mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 10:48:34 +02:00
+ | Parsing textures
This commit is contained in:
85
srcs/RT.cpp
85
srcs/RT.cpp
@ -12,59 +12,6 @@
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#include "RT.hpp"
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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struct GPUTexture {
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int width;
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int height;
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int channels;
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int object_id; // to map texture to specific objects
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};
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std::vector<GLuint> loadTextures(const std::vector<std::string>& texture_paths, std::vector<GPUTexture>& gpu_textures) {
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std::vector<GLuint> textureIDs;
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for (size_t i = 0; i < texture_paths.size(); i++) {
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int width, height, channels;
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unsigned char* image = stbi_load(texture_paths[i].c_str(), &width, &height, &channels, STBI_rgb_alpha);
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if (!image) {
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std::cerr << "Failed to load texture: " << texture_paths[i] << std::endl;
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continue;
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}
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GLuint textureID;
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glGenTextures(1, &textureID);
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glBindTexture(GL_TEXTURE_2D, textureID);
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// Set texture parameters
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// Upload texture data
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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// Store texture info for GPU
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GPUTexture tex_info = {
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width,
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height,
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channels,
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static_cast<int>(i) // or map to specific object ID
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};
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gpu_textures.push_back(tex_info);
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textureIDs.push_back(textureID);
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stbi_image_free(image);
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}
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return textureIDs;
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}
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int main(int argc, char **argv)
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{
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Scene scene;
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@ -74,6 +21,7 @@ int main(int argc, char **argv)
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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/debug.glsl");
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GLint max_gpu_size;
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@ -152,25 +100,18 @@ int main(int argc, char **argv)
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glBufferData(GL_UNIFORM_BUFFER, sizeof(GPUDebug), nullptr, GL_STATIC_DRAW);
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glBindBufferBase(GL_UNIFORM_BUFFER, 2, debugUBO);
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// texture
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std::vector<std::string> texture_paths = {"texture.jpg", "texture2.jpg", "texture.jpg"};
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std::vector<GPUTexture> gpu_textures;
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std::vector<GLuint> textureIDs = loadTextures(texture_paths, gpu_textures);
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GLuint textureInfoSSBO;
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glGenBuffers(1, &textureInfoSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, textureInfoSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, gpu_textures.size() * sizeof(GPUTexture), gpu_textures.data(), GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 7, textureInfoSSBO); // Using binding point 7
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//
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try
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{
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scene.loadTextures();
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}
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catch(const std::exception& e)
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{
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std::cerr << e.what() << std::endl;
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return (1);
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}
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shader.attach();
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Vertex vertices[3] = {{{-1.0f, -1.0f}, {0.0f, 0.0f}},{{3.0f, -1.0f}, {2.0f, 0.0f}},{{-1.0f, 3.0f}, {0.0f, 2.0f}}};
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size_t size = sizeof(vertices) / sizeof(Vertex) / 3;
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shader.setupVertexBuffer(vertices, size);
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@ -240,10 +181,12 @@ int main(int argc, char **argv)
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//texture
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// In your render loop
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for (size_t i = 0; i < textureIDs.size(); i++) {
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std::vector<GLuint> textureIDs = scene.getTextureIDs();
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for (size_t i = 0; i < textureIDs.size(); i++)
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{
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, textureIDs[i]);
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// Set uniform for each texture
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std::string uniform_name = "textures[" + std::to_string(i) + "]";
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glUniform1i(glGetUniformLocation(shader.getProgramCompute(), uniform_name.c_str()), i);
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}
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@ -270,6 +270,7 @@ void ObjParser::parseMtl(std::stringstream &input_line, Scene &scene)
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}
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if(mat)
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{
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mat->texture_index = -1;
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scene.addMaterial(mat);
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_matNames[matName] = scene.getMaterialData().size() - 1;
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}
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@ -12,6 +12,9 @@
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#include "Scene.hpp"
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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Scene::Scene()
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{
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_camera = new Camera(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f), -90.0f, 0.0f);
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@ -204,13 +207,43 @@ void Scene::addMaterial(Material *material)
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gpu_mat.metallic = material->metallic;
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gpu_mat.refraction = material->refraction;
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gpu_mat.type = material->type;
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gpu_mat.texture_index = material->texture_index;
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_gpu_materials.push_back(gpu_mat);
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}
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void Scene::addTexture(std::string path)
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{
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(void) path;
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_textures.push_back(path);
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}
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void Scene::loadTextures()
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{
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for (std::string &path : _textures)
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{
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int width, height, channels;
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unsigned char* image = stbi_load(path.c_str(), &width, &height, &channels, STBI_rgb_alpha);
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if (!image)
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throw std::runtime_error("Failed to load texture");
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std::cout << "Loaded texture: " << path << " (" << width << "x" << height << ")" << std::endl;
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GLuint textureID;
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glGenTextures(1, &textureID);
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glBindTexture(GL_TEXTURE_2D, textureID);
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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_gpu_textures.push_back(textureID);
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stbi_image_free(image);
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}
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}
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void Scene::updateLightAndObjects(int mat_id)
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@ -249,6 +282,11 @@ std::vector<GPUMaterial> &Scene::getMaterialData()
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return (_gpu_materials);
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}
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std::vector<GLuint> &Scene::getTextureIDs()
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{
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return (_gpu_textures);
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}
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GPUVolume &Scene::getVolume()
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{
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return (_gpu_volume);
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@ -39,19 +39,15 @@ void SceneParser::parseMaterial(std::stringstream &line)
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if (!(line >> type))
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type = "LAM";
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if (!(line >> texture_index))
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texture_index = -1;
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mat = new Material;
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mat->color = glm::vec3(r / 255.0f, g / 255.0f, b / 255.0f);
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mat->emission = emission;
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mat->roughness = rough_refrac;
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mat->metallic = metallic;
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mat->refraction = rough_refrac;
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mat->type = 0;
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mat->type = -1;
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if (type == "LAM")
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mat->type = 0;
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else if (type == "DIE")
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@ -59,8 +55,14 @@ void SceneParser::parseMaterial(std::stringstream &line)
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else if (type == "TRN")
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mat->type = 2;
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mat->texture_index = texture_index;
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texture_index = -1;
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if (mat->type != -1)
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line >> texture_index;
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else
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mat->type = 0;
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mat->texture_index = texture_index;
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std::cout << "Texture index: " << texture_index << std::endl;
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_scene->addMaterial(mat);
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}
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@ -67,7 +67,7 @@ Shader::Shader(std::string vertexPath, std::string fragmentPath, std::string com
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const char *fragmentCode = loadFileWithIncludes(fragmentPath);
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const char *computeCode = loadFileWithIncludes(computePath);
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printWithLineNumbers(computeCode);
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// printWithLineNumbers(computeCode);
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_vertex = glCreateShader(GL_VERTEX_SHADER);
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