Adapt new findings about Texture
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+19
-19
@@ -532,7 +532,7 @@ void leaf_particle_draw() {
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|| !leaf_particle_enable || !stage_param_data_leaf_set)
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return;
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texture* tex = texture_handler_get_texture(stage_param_data_leaf_current->tex_id);
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texture* tex = texture_manager_get_texture(stage_param_data_leaf_current->tex_id);
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if (!tex)
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return;
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@@ -557,7 +557,7 @@ void leaf_particle_draw() {
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shader_data.g_lit_luce = rctx->obj_scene.g_light_chara_luce;
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leaf_particle_scene_ubo.WriteMemory(shader_data);
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gl_state_active_bind_texture_2d(0, tex->tex);
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gl_state_active_bind_texture_2d(0, tex->glid);
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shaders_ft.set(SHADER_FT_LEAF_PT);
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leaf_particle_scene_ubo.Bind(0);
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gl_state_bind_vertex_array(leaf_ptcl_vao);
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@@ -569,7 +569,7 @@ void rain_particle_draw() {
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if (!stage_param_data_rain_current || !rain_particle_enable || !stage_param_data_rain_set)
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return;
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texture* tex = texture_handler_get_texture(stage_param_data_rain_current->tex_id);
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texture* tex = texture_manager_get_texture(stage_param_data_rain_current->tex_id);
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if (!tex)
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return;
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@@ -600,7 +600,7 @@ void rain_particle_draw() {
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gl_state_set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gl_state_enable_depth_test();
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gl_state_set_depth_mask(GL_FALSE);
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gl_state_active_bind_texture_2d(0, tex->tex);
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gl_state_active_bind_texture_2d(0, tex->glid);
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shaders_ft.set(SHADER_FT_RAIN);
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float_t tangent_sign = -rain->psize.x;
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@@ -674,7 +674,7 @@ void snow_particle_draw() {
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if (!stage_param_data_snow_current || !snow_particle_enable || !stage_param_data_snow_set)
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return;
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texture* tex = texture_handler_get_texture(stage_param_data_snow_current->tex_id);
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texture* tex = texture_manager_get_texture(stage_param_data_snow_current->tex_id);
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if (!tex)
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return;
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@@ -717,7 +717,7 @@ void snow_particle_draw() {
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snow_batch.start_vertex_location.x = 0;
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snow_particle_batch_ubo.WriteMemory(snow_batch);
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gl_state_active_bind_texture_2d(0, tex->tex);
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gl_state_active_bind_texture_2d(0, tex->glid);
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gl_state_active_bind_texture_2d(1, render_get()->rend_texture[0].GetDepthTex());
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gl_state_bind_vertex_array(rctx->common_vao);
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@@ -1534,14 +1534,14 @@ void EffectRipple::sub_1403584A0(RenderTexture* rt) {
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if (ripple_tex_id == -1)
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return;
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texture* ripple_tex = texture_handler_get_texture(ripple_tex_id);
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texture* ripple_tex = texture_manager_get_texture(ripple_tex_id);
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if (!ripple_tex)
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return;
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field_BB8.SetColorDepthTextures(ripple_tex->tex);
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field_BB8.SetColorDepthTextures(ripple_tex->glid);
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field_BB8.Bind();
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image_filter_scale(ripple_tex->tex, rt->GetColorTex(), 1.0f);
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image_filter_scale(ripple_tex->glid, rt->GetColorTex(), 1.0f);
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gl_state_bind_framebuffer(0);
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}
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@@ -1726,7 +1726,7 @@ void star_catalog_milky_way::draw(const mat4& vp, const mat4& mat, texture* tex,
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gl_state_enable_cull_face();
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gl_state_disable_blend();
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gl_state_set_depth_mask(GL_FALSE);
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gl_state_active_bind_texture_2d(0, tex->tex);
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gl_state_active_bind_texture_2d(0, tex->glid);
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gl_state_bind_sampler(0, star_sampler);
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gl_state_enable_primitive_restart();
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gl_state_set_primitive_restart_index(restart_index);
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@@ -1752,8 +1752,8 @@ void star_catalog::draw() {
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if (!stage_param_data_ptr || !enable)
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return;
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texture* star_tex = texture_handler_get_texture(this->star_tex);
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texture* star_b_tex = texture_handler_get_texture(this->star_b_tex);
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texture* star_tex = texture_manager_get_texture(this->star_tex);
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texture* star_b_tex = texture_manager_get_texture(this->star_b_tex);
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if (!star_tex || !star_b_tex)
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return;
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@@ -1778,7 +1778,7 @@ void star_catalog::draw() {
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mat4 vp;
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mat4_mul(&rctx->view_mat, &proj, &vp);
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texture* milky_way_tex = texture_handler_get_texture(milky_way_tex_id);
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texture* milky_way_tex = texture_manager_get_texture(milky_way_tex_id);
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if (milky_way_tex)
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milky_way.draw(vp, model, milky_way_tex, stars_scene_ubo);
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@@ -1817,11 +1817,11 @@ void star_catalog::draw() {
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stars_batch_ubo.Bind(1);
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stars_ssbo.Bind(0);
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if (i) {
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gl_state_active_bind_texture_2d(0, star_b_tex->tex);
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gl_state_active_bind_texture_2d(0, star_b_tex->glid);
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shaders_ft.draw_arrays(GL_TRIANGLES, 0, star_b_count * 6);
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}
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else {
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gl_state_active_bind_texture_2d(0, star_tex->tex);
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gl_state_active_bind_texture_2d(0, star_tex->glid);
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shaders_ft.draw_arrays(GL_TRIANGLES, 0, star_count * 6);
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}
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}
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@@ -1965,9 +1965,9 @@ void water_particle::draw(mat4* mat) {
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gl_state_bind_vertex_array(rctx->common_vao);
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water_particle_scene_ubo.Bind(4);
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ssbo.Bind(0);
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texture* tex = texture_handler_get_texture(splash_tex_id);
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texture* tex = texture_manager_get_texture(splash_tex_id);
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if (tex)
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gl_state_active_bind_texture_2d(0, tex->tex);
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gl_state_active_bind_texture_2d(0, tex->glid);
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shaders_ft.draw_arrays(GL_TRIANGLES, 0, count * 6);
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gl_state_bind_vertex_array(0);
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@@ -1987,9 +1987,9 @@ static void draw_fog_particle(EffectFogRing* data, mat4* mat) {
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shaders_ft.set(SHADER_FT_FOGPTCL);
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gl_state_enable_blend();
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texture* tex = texture_handler_get_texture(data->tex_id);
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texture* tex = texture_manager_get_texture(data->tex_id);
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if (tex)
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gl_state_active_bind_texture_2d(0, tex->tex);
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gl_state_active_bind_texture_2d(0, tex->glid);
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gl_state_bind_vertex_array(rctx->common_vao);
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ssbo.Bind(0);
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shaders_ft.draw_arrays(GL_TRIANGLES, 0, data->num_vtx);
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