v4k-git-backup/engine/split/v4k_scene.c

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//
// @todo: remove explicit GL code from here
static camera_t *last_camera;
camera_t camera() {
camera_t *old = last_camera;
static camera_t cam = {0};
do_once {
cam.speed = 0.50f;
cam.position = vec3(10,10,10);
cam.updir = vec3(0,1,0);
cam.fov = 45;
cam.orthographic = false;
cam.distance = 3; // len3(cam.position);
cam.damping = false;
cam.move_friction = 0.09f;
cam.move_damping = 0.96f;
cam.look_friction = 0.30f;
cam.look_damping = 0.96f;
cam.last_look = vec3(0,0,0);
cam.last_move = vec3(0,0,0);
// update proj & view
camera_lookat(&cam,vec3(-5,0,-5));
// @todo: remove this hack that is used to consolidate dampings
if( 1 ) {
vec3 zero = {0};
for( int i = 0; i < 1000; ++i ) {
camera_moveby(&cam, zero);
camera_fps(&cam,0,0);
}
}
}
last_camera = old;
*camera_get_active() = cam;
return cam;
}
camera_t *camera_get_active() {
static camera_t defaults = {0};
if( !last_camera ) {
identity44(defaults.view);
identity44(defaults.proj);
last_camera = &defaults;
}
return last_camera;
}
void camera_moveby(camera_t *cam, vec3 inc) {
// calculate camera damping
if( cam->damping ) {
float fr = cam->move_friction; fr *= fr; fr *= fr; fr *= fr;
float sm = clampf(cam->move_damping, 0, 0.999f); sm *= sm; sm *= sm;
cam->last_move = scale3(cam->last_move, 1 - fr);
inc.x = cam->last_move.x = inc.x * (1 - sm) + cam->last_move.x * sm;
inc.y = cam->last_move.y = inc.y * (1 - sm) + cam->last_move.y * sm;
inc.z = cam->last_move.z = inc.z * (1 - sm) + cam->last_move.z * sm;
}
vec3 dir = norm3(cross3(cam->lookdir, cam->updir));
cam->position = add3(cam->position, scale3(dir, inc.x)); // right
cam->position = add3(cam->position, scale3(cam->updir, inc.y)); // up
cam->position = add3(cam->position, scale3(cam->lookdir, inc.z)); // front
camera_fps(cam, 0, 0);
}
void camera_teleport(camera_t *cam, vec3 pos) {
bool damping = cam->damping;
cam->damping = 0;
cam->last_move = vec3(0,0,0);
cam->position = pos;
camera_fps(cam, 0, 0);
cam->damping = damping;
}
void camera_lookat(camera_t *cam, vec3 target) {
// invert expression that cam->lookdir = norm3(vec3(cos(y) * cos(p), sin(p), sin(y) * cos(p)));
// look.y = sin p > y = asin(p)
// look.x = cos y * cos p; -> cos p = look.x / cos y \ look.x / cos y = look.z / sin y
// look.z = sin y * cos p; -> cos p = look.z / sin y /
// so, sin y / cos y = look x / look z > tan y = look x / look z > y = atan(look x / look z)
vec3 look = norm3(sub3(target, cam->position));
const float rad2deg = 1 / 0.0174532f;
float pitch = asin(look.y) * rad2deg;
float yaw = atan2(look.z, look.x) * rad2deg; // coords swapped. it was (look.x, look.z) before. @todo: testme
camera_fps(cam, yaw-cam->yaw, pitch-cam->pitch);
}
void camera_enable(camera_t *cam) {
// camera_t *other = camera_get_active(); // init default camera in case there is none
last_camera = cam;
// trigger a dummy update -> update matrices
camera_fps(cam, 0, 0);
}
void camera_fov(camera_t *cam, float fov) {
last_camera = cam;
float aspect = window_width() / ((float)window_height()+!window_height());
cam->fov = fov;
if( cam->orthographic ) {
ortho44(cam->proj, -cam->fov * aspect, cam->fov * aspect, -cam->fov, cam->fov, 0.01f, 2000);
// [ref] https://commons.wikimedia.org/wiki/File:Isometric_dimetric_camera_views.png
// float pitch = cam->dimetric ? 30.000f : 35.264f; // dimetric or isometric
// cam->pitch = -pitch; // quickly reorient towards origin
} else {
perspective44(cam->proj, cam->fov, aspect, 0.01f, 2000.f);
}
}
void camera_fps2(camera_t *cam, float yaw, float pitch, float roll) {
last_camera = cam;
// camera damping
if( cam->damping ) {
float fr = cam->look_friction; fr *= fr; fr *= fr; fr *= fr;
float sm = clampf(cam->look_damping, 0, 0.999f); sm *= sm; sm *= sm;
cam->last_look = scale3(cam->last_look, 1 - fr);
yaw = cam->last_look.y = yaw * (1 - sm) + cam->last_look.y * sm;
pitch = cam->last_look.x = pitch * (1 - sm) + cam->last_look.x * sm;
roll = cam->last_look.z = roll * (1 - sm) + cam->last_look.z * sm;
}
cam->yaw += yaw;
cam->yaw = fmod(cam->yaw, 360);
cam->pitch += pitch;
cam->pitch = cam->pitch > 89 ? 89 : cam->pitch < -89 ? -89 : cam->pitch;
cam->roll += roll;
cam->roll += fmod(cam->roll, 360);
const float deg2rad = 0.0174532f, y = cam->yaw * deg2rad, p = cam->pitch * deg2rad, r = cam->roll * deg2rad;
cam->lookdir = norm3(vec3(cos(y) * cos(p), sin(p), sin(y) * cos(p)));
vec3 up = vec3(0,1,0);
// calculate updir
{
float cosfa = cosf(r);
float sinfa = sinf(r);
vec3 right = cross3(cam->lookdir, up);
float th = dot3(cam->lookdir, up);
cam->updir.x = up.x * cosfa + right.x * sinfa + cam->lookdir.x * th * (1.0f - cosfa);
cam->updir.y = up.y * cosfa + right.y * sinfa + cam->lookdir.y * th * (1.0f - cosfa);
cam->updir.z = up.z * cosfa + right.z * sinfa + cam->lookdir.z * th * (1.0f - cosfa);
}
lookat44(cam->view, cam->position, add3(cam->position, cam->lookdir), cam->updir); // eye,center,up
camera_fov(cam, cam->fov);
}
void camera_fps(camera_t *cam, float yaw, float pitch) {
camera_fps2(cam, yaw, pitch, 0.0f);
}
void camera_orbit( camera_t *cam, float yaw, float pitch, float inc_distance ) {
last_camera = cam;
// update dummy state
camera_fps(cam, 0,0);
// @todo: add damping
vec3 _mouse = vec3(yaw, pitch, inc_distance);
cam->yaw += _mouse.x;
cam->pitch += _mouse.y;
cam->distance += _mouse.z;
// look: limit pitch angle [-89..89]
cam->pitch = cam->pitch > 89 ? 89 : cam->pitch < -89 ? -89 : cam->pitch;
// compute view matrix
float x = rad(cam->yaw), y = rad(-cam->pitch), cx = cosf(x), cy = cosf(y), sx = sinf(x), sy = sinf(y);
lookat44(cam->view, vec3( cx*cy*cam->distance, sy*cam->distance, sx*cy*cam->distance ), vec3(0,0,0), vec3(0,1,0) );
// save for next call
cam->last_move.x = _mouse.x;
cam->last_move.y = _mouse.y;
}
int ui_camera( camera_t *cam ) {
int changed = 0;
changed |= ui_bool("Orthographic", &cam->orthographic);
changed |= ui_bool("Damping", &cam->damping);
if( !cam->damping ) ui_disable();
changed |= ui_slider2("Move friction", &cam->move_friction, va("%5.3f", cam->move_friction));
changed |= ui_slider2("Move damping", &cam->move_damping, va("%5.3f", cam->move_damping));
changed |= ui_slider2("View friction", &cam->look_friction, va("%5.3f", cam->look_friction));
changed |= ui_slider2("View damping", &cam->look_damping, va("%5.3f", cam->look_damping));
if( !cam->damping ) ui_enable();
ui_separator();
changed |= ui_float("Speed", &cam->speed);
changed |= ui_float3("Position", cam->position.v3);
changed |= ui_float3("LookDir", cam->lookdir.v3);
changed |= ui_float3("UpDir", cam->updir.v3);
ui_disable();
changed |= ui_mat44("View matrix", cam->view);
ui_enable();
ui_separator();
changed |= ui_float("FOV (degrees)", &cam->fov);
changed |= ui_float("Orbit distance", &cam->distance);
ui_disable();
changed |= ui_mat44("Projection matrix", cam->proj);
ui_enable();
return changed;
}
// -----------------------------------------------------------------------------
static
void object_update(object_t *obj) {
quat p = eulerq(vec3(obj->pivot.x,obj->pivot.y,obj->pivot.z));
quat e = eulerq(vec3(obj->euler.x,obj->euler.y,obj->euler.z));
compose44(obj->transform, obj->pos, mulq(e, p), obj->sca);
}
object_t object() {
object_t obj = {0};
identity44(obj.transform);
//obj.rot = idq();
obj.sca = vec3(1,1,1);
//obj.bounds = aabb(vec3(0,0,0),vec3(1,1,1)); // defaults to small 1-unit cube
object_rotate(&obj, vec3(0,0,0));
//array_init(obj.textures);
return obj;
}
void object_pivot(object_t *obj, vec3 euler) {
obj->pivot = euler;
object_update(obj);
}
void object_rotate(object_t *obj, vec3 euler) {
quat p = eulerq(vec3(obj->pivot.x,obj->pivot.y,obj->pivot.z));
quat e = eulerq(vec3(euler.x,euler.y,euler.z));
obj->rot = mulq(p,e);
obj->euler = euler;
object_update(obj);
}
void object_teleport(object_t *obj, vec3 pos) {
obj->pos = pos;
object_update(obj);
}
void object_move(object_t *obj, vec3 inc) {
obj->pos = add3(obj->pos, inc);
object_update(obj);
}
void object_scale(object_t *obj, vec3 sca) {
obj->sca = vec3(sca.x, sca.y, sca.z);
object_update(obj);
}
vec3 object_position(object_t *obj) {
return vec3(obj->transform[12], obj->transform[13], obj->transform[14]);
}
void object_model(object_t *obj, model_t model) {
obj->model = model;
}
void object_anim(object_t *obj, anim_t anim, float speed) {
obj->anim = anim;
obj->anim_speed = speed;
}
void object_push_diffuse(object_t *obj, texture_t tex) {
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array_push(obj->textures, tex);
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}
void object_pop_diffuse(object_t *obj) {
array_pop(obj->textures);
}
void object_diffuse(object_t *obj, texture_t tex) {
array_clear(obj->textures);
object_push_diffuse(obj, tex);
}
void object_billboard(object_t *obj, unsigned mode) {
obj->billboard = mode;
}
// -----------------------------------------------------------------------------
light_t light() {
light_t l = {0};
l.diffuse = vec3(1,1,1);
l.dir = vec3(1,-1,-1);
l.falloff.constant = 1.0f;
l.falloff.linear = 0.09f;
l.falloff.quadratic = 0.0032f;
l.specularPower = 32.f;
l.innerCone = 0.9f; // 25 deg
l.outerCone = 0.85f; // 31 deg
return l;
}
void light_type(light_t* l, char type) {
l->cached = 0;
l->type = type;
}
void light_diffuse(light_t* l, vec3 color) {
l->cached = 0;
l->diffuse = color;
}
void light_specular(light_t* l, vec3 color) {
l->cached = 0;
l->specular = color;
}
void light_ambient(light_t* l, vec3 color) {
l->cached = 0;
l->ambient = color;
}
void light_teleport(light_t* l, vec3 pos) {
l->cached = 0;
l->pos = pos;
}
void light_dir(light_t* l, vec3 dir) {
l->cached = 0;
l->dir = dir;
}
void light_power(light_t* l, float power) {
l->cached = 0;
l->specularPower = power;
}
void light_falloff(light_t* l, float constant, float linear, float quadratic) {
l->cached = 0;
l->falloff.constant = constant;
l->falloff.linear = linear;
l->falloff.quadratic = quadratic;
}
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void light_radius(light_t* l, float radius) {
l->cached = 0;
l->radius = radius;
}
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void light_cone(light_t* l, float innerCone, float outerCone) {
l->cached = 0;
l->innerCone = acos(innerCone);
l->outerCone = acos(outerCone);
}
void light_update(unsigned num_lights, light_t *lv) {
shader_int("u_num_lights", num_lights);
for (unsigned i=0; i < num_lights; ++i) {
lv[i].cached = 1;
shader_int(va("u_lights[%d].type", i), lv[i].type);
shader_vec3(va("u_lights[%d].pos", i), lv[i].pos);
shader_vec3(va("u_lights[%d].dir", i), lv[i].dir);
shader_vec3(va("u_lights[%d].diffuse", i), lv[i].diffuse);
shader_vec3(va("u_lights[%d].specular", i), lv[i].specular);
shader_vec3(va("u_lights[%d].ambient", i), lv[i].ambient);
shader_float(va("u_lights[%d].power", i), lv[i].specularPower);
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shader_float(va("u_lights[%d].radius", i), lv[i].radius);
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shader_float(va("u_lights[%d].constant", i), lv[i].falloff.constant);
shader_float(va("u_lights[%d].linear", i), lv[i].falloff.linear);
shader_float(va("u_lights[%d].quadratic", i), lv[i].falloff.quadratic);
shader_float(va("u_lights[%d].innerCone", i), lv[i].innerCone);
shader_float(va("u_lights[%d].outerCone", i), lv[i].outerCone);
}
}
// -----------------------------------------------------------------------------
array(scene_t*) scenes;
scene_t* last_scene;
static void scene_init() {
#ifndef __EMSCRIPTEN__ // @fixme ems -> shaders
do_once scene_push(); // create an empty scene by default
#endif
}
scene_t* scene_get_active() {
return last_scene;
}
scene_t* scene_push() {
scene_t *s = REALLOC(0, sizeof(scene_t)), clear = {0}; *s = clear;
s->skybox = skybox(NULL, 0);
array_push(scenes, s);
last_scene = s;
return s;
}
void scene_pop() {
// @fixme: fix leaks, scene_cleanup();
scene_t clear = {0};
*last_scene = clear;
array_pop(scenes);
last_scene = *array_back(scenes);
}
int scene_merge(const char *source) {
int count = 0;
if( json_push(source) ) {
for(int i = 0, e = json_count("/") - 1; i <= e ; ++i) {
const char *skybox_folder = json_string("/[%d]/skybox",i);
if( skybox_folder[0] ) {
PRINTF("Loading skybox folder: %s\n", skybox_folder);
last_scene->skybox = skybox( skybox_folder, 0 );
continue;
}
const char *mesh_file = json_string("/[%d]/mesh",i);
const char *texture_file = json_string("/[%d]/texture",i);
const char *animation_file = json_string("/[%d]/animation",i);
vec3 position = vec3(json_float("/[%d]/position[0]",i),json_float("/[%d]/position[1]",i),json_float("/[%d]/position[2]",i));
vec3 rotation = vec3(json_float("/[%d]/rotation[0]",i),json_float("/[%d]/rotation[1]",i),json_float("/[%d]/rotation[2]",i));
vec3 scale = scale3(vec3(1,1,1), json_float("/[%d]/scale",i));
bool opt_swap_zy = json_int("/[%d]/swapzy",i);
bool opt_flip_uv = json_int("/[%d]/flipuv",i);
PRINTF("Scene %d/%d Loading: %s\n", i, e, mesh_file);
PRINTF("Scene %d/%d Texture: %s\n", i, e, texture_file);
PRINTF("Scene %d/%d Animation: %s\n", i, e, animation_file);
PRINTF("Scene %d/%d Position: (%f,%f,%f)\n", i, e, position.x, position.y, position.z);
PRINTF("Scene %d/%d Rotation: (%f,%f,%f)\n", i, e, rotation.x, rotation.y, rotation.z);
PRINTF("Scene %d/%d Scale: (%f,%f,%f)\n", i, e, scale.x, scale.y, scale.z);
PRINTF("Scene %d/%d Swap_ZY: %d\n", i, e, opt_swap_zy );
PRINTF("Scene %d/%d Flip_UV: %d\n", i, e, opt_flip_uv );
model_t m = model_from_mem(vfs_read(mesh_file), vfs_size(mesh_file), 0/*opt_swap_zy*/);
//char *a = archive_read(animation_file);
object_t *o = scene_spawn();
object_model(o, m);
if( texture_file[0] ) object_diffuse(o, texture_from_mem(vfs_read(texture_file), vfs_size(texture_file), (opt_flip_uv ? IMAGE_FLIP : 0)) );
object_scale(o, scale);
object_teleport(o, position);
object_pivot(o, rotation); // object_rotate(o, rotation);
//object_name(x), scene_find(name)
// o->bounds = aabb(mul3(m.bounds.min,o->sca),mul3(m.bounds.max,o->sca));
// PRINTF("aabb={%f,%f,%f},{%f,%f,%f}\n", o->bounds.min.x, o->bounds.min.y, o->bounds.min.z, o->bounds.max.x, o->bounds.max.y, o->bounds.max.z);
/*
if(opt_swap_zy) {
// swap zy bounds
vec3 min = o->bounds.min, max = o->bounds.max;
o->bounds = aabb( vec3(min.x,min.z,min.y), vec3(max.x,max.z,max.y) );
}
*/
count++;
}
json_pop();
}
// PRINTF("scene loading took %5.2fs\n", secs);
PRINTF("%d objects merged into scene\n", count);
return count;
}
object_t* scene_spawn() {
object_t obj = object();
array_push(last_scene->objs, obj);
return array_back(last_scene->objs);
}
unsigned scene_count() {
return array_count(last_scene->objs);
}
object_t* scene_index(unsigned obj_index) {
unsigned obj_count = scene_count();
ASSERT(obj_index < obj_count, "Object index %d exceeds number (%d) of spawned objects", obj_index, obj_count);
return &last_scene->objs[obj_index];
}
light_t* scene_spawn_light() {
light_t l = light();
array_push(last_scene->lights, l);
return array_back(last_scene->lights);
}
unsigned scene_count_light() {
return array_count(last_scene->lights);
}
light_t* scene_index_light(unsigned light_index) {
unsigned light_count = scene_count_light();
ASSERT(light_index < light_count, "Light index %d exceeds number (%d) of spawned lights", light_index, light_count);
return &last_scene->lights[light_index];
}
static
int scene_obj_distance_compare(const void *a, const void *b) {
const object_t *da = a, *db = b;
return da->distance < db->distance ? 1 : da->distance > db->distance ? -1 : 0;
}
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void scene_render(int flags) {
camera_t *cam = camera_get_active();
mat44 projview; multiply44x2(projview, cam->proj, cam->view);
frustum frustum_state = frustum_build(projview);
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if(flags & SCENE_BACKGROUND) {
if(last_scene->skybox.program) {
skybox_push_state(&last_scene->skybox, cam->proj, cam->view);
mesh_render(&last_scene->skybox.geometry);
skybox_pop_state();
}
ddraw_flush();
}
if( flags & SCENE_FOREGROUND ) {
bool do_relighting = 0;
for (unsigned j = 0; j < array_count(last_scene->lights); ++j) {
if (!last_scene->lights[j].cached) {
do_relighting = 1;
break;
}
}
for(unsigned j = 0, obj_count = scene_count(); j < obj_count; ++j ) {
object_t *obj = scene_index(j);
model_t *model = &obj->model;
anim_t *anim = &obj->anim;
mat44 *views = (mat44*)(&cam->view);
obj->skip_draw = !obj->disable_frustum_check && !frustum_test_aabb(frustum_state, model_aabb(*model, obj->transform));
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if (obj->skip_draw) continue;
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int do_retexturing = model->iqm && model->shading != SHADING_PBR && array_count(obj->textures) > 0;
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if( do_retexturing ) {
for(int i = 0; i < model->iqm->nummeshes; ++i) {
array_push(obj->old_texture_ids, model->iqm->textures[i]);
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model->iqm->textures[i] = (*array_back(obj->textures)).id;
if (model->materials[i].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture) {
array_push(obj->old_textures, *model->materials[i].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture);
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*model->materials[i].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture = (*array_back(obj->textures));
}
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}
}
if ( do_relighting || !obj->light_cached ) {
obj->light_cached = 1;
shader_bind(model->program);
light_update(array_count(last_scene->lights), last_scene->lights);
}
if ( flags&SCENE_UPDATE_SH_COEF ) {
shader_bind(model->program);
skybox_sh_shader(&last_scene->skybox);
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}
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model_skybox(model, last_scene->skybox, 0);
if (!obj->disable_frustum_check)
model_set_frustum(model, frustum_state);
else
model_clear_frustum(model);
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if (anim) {
float delta = window_delta() * obj->anim_speed;
model->curframe = model_animate_clip(*model, model->curframe + delta, anim->from, anim->to, anim->flags & ANIM_LOOP );
}
model->billboard = obj->billboard;
for (int p = 0; p < RENDER_PASS_OVERRIDES_BEGIN; ++p) {
model->rs[p].cull_face_enabled = flags&SCENE_CULLFACE ? 1 : 0;
model->rs[p].polygon_mode_draw = flags&SCENE_WIREFRAME ? GL_LINE : GL_FILL;
}
}
/* Collect all transparency enabled models and sort them by distance */
static array(object_t*) transparent_objects = 0;
for(unsigned j = 0, obj_count = scene_count(); j < obj_count; ++j ) {
object_t *obj = scene_index(j);
model_t *model = &obj->model;
if (obj->skip_draw) continue;
if (model_has_transparency(*model)) {
obj->distance = len3sq(sub3(cam->position, transform344(model->pivot, add3(obj->pos, model->meshcenters[0]))));
array_push(transparent_objects, obj);
}
}
array_sort(transparent_objects, scene_obj_distance_compare);
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/* Opaque pass */
for(unsigned j = 0, obj_count = scene_count(); j < obj_count; ++j ) {
object_t *obj = scene_index(j);
model_t *model = &obj->model;
if (obj->skip_draw) continue;
model_render_pass(*model, cam->proj, cam->view, obj->transform, model->program, RENDER_PASS_OPAQUE);
}
/* Transparency pass */
for (unsigned j = 0; j < array_count(transparent_objects); ++j) {
object_t *obj = transparent_objects[j];
model_t *model = &obj->model;
if (obj->skip_draw) continue;
model_render_pass(*model, cam->proj, cam->view, obj->transform, model->program, RENDER_PASS_TRANSPARENT);
}
array_resize(transparent_objects, 0);
for(unsigned j = 0, obj_count = scene_count(); j < obj_count; ++j ) {
object_t *obj = scene_index(j);
model_t *model = &obj->model;
if (obj->skip_draw) continue;
int do_retexturing = model->iqm && model->shading != SHADING_PBR && array_count(obj->textures) > 0;
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if( do_retexturing ) {
for(int i = 0; i < model->iqm->nummeshes; ++i) {
model->iqm->textures[i] = obj->old_texture_ids[i];
if (i < array_count(obj->old_textures)) {
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if (model->materials[i].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture)
*model->materials[i].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture = obj->old_textures[i];
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}
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}
array_resize(obj->old_texture_ids, 0);
array_resize(obj->old_textures, 0);
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}
}
glBindVertexArray(0);
}
}