Example #1
0
        public static void LoadM2(string filename, CacheStorage cache)
        {
            filename = filename.ToLower().Replace(".mdx", ".m2");

            if (cache.doodadBatches.ContainsKey(filename))
            {
                return;
            }

            WoWFormatLib.Structs.M2.M2Model model = new WoWFormatLib.Structs.M2.M2Model();

            if (cache.models.ContainsKey(filename))
            {
                model = cache.models[filename];
            }
            else
            {
                //Load model from file
                if (WoWFormatLib.Utils.CASC.FileExists(filename))
                {
                    var modelreader = new M2Reader();
                    modelreader.LoadM2(filename);
                    cache.models.Add(filename, modelreader.model);
                    model = modelreader.model;
                }
                else
                {
                    throw new Exception("Model " + filename + " does not exist!");
                }
            }

            var ddBatch = new TerrainWindow.DoodadBatch();

            // Textures
            ddBatch.mats = new TerrainWindow.Material[model.textures.Count()];

            for (int i = 0; i < model.textures.Count(); i++)
            {
                string texturefilename = model.textures[i].filename;
                ddBatch.mats[i].flags = model.textures[i].flags;

                switch (model.textures[i].type)
                {
                    case 0:
                        // Console.WriteLine("      Texture given in file!");
                        texturefilename = model.textures[i].filename;
                        break;
                    case 1:
                        string[] csfilenames = WoWFormatLib.DBC.DBCHelper.getTexturesByModelFilename(filename, (int)model.textures[i].type, i);
                        if (csfilenames.Count() > 0)
                        {
                            texturefilename = csfilenames[0];
                        }
                        else
                        {
                            //Console.WriteLine("      No type 1 texture found, falling back to placeholder texture");
                        }
                        break;
                    case 2:
                        if (WoWFormatLib.Utils.CASC.FileExists(System.IO.Path.ChangeExtension(filename, ".blp")))
                        {
                            // Console.WriteLine("      BLP exists!");
                            texturefilename = System.IO.Path.ChangeExtension(filename, ".blp");
                        }
                        else
                        {
                            //Console.WriteLine("      Type 2 does not exist!");
                            //needs lookup?
                        }
                        break;
                    case 11:
                        string[] cdifilenames = WoWFormatLib.DBC.DBCHelper.getTexturesByModelFilename(filename, (int)model.textures[i].type);
                        for (int ti = 0; ti < cdifilenames.Count(); ti++)
                        {
                            if (WoWFormatLib.Utils.CASC.FileExists(filename.Replace(model.name + ".M2", cdifilenames[ti] + ".blp")))
                            {
                                texturefilename = filename.Replace(model.name + ".M2", cdifilenames[ti] + ".blp");
                            }
                        }
                        break;
                    default:
                        //Console.WriteLine("      Falling back to placeholder texture");
                        texturefilename = "Dungeons\\Textures\\testing\\COLOR_13.blp";
                        break;
                }
                ddBatch.mats[i].textureID = BLPLoader.LoadTexture(texturefilename, cache);
                ddBatch.mats[i].filename = texturefilename;
            }

            // Submeshes
            ddBatch.submeshes = new TerrainWindow.Submesh[model.skins[0].submeshes.Count()];
            for (int i = 0; i < model.skins[0].submeshes.Count(); i++)
            {
                if (filename.StartsWith("character"))
                {
                    if (model.skins[0].submeshes[i].submeshID != 0)
                    {
                        if (!model.skins[0].submeshes[i].submeshID.ToString().EndsWith("01"))
                        {
                            continue;
                        }
                    }
                }

                ddBatch.submeshes[i].firstFace = model.skins[0].submeshes[i].startTriangle;
                ddBatch.submeshes[i].numFaces = model.skins[0].submeshes[i].nTriangles;
                for (int tu = 0; tu < model.skins[0].textureunit.Count(); tu++)
                {
                    if (model.skins[0].textureunit[tu].submeshIndex == i)
                    {
                        ddBatch.submeshes[i].blendType = model.renderflags[model.skins[0].textureunit[tu].renderFlags].blendingMode;
                        if (!cache.materials.ContainsKey(model.textures[model.texlookup[model.skins[0].textureunit[tu].texture].textureID].filename.ToLower()))
                        {
                            throw new Exception("MaterialCache does not have texture " + model.textures[model.texlookup[model.skins[0].textureunit[tu].texture].textureID].filename.ToLower());
                        }

                        ddBatch.submeshes[i].material = (uint)cache.materials[model.textures[model.texlookup[model.skins[0].textureunit[tu].texture].textureID].filename.ToLower()];
                    }
                }
            }

            // Vertices & indices
            ddBatch.vertexBuffer = GL.GenBuffer();
            ddBatch.indiceBuffer = GL.GenBuffer();

            GL.BindBuffer(BufferTarget.ArrayBuffer, ddBatch.vertexBuffer);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, ddBatch.indiceBuffer);

            List<uint> modelindicelist = new List<uint>();
            for (int i = 0; i < model.skins[0].triangles.Count(); i++)
            {
                modelindicelist.Add(model.skins[0].triangles[i].pt1);
                modelindicelist.Add(model.skins[0].triangles[i].pt2);
                modelindicelist.Add(model.skins[0].triangles[i].pt3);
            }

            uint[] modelindices = modelindicelist.ToArray();

            //Console.WriteLine(modelindicelist.Count() + " indices!");
            ddBatch.indices = modelindices;

            GL.BindBuffer(BufferTarget.ElementArrayBuffer, ddBatch.indiceBuffer);
            GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(ddBatch.indices.Length * sizeof(uint)), ddBatch.indices, BufferUsageHint.StaticDraw);

            TerrainWindow.M2Vertex[] modelvertices = new TerrainWindow.M2Vertex[model.vertices.Count()];

            for (int i = 0; i < model.vertices.Count(); i++)
            {
                modelvertices[i].Position = new Vector3(model.vertices[i].position.X, model.vertices[i].position.Y, model.vertices[i].position.Z);
                modelvertices[i].Normal = new Vector3(model.vertices[i].normal.X, model.vertices[i].normal.Y, model.vertices[i].normal.Z);
                modelvertices[i].TexCoord = new Vector2(model.vertices[i].textureCoordX, model.vertices[i].textureCoordY);
            }
            GL.BindBuffer(BufferTarget.ArrayBuffer, ddBatch.vertexBuffer);
            GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(modelvertices.Length * 8 * sizeof(float)), modelvertices, BufferUsageHint.StaticDraw);

            cache.doodadBatches.Add(filename, ddBatch);
        }
Example #2
0
        public static TerrainWindow.WorldModel LoadWMO(string filename, CacheStorage cache)
        {
            if (cache.worldModelBatches.ContainsKey(filename))
            {
                return(cache.worldModelBatches[filename]);
            }

            WoWFormatLib.Structs.WMO.WMO wmo = new WoWFormatLib.Structs.WMO.WMO();

            if (cache.worldModels.ContainsKey(filename))
            {
                wmo = cache.worldModels[filename];
            }
            else
            {
                //Load WMO from file
                if (WoWFormatLib.Utils.CASC.FileExists(filename))
                {
                    var wmoreader = new WMOReader();
                    wmoreader.LoadWMO(filename);
                    cache.worldModels.Add(filename, wmoreader.wmofile);
                    wmo = wmoreader.wmofile;
                }
                else
                {
                    throw new Exception("WMO " + filename + " does not exist!");
                }
            }

            var wmobatch = new TerrainWindow.WorldModel();

            wmobatch.groupBatches = new TerrainWindow.WorldModelGroupBatches[wmo.group.Count()];

            string[] groupNames = new string[wmo.group.Count()];

            for (int g = 0; g < wmo.group.Count(); g++)
            {
                if (wmo.group[g].mogp.vertices == null)
                {
                    continue;
                }

                wmobatch.groupBatches[g].vertexBuffer = GL.GenBuffer();
                wmobatch.groupBatches[g].indiceBuffer = GL.GenBuffer();

                GL.BindBuffer(BufferTarget.ArrayBuffer, wmobatch.groupBatches[g].vertexBuffer);

                TerrainWindow.M2Vertex[] wmovertices = new TerrainWindow.M2Vertex[wmo.group[g].mogp.vertices.Count()];

                for (int i = 0; i < wmo.groupNames.Count(); i++)
                {
                    if (wmo.group[g].mogp.nameOffset == wmo.groupNames[i].offset)
                    {
                        groupNames[g] = wmo.groupNames[i].name.Replace(" ", "_");
                    }
                }

                if (groupNames[g] == "antiportal")
                {
                    continue;
                }

                for (int i = 0; i < wmo.group[g].mogp.vertices.Count(); i++)
                {
                    wmovertices[i].Position = new Vector3(wmo.group[g].mogp.vertices[i].vector.X, wmo.group[g].mogp.vertices[i].vector.Y, wmo.group[g].mogp.vertices[i].vector.Z);
                    wmovertices[i].Normal   = new Vector3(wmo.group[g].mogp.normals[i].normal.X, wmo.group[g].mogp.normals[i].normal.Y, wmo.group[g].mogp.normals[i].normal.Z);
                    if (wmo.group[g].mogp.textureCoords[0] == null)
                    {
                        wmovertices[i].TexCoord = new Vector2(0.0f, 0.0f);
                    }
                    else
                    {
                        wmovertices[i].TexCoord = new Vector2(wmo.group[g].mogp.textureCoords[0][i].X, wmo.group[g].mogp.textureCoords[0][i].Y);
                    }
                }

                //Push to buffer
                GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(wmovertices.Length * 8 * sizeof(float)), wmovertices, BufferUsageHint.StaticDraw);

                //Switch to Index buffer
                GL.BindBuffer(BufferTarget.ElementArrayBuffer, wmobatch.groupBatches[g].indiceBuffer);

                List <uint> wmoindicelist = new List <uint>();
                for (int i = 0; i < wmo.group[g].mogp.indices.Count(); i++)
                {
                    wmoindicelist.Add(wmo.group[g].mogp.indices[i].indice);
                }

                wmobatch.groupBatches[g].indices = wmoindicelist.ToArray();

                GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(wmobatch.groupBatches[g].indices.Length * sizeof(uint)), wmobatch.groupBatches[g].indices, BufferUsageHint.StaticDraw);
            }

            GL.Enable(EnableCap.Texture2D);

            wmobatch.mats = new TerrainWindow.Material[wmo.materials.Count()];
            for (int i = 0; i < wmo.materials.Count(); i++)
            {
                for (int ti = 0; ti < wmo.textures.Count(); ti++)
                {
                    if (wmo.textures[ti].startOffset == wmo.materials[i].texture1)
                    {
                        wmobatch.mats[i].texture1  = wmo.materials[i].texture1;
                        wmobatch.mats[i].textureID = BLPLoader.LoadTexture(wmo.textures[ti].filename, cache);
                        wmobatch.mats[i].filename  = wmo.textures[ti].filename;
                    }
                }
            }

            wmobatch.doodads = new TerrainWindow.WMODoodad[wmo.doodadDefinitions.Count()];

            for (int i = 0; i < wmo.doodadDefinitions.Count(); i++)
            {
                for (int j = 0; j < wmo.doodadNames.Count(); j++)
                {
                    if (wmo.doodadDefinitions[i].offset == wmo.doodadNames[j].startOffset)
                    {
                        wmobatch.doodads[i].filename = wmo.doodadNames[j].filename;
                        M2Loader.LoadM2(wmobatch.doodads[i].filename, cache);
                    }
                }
                wmobatch.doodads[i].flags    = wmo.doodadDefinitions[i].flags;
                wmobatch.doodads[i].position = new Vector3(wmo.doodadDefinitions[i].position.X, wmo.doodadDefinitions[i].position.Y, wmo.doodadDefinitions[i].position.Z);
                wmobatch.doodads[i].rotation = new Quaternion(wmo.doodadDefinitions[i].rotation.X, wmo.doodadDefinitions[i].rotation.Y, wmo.doodadDefinitions[i].rotation.Z, wmo.doodadDefinitions[i].rotation.W);
                wmobatch.doodads[i].scale    = wmo.doodadDefinitions[i].scale;
                wmobatch.doodads[i].color    = new Vector4(wmo.doodadDefinitions[i].color[0], wmo.doodadDefinitions[i].color[1], wmo.doodadDefinitions[i].color[2], wmo.doodadDefinitions[i].color[3]);
            }

            int numRenderbatches = 0;

            //Get total amount of render batches
            for (int i = 0; i < wmo.group.Count(); i++)
            {
                if (wmo.group[i].mogp.renderBatches == null)
                {
                    continue;
                }
                numRenderbatches = numRenderbatches + wmo.group[i].mogp.renderBatches.Count();
            }

            wmobatch.wmoRenderBatch = new TerrainWindow.RenderBatch[numRenderbatches];

            int rb = 0;

            for (int g = 0; g < wmo.group.Count(); g++)
            {
                var group = wmo.group[g];
                if (group.mogp.renderBatches == null)
                {
                    continue;
                }
                for (int i = 0; i < group.mogp.renderBatches.Count(); i++)
                {
                    wmobatch.wmoRenderBatch[rb].firstFace = group.mogp.renderBatches[i].firstFace;
                    wmobatch.wmoRenderBatch[rb].numFaces  = group.mogp.renderBatches[i].numFaces;
                    uint matID = 0;

                    if (group.mogp.renderBatches[i].flags == 2)
                    {
                        matID = (uint)group.mogp.renderBatches[i].possibleBox2_3;
                    }
                    else
                    {
                        matID = group.mogp.renderBatches[i].materialID;
                    }

                    for (int ti = 0; ti < wmobatch.mats.Count(); ti++)
                    {
                        if (wmo.materials[matID].texture1 == wmobatch.mats[ti].texture1)
                        {
                            wmobatch.wmoRenderBatch[rb].materialID = new uint[] { (uint)wmobatch.mats[ti].textureID };
                        }
                    }

                    wmobatch.wmoRenderBatch[rb].blendType = wmo.materials[group.mogp.renderBatches[i].materialID].blendMode;
                    wmobatch.wmoRenderBatch[rb].groupID   = (uint)g;
                    rb++;
                }
            }
            cache.worldModelBatches.Add(filename, wmobatch);

            return(wmobatch);
        }
Example #3
0
        public static void LoadM2(string filename, CacheStorage cache)
        {
            filename = filename.ToLower().Replace(".mdx", ".m2");

            if (cache.doodadBatches.ContainsKey(filename))
            {
                return;
            }

            WoWFormatLib.Structs.M2.M2Model model = new WoWFormatLib.Structs.M2.M2Model();

            if (cache.models.ContainsKey(filename))
            {
                model = cache.models[filename];
            }
            else
            {
                //Load model from file
                if (WoWFormatLib.Utils.CASC.FileExists(filename))
                {
                    var modelreader = new M2Reader();
                    modelreader.LoadM2(filename);
                    cache.models.Add(filename, modelreader.model);
                    model = modelreader.model;
                }
                else
                {
                    throw new Exception("Model " + filename + " does not exist!");
                }
            }

            var ddBatch = new TerrainWindow.DoodadBatch();

            // Textures
            ddBatch.mats = new TerrainWindow.Material[model.textures.Count()];

            for (int i = 0; i < model.textures.Count(); i++)
            {
                string texturefilename = model.textures[i].filename;
                ddBatch.mats[i].flags = model.textures[i].flags;

                switch (model.textures[i].type)
                {
                case 0:
                    // Console.WriteLine("      Texture given in file!");
                    texturefilename = model.textures[i].filename;
                    break;

                case 1:
                    string[] csfilenames = WoWFormatLib.DBC.DBCHelper.getTexturesByModelFilename(filename, (int)model.textures[i].type, i);
                    if (csfilenames.Count() > 0)
                    {
                        texturefilename = csfilenames[0];
                    }
                    else
                    {
                        //Console.WriteLine("      No type 1 texture found, falling back to placeholder texture");
                    }
                    break;

                case 2:
                    if (WoWFormatLib.Utils.CASC.FileExists(System.IO.Path.ChangeExtension(filename, ".blp")))
                    {
                        // Console.WriteLine("      BLP exists!");
                        texturefilename = System.IO.Path.ChangeExtension(filename, ".blp");
                    }
                    else
                    {
                        //Console.WriteLine("      Type 2 does not exist!");
                        //needs lookup?
                    }
                    break;

                case 11:
                    string[] cdifilenames = WoWFormatLib.DBC.DBCHelper.getTexturesByModelFilename(filename, (int)model.textures[i].type);
                    for (int ti = 0; ti < cdifilenames.Count(); ti++)
                    {
                        if (WoWFormatLib.Utils.CASC.FileExists(filename.Replace(model.name + ".M2", cdifilenames[ti] + ".blp")))
                        {
                            texturefilename = filename.Replace(model.name + ".M2", cdifilenames[ti] + ".blp");
                        }
                    }
                    break;

                default:
                    //Console.WriteLine("      Falling back to placeholder texture");
                    texturefilename = "Dungeons\\Textures\\testing\\COLOR_13.blp";
                    break;
                }
                ddBatch.mats[i].textureID = BLPLoader.LoadTexture(texturefilename, cache);
                ddBatch.mats[i].filename  = texturefilename;
            }

            // Submeshes
            ddBatch.submeshes = new TerrainWindow.Submesh[model.skins[0].submeshes.Count()];
            for (int i = 0; i < model.skins[0].submeshes.Count(); i++)
            {
                if (filename.StartsWith("character"))
                {
                    if (model.skins[0].submeshes[i].submeshID != 0)
                    {
                        if (!model.skins[0].submeshes[i].submeshID.ToString().EndsWith("01"))
                        {
                            continue;
                        }
                    }
                }

                ddBatch.submeshes[i].firstFace = model.skins[0].submeshes[i].startTriangle;
                ddBatch.submeshes[i].numFaces  = model.skins[0].submeshes[i].nTriangles;
                for (int tu = 0; tu < model.skins[0].textureunit.Count(); tu++)
                {
                    if (model.skins[0].textureunit[tu].submeshIndex == i)
                    {
                        ddBatch.submeshes[i].blendType = model.renderflags[model.skins[0].textureunit[tu].renderFlags].blendingMode;
                        if (!cache.materials.ContainsKey(model.textures[model.texlookup[model.skins[0].textureunit[tu].texture].textureID].filename.ToLower()))
                        {
                            throw new Exception("MaterialCache does not have texture " + model.textures[model.texlookup[model.skins[0].textureunit[tu].texture].textureID].filename.ToLower());
                        }

                        ddBatch.submeshes[i].material = (uint)cache.materials[model.textures[model.texlookup[model.skins[0].textureunit[tu].texture].textureID].filename.ToLower()];
                    }
                }
            }

            // Vertices & indices
            ddBatch.vertexBuffer = GL.GenBuffer();
            ddBatch.indiceBuffer = GL.GenBuffer();

            GL.BindBuffer(BufferTarget.ArrayBuffer, ddBatch.vertexBuffer);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, ddBatch.indiceBuffer);

            List <uint> modelindicelist = new List <uint>();

            for (int i = 0; i < model.skins[0].triangles.Count(); i++)
            {
                modelindicelist.Add(model.skins[0].triangles[i].pt1);
                modelindicelist.Add(model.skins[0].triangles[i].pt2);
                modelindicelist.Add(model.skins[0].triangles[i].pt3);
            }

            uint[] modelindices = modelindicelist.ToArray();

            //Console.WriteLine(modelindicelist.Count() + " indices!");
            ddBatch.indices = modelindices;

            GL.BindBuffer(BufferTarget.ElementArrayBuffer, ddBatch.indiceBuffer);
            GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(ddBatch.indices.Length * sizeof(uint)), ddBatch.indices, BufferUsageHint.StaticDraw);

            TerrainWindow.M2Vertex[] modelvertices = new TerrainWindow.M2Vertex[model.vertices.Count()];

            for (int i = 0; i < model.vertices.Count(); i++)
            {
                modelvertices[i].Position = new Vector3(model.vertices[i].position.X, model.vertices[i].position.Y, model.vertices[i].position.Z);
                modelvertices[i].Normal   = new Vector3(model.vertices[i].normal.X, model.vertices[i].normal.Y, model.vertices[i].normal.Z);
                modelvertices[i].TexCoord = new Vector2(model.vertices[i].textureCoordX, model.vertices[i].textureCoordY);
            }
            GL.BindBuffer(BufferTarget.ArrayBuffer, ddBatch.vertexBuffer);
            GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(modelvertices.Length * 8 * sizeof(float)), modelvertices, BufferUsageHint.StaticDraw);

            cache.doodadBatches.Add(filename, ddBatch);
        }
Example #4
0
        public static TerrainWindow.WorldModel LoadWMO(string filename, CacheStorage cache)
        {
            if (cache.worldModelBatches.ContainsKey(filename))
            {
                return cache.worldModelBatches[filename];
            }

            WoWFormatLib.Structs.WMO.WMO wmo = new WoWFormatLib.Structs.WMO.WMO();

            if (cache.worldModels.ContainsKey(filename))
            {
                wmo = cache.worldModels[filename];
            }
            else
            {
                //Load WMO from file
                if (WoWFormatLib.Utils.CASC.FileExists(filename))
                {
                    var wmoreader = new WMOReader();
                    wmoreader.LoadWMO(filename);
                    cache.worldModels.Add(filename, wmoreader.wmofile);
                    wmo = wmoreader.wmofile;
                }
                else
                {
                    throw new Exception("WMO " + filename + " does not exist!");
                }
            }

            var wmobatch = new TerrainWindow.WorldModel();

            wmobatch.groupBatches = new TerrainWindow.WorldModelGroupBatches[wmo.group.Count()];

            string[] groupNames = new string[wmo.group.Count()];

            for (int g = 0; g < wmo.group.Count(); g++)
            {
                if (wmo.group[g].mogp.vertices == null) { continue; }

                wmobatch.groupBatches[g].vertexBuffer = GL.GenBuffer();
                wmobatch.groupBatches[g].indiceBuffer = GL.GenBuffer();

                GL.BindBuffer(BufferTarget.ArrayBuffer, wmobatch.groupBatches[g].vertexBuffer);

                TerrainWindow.M2Vertex[] wmovertices = new TerrainWindow.M2Vertex[wmo.group[g].mogp.vertices.Count()];

                for (int i = 0; i < wmo.groupNames.Count(); i++)
                {
                    if (wmo.group[g].mogp.nameOffset == wmo.groupNames[i].offset)
                    {
                        groupNames[g] = wmo.groupNames[i].name.Replace(" ", "_");
                    }
                }

                if (groupNames[g] == "antiportal") { continue; }

                for (int i = 0; i < wmo.group[g].mogp.vertices.Count(); i++)
                {
                    wmovertices[i].Position = new Vector3(wmo.group[g].mogp.vertices[i].vector.X, wmo.group[g].mogp.vertices[i].vector.Y, wmo.group[g].mogp.vertices[i].vector.Z);
                    wmovertices[i].Normal = new Vector3(wmo.group[g].mogp.normals[i].normal.X, wmo.group[g].mogp.normals[i].normal.Y, wmo.group[g].mogp.normals[i].normal.Z);
                    if (wmo.group[g].mogp.textureCoords[0] == null)
                    {
                        wmovertices[i].TexCoord = new Vector2(0.0f, 0.0f);
                    }
                    else
                    {
                        wmovertices[i].TexCoord = new Vector2(wmo.group[g].mogp.textureCoords[0][i].X, wmo.group[g].mogp.textureCoords[0][i].Y);
                    }
                }

                //Push to buffer
                GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(wmovertices.Length * 8 * sizeof(float)), wmovertices, BufferUsageHint.StaticDraw);

                //Switch to Index buffer
                GL.BindBuffer(BufferTarget.ElementArrayBuffer, wmobatch.groupBatches[g].indiceBuffer);

                List<uint> wmoindicelist = new List<uint>();
                for (int i = 0; i < wmo.group[g].mogp.indices.Count(); i++)
                {
                    wmoindicelist.Add(wmo.group[g].mogp.indices[i].indice);
                }

                wmobatch.groupBatches[g].indices = wmoindicelist.ToArray();

                GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(wmobatch.groupBatches[g].indices.Length * sizeof(uint)), wmobatch.groupBatches[g].indices, BufferUsageHint.StaticDraw);
            }

            GL.Enable(EnableCap.Texture2D);

            wmobatch.mats = new TerrainWindow.Material[wmo.materials.Count()];
            for (int i = 0; i < wmo.materials.Count(); i++)
            {
                for (int ti = 0; ti < wmo.textures.Count(); ti++)
                {

                    if (wmo.textures[ti].startOffset == wmo.materials[i].texture1)
                    {
                        wmobatch.mats[i].texture1 = wmo.materials[i].texture1;
                        wmobatch.mats[i].textureID = BLPLoader.LoadTexture(wmo.textures[ti].filename, cache);
                        wmobatch.mats[i].filename = wmo.textures[ti].filename;
                    }
                }
            }

            wmobatch.doodads = new TerrainWindow.WMODoodad[wmo.doodadDefinitions.Count()];

            for(int i = 0; i < wmo.doodadDefinitions.Count(); i++)
            {
                for(int j = 0; j < wmo.doodadNames.Count(); j++)
                {
                    if (wmo.doodadDefinitions[i].offset == wmo.doodadNames[j].startOffset)
                    {
                        wmobatch.doodads[i].filename = wmo.doodadNames[j].filename;
                        M2Loader.LoadM2(wmobatch.doodads[i].filename, cache);
                    }
                }
                wmobatch.doodads[i].flags = wmo.doodadDefinitions[i].flags;
                wmobatch.doodads[i].position = new Vector3(wmo.doodadDefinitions[i].position.X, wmo.doodadDefinitions[i].position.Y, wmo.doodadDefinitions[i].position.Z);
                wmobatch.doodads[i].rotation = new Quaternion(wmo.doodadDefinitions[i].rotation.X, wmo.doodadDefinitions[i].rotation.Y, wmo.doodadDefinitions[i].rotation.Z, wmo.doodadDefinitions[i].rotation.W);
                wmobatch.doodads[i].scale = wmo.doodadDefinitions[i].scale;
                wmobatch.doodads[i].color = new Vector4(wmo.doodadDefinitions[i].color[0], wmo.doodadDefinitions[i].color[1], wmo.doodadDefinitions[i].color[2], wmo.doodadDefinitions[i].color[3]);
            }

            int numRenderbatches = 0;
            //Get total amount of render batches
            for (int i = 0; i < wmo.group.Count(); i++)
            {
                if (wmo.group[i].mogp.renderBatches == null) { continue; }
                numRenderbatches = numRenderbatches + wmo.group[i].mogp.renderBatches.Count();
            }

            wmobatch.wmoRenderBatch = new TerrainWindow.RenderBatch[numRenderbatches];

            int rb = 0;
            for (int g = 0; g < wmo.group.Count(); g++)
            {
                var group = wmo.group[g];
                if (group.mogp.renderBatches == null) { continue; }
                for (int i = 0; i < group.mogp.renderBatches.Count(); i++)
                {
                    wmobatch.wmoRenderBatch[rb].firstFace = group.mogp.renderBatches[i].firstFace;
                    wmobatch.wmoRenderBatch[rb].numFaces = group.mogp.renderBatches[i].numFaces;
                    uint matID = 0;

                    if (group.mogp.renderBatches[i].flags == 2)
                    {
                        matID = (uint) group.mogp.renderBatches[i].possibleBox2_3;
                    }
                    else
                    {
                        matID = group.mogp.renderBatches[i].materialID;
                    }

                    for (int ti = 0; ti < wmobatch.mats.Count(); ti++)
                    {
                        if (wmo.materials[matID].texture1 == wmobatch.mats[ti].texture1)
                        {
                            wmobatch.wmoRenderBatch[rb].materialID = new uint[] { (uint)wmobatch.mats[ti].textureID };
                        }
                    }

                    wmobatch.wmoRenderBatch[rb].blendType = wmo.materials[group.mogp.renderBatches[i].materialID].blendMode;
                    wmobatch.wmoRenderBatch[rb].groupID = (uint)g;
                    rb++;
                }
            }
            cache.worldModelBatches.Add(filename, wmobatch);

            return wmobatch;
        }