public void upload(ref List<VBO> vboList, ref Dictionary<String, int> textureList)
        {
            //Make VBOs of each chunk
            foreach (MeshChunk m in model.chunks)
            {
                int vb, eb, tb = 0;
                GL.GenBuffers(1, out vb);
                GL.GenBuffers(1, out eb);
                //find texture buffer
                //*
                if (m.materialObjectName != "")
                {
                    MaterialObject mao = ResourceManager.findFile<MaterialObject>(m.materialObjectName);
                    if (mao != null)
                    {
                        if (mao.textures.ContainsKey(TextureType.Diffuse))
                        {
                            //if we havent already added it to the dictionary
                            if (!textureList.ContainsKey(mao.textures[TextureType.Diffuse]))
                            {
                                int buffer = 0;
                                //find the file and then make a buffer out of it then add it to the dictionary
                                DDS dds = ResourceManager.findFile<DDS>(mao.textures[TextureType.Diffuse]);
                                if (dds != null)
                                {
                                    DDSUploader temp = new DDSUploader(dds);
                                    buffer = temp.uploadTexture();
                                }
                                else
                                {
                                    Console.WriteLine("Couldn't find texture {0}", mao.textures[TextureType.Diffuse]);
                                }

                                textureList.Add(mao.textures[TextureType.Diffuse], buffer);
                            }
                            tb = textureList[mao.textures[TextureType.Diffuse]];
                        }
                        else
                        {
                            Console.WriteLine("Material object {0} doesn't have a diffuse texture", m.materialObjectName);
                        }
                    }
                    else
                    {
                        Console.WriteLine("Couldn't find material object {0}", m.materialObjectName);
                    }
                }
                //*/
                VBO curVBO = new VBO(vb, eb, tb, 8, m.indices.Length);
                vboList.Add(curVBO);

                GL.BindBuffer(BufferTarget.ArrayBuffer, curVBO.vertexBuffer);
                GL.BindBuffer(BufferTarget.ElementArrayBuffer, curVBO.elementBuffer);

                GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(m.verts.Length * sizeof(float)), m.verts, BufferUsageHint.StaticDraw);
                GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(curVBO.indexElementCount * sizeof(uint)), m.indices, BufferUsageHint.StaticDraw);

                GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
                GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
            }
        }
Exemple #2
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        public void upload(ref List <VBO> vboList, ref Dictionary <String, int> textureList)
        {
            //Make VBOs of each chunk
            foreach (MeshChunk m in model.chunks)
            {
                int vb, eb, tb = 0;
                GL.GenBuffers(1, out vb);
                GL.GenBuffers(1, out eb);
                //find texture buffer
                //*
                if (m.materialObjectName != "")
                {
                    MaterialObject mao = ResourceManager.findFile <MaterialObject>(m.materialObjectName);
                    if (mao != null)
                    {
                        if (mao.textures.ContainsKey(TextureType.Diffuse))
                        {
                            //if we havent already added it to the dictionary
                            if (!textureList.ContainsKey(mao.textures[TextureType.Diffuse]))
                            {
                                int buffer = 0;
                                //find the file and then make a buffer out of it then add it to the dictionary
                                DDS dds = ResourceManager.findFile <DDS>(mao.textures[TextureType.Diffuse]);
                                if (dds != null)
                                {
                                    DDSUploader temp = new DDSUploader(dds);
                                    buffer = temp.uploadTexture();
                                }
                                else
                                {
                                    Console.WriteLine("Couldn't find texture {0}", mao.textures[TextureType.Diffuse]);
                                }

                                textureList.Add(mao.textures[TextureType.Diffuse], buffer);
                            }
                            tb = textureList[mao.textures[TextureType.Diffuse]];
                        }
                        else
                        {
                            Console.WriteLine("Material object {0} doesn't have a diffuse texture", m.materialObjectName);
                        }
                    }
                    else
                    {
                        Console.WriteLine("Couldn't find material object {0}", m.materialObjectName);
                    }
                }
                //*/
                VBO curVBO = new VBO(vb, eb, tb, 8, m.indices.Length);
                vboList.Add(curVBO);

                GL.BindBuffer(BufferTarget.ArrayBuffer, curVBO.vertexBuffer);
                GL.BindBuffer(BufferTarget.ElementArrayBuffer, curVBO.elementBuffer);

                GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(m.verts.Length * sizeof(float)), m.verts, BufferUsageHint.StaticDraw);
                GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(curVBO.indexElementCount * sizeof(uint)), m.indices, BufferUsageHint.StaticDraw);

                GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
                GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
            }
        }