finished first chapter of Textures section
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@ -140,6 +140,7 @@
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<ClCompile Include="..\..\..\libraries\glad\src\glad.c" />
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<ClCompile Include="main.cpp" />
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<ClCompile Include="Shaders\Shader.cpp" />
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<ClCompile Include="util\stb_image.cpp" />
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</ItemGroup>
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<ItemGroup>
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<CopyFileToFolders Include="Shaders\default\default.frag">
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@ -156,6 +157,11 @@
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<ClInclude Include="mesh\mesh.h" />
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<ClInclude Include="Shaders\Enums.h" />
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<ClInclude Include="Shaders\Shader.h" />
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<ClInclude Include="util\stb_image.h" />
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</ItemGroup>
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<ItemGroup>
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<Image Include="images\container.jpg" />
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<Image Include="images\wall.jpg" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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@ -24,6 +24,9 @@
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<ClCompile Include="Shaders\Shader.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="util\stb_image.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="Shaders\Shader.h">
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@ -44,6 +47,9 @@
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<ClInclude Include="mesh\mesh.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="util\stb_image.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<CopyFileToFolders Include="Shaders\default\default.frag" />
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@ -51,4 +57,12 @@
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<Filter>Resource Files</Filter>
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</CopyFileToFolders>
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</ItemGroup>
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<ItemGroup>
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<Image Include="images\wall.jpg">
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<Filter>Resource Files</Filter>
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</Image>
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<Image Include="images\container.jpg">
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<Filter>Resource Files</Filter>
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</Image>
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</ItemGroup>
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</Project>
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BIN
src/Engine/images/container.jpg
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BIN
src/Engine/images/container.jpg
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Binary file not shown.
After Width: | Height: | Size: 181 KiB |
BIN
src/Engine/images/wall.jpg
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src/Engine/images/wall.jpg
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After Width: | Height: | Size: 251 KiB |
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@ -5,9 +5,10 @@
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#include <string>
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#include "shaders/Shader.h"
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#include "util/stb_image.h"
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// Continue: https://learnopengl.com/Getting-started/Textures
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// Chapter: Not yet started
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// Chapter: Texture Units
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//
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@ -63,11 +64,11 @@ int main()
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OnWindowResize(window, WINDOW_WIDTH, WINDOW_HEIGHT);
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glfwSetFramebufferSizeCallback(window, OnWindowResize);
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GLfloat vertices[] = {
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0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // top right
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom left
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-0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f // top left
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GLfloat vertices[] = { // world coordinate, colour, uv coordinates
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0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f // top left
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};
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GLuint faces[]{
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0, 1, 3,
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@ -90,11 +91,14 @@ int main()
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(faces), faces, GL_STATIC_DRAW);
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// position attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// colour (or more general, the second vertex Attribute)
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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// uv-coordinates (or more general the third vertex attribute)
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
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glEnableVertexAttribArray(2);
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// I could unbind the VAO, but this is usually not needed because when creating a new VAO we need to bind that to change it anyway, so there shouldn't be a problem
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std::string vertexPath = "shaders/default/default.vert";
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@ -112,6 +116,34 @@ int main()
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}
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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// TEXTURES
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int width, height, nrChannels;
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unsigned char* image = stbi_load("images/container.jpg", &width, &height, &nrChannels, 0);
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if (!image)
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{
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std::cerr << "ERROR::IO::LOAD_TEXTURE";
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stbi_image_free(image);
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return -1; // it would be better to just use a default error image instead and make the error message a warning message instead
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}
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unsigned int textureID;
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glGenTextures(1, &textureID);
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glBindTexture(GL_TEXTURE_2D, textureID);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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stbi_image_free(image);
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GLfloat texCoords[] = {
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0.0f, 0.0f, // lower-left corner
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1.0f, 0.0f, // lower-right corner
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0.5f, 1.0f // top-center corner
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};
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_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_NEAREST); // use nearest neighbour when zooming out
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // use bilinear when zooming in
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// main loop
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while(!glfwWindowShouldClose(window))
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{
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@ -125,6 +157,7 @@ int main()
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//float greenValue = (sin(time) / 2.0f) + 0.5f;
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//shader->setFloat("ourColour", 0.0f, greenValue, 0.0f, 0.0f);
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glBindTexture(GL_TEXTURE_2D, textureID);
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glBindVertexArray(vertexArrayObject);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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@ -2,8 +2,11 @@
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out vec4 FragColor;
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in vec3 ourColour;
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in vec2 texCoord;
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uniform sampler2D ourTexture;
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void main()
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{
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FragColor = vec4(ourColour, 1.0);
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FragColor = texture(ourTexture, texCoord) * vec4(ourColour, 1.0);
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}
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@ -1,11 +1,14 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColour;
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layout (location = 2) in vec2 aTexCoord;
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out vec3 ourColour;
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out vec2 texCoord;
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void main()
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{
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gl_Position = vec4(aPos, 1.0);
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ourColour = aColour;
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texCoord = aTexCoord;
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}
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11
src/Engine/textures/Texture2D.h
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11
src/Engine/textures/Texture2D.h
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#pragma once
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// Maybe make a base "Texture" class and make a Texture2D and Texture3D child class. look into what would make more sense
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class Texture2D
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{
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public:
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Texture2D();
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~Texture2D();
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private:
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};
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2
src/Engine/util/stb_image.cpp
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2
src/Engine/util/stb_image.cpp
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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7987
src/Engine/util/stb_image.h
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7987
src/Engine/util/stb_image.h
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