bool addTriangleFromPolygon(std::vector<glm::vec3> &vertices, int inv);
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void addTriangle(glm::vec3 v1, glm::vec3 v2, glm::vec3 v3, glm::vec2 vt1, glm::vec2 vt2, glm::vec2 vt3);
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void addTriangle(glm::vec3 v1, glm::vec3 v2, glm::vec3 v3, std::vector<glm::vec2> textureVertices);
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std::string getFilePath(std::string &file);
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int pointInTriangle(glm::vec3 pts[3], std::vector<glm::vec3> vertices, size_t cur);
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std::vector<std::string> objSplit(std::string str, std::string delim);
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@ -6,7 +6,7 @@
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/12/23 18:30:18 by ycontre #+# #+# */
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/* Updated: 2025/01/25 14:10:19 by tomoron ### ########.fr */
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/* Updated: 2025/01/28 19:05:16 by ycontre ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -6,7 +6,7 @@
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/12/23 19:12:51 by ycontre #+# #+# */
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/* Updated: 2025/01/23 19:39:33 by ycontre ### ########.fr */
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/* Updated: 2025/01/28 19:15:41 by ycontre ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -153,6 +153,9 @@ struct hitInfo
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vec3 position;
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int obj_index;
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int mat_index;
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float u;
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float v;
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};
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#include "shaders/random.glsl"
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@ -87,10 +87,12 @@ bool intersectTriangle(Ray ray, GPUTriangle obj, out hitInfo hit)
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v >= 0.0 && (u + v) <= 1.0 &&
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t > 0.0;
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hit.u = u;
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hit.v = v;
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hit.t = t;
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hit.position = ray.origin + ray.direction * t;
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hit.normal = vec3(u, v, 1 - (u + v)); //texture mapping
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// hit.normal = obj.normal * sign(-dot(ray.direction, obj.normal));
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// hit.normal = vec3(u, v, 1 - (u + v)); //texture mapping
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hit.normal = obj.normal * sign(-dot(ray.direction, obj.normal));
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return (valid);
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}
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@ -105,12 +105,15 @@ uniform sampler2D textures[16];
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vec3 getTextureColor(int texture_index, hitInfo hit)
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{
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vec2 uv = getSphereUV(hit.normal);
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GPUTriangle tri = triangles[hit.obj_index];
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vec2 uv = hit.u * tri.texture_vertex2 + hit.v * tri.texture_vertex3 + (1 - (hit.u + hit.v)) * tri.texture_vertex1;
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return vec3(uv, 0.);
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return (texture(textures[texture_index], uv).rgb);
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}
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void calculateLightColor(GPUMaterial mat, hitInfo hit, inout vec3 color, inout vec3 light, inout uint rng_state)
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{
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color *= mat.texture_index;
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if (mat.texture_index != -1)
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color *= getTextureColor(mat.texture_index, hit);
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@ -80,6 +80,8 @@ hitInfo traceBVH(Ray ray, GPUBvhData bvh_data)
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hitInfo temp_hit;
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if (intersectTriangle(ray, obj, temp_hit) && temp_hit.t < hit.t)
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{
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hit.u = temp_hit.u;
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hit.v = temp_hit.v;
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hit.t = temp_hit.t;
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hit.last_t = temp_hit.last_t;
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hit.obj_index = bvh_data.triangle_start_index + node.index + i;
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@ -6,7 +6,7 @@
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/09/27 14:51:49 by TheRed #+# #+# */
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/* Updated: 2025/01/28 18:34:10 by ycontre ### ########.fr */
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/* Updated: 2025/01/28 19:01:09 by ycontre ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -20,9 +20,9 @@ int main(int argc, char **argv)
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return (1);
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Window window(&scene, WIDTH, HEIGHT, "RT_GPU", 0);
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// Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl");
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Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl");
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Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/debug.glsl");
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// Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/debug.glsl");
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GLint max_gpu_size;
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glGetIntegerv(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &max_gpu_size);
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@ -6,7 +6,7 @@
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/01/16 15:00:33 by tomoron #+# #+# */
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/* Updated: 2025/01/28 18:30:33 by ycontre ### ########.fr */
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/* Updated: 2025/01/28 19:18:37 by ycontre ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -122,7 +122,7 @@ bool ObjParser::addTriangleFromPolygon(std::vector<glm::vec3> &vertices, int inv
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if(pointInTriangle(triangleVertices, vertices, i))
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continue;
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vertices.erase(vertices.begin() + i);
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addTriangle(v1, v2, v3, glm::vec2(0.), glm::vec2(0.), glm::vec2(0.));
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addTriangle(v1, v2, v3, std::vector<glm::vec2>(0));
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return(1);
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}
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return(0);
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@ -153,7 +153,9 @@ void ObjParser::getFaceVertices(std::vector<glm::vec3> &faceVertices, std::vecto
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std::runtime_error("OBJ : too many values in an element of a face");
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if(sp.size() == 0)
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std::runtime_error("OBJ : wtf ?");
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textureVertices.push_back(_textureVertices[checkVertexIndex(std::stoi(sp[1]), _textureVertices.size())]);
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if (sp.size() > 1 && sp[1].length())
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textureVertices.push_back(_textureVertices[checkVertexIndex(std::stoi(sp[1]), _textureVertices.size())]);
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faceVertices.push_back(_vertices[checkVertexIndex(std::stoi(sp[0]), _vertices.size())]);
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}
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}
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@ -176,11 +178,22 @@ void ObjParser::addFace(std::stringstream &line)
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if(!line.eof())
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throw std::runtime_error("OBJ: an error occured while parsing face");
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addTriangle(faceVertices[0], faceVertices[1], faceVertices[2], textureVertices[0], textureVertices[1], textureVertices[2]);
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addTriangle(faceVertices[0], faceVertices[1], faceVertices[2], textureVertices);
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}
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void ObjParser::addTriangle(glm::vec3 v1, glm::vec3 v2, glm::vec3 v3, glm::vec2 vt1, glm::vec2 vt2, glm::vec2 vt3)
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void ObjParser::addTriangle(glm::vec3 v1, glm::vec3 v2, glm::vec3 v3, std::vector<glm::vec2> texture_vertices)
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{
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glm::vec2 vt1 = glm::vec2(0.);
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glm::vec2 vt2 = glm::vec2(0.);
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glm::vec2 vt3 = glm::vec2(0.);
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if (texture_vertices.size() == 3)
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{
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vt1 = texture_vertices[0];
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vt2 = texture_vertices[1];
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vt3 = texture_vertices[2];
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}
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_triangles.push_back(Triangle(v1, v2, v3, vt1, vt2, vt3, _mat));
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}
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@ -6,7 +6,7 @@
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/12/23 18:29:41 by ycontre #+# #+# */
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/* Updated: 2025/01/27 18:55:18 by ycontre ### ########.fr */
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/* Updated: 2025/01/28 19:17:39 by ycontre ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -116,6 +116,10 @@ void Scene::addObject(Object *obj)
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gpu_triangle.vertex2 = triangle->getVertex3();
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gpu_triangle.normal = triangle->getNormal();
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gpu_triangle.texture_vertex1 = triangle->getTextureVertex1();
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gpu_triangle.texture_vertex2 = triangle->getTextureVertex1();
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gpu_triangle.texture_vertex3 = triangle->getTextureVertex1();
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_gpu_triangles.push_back(gpu_triangle);
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gpu_obj.vertex1 = triangle->getVertex2();
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@ -185,7 +189,6 @@ void Scene::addBvh(std::vector<Triangle> &triangles, glm::vec3 offset, float sc
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gpu_triangle.texture_vertex2 = triangles[i].getTextureVertex2();
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gpu_triangle.texture_vertex3 = triangles[i].getTextureVertex3();
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_gpu_triangles.push_back(gpu_triangle);
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}
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