472 lines
18 KiB
C#
472 lines
18 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Windows.Forms;
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using Toolbox.Library;
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using Toolbox.Library.IO;
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using Toolbox.Library.Rendering;
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using Toolbox.Library.Forms;
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using OpenTK;
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using GL_EditorFramework.GL_Core;
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using OpenTK.Graphics.OpenGL;
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namespace FirstPlugin
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{
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class MOD : TreeNodeFile, IFileFormat
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{
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public FileType FileType { get; set; } = FileType.Model;
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public bool CanSave { get; set; }
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public string[] Description { get; set; } = new string[] { "Pikmin 1 Model Format" };
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public string[] Extension { get; set; } = new string[] { "*.mod" };
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public string FileName { get; set; }
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public string FilePath { get; set; }
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public IFileInfo IFileInfo { get; set; }
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public bool Identify(System.IO.Stream stream)
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{
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return Utils.HasExtension(FileName, ".mod");
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}
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public Type[] Types
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{
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get
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{
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List<Type> types = new List<Type>();
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return types.ToArray();
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}
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}
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//Check for the viewport in the object editor
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//This is attached to it to load multiple file formats within the object editor to the viewer
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Viewport viewport
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{
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get
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{
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var editor = LibraryGUI.GetObjectEditor();
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return editor.GetViewport();
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}
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set
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{
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var editor = LibraryGUI.GetObjectEditor();
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editor.LoadViewport(value);
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}
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}
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bool DrawablesLoaded = false;
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public override void OnClick(TreeView treeView)
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{
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//Make sure opengl is enabled
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if (Runtime.UseOpenGL)
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{
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//Open the viewport
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if (viewport == null)
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{
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viewport = new Viewport(ObjectEditor.GetDrawableContainers());
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viewport.Dock = DockStyle.Fill;
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}
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//Make sure to load the drawables only once so set it to true!
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if (!DrawablesLoaded)
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{
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ObjectEditor.AddContainer(DrawableContainer);
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DrawablesLoaded = true;
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}
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//Reload which drawable to display
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viewport.ReloadDrawables(DrawableContainer);
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LibraryGUI.LoadEditor(viewport);
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viewport.Text = Text;
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}
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}
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public MDL_Renderer Renderer;
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public DrawableContainer DrawableContainer = new DrawableContainer();
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private STSkeleton Skeleton;
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private Vertex[] Vertices;
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private Vertex[] VertexNormals;
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private Vertex[] Colors;
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private enum ChunkNames
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{
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Header,
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VertexPosition = 0x0010,
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VertexNormal = 0x0011,
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VertexNBT = 0x0012,
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VertexColor = 0x0013,
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VertexUV0 = 0x0018,
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VertexUV1 = 0x0019,
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VertexUV2 = 0x001A,
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VertexUV3 = 0x001B,
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VertexUV4 = 0x001C,
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VertexUV5 = 0x001D,
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VertexUV6 = 0x001E,
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VertexUV7 = 0x001F,
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Texture = 0x0020,
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TextureAttribute = 0x0022,
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Material = 0x0030,
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VertexMatrix = 0x0040,
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Envelope = 0x0041,
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Mesh = 0x0050,
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Joint = 0x0060,
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JointName = 0x0061,
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CollisionPrism = 0x0100,
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CollisionGrid = 0x0110,
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EoF = 0xFFFF
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}
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private void SkipPadding(FileReader stream, int offset)
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{
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stream.Seek((~(offset - 1) & (stream.Position + offset - 1)) - stream.Position);
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}
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public void Load(System.IO.Stream stream)
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{
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CanSave = true;
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Text = FileName;
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//Set renderer
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//Load it to a drawables list
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Renderer = new MDL_Renderer();
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Skeleton = new STSkeleton();
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DrawableContainer.Name = FileName;
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DrawableContainer.Drawables.Add(Renderer);
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DrawableContainer.Drawables.Add(Skeleton);
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using (var reader = new FileReader(stream))
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{
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reader.SetByteOrder(true);
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while (reader.EndOfStream == false)
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{
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long chunkStart = reader.Position;
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int opcode = reader.ReadInt32();
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int lengthOfStruct = reader.ReadInt32();
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// basic error checking
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if ((chunkStart & 0x1F) != 0)
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throw new Exception($"Chunk start ({chunkStart}) not on boundary!");
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Vector3Holder holder = new Vector3Holder();
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switch ((ChunkNames)opcode)
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{
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case ChunkNames.VertexPosition:
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int vertexCount = reader.ReadInt32();
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Vertices = new Vertex[vertexCount];
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SkipPadding(reader, 0x20);
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for (int i = 0; i < vertexCount; i++)
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{
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holder.Read(reader);
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Vertices[i] = new Vertex { pos = holder.value };
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}
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SkipPadding(reader, 0x20);
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break;
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case ChunkNames.VertexNormal:
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int normalCount = reader.ReadInt32();
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VertexNormals = new Vertex[normalCount];
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SkipPadding(reader, 0x20);
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for (int i = 0; i < normalCount; i++)
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{
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holder.Read(reader);
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VertexNormals[i] = new Vertex { nrm = holder.value };
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}
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SkipPadding(reader, 0x20);
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break;
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case ChunkNames.VertexColor:
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int colorCount = reader.ReadInt32();
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Colors = new Vertex[colorCount];
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SkipPadding(reader, 0x20);
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for (int i = 0; i < colorCount; i++)
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{
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Colors[i] = new Vertex
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{
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col = new Vector4(reader.ReadByte(), reader.ReadByte(), reader.ReadByte(), reader.ReadByte())
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};
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}
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SkipPadding(reader, 0x20);
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break;
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case ChunkNames.Mesh:
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int meshCount = reader.ReadInt32();
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SkipPadding(reader, 0x20);
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for (int mIdx = 0; mIdx < meshCount; mIdx++)
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{
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//Create a renderable object for our mesh
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var renderedMesh = new GenericRenderedObject
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{
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Checked = true,
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ImageKey = "mesh",
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SelectedImageKey = "mesh",
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Text = $"Mesh {mIdx}"
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};
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Nodes.Add(renderedMesh);
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Renderer.Meshes.Add(renderedMesh);
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STGenericPolygonGroup polyGroup = new STGenericPolygonGroup();
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renderedMesh.PolygonGroups.Add(polyGroup);
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renderedMesh.BoneIndex = reader.ReadInt32();
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int vtxDescriptor = reader.ReadInt32();
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int mtxGroupCount = reader.ReadInt32();
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for (int mgIdx = 0; mgIdx < mtxGroupCount; mgIdx++)
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{
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int dependencyCount = reader.ReadInt32();
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for (int ll = 0; ll < dependencyCount; ll++)
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reader.ReadInt16();
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int dListCount = reader.ReadInt32();
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for (int dlIdx = 0; dlIdx < dListCount; dlIdx++)
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{
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int flags = reader.ReadInt32();
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int unk1 = reader.ReadInt32();
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int dataSize = reader.ReadInt32();
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SkipPadding(reader, 0x20);
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long endPosition = reader.Position + dataSize;
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while (reader.Position < endPosition)
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{
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byte faceType = reader.ReadByte();
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if (faceType == 0x98 || faceType == 0xA0)
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{
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short faceCount = reader.ReadInt16();
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int[] polygons = new int[faceCount];
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for (int fIdx = 0; fIdx < faceCount; fIdx++)
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{
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if ((vtxDescriptor & 1) == 1)
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reader.ReadByte(); // posmat index
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if ((vtxDescriptor & 2) == 2)
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reader.ReadByte(); // tex1 index
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ushort vtxIdx = reader.ReadUInt16();
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ushort nrmIdx = 0;
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if (VertexNormals.Length > 0)
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nrmIdx = reader.ReadUInt16();
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ushort colIdx = 0;
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if ((vtxDescriptor & 4) == 4)
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colIdx = reader.ReadUInt16();
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int txCoordIdx = 0;
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int txCoordDescriptor = vtxDescriptor >> 3;
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for (int tcoordIdx = 0; tcoordIdx < 8; tcoordIdx++)
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{
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if ((txCoordDescriptor & 1) == 0x1)
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{
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// Only read for the first texcoord
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txCoordIdx = reader.ReadInt16();
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txCoordDescriptor >>= 1;
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}
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}
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Vertex newVertex = new Vertex
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{
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pos = Vertices[vtxIdx].pos
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};
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if (VertexNormals != null)
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newVertex.nrm = VertexNormals[nrmIdx].nrm;
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if (Colors != null)
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newVertex.col = Colors[colIdx].col;
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polygons[fIdx] = renderedMesh.vertices.Count;
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renderedMesh.vertices.Add(newVertex);
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}
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List<Triangle> currentPolygons = ToTris(polygons, faceType);
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Console.WriteLine($"faceType {faceType} polygons {polygons.Length} ");
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foreach (Triangle triangle in currentPolygons)
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{
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if (faceType == 0x98)
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{
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polyGroup.faces.Add(triangle.B);
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polyGroup.faces.Add(triangle.C);
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polyGroup.faces.Add(triangle.A);
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}
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else
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{
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polyGroup.faces.Add(triangle.C);
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polyGroup.faces.Add(triangle.B);
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polyGroup.faces.Add(triangle.A);
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}
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}
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}
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}
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}
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}
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}
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break;
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default:
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reader.Seek(lengthOfStruct, System.IO.SeekOrigin.Current);
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break;
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}
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}
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}
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}
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private static List<Triangle> ToTris(int[] polys, byte opcode)
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{
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if (polys.Length == 3)
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return new List<Triangle>()
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{
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new Triangle()
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{ A = polys[0], B = polys[1], C = polys[2] }
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};
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var tris = new List<Triangle>();
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if (opcode == 0x98)
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{
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int n = 2;
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for (int x = 0; x < polys.Length - 2; x++)
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{
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int[] tri = new int[3];
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bool isEven = (n % 2) == 0;
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tri[0] = polys[n - 2];
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tri[1] = isEven ? polys[n] : polys[n - 1];
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tri[2] = isEven ? polys[n - 1] : polys[n];
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if (tri[0] != tri[1] && tri[1] != tri[2] && tri[2] != tri[0])
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tris.Add(new Triangle()
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{
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A = tri[0],
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B = tri[1],
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C = tri[2],
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});
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n++;
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}
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}
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if (opcode == 0xA0)
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{
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for (int n = 1; n < polys.Length - 1; n++)
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{
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int[] tri = new int[3];
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tri[0] = polys[n];
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tri[1] = polys[n + 1];
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tri[2] = polys[0];
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if (tri[0] != tri[1] && tri[1] != tri[2] && tri[2] != tri[0])
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tris.Add(new Triangle()
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{
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A = tri[0],
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B = tri[1],
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C = tri[2],
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});
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}
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}
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return tris;
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}
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public class Triangle
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{
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public int A;
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public int B;
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public int C;
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}
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public class Vector3Holder
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{
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public Vector3 value;
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public void Read(FileReader reader)
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{
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value.X = reader.ReadSingle();
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value.Y = reader.ReadSingle();
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value.Z = reader.ReadSingle();
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}
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}
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public void Unload()
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{
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}
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public void Save(System.IO.Stream stream)
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{
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}
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public class MaterialTextureMap : STGenericMatTexture
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{
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//The index of a texture
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//Some formats will map them by index, some by name, some by a hash, it's up to how the user handles it
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public int TextureIndex { get; set; }
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}
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public class MDL_Renderer : GenericModelRenderer
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{
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//A list of textures to display on the model
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public List<STGenericTexture> TextureList = new List<STGenericTexture>();
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public override void OnRender(GLControl control)
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{
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//Here we can add things on each frame rendered
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}
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//Render data to display by per material and per mesh
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public override void SetRenderData(STGenericMaterial mat, ShaderProgram shader, STGenericObject m)
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{
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}
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//Custom bind texture method
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public override int BindTexture(STGenericMatTexture tex, ShaderProgram shader)
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{
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//By default we bind to the default texture to use
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//This will be used if no texture is found
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GL.ActiveTexture(TextureUnit.Texture0 + tex.textureUnit + 1);
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GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.RenderableTex.TexID);
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string activeTex = tex.Name;
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//We want to cast our custom texture map class to get any custom properties we may need
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//If you don't need any custom way of mapping, you can just stick with the generic one
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var matTexture = (MaterialTextureMap)tex;
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//Go through our texture maps in the material and see if the index matches
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foreach (var texture in TextureList)
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{
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if (TextureList.IndexOf(texture) == matTexture.TextureIndex)
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{
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BindGLTexture(tex, shader, TextureList[matTexture.TextureIndex]);
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return tex.textureUnit + 1;
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}
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//You can also check if the names match
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if (texture.Text == tex.Name)
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{
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BindGLTexture(tex, shader, TextureList[matTexture.TextureIndex]);
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return tex.textureUnit + 1;
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}
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}
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//Return our texture uint id.
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return tex.textureUnit + 1;
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}
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}
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}
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}
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