Added rudimentary texture loading in Level. It, too, sucks, but works as a prototype

This commit is contained in:
2017-02-27 23:27:16 -05:00
parent 1824de6842
commit 4d4eea54bb
4 changed files with 70 additions and 60 deletions

View File

@@ -1,10 +1,12 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Drawing;
using System.IO;
using System.Linq;
using Diamond.Buffers;
using Diamond.Shaders;
using Diamond.Textures;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using OpenTK;
@@ -22,6 +24,8 @@ namespace Diamond.Level
private Mesh<ObjVertex>[] _meshes;
private TileGroup[] _tileGroups;
private Texture[] _textures;
private GLBuffer<TileData> _tileBuffer;
private GLBuffer<ObjVertex> _vertexBuffer;
@@ -63,18 +67,26 @@ namespace Diamond.Level
})
.ToDictionary(s => s.name, s => s.program);
var texturePaths = levelData["textures"]
.Select(path => (string) path)
.ToArray();
var textures = texturePaths.Select(path => Texture.FromBitmap(new Bitmap(Path.Combine(dir, (string)path)))).ToArray();
var textureMap = texturePaths.Select((path, i) => new {path = path, i = i})
.ToDictionary(v => v.path, v => v.i);
var tilegroups = levelData["tiles"]
.Select(tile => new
{
info = new
{
mesh = meshDict[(string) tile["mesh"]],
shader = programs[(string) tile["shader"]]
shader = programs[(string) tile["shader"]],
texture = textureMap[(string) tile["tex"]]
},
pos = tile["pos"].ToObject<Vector3>()
})
.GroupBy(tile => tile.info)
.Select(group => new TileGroup(group.Key.mesh, group.Key.shader,
.Select(group => new TileGroup(group.Key.mesh, group.Key.shader, group.Key.texture,
new SubArray<TileData>(
group.Select(data => new TileData(data.pos))
.ToArray())))
@@ -91,7 +103,8 @@ namespace Diamond.Level
_allVertices = allVertices,
_meshes = meshes,
_tileGroups = tilegroups,
Programs = programs
Programs = programs,
_textures = textures
};
level.InitializeBuffers();
@@ -101,10 +114,17 @@ namespace Diamond.Level
public void Draw()
{
for (var i = 0; i < _textures.Length; i++)
{
var texture = _textures[i];
texture.Bind(i);
}
foreach (var tileGroup in _tileGroups)
{
var pgm = tileGroup.Program;
pgm.Use();
GL.Uniform1(pgm.GetUniform("tex"), tileGroup.Texture);
pgm.SetAttribPointers(_vertexBuffer);
pgm.SetAttribPointers(_tileBuffer);
tileGroup.Mesh.DrawInstanced(tileGroup.Tiles);
@@ -116,6 +136,9 @@ namespace Diamond.Level
_tileBuffer?.Dispose();
_vertexBuffer?.Dispose();
foreach (var texture in _textures)
texture?.Dispose();
foreach (var program in Programs.Values)
program?.Dispose();

View File

@@ -8,12 +8,14 @@ namespace Diamond.Level
public SubArray<TileData> Tiles;
public Mesh<ObjVertex> Mesh;
public Program Program;
public int Texture;
public TileGroup(Mesh<ObjVertex> mesh, Program program, SubArray<TileData> tiles)
public TileGroup(Mesh<ObjVertex> mesh, Program program, int texture, SubArray<TileData> tiles)
{
Mesh = mesh;
Program = program;
Tiles = tiles;
Texture = texture;
}
}
}