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

@@ -15,22 +15,12 @@ namespace hexworld
#region GLObjects
private Texture _grass;
private Texture _stone;
private Texture _gray;
private Texture _door;
private Level _level;
protected override void OnClosed(EventArgs e)
{
base.OnClosed(e);
_grass?.Dispose();
_stone?.Dispose();
_gray?.Dispose();
_door?.Dispose();
_level?.Dispose();
}
@@ -58,11 +48,6 @@ namespace hexworld
base.OnLoad(e);
_level = Level.LoadLevel(@"res\level.json");
_grass = Texture.FromBitmap(new Bitmap(@"res\grass.png"));
_stone = Texture.FromBitmap(new Bitmap(@"res\stone.png"));
_gray = Texture.FromBitmap(new Bitmap(@"res\gray.png"));
_door = Texture.FromBitmap(new Bitmap(@"res\door.png"));
}
protected override void OnUpdateFrame(FrameEventArgs e)
@@ -90,14 +75,9 @@ namespace hexworld
GL.Enable(EnableCap.Blend);
GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
_grass.Bind(0);
_stone.Bind(1);
_gray.Bind(2);
_door.Bind(3);
var pgm = _level.Programs["textured"];
pgm.Use();
GL.Uniform1(pgm.GetUniform("tex"), 0);
GL.UniformMatrix4(pgm.GetUniform("view"), false, ref _view);
GL.UniformMatrix4(pgm.GetUniform("proj"), false, ref _proj);