KRObjPacker project updated to use KREngine_osx framework rather than having a copy of the files --HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4015
210 lines
7.7 KiB
C++
210 lines
7.7 KiB
C++
//
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// KRMaterial.cpp
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// KREngine
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//
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// Copyright 2012 Kearwood Gilbert. All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without modification, are
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// permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice, this list of
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// conditions and the following disclaimer.
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//
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// 2. Redistributions in binary form must reproduce the above copyright notice, this list
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// of conditions and the following disclaimer in the documentation and/or other materials
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// provided with the distribution.
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//
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// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
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// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// The views and conclusions contained in the software and documentation are those of the
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// authors and should not be interpreted as representing official policies, either expressed
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// or implied, of Kearwood Gilbert.
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//
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#include "KRMaterial.h"
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KRMaterial::KRMaterial(char *szName, KRShaderManager *pShaderManager) {
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strcpy(m_szName, szName);
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m_pAmbientMap = NULL;
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m_pDiffuseMap = NULL;
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m_pSpecularMap = NULL;
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m_pNormalMap = NULL;
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m_ka_r = (GLfloat)0.0f;
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m_ka_g = (GLfloat)0.0f;
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m_ka_b = (GLfloat)0.0f;
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m_kd_r = (GLfloat)1.0f;
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m_kd_g = (GLfloat)1.0f;
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m_kd_b = (GLfloat)1.0f;
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m_ks_r = (GLfloat)1.0f;
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m_ks_g = (GLfloat)1.0f;
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m_ks_b = (GLfloat)1.0f;
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m_tr = (GLfloat)0.0f;
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m_ns = (GLfloat)0.0f;
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m_pShaderManager = pShaderManager;
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}
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KRMaterial::~KRMaterial() {
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}
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void KRMaterial::setAmbientMap(KRTexture *pTexture) {
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m_pAmbientMap = pTexture;
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}
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void KRMaterial::setDiffuseMap(KRTexture *pTexture) {
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m_pDiffuseMap = pTexture;
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}
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void KRMaterial::setSpecularMap(KRTexture *pTexture) {
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m_pSpecularMap = pTexture;
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}
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void KRMaterial::setNormalMap(KRTexture *pTexture) {
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m_pNormalMap = pTexture;
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}
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void KRMaterial::setAmbient(GLfloat r, GLfloat g, GLfloat b) {
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m_ka_r = r;
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m_ka_g = g;
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m_ka_b = b;
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}
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void KRMaterial::setDiffuse(GLfloat r, GLfloat g, GLfloat b) {
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m_kd_r = r;
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m_kd_g = g;
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m_kd_b = b;
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}
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void KRMaterial::setSpecular(GLfloat r, GLfloat g, GLfloat b) {
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m_ks_r = r;
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m_ks_g = g;
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m_ks_b = b;
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}
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void KRMaterial::setTransparency(GLfloat a) {
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m_tr = a;
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}
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void KRMaterial::setShininess(GLfloat s) {
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m_ns = s;
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}
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bool KRMaterial::isTransparent() {
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return m_tr != 0.0;
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}
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void KRMaterial::bind(KRMaterial **prevBoundMaterial, char *szPrevShaderKey, KRCamera *pCamera, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers) {
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bool bSameMaterial = *prevBoundMaterial == this;
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bool bDiffuseMap = m_pDiffuseMap != NULL && pCamera->bEnableDiffuseMap;
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bool bNormalMap = m_pNormalMap != NULL && pCamera->bEnableNormalMap;
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bool bSpecMap = m_pSpecularMap != NULL && pCamera->bEnableSpecMap;
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if(!bSameMaterial) {
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KRShader *pShader = m_pShaderManager->getShader(pCamera, bDiffuseMap, bNormalMap, bSpecMap, cShadowBuffers);
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bool bSameShader = strcmp(pShader->getKey(), szPrevShaderKey) == 0;
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if(!bSameShader) {
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pShader->bind(pCamera, mvpMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers);
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glUniform1f(pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_MATERIAL_SHININESS], pCamera->bDebugSuperShiny ? 20.0 : m_ns);
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strcpy(szPrevShaderKey, pShader->getKey());
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}
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bool bSameAmbient = false;
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bool bSameDiffuse = false;
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bool bSameSpecular = false;
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if(*prevBoundMaterial && bSameShader) {
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bSameAmbient = (*prevBoundMaterial)->m_ka_r == m_ka_r && (*prevBoundMaterial)->m_ka_g == m_ka_g && (*prevBoundMaterial)->m_ka_b == m_ka_b;
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bSameDiffuse = (*prevBoundMaterial)->m_kd_r == m_kd_r && (*prevBoundMaterial)->m_kd_g == m_kd_g && (*prevBoundMaterial)->m_kd_b == m_kd_b;
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bSameSpecular = (*prevBoundMaterial)->m_ks_r == m_ks_r && (*prevBoundMaterial)->m_ks_g == m_ks_g && (*prevBoundMaterial)->m_ks_b == m_ks_b;
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}
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if(!bSameAmbient) {
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glUniform3f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_MATERIAL_AMBIENT],
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m_ka_r + pCamera->dAmbientR,
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m_ka_g + pCamera->dAmbientG,
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m_ka_b + pCamera->dAmbientB
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);
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}
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if(!bSameDiffuse) {
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glUniform3f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_MATERIAL_DIFFUSE],
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m_kd_r * pCamera->dSunR,
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m_kd_g * pCamera->dSunG,
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m_kd_b * pCamera->dSunB
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);
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}
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if(!bSameSpecular) {
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glUniform3f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_MATERIAL_SPECULAR],
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m_ks_r * pCamera->dSunR,
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m_ks_g * pCamera->dSunG,
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m_ks_b * pCamera->dSunB
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);
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}
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glUniform1f(pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_MATERIAL_ALPHA], 1.0f - m_tr);
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bool bSameDiffuseMap = false;
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bool bSameSpecMap = false;
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bool bSameNormalMap = false;
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if(*prevBoundMaterial) {
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if((*prevBoundMaterial)->m_pDiffuseMap == m_pDiffuseMap) {
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bSameDiffuseMap = true;
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}
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if((*prevBoundMaterial)->m_pSpecularMap == m_pSpecularMap) {
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bSameSpecMap = true;
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}
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if((*prevBoundMaterial)->m_pNormalMap == m_pNormalMap) {
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bSameNormalMap = true;
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}
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}
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if(bDiffuseMap && !bSameDiffuseMap) {
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int iTextureName = m_pDiffuseMap->getName();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, iTextureName);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
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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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}
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if(bSpecMap && !bSameSpecMap) {
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int iTextureName = m_pSpecularMap->getName();
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, iTextureName);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
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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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}
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if(bNormalMap && !bSameNormalMap) {
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int iTextureName = m_pNormalMap->getName();
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, iTextureName);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f);
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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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}
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*prevBoundMaterial = this;
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} // if(!bSameMaterial)
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}
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char *KRMaterial::getName() {
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return m_szName;
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}
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