コード例 #1
0
ファイル: JStudioModel.cs プロジェクト: CryZe/WindEditor
        public override void Load(byte[] data)
        {
            _file = new J3DFormat();
            _renderList = new List<RenderBatch>();
            _textureCache = new Dictionary<int, int>();
            _file.Load(data);
            _dataCache = data;

            Selected = false;


            /* Dump info for debugging */
            Console.WriteLine("Model: {0}, Vertex Count: {1} Packet Count: {2} Joint Count: {3}", FileName, _file.Info.GetVertexCount(), _file.Info.GetPacketCount(), _file.Joints.GetJointCount());
            Console.WriteLine("Envelope Count: {0} Draw Count: {1}", _file.Envelopes.GetEnvelopeCount(), _file.Draw.GetDrawCount());

            //Extract the data from the file format into something we can use.
            _vertDataBind = BuildVertexArraysFromFile();

            //Build our scene-graph so we can iterate through it.
            _root = BuildSceneGraphFromInfo();
            _skeleton = BuildSkeletonFromHierarchy();

            //Generate our VBO, and upload the data
            GL.GenBuffers(1, out _glVbo);
            GL.BindBuffer(BufferTarget.ArrayBuffer, _glVbo);
            GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(_vertDataBind.Count * 9 * 4), _vertDataBind.ToArray(),
                BufferUsageHint.StaticDraw);

            //Make sure we get drawn
            J3DRenderer.Instance.AddRenderable(this);
        }
コード例 #2
0
        public override void Load(byte[] data)
        {
            _file         = new J3DFormat();
            _renderList   = new List <RenderBatch>();
            _textureCache = new Dictionary <int, int>();
            _file.Load(data);
            _dataCache = data;

            Selected = false;


            /* Dump info for debugging */
            Console.WriteLine("Model: {0}, Vertex Count: {1} Packet Count: {2} Joint Count: {3}", FileName, _file.Info.GetVertexCount(), _file.Info.GetPacketCount(), _file.Joints.GetJointCount());
            Console.WriteLine("Envelope Count: {0} Draw Count: {1}", _file.Envelopes.GetEnvelopeCount(), _file.Draw.GetDrawCount());

            //Extract the data from the file format into something we can use.
            _vertDataBind = BuildVertexArraysFromFile();

            //Build our scene-graph so we can iterate through it.
            _root     = BuildSceneGraphFromInfo();
            _skeleton = BuildSkeletonFromHierarchy();

            //Generate our VBO, and upload the data
            GL.GenBuffers(1, out _glVbo);
            GL.BindBuffer(BufferTarget.ArrayBuffer, _glVbo);
            GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(_vertDataBind.Count * 9 * 4), _vertDataBind.ToArray(),
                          BufferUsageHint.StaticDraw);

            //Make sure we get drawn
            J3DRenderer.Instance.AddRenderable(this);
        }
コード例 #3
0
ファイル: JStudioModel.cs プロジェクト: CryZe/WindEditor
        private uint GetAttribElementSize(J3DFormat.DataTypes dataType)
        {
            switch (dataType)
            {
                case J3DFormat.DataTypes.Unsigned8:
                case J3DFormat.DataTypes.Signed8:
                    return 1;
                case J3DFormat.DataTypes.Unsigned16:
                case J3DFormat.DataTypes.Signed16:
                    return 2;
                case J3DFormat.DataTypes.Float32:
                case J3DFormat.DataTypes.Rgba8:
                    return 4;
            }

            Console.WriteLine("Unknown attrib datatype {0}, guessing at 2!", dataType);
            return 2;
        }
コード例 #4
0
ファイル: JStudioModel.cs プロジェクト: CryZe/WindEditor
 public SceneGraph(J3DFormat.HierarchyDataTypes type, ushort index)
 {
     Children = new List<SceneGraph>();
     NodeType = type;
     DataIndex = index;
 }