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# include "engine.h"
# include <algorithm>
# include <cmath>
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# include "transformation.h"
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# include "player.h"
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Engine : : Engine ( ) { }
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Engine : : ~ Engine ( ) { }
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void Engine : : Init ( )
{
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GLenum glewErr = glewInit ( ) ;
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if ( glewErr ! = GLEW_OK ) {
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std : : cerr < < " ERREUR GLEW : " < < glewGetErrorString ( glewErr ) < < std : : endl ;
abort ( ) ;
}
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glClearColor ( 0.0f , 0.0f , 0.0f , 1.0f ) ;
glEnable ( GL_TEXTURE_2D ) ;
glMatrixMode ( GL_PROJECTION ) ;
glLoadIdentity ( ) ;
gluPerspective ( 45.0f , ( float ) Width ( ) / ( float ) Height ( ) , 0.0001f , 1000.0f ) ;
glEnable ( GL_DEPTH_TEST ) ;
glHint ( GL_PERSPECTIVE_CORRECTION_HINT , GL_NICEST ) ;
glShadeModel ( GL_SMOOTH ) ;
glEnable ( GL_LIGHTING ) ;
glEnable ( GL_LINE_SMOOTH ) ;
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glEnable ( GL_CULL_FACE ) ;
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// Light
GLfloat light0Pos [ 4 ] = { 0.0f , CHUNK_SIZE_Y , 0.0f , 1.0f } ;
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GLfloat light0Amb [ 4 ] = { 0.2f , 0.2f , 0.2f , 1.f } ;
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GLfloat light0Diff [ 4 ] = { 1.f , 1.f , 1.f , 1.f } ;
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GLfloat light0Spec [ 4 ] = { 0.2f , 0.2f , 0.2f , 1.0f } ;
glEnable ( GL_LIGHT0 ) ;
glLightfv ( GL_LIGHT0 , GL_POSITION , light0Pos ) ;
glLightfv ( GL_LIGHT0 , GL_AMBIENT , light0Amb ) ;
glLightfv ( GL_LIGHT0 , GL_DIFFUSE , light0Diff ) ;
glLightfv ( GL_LIGHT0 , GL_SPECULAR , light0Spec ) ;
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// Objet de skybox avec sa propre texture et son propre shader!
m_skybox . Init ( 0.00013f ) ;
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// Objet de musique!
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m_audio . ToggleMusicState ( ) ;
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// Init Chunks
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/*for (int x = 0; x < CHUNK_SIZE_X; ++x)
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for ( int z = 0 ; z < CHUNK_SIZE_Z ; + + z )
for ( int y = 0 ; y < 32 ; + + y )
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m_testChunk - > SetBlock ( x , y , z , BTYPE_DIRT ) ; */
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for ( int chx = 0 ; chx < VIEW_DISTANCE ; + + chx )
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for ( int chy = 0 ; chy < VIEW_DISTANCE ; + + chy ) {
m_chunks . Set ( chx , chy , new Chunk ( chx , chy ) ) ;
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for ( int x = 0 ; x < CHUNK_SIZE_X ; + + x )
for ( int z = 0 ; z < CHUNK_SIZE_Z ; + + z )
for ( int y = 0 ; y < 32 ; + + y )
m_chunks . Get ( chx , chy ) - > SetBlock ( x , y , z , BTYPE_DIRT ) ;
m_chunks . Get ( chx , chy ) - > SetBlock ( 8 , chx + 32 , 8 , BTYPE_DIRT ) ;
}
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// Gestion de souris.
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CenterMouse ( ) ;
HideCursor ( ) ;
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}
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void Engine : : DeInit ( ) { }
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void Engine : : LoadResource ( ) {
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LoadTexture ( m_textureFloor , TEXTURE_PATH " grass.png " ) ;
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LoadTexture ( m_skybox . GetTexture ( ) , TEXTURE_PATH " skybox.png " ) ;
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LoadTexture ( m_textureCrosshair , TEXTURE_PATH " cross.bmp " ) ;
LoadTexture ( m_textureFont , TEXTURE_PATH " font.bmp " ) ;
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TextureAtlas : : TextureIndex texDirtIndex = m_textureAtlas . AddTexture ( TEXTURE_PATH " metal3.png " ) ;
TextureAtlas : : TextureIndex texIceIndex = m_textureAtlas . AddTexture ( TEXTURE_PATH " dirt.png " ) ;
TextureAtlas : : TextureIndex texGrassIndex = m_textureAtlas . AddTexture ( TEXTURE_PATH " grass.png " ) ;
TextureAtlas : : TextureIndex texMetalIndex = m_textureAtlas . AddTexture ( TEXTURE_PATH " metal.png " ) ;
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if ( ! m_textureAtlas . Generate ( 512 , false ) ) {
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std : : cout < < " Unable to generate texture atlas ... " < < std : : endl ;
abort ( ) ;
}
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float u , v , s ;
m_textureAtlas . TextureIndexToCoord ( texDirtIndex , u , v , s , s ) ;
m_blockinfo [ BTYPE_DIRT ] = new BlockInfo ( BTYPE_DIRT , " Dirt " , u , v , s , 1 ) ;
m_textureAtlas . TextureIndexToCoord ( texGrassIndex , u , v , s , s ) ;
m_blockinfo [ BTYPE_GRASS ] = new BlockInfo ( BTYPE_GRASS , " Grass " , u , v , s , 1 ) ;
m_textureAtlas . TextureIndexToCoord ( texMetalIndex , u , v , s , s ) ;
m_blockinfo [ BTYPE_METAL ] = new BlockInfo ( BTYPE_METAL , " Metal " , u , v , s , 1 ) ;
m_textureAtlas . TextureIndexToCoord ( texIceIndex , u , v , s , s ) ;
m_blockinfo [ BTYPE_ICE ] = new BlockInfo ( BTYPE_ICE , " Ice " , u , v , s , 1 ) ;
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std : : cout < < " Loading and compiling shaders ... " < < std : : endl ;
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if ( ! m_shader01 . Load ( SHADER_PATH " shader01.vert " , SHADER_PATH " shader01.frag " , true ) ) {
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std : : cout < < " Failed to load shader " < < std : : endl ;
exit ( 1 ) ;
}
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if ( ! m_skybox . GetShader ( ) . Load ( SHADER_PATH " skybox.vert " , SHADER_PATH " skybox.frag " , true ) ) {
std : : cout < < " Failed to load shader " < < std : : endl ;
exit ( 1 ) ;
}
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}
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void Engine : : UnloadResource ( ) { }
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void Engine : : DrawHud ( float elapsedTime ) {
// Setter le blend function , tout ce qui sera noir sera transparent
glDisable ( GL_LIGHTING ) ;
glColor4f ( 1.f , 1.f , 1.f , 1.f ) ;
glBlendFunc ( GL_SRC_ALPHA , GL_ONE ) ;
glEnable ( GL_BLEND ) ;
glDisable ( GL_DEPTH_TEST ) ;
glMatrixMode ( GL_PROJECTION ) ;
glPushMatrix ( ) ;
glLoadIdentity ( ) ;
glOrtho ( 0 , Width ( ) , 0 , Height ( ) , - 1 , 1 ) ;
glMatrixMode ( GL_MODELVIEW ) ;
glPushMatrix ( ) ;
// Bind de la texture pour le font
m_textureFont . Bind ( ) ;
std : : ostringstream ss ;
ss < < " Fps : " < < GetFps ( elapsedTime ) ;
PrintText ( 10 , Height ( ) - 25 , ss . str ( ) ) ;
ss . str ( " " ) ;
ss < < " Velocity : " < < m_player . GetVelocity ( ) ; // IMPORTANT : on utilise l <20> operateur << pour afficher la position
PrintText ( 10 , 10 , ss . str ( ) ) ;
ss . str ( " " ) ;
ss < < " Direction : " < < m_player . GetDirection ( ) ;
PrintText ( 10 , 20 , ss . str ( ) ) ;
ss . str ( " " ) ;
ss < < " Position : " < < m_player . GetPosition ( ) ;
PrintText ( 10 , 30 , ss . str ( ) ) ;
// Affichage du crosshair
m_textureCrosshair . Bind ( ) ;
static const int crossSize = 32 ;
glLoadIdentity ( ) ;
glTranslated ( Width ( ) / 2 - crossSize / 2 , Height ( ) / 2 - crossSize / 2 , 0 ) ;
glBegin ( GL_QUADS ) ;
glTexCoord2f ( 0 , 0 ) ;
glVertex2i ( 0 , 0 ) ;
glTexCoord2f ( 1 , 0 ) ;
glVertex2i ( crossSize , 0 ) ;
glTexCoord2f ( 1 , 1 ) ;
glVertex2i ( crossSize , crossSize ) ;
glTexCoord2f ( 0 , 1 ) ;
glVertex2i ( 0 , crossSize ) ;
glEnd ( ) ;
glEnable ( GL_LIGHTING ) ;
glDisable ( GL_BLEND ) ;
glEnable ( GL_DEPTH_TEST ) ;
glMatrixMode ( GL_PROJECTION ) ;
glPopMatrix ( ) ;
glMatrixMode ( GL_MODELVIEW ) ;
glPopMatrix ( ) ;
}
void Engine : : PrintText ( unsigned int x , unsigned int y , const std : : string & t ) {
glLoadIdentity ( ) ;
glTranslated ( x , y , 0 ) ;
for ( unsigned int i = 0 ; i < t . length ( ) ; + + i ) {
float left = ( float ) ( ( t [ i ] - 32 ) % 16 ) / 16.f ;
float top = ( float ) ( ( t [ i ] - 32 ) / 16 ) / 16.f ;
top + = .5f ;
glBegin ( GL_QUADS ) ;
glTexCoord2f ( left , 1.f - top - .0625f ) ;
glVertex2f ( 0 , 0 ) ;
glTexCoord2f ( left + .0625f , 1.f - top - .0625f ) ;
glVertex2f ( 12 , 0 ) ;
glTexCoord2f ( left + .0625f , 1.f - top ) ;
glVertex2f ( 12 , 12 ) ;
glTexCoord2f ( left , 1.f - top ) ;
glVertex2f ( 0 , 12 ) ;
glEnd ( ) ;
glTranslated ( 8 , 0 , 0 ) ;
}
}
int Engine : : GetFps ( float elapsedTime ) const { return 1 / elapsedTime ; }
void Engine : : Render ( float elapsedTime ) {
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static float gameTime = elapsedTime ;
gameTime + = elapsedTime ;
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Transformation all ;
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Transformation skybox ;
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glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) ;
// Transformations initiales
glMatrixMode ( GL_MODELVIEW ) ;
glLoadIdentity ( ) ;
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m_player . Move ( m_keyW , m_keyS , m_keyA , m_keyD , m_keySpace , m_keylshift , elapsedTime ) ;
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m_audio . Update3DAudio ( m_player . GetPosition ( ) , m_player . GetDirection ( ) , m_player . GetVelocity ( ) ) ; // Ajustement du positionnement 3D avec les coordonn<6E> es du joueur et
// son vecteur de v<> locit<69> (pour l'effet Doppler)
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m_player . ApplyTransformation ( all ) ;
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m_player . ApplyTransformation ( skybox , false ) ; // Version d'ApplyTransformation qui ne tient compte que de la rotation
// (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!).
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glDisable ( GL_LIGHT0 ) ;
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m_skybox . Render ( skybox ) ;
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// Chunks
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all . Use ( ) ;
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glEnable ( GL_LIGHT0 ) ;
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m_shader01 . Use ( ) ;
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m_textureAtlas . Bind ( ) ;
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for ( int chx = 0 ; chx < VIEW_DISTANCE ; chx + + )
for ( int chy = 0 ; chy < VIEW_DISTANCE ; chy + + ) {
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all . ApplyTranslation ( chx * CHUNK_SIZE_X - ( VIEW_DISTANCE * CHUNK_SIZE_X / 2 ) , - ( CHUNK_SIZE_Y / 2 ) , chy * CHUNK_SIZE_Z - ( VIEW_DISTANCE * CHUNK_SIZE_Z / 2 ) ) ;
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all . Use ( ) ;
if ( m_chunks . Get ( chx , chy ) - > IsDirty ( ) )
m_chunks . Get ( chx , chy ) - > Update ( m_blockinfo ) ;
m_chunks . Get ( chx , chy ) - > Render ( ) ;
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all . ApplyTranslation ( - ( chx * CHUNK_SIZE_X - ( VIEW_DISTANCE * CHUNK_SIZE_X / 2 ) ) , CHUNK_SIZE_Y / 2 , - ( chy * CHUNK_SIZE_Z - ( VIEW_DISTANCE * CHUNK_SIZE_Z / 2 ) ) ) ;
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}
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m_shader01 . Disable ( ) ;
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if ( m_wireframe )
glPolygonMode ( GL_FRONT_AND_BACK , GL_FILL ) ;
DrawHud ( elapsedTime ) ;
if ( m_wireframe )
glPolygonMode ( GL_FRONT_AND_BACK , GL_LINE ) ;
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}
void Engine : : KeyPressEvent ( unsigned char key )
{
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switch ( key ) {
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case 36 : // ESC
Stop ( ) ;
break ;
case 94 : // F10
SetFullscreen ( ! IsFullscreen ( ) ) ;
break ;
case 22 : // W
if ( ! m_keyW ) {
std : : cout < < " W " < < std : : endl ;
m_keyW = true ;
}
break ;
case 0 : // A
if ( ! m_keyA ) {
std : : cout < < " A " < < std : : endl ;
m_keyA = true ;
}
break ;
case 18 : // S
if ( ! m_keyS ) {
std : : cout < < " S " < < std : : endl ;
m_keyS = true ;
}
break ;
case 3 : // D
if ( ! m_keyD ) {
std : : cout < < " D " < < std : : endl ;
m_keyD = true ;
}
break ;
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case 38 : // Left Shift
if ( ! m_keylshift ) {
std : : cout < < " Dash! " < < std : : endl ;
m_keylshift = true ;
}
break ;
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case 57 : // Space
if ( ! m_keySpace ) {
std : : cout < < " Jump! " < < std : : endl ;
m_keySpace = true ;
}
break ;
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case 24 : // Y - Ignorer
case 255 : // Fn - Ignorer
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case 12 : // M - Ignorer
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break ;
default :
std : : cout < < " Unhandled key: " < < ( int ) key < < std : : endl ;
}
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}
void Engine : : KeyReleaseEvent ( unsigned char key )
{
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switch ( key ) {
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case 12 :
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m_audio . ToggleMusicState ( ) ;
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break ;
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case 24 : // Y
m_wireframe = ! m_wireframe ;
if ( m_wireframe )
glPolygonMode ( GL_FRONT_AND_BACK , GL_LINE ) ;
else
glPolygonMode ( GL_FRONT_AND_BACK , GL_FILL ) ;
break ;
case 22 : // W
std : : cout < < " rW " < < std : : endl ;
m_keyW = false ;
break ;
case 0 : // A
std : : cout < < " rA " < < std : : endl ;
m_keyA = false ;
break ;
case 18 : // S
std : : cout < < " rS " < < std : : endl ;
m_keyS = false ;
break ;
case 3 : // D
std : : cout < < " rD " < < std : : endl ;
m_keyD = false ;
break ;
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case 38 : // Left Shift
std : : cout < < " rLS " < < std : : endl ;
m_keylshift = false ;
case 57 : // Espace
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std : : cout < < " rSpace " < < std : : endl ;
m_keySpace = false ;
break ;
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}
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}
void Engine : : MouseMoveEvent ( int x , int y )
{
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m_player . TurnLeftRight ( x - ( Width ( ) / 2 ) ) ;
m_player . TurnTopBottom ( y - ( Height ( ) / 2 ) ) ;
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// Centrer la souris seulement si elle n'est pas d<> j<EFBFBD> centr<74> e
// Il est n<> cessaire de faire la v<> rification pour <20> viter de tomber
// dans une boucle infinie o<> l'appel <20> CenterMouse g<> n<EFBFBD> re un
// MouseMoveEvent, qui rapelle CenterMouse qui rapelle un autre
// MouseMoveEvent, etc
if ( x = = ( Width ( ) / 2 ) & & y = = ( Height ( ) / 2 ) )
return ;
CenterMouse ( ) ;
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}
void Engine : : MousePressEvent ( const MOUSE_BUTTON & button , int x , int y )
{
}
void Engine : : MouseReleaseEvent ( const MOUSE_BUTTON & button , int x , int y )
{
}
bool Engine : : LoadTexture ( Texture & texture , const std : : string & filename , bool stopOnError )
{
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texture . Load ( filename ) ;
if ( ! texture . IsValid ( ) )
{
std : : cerr < < " Unable to load texture ( " < < filename < < " ) " < < std : : endl ;
if ( stopOnError )
Stop ( ) ;
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return false ;
}
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return true ;
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}